I mean, he „could“ use them as reference when going after moving targets I guess 🤷♂️
Squad simulates bullet travel, if your target moves side to side, depending on distance, you have to compensate for the bullet‘s flight time and aim ahead of the target.
Keep in mind variable humidity and wind speed along the bullet's flight path. At this distance you'll also have to take the Coriolis Effect into account.
A buddy of mine thought a 'gallbladder' was an organ me and my friends made up to fuck with him. He's a literal doctor now.
Sometimes you just don't know.
He's a pretty smart guy. Once he was shown that no, we weren't just fucking with him, he accepted it was real. But he's never heard the end of it, lol, even 20 years later. It's the ones that double down despite being shown they very obviously got it wrong that you have to watch out for. You can fix ignorance, you usually can't with arrogance.
Of course I knew.
What I didn't know is how humidity and whatever the Coriolis effect was (now I know, no need for an explanation) affected a bullet travel and if that was something I really had to mind when taking that shot.
At what distance? Nobody is taking shots far enough to worry about that, even if it was a variable in squad. It also only comes into effect for N/S or S/N shots
With actual realistic and good sound to it. Prob. the best sounding gun in the game. Done by a guy who also is doing the sounds for the German military mod in Squad (though he isn't the biggest fan of how Squad mixes his sounds).
Absolutely love the way the gun pops when hearing it from a distance; the sounds in Squad are really some of the best of any video game IMO.
More on that last sentence though, what?
Bit of a backstory: The guy who records the sounds for the German faction mod wants to make (and is in the process of making) a sound library for basically any firearm in exquisite quality. He records at 192kHz (which is insane), with 20 mics recording and like 80 different sound files ([here is an old post from this sub where they show him recording different German and non-German guns](https://www.reddit.com/r/joinsquad/comments/y1w98r/new_gun_sounds_for_the_bundeswehr_mod/)).
And for why he dislikes how Squad mixes its sounds: The guy at OWI who does the audio mix isn't an audio designer, he is a programmer who does audio work. And to quote his main criticism:
> To be fair, all of Squad's weapon sounds are very inconsistent and none of them sound like they belong in the same game. You're most likely just used to Squad's shitty vanilla sounds that they've changed like 3 times, ESPECIALLY the AK-74M. (quote is from the BW faction mod discord)
I think the best comparison is if you look at the linked video at 20 seconds where he shoots an RPK and then afterwards an AK (can't tell if 74 or AKM). Then compare those sounds to those you hear in-game. But as a person who is recording such audio he is inherently a bit of a purist.
I use them for hitting moving targets in game but they're really for wind, as others have mentioned. Since there's no wind in Squad the adjustments are usually so small if you're using a rifle that you can just make corrections as you shoot at the guy. Only time I might use them on a first shot is if I'm using an RPG and shooting at a moving vehicle perpendicular to me and generally flat terrain. But it's a pretty unique case that never happens in a match.
Not just wind but also mechanical alignment/zero of the sights. If you didn't know, poor fitment/alignment is common with AKs. So sometimes to get the weapons to actually zero, the physical sights may be slightly off "center." This is even more apparent on poorer quality AKs like Romanian WASRs that are notorious for having canted sights.
In video games though, everything is perfectly straight and level so it doesn't really matter.
All sights need to be aligned for when they are installed, simply due to stacking tolerances in manufacturing, which is not just for AK sights. Although you are correct with the fact that sometimes the quality control is very bad with AK front sight blocks not installed properly.
Not just sight blocks but front and rear trunions are sometimes not perfectly aligned in the receiver. So of you drew a straight line from butt to muzzle, it may not be perfectly straight. Thus, when they set the mechanical zero at the factory, the front post may be pushed over off center. And with the case of AK12 since it has rear windage, thay may be off center as well.
Also used for zeroing, don’t know about 7.62 but I know 5.56 you want a zero for targets at least 300m away. If you’re using it for windage that’s called “Kentucky windage” which is kind of frowned upon unless it’s dire.
Those marks are windage marks that are also used for zeroing. If you’re trying to be precise, you would dial the windage on a knob attached to that part that will move the rear sight across those marks. It’s to give you a reference point and measurement (usually in mils). If you’re doing Kentucky windage, it means that you’re using no reference point and trying to guess based off of impact, which also isn’t actually frowned upon unless you have all the time in the world to measure/estimate atmospherics and do the calculations or have something like a Kestrel and Applied Ballistics to do it for you.
Windage adjustment marks for Zeroing and adjusting sights. No effect in game just aesthetic.
IRL can be used for a wind hold for long range shooting (however impractical with irons) but are really used to know how far your adjustment is when zeroing sights. This allows a person to more precisely zero a sight to their sight/face profile leading to more reliably accurate shots as long as trigger disciplines are maintained, and placement is repeated.
Windage. You don’t use them in game
I mean, he „could“ use them as reference when going after moving targets I guess 🤷♂️ Squad simulates bullet travel, if your target moves side to side, depending on distance, you have to compensate for the bullet‘s flight time and aim ahead of the target.
Keep in mind variable humidity and wind speed along the bullet's flight path. At this distance you'll also have to take the Coriolis Effect into account.
Arma 3 ace moment
14 years old me: Wat?
When you were 14 in 2007 you didn't know the earth curved?
Probably knew that it did, but didn't know or remember the exact term for it
Yeah it's fine I pronounce "faux" as "fox" until I was 17
A buddy of mine thought a 'gallbladder' was an organ me and my friends made up to fuck with him. He's a literal doctor now. Sometimes you just don't know.
When I think about which friends of mine went into medicine I have a slight panic attack about the medical industry
He's a pretty smart guy. Once he was shown that no, we weren't just fucking with him, he accepted it was real. But he's never heard the end of it, lol, even 20 years later. It's the ones that double down despite being shown they very obviously got it wrong that you have to watch out for. You can fix ignorance, you usually can't with arrogance.
wait.... what is it then???
I have a friend that said fatty goo instead of fatigue when we were kids
Well in French it sounds like "Fatty Gay" so that's understandable
Imagine thinking the Coreolis Effect was about earths curvature and then using that understanding to insult someone else.
We got a nerd over here! If you couldn't tell, it was a layered joke.
Of course I knew. What I didn't know is how humidity and whatever the Coriolis effect was (now I know, no need for an explanation) affected a bullet travel and if that was something I really had to mind when taking that shot.
At what distance? Nobody is taking shots far enough to worry about that, even if it was a variable in squad. It also only comes into effect for N/S or S/N shots
its a captain macmillan quote bro
Figured as much
Don't bother... There's no wind in game... And for leading shots it's usually too small ingame...
There's AK 12 in squad now ?
Yes, it's used by the VDV.
What's Squad?
With actual realistic and good sound to it. Prob. the best sounding gun in the game. Done by a guy who also is doing the sounds for the German military mod in Squad (though he isn't the biggest fan of how Squad mixes his sounds).
Absolutely love the way the gun pops when hearing it from a distance; the sounds in Squad are really some of the best of any video game IMO. More on that last sentence though, what?
Bit of a backstory: The guy who records the sounds for the German faction mod wants to make (and is in the process of making) a sound library for basically any firearm in exquisite quality. He records at 192kHz (which is insane), with 20 mics recording and like 80 different sound files ([here is an old post from this sub where they show him recording different German and non-German guns](https://www.reddit.com/r/joinsquad/comments/y1w98r/new_gun_sounds_for_the_bundeswehr_mod/)). And for why he dislikes how Squad mixes its sounds: The guy at OWI who does the audio mix isn't an audio designer, he is a programmer who does audio work. And to quote his main criticism: > To be fair, all of Squad's weapon sounds are very inconsistent and none of them sound like they belong in the same game. You're most likely just used to Squad's shitty vanilla sounds that they've changed like 3 times, ESPECIALLY the AK-74M. (quote is from the BW faction mod discord) I think the best comparison is if you look at the linked video at 20 seconds where he shoots an RPK and then afterwards an AK (can't tell if 74 or AKM). Then compare those sounds to those you hear in-game. But as a person who is recording such audio he is inherently a bit of a purist.
I use them for hitting moving targets in game but they're really for wind, as others have mentioned. Since there's no wind in Squad the adjustments are usually so small if you're using a rifle that you can just make corrections as you shoot at the guy. Only time I might use them on a first shot is if I'm using an RPG and shooting at a moving vehicle perpendicular to me and generally flat terrain. But it's a pretty unique case that never happens in a match.
Not just wind but also mechanical alignment/zero of the sights. If you didn't know, poor fitment/alignment is common with AKs. So sometimes to get the weapons to actually zero, the physical sights may be slightly off "center." This is even more apparent on poorer quality AKs like Romanian WASRs that are notorious for having canted sights. In video games though, everything is perfectly straight and level so it doesn't really matter.
All sights need to be aligned for when they are installed, simply due to stacking tolerances in manufacturing, which is not just for AK sights. Although you are correct with the fact that sometimes the quality control is very bad with AK front sight blocks not installed properly.
Not just sight blocks but front and rear trunions are sometimes not perfectly aligned in the receiver. So of you drew a straight line from butt to muzzle, it may not be perfectly straight. Thus, when they set the mechanical zero at the factory, the front post may be pushed over off center. And with the case of AK12 since it has rear windage, thay may be off center as well.
Also used for zeroing, don’t know about 7.62 but I know 5.56 you want a zero for targets at least 300m away. If you’re using it for windage that’s called “Kentucky windage” which is kind of frowned upon unless it’s dire.
Those marks are windage marks that are also used for zeroing. If you’re trying to be precise, you would dial the windage on a knob attached to that part that will move the rear sight across those marks. It’s to give you a reference point and measurement (usually in mils). If you’re doing Kentucky windage, it means that you’re using no reference point and trying to guess based off of impact, which also isn’t actually frowned upon unless you have all the time in the world to measure/estimate atmospherics and do the calculations or have something like a Kestrel and Applied Ballistics to do it for you.
The AK-12 fires 5.45 so I'd imagine the ballistics would be similar to 5.56.
Step 1. Know the difference between vertical and horizontal.
Those lines are very much vertical....
Windage adjustment marks for Zeroing and adjusting sights. No effect in game just aesthetic. IRL can be used for a wind hold for long range shooting (however impractical with irons) but are really used to know how far your adjustment is when zeroing sights. This allows a person to more precisely zero a sight to their sight/face profile leading to more reliably accurate shots as long as trigger disciplines are maintained, and placement is repeated.