Arma 3
VOERE X4 Sniper
26 Comments
Redneck Wolf 21 Dec, 2023 @ 8:59pm 
This gun makes the enemies that get hit by it ragdoll into the sky. PLEASE DO NOT FIX THIS!
equis 10 Mar, 2023 @ 6:14am 
Hi Nemo:
I am a user of your MOD "VOERE X4". Lately or always, I've been using the 0.338. When I play Arma 3, I do it from a Sniper. I see that the other VOERE X4 “0.408" and even the.50 require UAS.
Why am I contacting you?:
Do you have any way to use the cheytac "0.408" without UAS extension or others?
I imagined that maybe there is a better modeled version and without requirements. The 0.338 has error from 1200 (from 40cm to 1mt)
Is it possible rifle with accuracy of 1700/2000 mt?

If it exists and you share it or sell it, I listen to offers
I usually use it with the scopes KTRY Schmidt Bender 3-20x50 PMII Bore 2.6

Greeting
El Berl 9 Jul, 2020 @ 7:44pm 
Fair enough. Indeed, the rifle is weightless as-is. I'd definitely recommend fixing that up. Nonetheless, great work on the rifle!
Nemo  [author] 9 Jul, 2020 @ 7:36pm 
I've found the full answer I think. The O2 manual is not wrong, just for whatever reason that value is used purely for PhysX. The mass value in the config tackles how much inventory volume is taken and the weight used for the fatigue system.
El Berl 9 Jul, 2020 @ 7:12pm 
That inventory space is identical to the weight of the rifle. That O2 manual is off, especially when benched against the stamina model. One kilogram is 22 config mass units.
Nemo  [author] 9 Jul, 2020 @ 7:10pm 
O2 manual lists 1 mass unit as equal to 1kg. The mass setting in the config as far as I'm aware and have read sets the volume of inventory space the object takes up.
El Berl 9 Jul, 2020 @ 6:55pm 
I'm afraid not. Weapon weight is actually set in the config, specifically in the WeaponSlotsInfo subclass via the mass entry. Mass units are in tenths of pounds, so mass = 195.8 is about what you'd want there.

Furthermore, Kloss is correct. The rifle is presently weightless.
Nemo  [author] 9 Jul, 2020 @ 6:50pm 
Object weight isn't set in the config, its done through the geometry LOD of the model.
Hans_Kloss 9 Jul, 2020 @ 6:15pm 
I couldn't found the value(8.9) from config.cpp.
Hans_Kloss 9 Jul, 2020 @ 6:09pm 
It's ture, BI asenal & ACE asenal. I've add 3 mod:cba,ace,and this one.
Nemo  [author] 9 Jul, 2020 @ 5:33pm 
I don't know where your getting this weight value from. The weight I see in my tools is 8.9kg
Hans_Kloss 9 Jul, 2020 @ 5:27pm 
Are you sure ? It's ZERO kg !
Nemo  [author] 9 Jul, 2020 @ 12:54pm 
The manufacturer lists the weight of the .338 variant at 8.9kg, .300 at 9kg, and .375 at 9.3kg. Based on that information the weight I currently have setup is correct.
Hans_Kloss 8 Jul, 2020 @ 7:16pm 
The weight of this gun should be 9 ± 0.3KG. The weight setting in the module is too light.
Autims 20 Apr, 2020 @ 9:39pm 
So can you change the calibre on this?
LtAaron 20 Apr, 2020 @ 9:08am 
It also has to do with a recent ACE update, advance ballistics now takes into account for barrel length on Velocity.
Nemo  [author] 20 Apr, 2020 @ 8:47am 
I do plan to add a variant of the rifle for each caliber its barrel kits support.

Creidim, LtAaron is correct. You will have to setup a custom ATRAG profile. The .338LM 250gr profile is the closest, but the rifle puts a bit more velocity on the round, hence why it hits slightly higher.
LtAaron 20 Apr, 2020 @ 6:53am 
Any plans to add the changeable barrels for different calibers? In response to the ACE question, you can make your own ballistic profile for the rifle on the ATRAG it's self.
Creidim 19 Apr, 2020 @ 11:46pm 
Oh i see you did add ace ballistics, but what calibre do I have to choose in the atrax gun list? there are only 3 types of 338 calibres and i tried them all but gun still shoots high?
Creidim 19 Apr, 2020 @ 11:38pm 
Very nice mod well done. Can you make it ace compatible? I tried this weapon @ 1.3km range. its actually very close to ballistics. shoots bout 1 mil too high. If this can be ace compatible you would have a winner up to 1km range accurately :)
Nemo  [author] 19 Apr, 2020 @ 9:45am 
Good catches. I'll patch those issues tomorrow.
krzychuzokecia 19 Apr, 2020 @ 8:37am 
Nice work! However there are two little things you could fix:

1. Apply proper material in FireGeoLOD (at the moment hitting rifle will kick up dust)
2. Add sound for working the bolt in between shots (like it's done in vanilla .408 CheyTac)

Otherwise it's spot on!
Mister_X 17 Apr, 2020 @ 1:22pm 
Thank's Pixel for your gift
Pixel_play's 17 Apr, 2020 @ 1:11pm 
Functions better than the real one XD
Monty Mole 16 Apr, 2020 @ 7:54pm 
Clean design functions well nice job
Mister_X 16 Apr, 2020 @ 4:54am 
Good Job ;) thanks for sharing