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Yeah. ACE doesn't support thermal goggles.
That why Apex ENVG-II is still using/shows vanilla overlays.
https://github.com/acemod/ACE3/blob/9932c1b7f9de5bd63675eb5be05fbeddaa3c234f/addons/nightvision/CfgWeapons.hpp#L22
EF_LPNVG should have remained vanilla, but it seems someone made it "compatible" without knowing.
We can undo this, but just like ENVG, the shape of the NVG overlay will be as awkward as Vanilla.
heres full inheritance structure of config
class EF_LPNVG: NVGoggles
class EF_LPNVG_Tan: EF_LPNVG
class EF_LPNVG_T: EF_LPNVG
class EF_LPNVG_T_Tan: EF_LPNVG_T
again, thx for the great mod you creat!
class EF_LPNVG: NVGoggles
classnames:EF_LPNVG,EF_LPNVG_Tan,EF_LPNVG_T,EF_LPNVG_T_Tan
thanks for the great mod you creat!
On an unrelated note, is this purely client-side, or is it required to be loaded server-side as well?
Asking because I think I'm the only person in my unit with a non-standard fov, so I couldn't really justify it being applied to everyone.
if my calculations are correct, 150% should be perfect for default FOV settings and will look just like on screenshots.
这绝对是对于ACE3相关最棒的mod,如果ACE3没有这个mod,ACE3里面的夜视仪就是一塌糊涂,而加上这个mod,相比较原版的,这样就舒服了很多!
First off, thank you very much @Greifus_OnE for going into detail on the issue instead of just complaining; helps jump-start a solution much faster :)
Here are my personal FOV settings I used when making this mod:
fovTop=1.03;
fovLeft=1.83;
Smarten up.
There are many reasons:
1) glitches (sometimes, between switching aiming modes, I see vanilla NV but not ACE NV)
2) glitches when using vanilla NV scopes (Nightstalker scope for example)
3) ACE NV present ONLY at the infantryman (the lack of ACE NV in vehicles) this is big omission
4) glitches with BetteIR mod which I use (I see lights where they shouldn't be)
5) the difficulty of detecting the enemy in general, I have no desire to spoil my eyesight. It just interferes with detection, but doesn't help in any way!
Thank you for your answers and good luck in the future!
@mickeyworld So, the ACE Nightvision framework is what adds the functionality of the border "zooming in" when you zoom. I suppose I can try to look into overriding that with a Cfg patch, but (a.) I'm not sure yet if that's possible, and (b.) I personally feel the amount of people who are annoyed by the border zooming with the zoom is pretty low (but I could be wrong...).
The funny thing is, I've worn NVGs and I could not tell you what the field of vision is supposed to look like. There's the sensation of having restricted vision, and bumping into shit, stumbling because you can't see where you're putting your feet, but the eyepiece takes up your whole eye so its like your whole view, if you know what I mean.
Good work.
I mean that when zooming in, the border does not move, but still are present. This can be done?