I am the same Spartan0536 from the Bohemia Interactive Forums that writes ballistics code for ArmAIII's community. I have also been a military hardware consultant for World In Conflicts Modern Warfare Mod, and I also assisted in ballistics and data research on Occupation: Source.
I think they just took the RS mount off of the OKP-7 and used the same offset model.
Here is what one looks like on an AR-15
you couldnt do a 2x OKP-7 because even the ones attached 1913 rails are shifted to the left, just slightly less than the ones mounted directly on the dovetail mounts on AKs.
They need to be adjusted, I also made a technical post about that issue as well, both the RS and Railed OKP-7 sights are not in the correct position.
Here is a picture of the OKP-7 railed variant, it's centered, the RS mounts have them left offset due to the mounting that is required.
my 2 cents (for what its worth.. pun intended)
I play on the Insurgency.pro server on Insurgency 2, and their bots are designed to be OP, and I can see the influence here from that.
I really do enjoy killing OP bots as it makes me a better player, but there are some very glaring issues that need to be addressed.
Bot room clearing & cornering... they really suck at this, it's laughably bad, it's actually the exact opposite of what they are in the open.
Supports getting shot down extremely fast.... I concur, this is absolutely nuts and it needs to be adjusted.
Technicals (MG Trucks)..... they should have a 2-3 second TTT (Time To Target) adjustment, meaning their fire for 2-3 seconds will be inaccurate, if you get hit it would be sheer dumb luck.
Allow for selection of difficulty in searching for COOP matches (Easy, Normal, Hard, and OP).
In addition I would also like to see the ability to manipulate the magnifier so that you can switch from 1x to 2x as needed, this would make the additional point cost of a 2x much more worthwhile and would also help sell the 1.5x @ a cost of 1 a bit more.
I love the OKP-7, it has 2 variants the RS attachment for traditional AK rifles and a railed attachment so it can fit on just about every gun in the game, so please allow the OKP-7 to be used more often than it currently is.
My other request is to have a 2x Variant, the 2X variant would be only for the railed attachments and not the RS mounts.
Its not only you, I also posted about this, and my friend was having this happen as well. I believe its a packet miscommunication or complete packet loss when transmitting to the server.
Sometimes for no reason I will get disconnected from a server, prior to being disconnected for 20 seconds I get very choppy gameplay (network lag not graphical), I can't switch weapons or reload. This has happened multiple times over the past few days, I have been watching my netstats through windows and in game, they do not add up, my local netstats show everything is good and I never lose connection to steam, discord, or any other network centric program.
During the game when reloading, it shows me loading on my screen, but to everyone else spectating me sees me putting away my weapon and switching to another. This on my end results in me having to reload twice, sometimes 3 times otherwise I will either not fire a round or I will fire just 1 bullet and have to reload.
Just in case anyone here cares (likely not), my experience with firearms including full auto and suppressors. I have used many different sights and mounts on a wide variety of firearms. I even write ballistics code for ArmA III's modding community.
As it has been agreed the OKP-7 sight is slightly off, it annoys me as I am OCD about stuff like that, but it should be easily fixed before launch.
I believe in terms of shooting within Insurgency Sandstorm that the bullets are generated from eye point and not hip or barrel. In fact I am almost sure of it based on the gameplay. Games work differently in mechanics than IRL. IRL bullets come from the barrel, in games it's primarily from the eye point, some games have bullets come from the barrel, ArmA being one of them and that has it's own slew of issues to deal with.
AK's are only inaccurate due to their design, a Valmet or Galil is pretty much a perfected AK and due to the design differences they largely have eliminated the accuracy issues surrounding Kalashnikov rifles.
In regards to the SCAR-H, this could easily be rectified by moving the AN/PEQ15A to the side rail, problem solved, it's not like the SCAR-H was designed with modularity in mind right? I mean what kind of deranged monster would even think of that?
As for the sight sitting too low on the rail mounts, I think my picture properly illustrated that issue.
As for the OKP sight picture, all they need to do is adjust the sight picture, and it really needs to be adjusted on the AKS-74UN (more about the model name change for the 74UN below). The RS mounts have the offset, it's just in the incorrect position, and yes I agree sights can be calibrated and used with an offset from the ironsights, this allows the use of the weapons ironsights in some cases (this being the case for the OKP-7 when RS and rail mounted). The OKP-7/77 is an excellent high speed optical sight, it's very well thought out and has a lot of ingenuity built in.
Regarding the 74UN designation, upon further review of the model in the game you are correct it is the UN variant, I was not able to see the split in the receiver where the selector switch is, I really do wish they would name the weapons correctly, perhaps that will come with the launch.
to illustrate the issues with the SCAR-H and the OKP-7 here are 2 in-game pictures that I just took. As you can tell the sight is sitting below the rail system, this needs to be corrected.
![Pic1]( image url)
![Pic 2]( image url)