M2A2 and A3 Bradley optics should be different
Open, Needs TriagePublic


As they are now, they're identical for both gunner and commander, they should be different as the A3 has an improved gyroscope for the commander (CIV): https://en.wikipedia.org/wiki/M2_Bradley

Chairborne added a project: Vehicles.

Sorry for a very late reply to the issues I noted in the "Bradley Bugs" thread. I've been away from the game for awhile, but allow me to elaborate on the things that I brought up:

The CIV is the Commanders Independent Viewer, which is the large box on the outside of the turret that the commander controls. The M2A2 does not have that. The commander sees the same thing the gunner sees when looking through his optics. It sucks, let me tell you. No situational awareness whatsoever unless you pop up out of the hatch

Also, the M2A2 uses the old red thermals ( For an example, check out the Bradley optics that RHS uses. Theirs is way too dark, however, and they use it on the A3 Bradley as well, which is wrong) Your A3 models use FLIR, just like IRL, however in the actual Brad, they're green and not grey ( I have a video on youtube to illustrate https://www.youtube.com/watch?v=cG341Vt9sDs). There is no regular night vision mode, either. Only FLIR mode. It also has TV mode, which is like looking through a green tinted video camera. Not sure if you can implement it, and I'm also not sure if it's worth your time since the resolution sucks and it's difficult to observe round impacts. I guess you could maybe add a mode that just adds an overlay of the optic symbology and reticle to the normal game resolution, similar to the existing CIV view before you go into night vision