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MOA/MOA FFP Scope
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Damn! You're right! For some reason I thought it was moa/moa.
I decided on moa mainly because either one is going to be something I have to learn but the moa seems like the math is less complicated. I'm actually better at math then I like to admit I just don't like math at all.I've been running a Vortex PST 4-14 ffp moa/moa for a year or two now, and for the price, it's great. The "zero stop" is not a true zero stop and the system they use for it kind of sucks, but if you don't beat it up, it will work. I would rather have mil/mil, because the folks I shoot with use mils, but when I bought it, this was all that was available and I needed something for my Surgeon. Vortex CS is exceptional.
MOA has way more complicated math than mil! mil math is based on 10s. No funky .614 or whatever it is decimals!Comment
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Us optics has a nice ffp 3-18 but its a tad expensive. IOR has an excellent 3-18 offering that has all of what you're looking for. Plus if ya look at the for sale thread optics section always has an offering and usually for a really good price to boot.
I'll agree with what others have said about the 4-16 vortex scope.Originally posted by aklonIn 1775 we stood up.
In 1776 we announced we would not be sitting back down.
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Ahhhhhhhhhhh! Man that was some great Kool-Aid.......... hmmmmmm theres a hint of something metallic. Oh well guess I will get on with the voting.Comment
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You know how when you zero a scope at say... 100 yards, then maybe you pop the turret off and turn it so it's actually at 0? A zero stop will prevent you from turning it below that point, so you can easily return back to your zero without getting lost in which revolution your turret happens to be on. That being said, you don't necessarily have to set the zero stop to stop at 0 either. You might want an extra few clicks of adjustment below zero. As Spyder pointed out, the vortex doesn't allow a hard stop at 0, rather some play beyond zero, but it's still "close enough" and prevents you from getting lost in the turret rotations.
That doesn't really explain very clearly what a zero stop is, but you can see how that particular zero stop works and exactly what is going on once it's set.Comment
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You know how when you zero a scope at say... 100 yards, then maybe you pop the turret off and turn it so it's actually at 0? A zero stop will prevent you from turning it below that point, so you can easily return back to your zero without getting lost in which revolution your turret happens to be on. That being said, you don't necessarily have to set the zero stop to stop at 0 either. You might want an extra few clicks of adjustment below zero. As Spyder pointed out, the vortex doesn't allow a hard stop at 0, rather some play beyond zero, but it's still "close enough" and prevents you from getting lost in the turret rotations.
That doesn't really explain very clearly what a zero stop is, but you can see how that particular zero stop works and exactly what is going on once it's set.
Aaaaah. My scope doesn't have a zero stop then. And I guess I'm ok with that. Not a major loss for me. Just have to pay more attention on the rare times I shoot more than 100yds?
Sent from my iPhone using TapatalkFacts are stubborn things; and whatever may be our wishes, our inclinations, or the dictates of our passions, they cannot alter the state of facts and evidence.Comment
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Not really. I'd say more like any time you need to rotate your elevation turret more than once, or you need to quickly return to zero for any other reason, or you might forget what your previous elevation was, etc.
Depending on your scope, even if it doesn't come with a zero stop you might actually be able to make a shim for it. It may not let you set an exact stop at zero, but it'll be obvious going a few clicks past zero, hitting the stop, and then rotating it to zero(which really isn't a problem as long as you can see it).Comment
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