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Huh, I might try switching it back to an actual model then, that's how it was before but there was some weird artifacting on the crosshair so I turned it into a texture overlay instead. I would recommend trying it again a few more times just to be sure it's broken.
edit: grammar
Sorry i'd rather make sure theres an issue rather than fixing nothing. From what I can tell this is an issue only you've had so far, so I'd try fiddling around on your end with graphics options and such, till then, i'll add a debug PTRS with a modelled crosshair so that people with your issue can still use the weapon.
edit: bonus words
Below you'll find two examples from the aircraft hanger on the map Dustbowl.
https://imgur.com/hmKW22R
https://imgur.com/C9R5hUA
I was waiting for someone to notice that, it's because the camera for the dual render is very far forward to avoid making the gun visible in the scope, and the muzzle is very far forward just because of how long the gun is. I can try moving both back a little to remedy the issue but I don't think it's 100% fixable
Edit: Seeing through walls is fixable but shooting is not, as the projectile originates from the muzzle, and moving it back would mean moving the muzzle flash effects back too, i'll definitely keep fiddling though.
After getting ingame, it seems that I was wrong, and that neither issue has a very good solution, and that the length of the PTRS just exaggerates problems that already exist with other weapons, especially dual rendered ones. From what I can tell, all weapons with dual rendered scopes have the ability to see through thin walls, and almost all projectile weapons are able to shoot through walls to some degree, even the default ones. For now, I will leave my current edits, so that it will be a bit harder to see through some walls, but it is definitely not a catch-all solution, sorry.