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M109A6 Paladin by Soul_Assassin, NouberNou and rexehuk

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Really liking this, and even more since it is an all self contained addon :)

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Warning - Pornographic content - Under 18s click away now

Super8 heading down range

oHmiQ1VLwQ4

Oh... and as Nou has tested, this can be heard 5km away ;).

Edited by rexehuk

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Nice ,but dont forget to add Cannon animation too

You can see it in this video

dont be silly :p

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Nice ,but dont forget to add Cannon animation too

You can see it in this video

Yea, recoil needs to be added, but its a bit harder than normal since use controlled bone animations cant also do recoil for some reason.

There is a way around it, but we haven't tried it yet. :p

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Warning - Pornographic content - Under 18s click away now

Super8 heading down range

oHmiQ1VLwQ4

Oh... and as Nou has tested, this can be heard 5km away ;).

Wait what, porn on youtube? Since when?

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Awesome, but the sound seems too long and drawn out, in the vid of the real Paladin firing the shot is very short.

The particle effects need some work too. The dust should not be rushing away from the artillery like rotor-wash, it should lift straight up off of the ground then settle or blow away.* Also, the muzzle flash needs to be more aggressive and not hang in the air as long.**

*

**http://www.youtube.com/watch?v=t9hYVWlx2qs

**

**

Great work so far. :yay:

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Really? Damn. I use WarFX too much. lol

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Awesome, but the sound seems too long and drawn out, in the vid of the real Paladin firing the shot is very short.

You do realise this is a video of the highest charge type firing? If you have a source video for such an event I'd like to see/hear it. Each charge size will have a different sound, this being the maximum (and rarely used).

I'm yet to find a video of a super 8 charge being fired externally to see how it sounds, all I can imagine is that it is VERY loud with tons of reverb especially in Afganistan etc, which is what I've created to recreate.

The effects have also been added by Nou earlier yesterday, no videos of that though ;) atleast not in the public domain.

** UPDATE **

Here's a video of a howwy firing a high charge

sTHPfz0bVyc

Edited by rexehuk

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Yea firing a M203A1 will give an HE round just over 22km of range... :P Its going to be a very rarely fired charge in most ArmA2 maps! :D

Anyway...

Ignore the sounds in this one, they are acting odd I think...

KzR__s_kwUw

Rockin! :D

0gP1ZlSitzI

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Does it get airborne when the canon is fired straight up?? :clap:

Also, the muzzle effect is looking really good in that last video.

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What nou is trying to show in the first vid is that fro different charges, different muzzle effects will be present.

Second video shows the beast jumping up and down on suspension in slowmo.

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Does it get airborne when the canon is fired straight up?? :clap:

Also, the muzzle effect is looking really good in that last video.

Hahah, yea it pretty much gets airborne. That round is leaving the barrel at 802m/s.

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afcs_01.jpg

New pic of the AFCS. Its really simple to use for right now.

Lower right corner will have adjust fields (OT, add/drop, left/right, up/down) fields. This will also let you do a poor mans polar and shift from fire mission along with the default grid missions. :)

Upper right is the current missions info, along with the platforms information (Grid, alt, gun azimuth, gun elevation).

The up down arrows are used to cycle through different fire solutions for the current mission. The whited out button is the Lay button.

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That be some complicated FCS you got there, I like it, lots of information and options, hoping to see more of this and how it works in action :)

Edited by NodUnit

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Wow,i'm blown away by the detail of it all as some would not see it at all in realtime.Absolutely outstanding work another must have addon. :cheers:

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thread more appropriately renamed...

anyway back on topic. I have to say that when we first discussed with Nou cooperation on this I never doubted it will be good, but now Im completely blown away at the amount of cool and working features he's put in :)

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New pic of the AFCS. Its really simple to use for right now.

...

Very impressive!

Question, because I love to whip up (or generate) missions with a lots of fire support: To what extent will the AI be able to use the Paladin?

I'd appreciate if the Paladin becomes compatible with the Arma2 artillery module, by registering an AI variant of the ammo and bringing a ballistics table.

William

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NouberNou, Soul_Assassin

Great work

Huh... Very... Very... Very good!

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Very impressive!

Question, because I love to whip up (or generate) missions with a lots of fire support: To what extent will the AI be able to use the Paladin?

I'd appreciate if the Paladin becomes compatible with the Arma2 artillery module, by registering an AI variant of the ammo and bringing a ballistics table.

William

There will be an API for mission makers to use the Paladins strictly by AI. Manning an AI crewed Paladin will require you to be a commander of it, but the AI can shoot for you.

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The Arsenal:

arsenala.jpg

I'm curious, what references did you use for those images? I've never seen the eye-bolt lifting plugs painted yellow before, they have always come in OD green (or rarely in black). It just looks...different...in yellow.

th_155mmShells.jpg

th_155mmshellsincrates.jpg

New pic of the AFCS.

Excellent work, the image is spot-on with the exception of the font color (units I've used have always been more yellow-ish). And honestly, the orange-ish color you use looks better, easier to read.

th_PaladinCOPanel.jpg

th_InsidePaladin.jpg

There will be an API for mission makers to use the Paladins strictly by AI. Manning an AI crewed Paladin will require you to be a commander of it, but the AI can shoot for you.

I've pulled lanyards long enough to know that there is nothing really exciting about gunning a Paladin. And considering the fact that you aren't actually loading and ramming the shell/charge manually, hooking up, etc then what's the point of even having a human "gunner"? I fully understand the reasoning behind letting players only act as either driver or chief.

I did have a few questions though that I didn't see asked/answered already:

1) Is the traverse lock animated, and able to function? Do you have any plans to give the spades the ability to be used?

2) The shells used are default BIS shells, or something new to the addon? Same with effects/specs?

3) As new shell effects are created, do you have plans to add them to the addon via future updates? I'm hoping to eventually see a combination of HE, DPICM, ILLUM, SMOKE, RAP, and even Copperhead.

Note: My images are thumbnails, click on them for larger images.

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