supergruntsb78 67 Posted February 21, 2014 looking good, looking very good, looking very very good :P Share this post Link to post Share on other sites
Spartan0536 189 Posted February 21, 2014 (edited) :)Sorry for not responding, but what are the values? Real Ballistics base info for 6.8x43mm Remington SPC 6.8x43mm SPC DoubleTap FMJ-BT (Changed from Remington UMC FMJ due to better BC and MilSpec design) 115 Grains Solid Full Metal Jacket Boat Tail MilSpec Design velocity 2645 fps 1787 ft/lbs KE 0.355 Ballistics Coefficient (G1) 6.8x43mm SPC Silver State Armory OTM-TAC 115 Grains Open Tip Match Tactical MilSpec Design velocity 2575 fps 1694 ft/lbs KE 0.375 Ballistics Coefficient (G1) I will start looking into the ArmA values of these, expect the FMJ-BT to have near the same values as my Mk262 Mod 1 but with higher penetration and elevated damages, the OTM Tactical is going to be one deadly round as its designed like the Mk262 Mod 1 just on steroids. Edited February 21, 2014 by Spartan0536 Share this post Link to post Share on other sites
EricJ 765 Posted February 21, 2014 Cool... as the weapon is just needing the ammo values so I can start shooting it to see how it looks in-game. Share this post Link to post Share on other sites
serjames 357 Posted February 21, 2014 I really don't use Massis weapons pack that much so haven't noticed it single-player wise and trying to figure out from day one why my pack cancels out other sounds. Methinks it's using default sounds in some places but I was online today and heard the default sounds. A few people have complained about it, are you using the JSRS config by chance? I do recall mentioning it before so thanks for your continuing efforts to track it down. Yep confimed still breaks other weapons packs, Massis, Robert Hammers etc etc. Even with the Optional JSRS sounds. Would it be an idea to liaise with someone like RH to compare weapons configs ? Or even to contact LordJarhead to see if he can suggest where it conflicts ? SJ *sorry to be the bearer of bad news but I'm desperate to try and get the L115 etc working as a clan Sniper weapon and at the moment it's just "no-go"* Share this post Link to post Share on other sites
Spartan0536 189 Posted February 21, 2014 Cool... as the weapon is just needing the ammo values so I can start shooting it to see how it looks in-game. hopefully Bakerman can give me his new PBO with RHA panels tha tgo from 1-11mm by increments of 1mm so I can get real penetration values, it would be then that I would release a 6.8mm beta for you to test, I will have my 5.56x45mm 1.1 out soon with new values again as soon as I can get those new RHA panels, they are the only medium which I have to test real data against real armor. Share this post Link to post Share on other sites
EricJ 765 Posted February 21, 2014 I do recall mentioning it before so thanks for your continuing efforts to track it down.Yep confimed still breaks other weapons packs, Massis, Robert Hammers etc etc. Even with the Optional JSRS sounds. Would it be an idea to liaise with someone like RH to compare weapons configs ? Or even to contact LordJarhead to see if he can suggest where it conflicts ? SJ *sorry to be the bearer of bad news but I'm desperate to try and get the L115 etc working as a clan Sniper weapon and at the moment it's just "no-go"* Yeah I apologize for that... Hrm... I don't use anything from JSRS, with the exception of the config that was done. But I really think it's the using of the default sounds that causes the issue, or JSRS itself? ---------- Post added at 14:00 ---------- Previous post was at 13:59 ---------- hopefully Bakerman can give me his new PBO with RHA panels tha tgo from 1-11mm by increments of 1mm so I can get real penetration values, it would be then that I would release a 6.8mm beta for you to test, I will have my 5.56x45mm 1.1 out soon with new values again as soon as I can get those new RHA panels, they are the only medium which I have to test real data against real armor. Cool the weapon is still on the shelf until I can find a texturer anyway so no rush. Share this post Link to post Share on other sites
serjames 357 Posted February 21, 2014 No need to apologise mate... I know you've been working on it. I can shoot standard weapons with the mod running and hear those sounds, so no problems there. I think somehow comparing your weapons configs with say another pack like RH's might be the way forward ? Not sure if that breaches any ip issues, hence the suggestion to ask them. Anyway it's not urgent as we have guns we can use, I just really wanted to add your pack to out list of options. SJ Share this post Link to post Share on other sites
EricJ 765 Posted February 21, 2014 Yeah but I can look through his config and see what I can see but I don't think he's done anything special to it to make it not break sounds, but I'll check anyway. ---------- Post added at 15:00 ---------- Previous post was at 14:06 ---------- I looked over RH's sound code and mirrored it, to a degree (which may fix the situation): /////////////////////////////////////////////////////////////////////////////////////////////////// New Download Link: https://www.dropbox.com/s/2jms4nvn49m3zl3/%40U100RC19.7z /////////////////////////////////////////////////////////////////////////////////////////////////// - Barret M468 IS untextured but is fully functional (uses 5.56mm values as I had to get this out and it was well... "ready") - Tweaked sound config entries to see if it will hopefully stop breaking sounds during multiplayer. Share this post Link to post Share on other sites
serjames 357 Posted February 21, 2014 Sorry - didn't fix it :/ No idea what it could be, is it possible you are somehow overwriting the sound names for firing weapons ? i.e. did you create a custom name for your sounds ? (p.s. I HAVE NO CLUE what a weapon config looks like so if this has no relevance ignore me...) SJ Share this post Link to post Share on other sites
EricJ 765 Posted February 21, 2014 Shit. I have custom sounds yes, and the names aren't the same with the exception of the A2 sounds I used (but shouldn't cancel other sounds out... at least I don't think). Share this post Link to post Share on other sites
Guest Posted February 21, 2014 RC19 frontpaged on the Armaholic homepage. EricJ Weapons Pack RC19ASDG Joint RailsTMR Modular Realism - Alternate (If you wish to use TMR Autorest)Recommended:- R3F French Weapons Pack- JSRS2.1 (only if you are using the optional lkr_u100_sound.pbo) ================================================ You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 After checking out the BIS values I came up with this: class AKMSingle: Mode_SemiAuto { begin1[] = {"U100\sound\ak_single1.wss", db5, 1,1200}; begin2[] = {"U100\sound\ak_single2.wss", db5, 1,1200}; begin3[] = {"U100\sound\ak_single3.wss", db5, 1,1200}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; dispersion = 0.00093; displayname = "Semi"; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil="recoil_auto_ebr"; recoilProne="recoil_auto_prone_ebr"; reloadtime = 0.05; weaponsoundeffect = "DefaultRifle"; }; Not sure if this is a better sound configuration but it was parsed down from a lot. Share this post Link to post Share on other sites
serjames 357 Posted February 22, 2014 EricJ are you overwriting the Base rifle_base_F config ? class CfgWeapons { class Default; // External class reference class UGL_F; // External class reference class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference }; This is probably what's causing it... btw it was GDSN who spotted it not me... Apparently "you should probably do an external class reference to rifle_base_f..." lol I hope that makes sense Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 And after a quick test online (I heard RH's sounds so... crossing fingers) ///////////////////////////////////////////////////////////////////////////////////////////////////////// New Download Link: https://www.dropbox.com/s/g07k15x4eqlxuhx/%40U100RC20.7z ///////////////////////////////////////////////////////////////////////////////////////////////////////// I'd add "fixed" but I'm not sure if it works, should but.... Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 Yeah I'm overwriting the Rifle_Base_F, which may be the key, I'll have to dig into the code some more. ---------- Post added at 20:17 ---------- Previous post was at 20:14 ---------- class Default; class UGL_F; class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; }; class Ej_u100_base: Rifle_Base_F { This is how I start the whole process, which looks like it above... Share this post Link to post Share on other sites
serjames 357 Posted February 22, 2014 yep we're 99% sure that's it... I say we, that's Clever Clogs GDSN.... I mean not me. I couldn't script my way out of the bath.... Share this post Link to post Share on other sites
Gudsawn 93 Posted February 22, 2014 Just to confirm, I've changed this: class CfgWeapons { class Default; // External class reference class UGL_F; // External class reference class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference }; To this: class CfgWeapons { class Default; // External class reference class UGL_F; // External class reference class Rifle_Base_F; // External class reference Which appears to have fixed the issue. Edit: Hold up, I might be wrong. Was only testing in SP. Will update after testing in MP... Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 So it would look like so? class Default; // External class reference class UGL_F; // External class reference class Rifle_Base_F; // External class reference { class WeaponSlotsInfo; }; Share this post Link to post Share on other sites
serjames 357 Posted February 22, 2014 we're just double checking.. I think it works... 2 secs Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 Okay, as I'm getting config errors while trying to pack it Share this post Link to post Share on other sites
serjames 357 Posted February 22, 2014 (edited) Nah... With both of us running your mod, with the tweaked config we can hear each other and ALL the mods perfectly. If someone NOT running you pack fires an RH or a massi weapon. neither of us see or hear any firing ????? !??? GDSN thinks he's spotted it again. As with the revised version we CAN hear full auto but not semi... He's going to try and re-build an example congfig for you to look at hopefully should be clearer. Jamie will get it working... Wait one SJ Edited February 22, 2014 by serjames Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 It's gotta be A3 then, or something. I had it set to Rifle_Base_F: Default to make it work as well in the game. And you got me... Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 (edited) Well my current build I tried it with RH's weapons (we don't really use Massi's weapons) and forgot to check on Semi. Here's the current build config (it's easier to download than the whole mod): https://www.dropbox.com/s/6goldj2za6c7wdk/config.7z If someone could check it out (nobody on my server to test with) I'd appreciate it. Simply open up the current version of my mod and so on... Do you think it could be lack of a server key? Edited February 22, 2014 by EricJ Share this post Link to post Share on other sites
EricJ 765 Posted February 22, 2014 /////////////////////////////////////////////////////////////////////////////////////////////// New Download link: https://www.dropbox.com/s/g07k15x4eqlxuhx/%40U100RC20.7z //////////////////////////////////////////////////////////////////////////////////////////////// -Fixed sound cancellations issue (particularly with Robert Hammer and Massi weapons), much thanks to serjames and GDSN for helping with the config. It should be noted (as above) that removal of the mod on the server may cause the issue (issue not resolved and may be linked to another third-party addon or sound mod). -Now requires version 1.10 of Arma 3 Share this post Link to post Share on other sites