n_icomach 312 Posted May 21, 2014 (edited) EMP Pack V0.1 AlphaThe EMP Pack will feature different tools that will be effective against any and all vehicles, along with autonomous turrets. Planned Features-EMP Mine (Name will come later)EMP Charge (Name will come later)Current Focus-Custom models for Mine/ChargeCustom configs for Mine/ChargeCustom sound for Mine/ChargeMembers-Coding/Configs: flyinpenguin Modeling/Textures: N_Icomach Edited September 4, 2014 by N_Icomach V0.1 Alpha Release Share this post Link to post Share on other sites
theevancat 277 Posted May 22, 2014 IIRC EMP has no sound. It's just there. Not like a deep thrumming or something like in the movies. But that's not very fun for gameplay. Share this post Link to post Share on other sites
Belbo 462 Posted May 22, 2014 IIRC EMP has no sound. It's just there. Not like a deep thrumming or something like in the movies.But that's not very fun for gameplay. A sound for the charging of the capacitors like the one you hear from defibrillators would be nice though. Share this post Link to post Share on other sites
n_icomach 312 Posted May 22, 2014 A sound for the charging of the capacitors like the one you hear from defibrillators would be nice though. That could be an option. Im currently just trying to go through the configs and get it ingame and working like a normal satchel. From there I can actually work on the EMP parts. Share this post Link to post Share on other sites
flyinpenguin 30 Posted May 22, 2014 Another cool thing that we can do is play a sound for when the turrets and vehicles get knocked out. Im currently thinking some sort of electrical fizzing sound or the sound of a breaker box sparking. Share this post Link to post Share on other sites
n_icomach 312 Posted June 3, 2014 Quick update. The model is underway and the project is still a go! However both flyinpenguin and I have been busy so that has slowed progress. Share this post Link to post Share on other sites
Damian90 697 Posted June 3, 2014 The problem is that EMP's won't work against military electronics that are shielded. For example tanks during research and development phase, and also after each modernization, are tested against EMP's. Here is a photo of M1 tank tested against large EMP device to meet EMP survivability requirements. EMP's are preaty much useless against heavy hardware, and mainly affect not shielded civilian infrastructure. Share this post Link to post Share on other sites
n_icomach 312 Posted June 3, 2014 (edited) The problem is that EMP's won't work against military electronics that are shielded.For example tanks during research and development phase, and also after each modernization, are tested against EMP's. http://usarmy.vo.llnwd.net/e2/c/images/2012/02/22/236080/size0.jpg Here is a photo of M1 tank tested against large EMP device to meet EMP survivability requirements. EMP's are preaty much useless against heavy hardware, and mainly affect not shielded civilian infrastructure. Well thanks goodness this is in the future. Who knows what improvements they made with the technology by then. Edited June 3, 2014 by N_Icomach Fixed Spelling Share this post Link to post Share on other sites
Damian90 697 Posted June 3, 2014 Well, physics are physics, armor of vehicle also serves as insulation against EMP pulse. It is like Faraday cage. Share this post Link to post Share on other sites
n_icomach 312 Posted June 3, 2014 Well, physics are physics, armor of vehicle also serves as insulation against EMP pulse. It is like Faraday cage. You really want to include the word physics in an ArmA title? While I appreciate your thoughts on how emp works in real life this is the armaverse and this mod will continue on the path we currently have laid out. If you don't like it then feel free to not use it. If you have any useful criticism as always we are keen to listen. Share this post Link to post Share on other sites
Damian90 697 Posted June 3, 2014 Well I only wanted to point out how this works. Perhaps good idea would be to include some sort of size and power difference as well as range of pulse range? For example small EMP "mines" could disable GPS and smaller vehicles, while large EMP devices placed in sort of containers would have some effect on heavy vehicles, although by not completely disabling them, but for example disabling some features like laser range finders, optics? Share this post Link to post Share on other sites
n_icomach 312 Posted June 4, 2014 Well I only wanted to point out how this works. Perhaps good idea would be to include some sort of size and power difference as well as range of pulse range?For example small EMP "mines" could disable GPS and smaller vehicles, while large EMP devices placed in sort of containers would have some effect on heavy vehicles, although by not completely disabling them, but for example disabling some features like laser range finders, optics? That is possible, I'll bring it up to flyingpenguin and see what he thinks and to see if its even possible to disable those in game. Share this post Link to post Share on other sites
byohzrd 10 Posted June 4, 2014 Regarding sounds or detonation effects that previous posts have mentioned, perhaps you might consider the explosive variety of EMP devices. http://en.wikipedia.org/wiki/Explosively_pumped_flux_compression_generator Share this post Link to post Share on other sites
flyinpenguin 30 Posted June 4, 2014 (edited) @Damian90 Thank you for some cool info Damian90! We are currently discussing exactly what will be affected and how it will be affected. We will take the info into consideration while we are deciding. And yes we are planning on different ranges. IE, the satchel may be larger than the mine. As for the disabling GPS's, lights, lasers, certain optics, rangefinders; yes we are thinking about this. However, early versions will be crude. Like removing the GPS or rangefinder from the player's inventory. Down the road, we will try to make the GPS display a black screen, ACO sight without the reticle, etc. @byohzrd Thats an interesting type of EMP. We may implement this type in the future, but for now we are just sticking with getting a working version. Once that is done, we will worry about perfecting it. So its too early to say, yes we are doing that. But we will add it to our list of features we are considering! Edited June 4, 2014 by flyinpenguin Share this post Link to post Share on other sites
n_icomach 312 Posted June 4, 2014 The model is going to be loosely based off this item from Battlefield 2142. It will follow the basic design but it wont look so futuristic with the textures. http://bf2142.free-gfx.com/bf2142_unlocks/unlocks_engineer/unlocks_II14_%20EMPMine/unl_empmine_12.png (974 kB) Share this post Link to post Share on other sites
Drakenof 11 Posted June 4, 2014 Neat idea. What would the EMP do the to a vehicle, in game ? Disabling it ? Forcing the passengers to leave the vehicle ? Share this post Link to post Share on other sites
n_icomach 312 Posted June 4, 2014 Neat idea. What would the EMP do the to a vehicle, in game ? Disabling it ? Forcing the passengers to leave the vehicle ? In the current state we are aiming for it to simply disable the vehicle (Vehicle cant shoot or move) and autonomous turrets. Passengers will be able to leave the vehicle at their digression. Share this post Link to post Share on other sites
Drakenof 11 Posted June 4, 2014 In the current state we are aiming for it to simply disable the vehicle (Vehicle cant shoot or move) and autonomous turrets. Passengers will be able to leave the vehicle at their digression. Cool. I asked about passengers because i often found myself in situations without explosive devices, where i have no other solutions that to shoot the wheels of an ennemy vehicle to get the AI out of it ( which is basically a form of abuse but whatever, that's ArmA AI for you ). So having another way to get the crew out of a vehicle, without using explosive devices or AI tricks would be great. In this case EMPs. But anyway, i'm pretty sure when a vehicle is disabled, the AI will automatically leave. Share this post Link to post Share on other sites
n_icomach 312 Posted June 4, 2014 Cool. I asked about passengers because i often found myself in situations without explosive devices, where i have no other solutions that to shoot the wheels of an ennemy vehicle to get the AI out of it ( which is basically a form of abuse but whatever, that's ArmA AI for you ). So having another way to get the crew out of a vehicle, without using explosive devices or AI tricks would be great. In this case EMPs.But anyway, i'm pretty sure when a vehicle is disabled, the AI will automatically leave. One of the ideas is to make the engine red so that should make them bail out. However this method is still in testing, dont want to blow up the entire vehicle on accident. ---------- Post added at 11:45 ---------- Previous post was at 10:20 ---------- First render of the mine. Still very WIP and has not been refined in the slightest! Share this post Link to post Share on other sites
flyinpenguin 30 Posted June 4, 2014 Current Plans for disabled vehicles Wheeled: Disable Engine Tracked: Disable Engine Disable or harm the turret (because tanks have manual turret traverse systems) Helicopter: Disable Engine Disable Instruments Fixed Wing: Disable Hull enough to turn off engine (Probably will be the most awkward since fixed wing is implemented horribly) All will be dependent on distance and type. IE, less damage on the fringes of EMP range Share this post Link to post Share on other sites
n_icomach 312 Posted June 5, 2014 Putting a couple more hours into the model, now its starting to resemble what i'm envisioning. Share this post Link to post Share on other sites
flyinpenguin 30 Posted June 5, 2014 Ooo, looking sexier all the time ;) Share this post Link to post Share on other sites
n_icomach 312 Posted June 12, 2014 Quick update: Yes development is still in progress! Due to busy schedules we are working as fast as we can....which is extremely slow. The main model is complete and is being UV mapped and scripting is slow coming. Share this post Link to post Share on other sites
n_icomach 312 Posted June 30, 2014 Finished unwrapping the model. Quick render of the finished untextured model. Share this post Link to post Share on other sites
n_icomach 312 Posted July 1, 2014 First round of texturing. Share this post Link to post Share on other sites