Jump to content
blackpixxel

TF47 Launchers [WIP]

Recommended Posts

Yx79fMX.jpg

Introduction
This is a WIP version of a small launcher pack that should contain a few ungided anti-tank weapons. They will benefit from an authentic zeroing that allows them to be used at longer ranges. The main goal is to bring the M3 MAAWS and the SMAW into Arma 3, with completely new models and textures. But other AT-weapons may follow as well.

Current Content
M3 MAAWS
->Zeroing from 100 to 900m with animation
->removable 3D-scope without outside view
->flip-up ironsights
->HEAT, HEDP, HE, SMOKE, ILLUMINATION ammunition
->Airburst-Setup for HE, Range setting for ILLUMINATION

Rx6XaJC.jpg

M136 AT4 CS
->Zeroing from 50 to 400m with animation
->HEAT, HEDP, HP ammunition
->disposable (launcher is not reloadable)
->launcher needs to be prepared (press 'reload'-button)
->reduced backblast when using ACE3 (since this is the confined space-version)

Y7a4UJt.jpg

 

MK153 Mod 0 SMAW

->Zeroing from50 to 500m with animation
->removable 3D-scope without outside view
->fixed ironsights zeroed for 250m
->HEAA, HEDP ammunition
->Spotting Rifle for increased hit-Chance

smaw_zpslkm4x5to.jpg​
To-Do list:  M72, Javelin, Stinger, ...

Classnames

tf47_m3maaws
tf47_m3maaws_optic

tf47_m3maaws_heat
tf47_m3maaws_hedp
tf47_m3maaws_he
tf47_m3maaws_smoke
tf47_m3maaws_illum

tf47_optic_m3maaws

tf47_at4_heat
tf47_at4_hedp
tf47_at4_hp

 

tf47_smaw

tf47_smaw_green

tf47_optic_smaw

 

tf47​​_smaw_heaa

tf47_smaw_hedp

tf47_smaw_sr​

 

TF47 Launchers Update Version 1.4.0

Dropbox-Download: https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3

 

TF47 Launchers RHS Patch Update Version 1.3​​

Dropbox-Download: https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0

 

Changelog


Version 1.3.6 [30.05.2015]
-AT4 should always work now
-airburst of HE and flare is fixed
-new recoil (there was none after the last Arma 3 patch)
-backblast configured for ACE 3

classname for M3 with scope ( tf47_m3maaws_optic )
4 NATO-Soldiers with AT4's and M3

Version 1.3 [19.02.2015]
[ADDED] AT4 in HEAT, HEDP and HP variants
[iMPROVED] distance-LODs of M3 MAAWS
[FIXED] full-compatible with AGM again, script error when firing is now removed

Version 1.2 [23.01.2015]
[ADDED] FFV469 SMOKE round
[ADDED] FFV545 ILLUMINATION round
[ADDED] Airburst for HE + distance selection for Illumination
[ADDED] Zeroing-animation of ironsight and optical sight
[iMPROVED] Indirect damage values (real HE-round has 50m kill-radius, ingame it is still less)
[iMPROVED] 3D-scope should look a bit better now and is nightvision-compatible
[iMPROVED] Zeroing-script is now part of the config -> should work 100% without delay

[KNOWN ISSUE] Script-Error when M3 is fired. I had to include this script-error to make the zeroing AGM-compatible, but I am looking for a better solution.
[KNOWN ISSUE] You may have to reload to get/ the airburst/flare-config entry in the action-menu.

Version 1.1:
-Added Shadow-, Distance- and Fire-Geo-LOD (completely forgot them in the first release)
-Fixed script error when other players fire the M3 in Multiplayer
-Increased effectivenes of HEDP against armor
-New backblast-effect
-M3 is less shiny/ decreased specular power
-Hopefully removed some RPT-errors


This mod is of course WIP, so you can help us with your feedback or ideas.
Thank you, if you decide to do so!

Edited by blackpixxel
  • Like 3

Share this post


Link to post
Share on other sites

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Share this post


Link to post
Share on other sites

New mod 0.1 available at withSIX. Download now by clicking:

banner-420x120.png

@BlackPixxel;

You are now able to manage your own promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and follow the quick and safe claim procedure to get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

Share this post


Link to post
Share on other sites

Looks and feels amazing, great work and look forward to the SMAW.

Really needed as there is a lack in good authentic AT weapons.

Just a bug report note, at the moment it has a wight of 2kg, i think the real thing is around 8.5kg, also removing it and putting it on the ground and picking it up gives you a new round.

Edit: the HEDP seem to be under preforming as well even vs T-55 "front shot slightly damaged the gun", no damage to the RHS tanks at all. HEAT rounds seem to work fine.

Otherwise seems to work great.

Edited by SirScorpion

Share this post


Link to post
Share on other sites

This is awesome, great job! It looks great and functions well! Thanks for releasing this

I was testing this in the virtual arsenal and noticed that the iron sight is slightly offcenter, I had to aim the iron-sight slightly to the left to hit the guy at 100m. This adjustment was approximately the same width as the vertical metal bit in the sight). The zeroing works perfectly with the scope though!

I believe you are already planning to add the Smoke/Ilumination rounds but if your interested in an addition optic to the M3. The FCS12 is a new fairly modern sight that I believe the Swedish military are now using with the M3. It's key advantage is a built in laser ranger finder.

Edited by Snippers

Share this post


Link to post
Share on other sites

Here is a bug report: Post equipping, but selecting the the Gustav, several errors appear in the RPT (I am only using this mod and CBA):

12:24:40 Error in expression <(density interpolate [0.98,0.981,-1,1])>
12:24:40   Error position: <density interpolate [0.98,0.981,-1,1])>
12:24:40   Error Undefined variable in expression: density
12:24:40 Error during compilation of bin\config.bin/RocketBackEffectsNLAW/RocketBackfire1.enabled
12:24:40 Error in expression <-speedX/30>
12:24:40   Error position: <speedX/30>
12:24:40   Error Undefined variable in expression: speedx
12:24:40 Error in expression <-speedY/30>
12:24:40   Error position: <speedY/30>
12:24:40   Error Undefined variable in expression: speedy
12:24:40 Error in expression <-speedZ/30>
12:24:40   Error position: <speedZ/30>
12:24:40   Error Undefined variable in expression: speedz
12:24:40 Error during compilation of bin\config.bin/CfgCloudlets/RocketBackfireNLAW.moveVelocity
12:24:40 Error during evaluation of expression _moveVelocity in RocketBackfireNLAW
12:24:40 Error in expression <(density interpolate [0.98,0.981,-1,1])>
12:24:40   Error position: <density interpolate [0.98,0.981,-1,1])>
12:24:40   Error Undefined variable in expression: density
12:24:40 Error during compilation of bin\config.bin/RocketBackEffectsNLAW/RocketBacksmoke1.enabled
12:24:40 Error in expression <-speedX/4>
12:24:40   Error position: <speedX/4>
12:24:40   Error Undefined variable in expression: speedx
12:24:40 Error in expression <-speedY/4>
12:24:40   Error position: <speedY/4>
12:24:40   Error Undefined variable in expression: speedy
12:24:40 Error in expression <-speedZ/4>
12:24:40   Error position: <speedZ/4>
12:24:40   Error Undefined variable in expression: speedz
12:24:40 Error during compilation of bin\config.bin/CfgCloudlets/RocketBacksmokeNLAW.moveVelocity
12:24:40 Error during evaluation of expression _moveVelocity in RocketBacksmokeNLAW
12:24:40 Error during evaluation of expression _enabled
12:24:40 Error during evaluation of expression _enabled

Firing then produces more rpt output

12:26:18 Error in expression <speedX>
12:26:18   Error position: <speedX>
12:26:18   Error Undefined variable in expression: speedx
12:26:18 Error in expression <speedY>
12:26:18   Error position: <speedY>
12:26:18   Error Undefined variable in expression: speedy
12:26:18 Error in expression <speedZ>
12:26:18   Error position: <speedZ>
12:26:18   Error Undefined variable in expression: speedz
... (There is more but don't want to clog this up)

Share this post


Link to post
Share on other sites

First let me say, congrats on the release. I like the detailed textures and model.

Some small things I noted:

First, your addon causes some problems with the curator module: Open Editor, place Modules/Zeus/GameMaster, then you receive following well known config error:

 0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Addons/Values/All.default'.
0:32:19 Warning Message: '/' is not a value
0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Addons/Values/AllMission.default'.
0:32:19 Warning Message: '/' is not a value
0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Addons/Values/None.default'.
0:32:19 Warning Message: '/' is not a value
0:32:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCurator_F/Arguments/Forced/values/Enabled.default'.
0:32:19 Warning Message: '/' is not a value

Second, as far as I know you are using the wrong recticle in the scope. I will let you know when I find an image.

Third, the volume of the explosion sound seems too low.

But apart from that great addon and keep up your effort.

Share this post


Link to post
Share on other sites

This thing is awesome, finally an AT rifle for Arma 3 that works properly. Would love to see an AT4 as well. And the only issue I've noticed is the weight, which someone already mentioned on here. Look forward to future updates.

Share this post


Link to post
Share on other sites

Thank you for the helpfull feedback!

The mass should be corrected in the next update. The RPT-output that Snippers showed seems to be related to the NLAW backblast. I used a mixture of different existing effects for the M3, but to get rid of the error I will do an own particle config soon.

The ironsight is also corrected now and should allow for more precise shots. The HEDP-damage against armor is increased, so that it can damage armored vehicles as in real life (there is a video of an M3 HEDP flying through a BMP).

The volume of the explosions is inreased a it as well.

I didn't found anything usefull about the Zeus-error. You said that it is a well-known thing. Would be cool if you could tell me how to fix it, if you know it.

The current reticle is similar to the one that was in ACE, I thought that one was realistic. But I will also try to find an image of the real one.

I will try to do upload an updated version today or tomorrow evening.

If the SMAW is finished, an AT4 may follow.

Share this post


Link to post
Share on other sites

Really like the feel of that thing.

I'd like to ask if you are willing to turn down the specular a bit. Right now the launcher looks very glossy.

Share this post


Link to post
Share on other sites

Awesome news :)! Once again this is fantastic work and one of the best launchers from any mods.

This video of some swedish soldiers firing the Gustav on a training range may serve as a good reference for a blackblast effect. Also there is a noticeable different sound here when firing, but that doesn't personally bother me.

Great work, I am really looking forward to playing with this and your future work :)!

Share this post


Link to post
Share on other sites

I didn't found anything usefull about the Zeus-error. You said that it is a well-known thing. Would be cool if you could tell me how to fix it, if you know it.

You defined a parent class in a wrong place I don't know which one I would need to cross check it with the original. I did a complete clean up of your config and it works:

http://pastebin.com/ZNTzPnmb

Share this post


Link to post
Share on other sites
Cool addon. I first started reading up on the Carl Gustaf when I first used it in BFBC2. For some reason, it became my favorite rocket launcher.

Anyways, does your mod include the latest version of the Carl Gustaf (aka M4)?

http://www.saabgroup.com/Land/Weapon-Systems/support-weapons/Carl-Gustaf-M4/

Nope, but on the old thread he gave it a maybe AFAIK.

Share this post


Link to post
Share on other sites

Another thing I noticed is that the launcher is missing the shadow lod. There is no shadow on the ground :D

I wronged you with the recticle matter. One could discuss if it's to small but it is the corect one: http://de.scribd.com/doc/28709863/Carl-G-B-GL-385-009-PT-001#scribd , see page 66 and folowing. One would have to check if the speed marks are working, see page 69

Share this post


Link to post
Share on other sites

Here is the new version, with a few changes:

Version 1.1:

https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

Changes:

-Added Shadow-, Distance- and Fire-Geo-LOD (completely forgot them in the first release)

-Fixed script error when other players fire the M3 in Multiplayer

-Increased effectivenes of HEDP against armor

-New backblast-effect

-M3 is less shiny/ decreased specular power

-Hopefully removed some RPT-errors

Thank you so far for your helpfull feedback!

Share this post


Link to post
Share on other sites
Here is the new version, with a few changes:

Version 1.1:

https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

Changes:

-Added Shadow-, Distance- and Fire-Geo-LOD (completely forgot them in the first release)

-Fixed script error when other players fire the M3 in Multiplayer

-Increased effectivenes of HEDP against armor

-New backblast-effect

-M3 is less shiny/ decreased specular power

-Hopefully removed some RPT-errors

Thank you so far for your helpfull feedback!

Nice one!

I love the weapon and the details.

Especially the reload animation is awesome!

Share this post


Link to post
Share on other sites

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×