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Can't wait to throw 1200 rpm at ISIS with the MG3.

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Hi Toadie / Warlord

 

How about subsonic ammo for the G36?

And are there any plans to introduce a silencer for the AWM?

 

Cheers!

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Hey guys,

 

I went thru your old Thread (the one that is closed) and noticed that you posted the classnames up there. I couldnt find them here tho :/. Did I just miss them? If not could you post them on here?

 

Anyways I really like your mods (Using the all in one tho XD). The Mod is of a very good quality while still offering a wide variety of weapons (which is vital for an exile server xD). I hope you guys will continue that awesome work :D

 

As a german, i cant wait vor that MG3 :D

 

greetz Caboose

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Hi Toadie / Warlord

 

How about subsonic ammo for the G36?

And are there any plans to introduce a silencer for the AWM?

 

Cheers!

Subsonics for the G36 confirmed yes.

AWM supressor is in the maybe pile.

Oh and for the guy who asked, G36 bipod might be implemented as an attachment for the A1/E G36.

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MG42/3 coming within the next hour.

Can you let me know when it is done. Wont download to my server until it is uploaded. Fantastic work by everyone involved.

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Hi War_lord was there any decision on bipod compatibility for the awc-m?  

Spoke to toadie for you, not planned unless there's a big demand for it.

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Thx for the release!

 

The Cheekrest on the Green MG3 KWS is still yellowish dunno if that is intentional or not.

 

http://images.akamai.steamusercontent.com/ugc/438363510799909365/9CA266E701FEFB374A8266DD9EDFD05BB1980F94/

 

But no worrys since it is a quick fix..

 

http://images.akamai.steamusercontent.com/ugc/438363510799898934/FAE06C44A4041A970A97CF102F8E20B0A075EA56/

 

Thx a lot

 

 

PS is there any way to take links like the two above and show them scaled down in the Forum? When I put em in via the "Image" function they are allways way to big.

 

Edit:

 

I did find another typo in the 250 Round Ball Magz being named 200rnd

also the mass is off since this mag would be lighter than a 100 rnd Mag 

 
class hlc_250Rnd_762x51_B_MG3: 30Rnd_556x45_Stanag
{
dlc="Niarms_MG3";
author="Toadie";
ammo="HLC_762x51_ball";
count=250;
descriptionshort="Caliber: 7.62x51mm<br />Rounds: 250<br />Used in: MG3";
displayname="MG3 Belt (Ball) 200rnd 7.62mm";
model="hlc_wp_mg3\mesh\magazine\magazine.p3d";
initspeed=820;
lastroundstracer=5;
picture="\hlc_wp_mg3\tex\ui\m_mg3ball_ca.paa";
scope=2;
tracersevery=0;
mass=37;
displaynameshort="7.62mm Ball";
};

 

 

Edited by onetwo

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Is that hours or minutes to go lol

There's always a delay between release, and release here. Please be patent.

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@war_lord: I think i read something about the other weapon packs being updated after the MG3 is released. Is that true? And if so is that gonna happen this week? :wub:

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@war_lord: I think i read something about the other weapon packs being updated after the MG3 is released. Is that true? And if so is that gonna happen this week? :wub:

Yes, there's going to be updates to the other packs, as the MG42/3 needs to be added to the AiO. But we don't have any eta on that, and chances are it's going to be mostly or entirely fixes rather then new additions.   

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Yes, there's going to be updates to the other packs, as the MG42/3 needs to be added to the AiO. But we don't have any eta on that, and chances are it's going to be mostly or entirely fixes rather then new additions.   

That is correct, we HOPE to get this interim update out this month (October 2016), but there is certainly NO GUARANTEE that will happen, its dependent on many things that are WIP. What I can tell you personally is that it will include and entire ballistics overhaul that will include the following calibers. 

 

9x19mm Parabellum (100% overhaul / new addition)
 
H&K 10mm Auto (100% overhaul / new addition)
 
5.45x39mm Russian (100% overhaul / new addition)
 
5.56x45mm NATO (updated performance)
 
.300 AAC Blackout (100% overhaul / new addition)
 
7.62x39mm Russian (100% overhaul / new addition) 
 
7.62x51mm NATO (updated performance)
 
.30-06 Springfield (100% overhaul / new addition)
 
.300 Winchester Magnum (updated performance)
 
7.5x55 Swiss (100% overhaul / new addition)

A lot of this new data will be sent to Red Hammer Studios and Specialist Military Arms as requested, these will all be based on a SINGLE BARREL length to ensure magazine interchangeability between operators using the same cross platform magazines.

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I thought BI patched it a while ago so that barrel length (and the resulting accuracy/recoil/velocity effects) was defined by the weapon config rather then the magazines?

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The anticipation is killing me...

 

I can't wait for another killer NIArms release!

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I thought BI patched it a while ago so that barrel length (and the resulting accuracy/recoil/velocity effects) was defined by the weapon config rather then the magazines?

They did it their way with a variable modifier, the issue is that it would only work for 1 bullet type since default ArmA only has ball ammunition.

The other issue I have is that it makes my ballistics go outside of 5%, often being around 15% margin of error from real life performance, where as my threshold is 5% maximum and like with the MG42/MG3 pack, my worst deviation was 2.58% from real life, and that was set for a 1000m range, 100m zero, and it was at worst at 500m with 2.58% (100% accurate at muzzle and 1000m).

So if I were to use their implementation for barrel length adjustment here would be the "expected" results....

M16A4 - 20 inch barrel

M855A1 - 2.25% MOE (Margin Of Error)

MK 318 Mod 1 - 2.45% MOE

MK262 Mod 1 - 1.9% MOE

M4A1 - 14.5 inch barrel (set for M855A1)

M855A1 - 8% MOE

MK 318 mod 1 - 12% MOE

Mk 262 mod 1 - 19% MOE

Now if I were to continue this for say a DD MK18 Mod 1 with a 10.5 inch barrel it would get even WORSE with M855A1, Mk 318 mod 1, and Mk 262 mod 1.

This happens because of the dev's use of single munition types for most rifles (outside of the .50 sniper weapon systems and some vehicle munitions like MBT's and APC's, which have their own proprietary ammo and singular barrel length). When additional rounds are introduced, they have to take the ballistic profile of whatever munition was originally set, in the case above I used M855A1 EPR as the base, so Mk 262 Mod 1 gets offset really really bad when being set in a shorter barrel, the original rifle set for an M16A4 with a 20 inch barrel gets accurate ballistics but everything else suffers a terrible ballistic fate.

*Addendum: The current way I am doing ballistics means that an M4A1 would have the same ballistic properties as an M16A4, and while that would go outside of my 5% MOE regarding barrel length, it does allow magazines to be cross platformed, this was done at author request, SMA, NIArms, and HLC have all stated they would rather prefer magazine interchangeability between platforms accepting of those magazines rather than have accurate calculations between barrel lengths with no mag sharing out side of that platform and barrel length.

IF I could get help in making a community mod (would love to have the CBA guys help me with this, would integrate with CBA beautifully) where it would have a ballistic library with a script tie in to a weapons config checking barrel length, but would allow magazine interchangeability between the same weapons and with different authors for true reciprocity, but I have no one to assist me at the moment, so I am using the method listed above at the authors request.

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Not to sound rude but is there any chance of doing a current hotfix from the master branch which has all the config issues fixed before starting to overhaul the ballistics. With 40/50 people trying to play and config pop up errors all over the place where base classes are being overwritten it's not really helping Arma's already unstable environment when used in larger communities.

 

This also leads to issues when loading missions that use NI arms content, as they need to be loaded a second time to bypass the config errors.

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IF I could get help in making a community mod (would love to have the CBA guys help me with this, would integrate with CBA beautifully) where it would have a ballistic library with a script tie in to a weapons config checking barrel length, but would allow magazine interchangeability between the same weapons and with different authors for true reciprocity, but I have no one to assist me at the moment, so I am using the method listed above at the authors request.

 

@Spartan0536

If you want to talk about that either join us here: http://slackin.ace3mod.com/or propose that on: https://github.com/CBATeam/CBA_A3

 

We were thinking about something similar ...

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The MG3 is really great. The KWS is also awesome.

 

But i have a question how do i activate the Anti Aircraft Sight on the MG3?

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@Spartan0536

If you want to talk about that either join us here: http://slackin.ace3mod.com/or propose that on: https://github.com/CBATeam/CBA_A3

 

We were thinking about something similar ...

I know this is going off topic a slight bit, but thanks for the invite, the insight I got here is what I was looking for even if the answer disgusts me (not CBA/ACE's fault, will explain).

Apparently the += can not be used in code, so no if = then code is allowed, my entire idea was based on this, simple to work out, would not have impacted frames, but BI does not allow this from what I understood. Each would need a compat PBO and I would still not be able to use += in that code to tie the 2 mods together. This is apparently a security thing to cut down on "script kitties" or hackers, and it aggravates me to no end due to the heavy limitation it places not only on me but other modders as well.

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