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quakergamer

M109a6 v.2 released to public

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Hello all.

The OPGWC Team has finished the M109A6 version 2. It's not avaible for download

m109promo.jpg

For other pictures:

http://www.iquebec.com/quakergamer/m109_2.jpg

http://www.iquebec.com/quakergamer/m109_1.jpg

For 1.75/1.85/1.90:

http://www.roughnecks.org/opgwc/addons/m109v2_v190.zip

For 1.46:

http://www.roughnecks.org/opgwc/addons/m109v2_v146.zip

And you can also get the Demo of our MOD at OPGWC Site:

http://www.roughnecks.org/opgwc/default.asp

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 24 2002,21:07)</td></tr><tr><td id="QUOTE">The OPGWC Team has finished the M109A6 version 2. It's now avaible for download<span id='postcolor'>

Looking good! Any woodland cammo available/planned?

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the textures look a bit plain, there is not so much detail on it smile.gif

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The AI dont seem to engage from far away, eg i was on desert island and had some t-80s bout 2000 m away, i killed em, but the ai targeted but didnt engage.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Steam @ Nov. 24 2002,23:36)</td></tr><tr><td id="QUOTE">The AI dont seem to engage from far away, eg i was on desert island and had some t-80s bout 2000 m away, i killed em, but the ai targeted but didnt engage.<span id='postcolor'>

AI cant use artillery or any indirect fire. OFP needs engine improvements sad.gif.

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mmm odd, they seem to attack when less that 1k away using the elevated barrel.

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Three questions:

The two included versions: the heat version has less then 10 shots (ugh) and seems to fire in a very flat arc over far distances, while the other has around 40 shots of shells and seems to have much less range then the other one. Also sights are different... what's the idea behind that? Why has the the shortranged version the kind of sight I'd expect from an artillery piece, while the long ranged version has a standard tank sight (or was it shilka)?

Is there a possibility to do a woodland cammo for use on the original islands?

And finally: I liked the sight of the shell version - it would be nice if it would be able to cover furher distances, too (ie. continue the scale to the max. range of the weapon). That way it would be easier to adjust the firing arc to the calls from a spotter.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 25 2002,00:45)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Steam @ Nov. 24 2002,23:36)</td></tr><tr><td id="QUOTE">The AI dont seem to engage from far away, eg i was on desert island and had some t-80s bout 2000 m away, i killed em, but the ai targeted but didnt engage.<span id='postcolor'>

AI cant use artillery or any indirect fire. OFP needs engine improvements sad.gif.<span id='postcolor'>

The key for getting AI to fire at longer distances seems to be your own viewdistance. Try it and see wink.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (joltan @ Nov. 25 2002,03:04)</td></tr><tr><td id="QUOTE">Three questions:

The two included versions: the heat version has less then 10 shots (ugh) and seems to fire in a very flat arc over far distances, while the other has around 40 shots of shells and seems to have much less range then the other one. Also sights are different... what's the idea behind that? Why has the the shortranged version the kind of sight I'd expect from an artillery piece, while the long ranged version has a standard tank sight (or was it shilka)?

Is there a possibility to do a woodland cammo for use on the original islands?

And finally: I liked the sight of the shell version - it would be nice if it would be able to cover furher distances, too (ie. continue the scale to the max. range of the weapon). That way it would be easier to adjust the firing arc to the calls from a spotter.<span id='postcolor'>

1st) It has 10 shots because CopperHead and Copperhead2 shells are VERY VERY expensive and werent used a lot in the Gulf War. We are trying to be as realistic as possible.

Also the range is like that becasue this si how OFP calculates the range;

The speed wit hte max range. And if i want to make indirect fire I need to set lower speed. Anyway its quite hard and it cant go beyond that.,

2nd) The sights are different becasue the 155mm shell is ARTILLERY Shell, indirect fire.

The copperhead ammo is DIRECT Fire like a normal tank shell so thats why it has normal Sight. Hope you get what I mean

and yes we are working on a woodland camo,

Cya

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 24 2002,06:52)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (joltan @ Nov. 25 2002,03<!--emo&wow.gif)</td></tr><tr><td id="QUOTE">Three questions:

The two included versions: the heat version has less then 10 shots (ugh) and seems to fire in a very flat arc over far distances, while the other has around 40 shots of shells and seems to have much less range then the other one. Also sights are different... what's the idea behind that? Why has the the shortranged version the kind of sight I'd expect from an artillery piece, while the long ranged version has a standard tank sight (or was it shilka)?

Is there a possibility to do a woodland cammo for use on the original islands?

And finally: I liked the sight of the shell version - it would be nice if it would be able to cover furher distances, too (ie. continue the scale to the max. range of the weapon). That way it would be easier to adjust the firing arc to the calls from a spotter.<span id='postcolor'>

1st) It has 10 shots because CopperHead and Copperhead2 shells are VERY VERY expensive and werent used a lot in the Gulf War. We are trying to be as realistic as possible.

Also the range is like that becasue this si how OFP calculates the range;

The speed wit hte max range. And if  i want to make indirect fire I need to set lower speed. Anyway its quite hard and it cant go beyond that.,

2nd) The sights are different becasue the 155mm shell is ARTILLERY Shell, indirect fire.

The copperhead ammo is DIRECT Fire like a normal tank shell so thats why it has normal Sight. Hope you get what I mean

and yes we are working on a woodland camo,

Cya<span id='postcolor'>

QG, Copperhead is not a direct fire weapon. It is a Cannon Launched Guided Projectile with laser guidance. The Spotter paints the target with a laser, contacts the Arty, and they fire a round. One dead tank; No ifs, buts, or maybes. It doesn't give a shit what it hits.

You are right about it being expensive; the actual loadout for a Paladin is only 2 Copperhead.

M712 Copperhead

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Wardog you are right about it but OFP dosen't support shells being targeted by laser (and im pretty sure it dosent support laser guided shells) so I've amde it liek a regular shell.

Anyway if you can givem e some suggestionms I will change it for the next version ...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 25 2002,03:52)</td></tr><tr><td id="QUOTE">2nd) The sights are different becasue the 155mm shell is ARTILLERY Shell, indirect fire.

The copperhead ammo is DIRECT Fire like a normal tank shell so thats why it has normal Sight. Hope you get what I mean<span id='postcolor'>

But why make two different models just for different kinds of ammunition? Just because of the sights and to limit the ammunition users can load into the vehicle? Direct fire would work with the artillery sights, too. And wouldn't it be sensible for the user to be able to switch from one ammunition to the other (can't you limit the available amount for each ammunition seperately)? Im sure in reality there's not two different types of vehicles for these kinds of ammunition.

Don't get me wrong, I really like the model - so please see the above and my questions as constructive criticism.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 24 2002,16:52)</td></tr><tr><td id="QUOTE">Wardog you are right about it but OFP dosen't support shells being targeted by laser (and im pretty sure it dosent support laser guided shells) so I've amde it liek a regular shell.

Anyway if you can givem e some suggestionms I will change it for the next version ...<span id='postcolor'>

Copperhead is such a unique weapon i'd be tempted to ignore it and just use HEAT in direct fire. the problem is part and parcel of the fact that OFP does not handle indirect fire very well... at least nobody has found a fix for it YET. if I'm going over old ground here, pardon me; it's not something I've looked over seriously.

Breaking down the problem:

Artillery needs to treat its fire like mortar rounds.

Since the nature of the game engine depends on the target being in LOS, Artillery, and only artillery AI needs the ability to see through the terrain to anywhere on the map. Since this was at one time a bug, I wonder how hard it would be to specifically implement?

At extended ranges, the Artillery must not engage unless called by a spotter. On the face of it, not too bad. But when you consider that most Western Artillery Batteries consist of four tubes, and the crew of a Paladin is 3, it can't be just a simple matter of making the spotter the CO of the battery.

As for the Copperhead: why not just use the missile settings?

Correction: The US currently has no dedicated direct fire Anti-tank shell in 155mm. Their defence is being somwhere else, or being screened by other forces.

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This is a dumb question i know, but can some1 tell me how to set up a spotter not linked the the paladin squad and relay back targeting info ( the radar thing)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Steam @ Nov. 25 2002,18:45)</td></tr><tr><td id="QUOTE">This is a dumb question i know, but can some1 tell me how to set up a spotter not linked the the paladin squad and relay back targeting info ( the radar thing)<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit1 reveal unit2<span id='postcolor'>

reveals all targets known by unit1 to unit2

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Cheers, now i can incorperate it in some mp_missions.

Does ne1 else use addons such as this in MP missions?

Also, good work with this paladin, i love providing fire support for suppressed inf squads...nothing better biggrin.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (joltan @ Nov. 25 2002,14:46)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 25 2002,03:52)</td></tr><tr><td id="QUOTE">2nd) The sights are different becasue the 155mm shell is ARTILLERY Shell, indirect fire.

The copperhead ammo is DIRECT Fire like a normal tank shell so thats why it has normal Sight. Hope you get what I mean<span id='postcolor'>

But why make two different models just for different kinds of ammunition? Just because of the sights and to limit the ammunition users can load into the vehicle? Direct fire would work with the artillery sights, too. And wouldn't it be sensible for the user to be able to switch from one ammunition to the other (can't you limit the available amount for each ammunition seperately)? Im sure in reality there's not two different types of vehicles for these kinds of ammunition.

Don't get me wrong, I really like the model - so please see the above and my questions as constructive criticism.<span id='postcolor'>

I coudlf ix this but the 155mm sights look better with indirect fire but anyway.

And also wardog, using the

simulation="ShootMissile";

would not work cuz it would be like a missile (with smoke and all the stuff).

And also yes it would be possible to make an M109 with al those ammo BUT it wouldnt bve that good with the misisons (AI would use the 155mm shell anyway). So thats why I've kept it like that.

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Artillery's a bitch. You could build a whole mod around this problem.

I wish I could help sort this out, but it sounds like a coding thingmie, or at least advanced scripting. I can point out what it should do, but not change what it does.

If your can mod blow this open, you will rightfully take your place among the greats of OFP; regardless of what your beta textures are like wink.gif

Good luck, mate!

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Quakergamer.

I just had the ai target a bmp on a hill and they nailed the sucker right on target, then i placed myself infront of the bmp and did it again. I noticed u got sounds of the artillery round wizzing threw the air (which is very cool BTW). Have u ever seen We Were Soldiers?, if u could get those sounds of the artillery off that movie (its a whinning whistle) that would be sooo thight. Then make some badass forest camo textures on it and u got a classic addon.

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Nice addon, but the textures are pretty ugly. And do the AT versions really only carry 8 rounds? That would make them fairly useless in any extended battle.

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