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akm74

Zu 23-2

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Hm, make one without radar, with the same modell, and make another with a radar, but put down near to it a little moveable (rotating) radar. There should be some older not too big russian radars... (hehe lol)

cu.

ps:

plz. dont forget to make two muzzle flashes... or somehow plz. make them changing.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Unatomber @ Dec. 25 2002,15:11)</td></tr><tr><td id="QUOTE">so, it sounds like theres a demand for two versions.. biggrin.gif<span id='postcolor'>

Oh no please no  tounge.gif

Making multiple versions is a bad habit, especially in this case, as the "sergei" w/o a doubt shouldn't have a radar as per real life. And it should stay as it is, no sandbags nothing. The simpler the more alike real life specs. I luv'd the version what I got from CZ, tho it didn't include any readme (/me curses CZ to the 7th hell  wink.gif ) so I don't know which ver that was. Didn't have commander position, just the gunner... so if that's out of the question, let it be. But please try!  biggrin.gif  My pal used one of these in his time in the army, it's used by the FDF, a must have for all Fin Clans.

So what's and where's the latest version?

And as this is an open thread for everyones ZU23-2's judging by it's header... I'd like to see what these other 2 (or how many were there) are looking atm.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LightBringer @ Dec. 25 2002,17:07)</td></tr><tr><td id="QUOTE">Hm, make one without radar, with the same modell, and make another with a radar, but put down near to it a little moveable (rotating) radar. There should be some older not too big russian radars... (hehe lol)<span id='postcolor'>

VERY good idea IMHO.

A zip with 2 PBO´s, one realistic and another...useful tounge.gif

The radar version might not be or look realistic, but it´s a lot easier to use than the realistic one.

Of course, no radar makes it a lot more exciting to look for silent choppers in the night...

Hence, two versions, one without radar and another with a radar to the right of it, in a "small shad" and the commander standing over a table with radar ecquipment and a dish on the roof...(or something, I´m no expert on radars)

OK I´m getting carried away here tounge.gif but think about it xmas.gif

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I just tried the new version, really like the new sight. Well really like all of it. Found three things to look at/ consider for the next update of it.

1. Make tracers on both ammo types green. (i think green is standard tracer on east block weapons, but i might be wrong)

2. Cant shoot gunner or commander from behind when in it. its the vehicle that gets the damage

3. Make the muzzle flashes bigger

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I very weak in programming (read config) and didn’t know how to do it. Unlike me, many add-on makers just lock their add-ons, so I can't study how they done it.

If you tell me how, I will add it to final release.

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First AKM74 I would recomment you check the official commented configs. They are in the breath section of this site:

Breath section

They explain a lot in there.

And this is what you have to add to your vehicle description in the config.cpp to create some custom smoke:

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

class WeaponCloudsGun {};

class WeaponCloudsMGun : WeaponCloudsGun {};

class MGunClouds : WeaponCloudsMGun

{

access = ReadOnlyVerified;

// single cloudlet parameters

cloudletDuration = 0.8; // time to live (not including fades)

cloudletAnimPeriod = 0.4; // animation speed

cloudletSize = 2.0;

cloudletAlpha = 0.4;

cloudletGrowUp = 0.25; // grow-up time

cloudletFadeIn = 0.01; // fade-in time

cloudletFadeOut = 2; // fade-out time

cloudletAccY = 0.4; // vertical acceleration

cloudletMinYSpeed = 0.2; // vertical speed range

cloudletMaxYSpeed = 0.6;

//cloudletShape = "cl_basic";

cloudletShape = "missileSmoke";

//cloudletShape = "cl_water";

//cloudletShape = "cl_fired";

cloudletColor[] = {0.6, 0.6, 0.6, 0.25};

// source parameters

interval = 0.04;

size = 2;

sourceSize = 0.2;

timeToLive = 0.1;

initT = 40;

deltaT = -30;

class Table

{

class T0 {maxT = 10; color[] = {1, 1, 1, 0};}

}

};

<span id='postcolor'>

Simply insert this somwhere inside your "class ZU23" (or however else you called it) definition, and play around a bit with the settings. Also you can change the cloudlet shape from missile to basic, water or fire to have different results. But be carefull; Smoke eats a lot of performance.

PSC

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hey AK74 m8 if you have the time make a new model for the west side not a ZU 23-2 but another anti air gun I don't know what the US used to bring down the enemy plane's or choppers what use the US SAM's or MLRS confused.gif

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Guest

Since there has been a beta release, a new thread in Addons & Mods: Complete might be more suitable.

Well, there are two options, you can create a new thread in A&M:C or you can continue on this one and I'll move it. Your choice xmas.gif

Anyway, excellent addon. Reall superb work! smile.gif

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Since next reliase will be final (at least i'm hope so) you can move it to Addons & Mods: Complete

And thanks for comments... i glad you guys like it.

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ummm can we get some new links for the zu 23-2 because the ofp.cz links arent working for me.

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mlrs mean multipule launch rocket system(only 95% sure) and is an artililary system.its not used to shoot down aircraft. the only other thing that we shoot down aircraft with is a stinger or a automated vulcan cannon. just to let you know biggrin.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ExtracTioN @ Dec. 26 2002,00:25)</td></tr><tr><td id="QUOTE">I don't know what the US used to bring down the enemy plane's or choppers what use the US SAM's or MLRS confused.gif<span id='postcolor'>

for heavy AA...

The Patriot SAM Guidance System

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (chaztheducky @ Dec. 26 2002,05:57)</td></tr><tr><td id="QUOTE">mlrs mean multipule launch rocket system(only 95% sure) and is an artililary system.its not used to shoot down aircraft. the only other thing that we shoot down aircraft with is a stinger or a automated vulcan cannon. just to let you know biggrin.gif<span id='postcolor'>

Yep, the MRLS is artillery.

But about the new beta: it´s really great, but just a couple of fixes:

1. What´s the point of having a commander if he doesn´t have a radar? Now, the gunner has the radar and makes the commander useless, just an observer. The commander is in charge of spotting targets, so even if there isn´t a radar on the ZU-23 IRL, he should be the one to have it, at least it simulates him "looking around" and scanning for targets.

2. Smoke would be nice.

3. Shouldn´t they have to reload once in a while? They have a bunch of ammo boxes there that they don´t use, don´t tell me that the ones they already have on the gun contain 500 rounds API-T AND 200 rounds HEI-T (ahh, I don´t know)

The new optics look very sharp and professional, cool

smile.gif

Keep up the good work!

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Medium range AA for the Nato side would be Hawk, IHawk, Roland, Rapier and the Chapperal <m730>

Tracked Roland would be a good call, as it's a box launcher on a modified M113 chassis <M730 also uses a M113 chassis, but the exposed missiles make it problematic, I have a rough one working now, and it just ain't pretty>

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This new beta is SO nice! Like the color change. The optics are great and thanks for add some rotating sound, thanks for always listen us AKM74 !!

Vik

ps: I still have some LODs problems when I see the unit from very far away (it looks all grey and with the flash always active) If you want I can post a pic...

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Ok... I just tried the new version....it's great except for one thing...

AIRCRAFT CAN NOT DETECT IT!!!!!! AAAARG!!! That is VERY VERY VERY unlrealistic because generally AA guns are a prime target of attacking aircraft. Currently the AI will not attack the ZSU-23-2 guns which means that helicopters and planes controlled by the AI can not defend themselves against these guns. PLEASE make these AA guns detectable by aircraft. I wanted to make use of them on a mission where they are on apartment building roof tops shooting defending the Nogova airport as U.S. Marines come in by helicopter to land troops but with Cobra gunship support. As the gun is, I can't use it because the AI pilots ignore it and they all get destroyed. sad.gif

Chris G.

aka-Miles Teg<GD>

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I sure got hit big time when I put a couple of cobras facing towards me few hundred meters away from my 'sergei' and started firing towards them. biggrin.gif

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if its real it fits ofp!

Even a proto type weapon or one that was planned to be made but canceled fits!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Dec. 26 2002,11:19)</td></tr><tr><td id="QUOTE">Ok... I just tried the new version....it's great except for one thing...  

AIRCRAFT CAN NOT DETECT IT!!!!!!  AAAARG!!!   That is VERY VERY VERY unlrealistic because generally AA guns are a prime target of attacking aircraft.   Currently the AI will not attack the ZSU-23-2 guns which means that helicopters and planes controlled by the AI can not defend themselves against these guns.   PLEASE make these AA guns detectable by aircraft.  I wanted to make use of them on a mission where they are on apartment building roof tops shooting defending the Nogova airport as U.S. Marines come in by helicopter to land troops but with Cobra gunship support.  As the gun is, I can't use it because the AI pilots ignore it and they all get destroyed.  sad.gif

Chris G.

aka-Miles Teg<GD><span id='postcolor'>

I agree i was in a F117 and i couldent lock on with the missles. This is a great addon and very fun to play with but i would like to see it on radar they rip me up and the AI before they know what him em. And always we dont have ground teams to take them out so if you make a mission where you have to insert by air and theres AA that cant be seem your fuc*ed.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TaNK_Em @ Dec. 27 2002,18:39)</td></tr><tr><td id="QUOTE">I agree i was in a F117 and i couldent lock on with the missles.<span id='postcolor'>

No no, you´re talking about something completely different.

IRL you can´t lock onto a little gun like you could on a 70-ton tank either, but the question here is that the AI doesn´t attack the gun at all, altough they do for me smile.gif

*cough*readb4ypost*cough*

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Just want to update you guys.

Fixed/added since beta 3

1. New commander view.

2. Commander has radar now.

3. Ammunitions in boxes. There are 7 boxes of ammunitions. 5 for AIT and 2 for HEI. 200 rounds each. New reload sound added.

4. Small changes in model.

5. Gunner can’t be shot from outside = fixed

6. Some Lod has texture problem = fixed (thanks to all peoples who discover this bug)

7. Smoke added (thanks to PSC)

8. ZU23 unit for resistance side added

9. All tracers in green color now

10. AI gunner didn’t engage ZU23 = fixed    (even if I’m think it not good idea. ZU23 didn’t really have big heat signature in real life.  But there is no “middle†in “IRTARGET†setting in config. It can be “true†or “falseâ€. You have to carefully choose location to place ZU23 on map to avoid “hellfireâ€

11 Commander, even after been killed, still sit on his chair, even if he is dead. = Sorry guys, I’m don’t know how to fix it.

Let me know if I miss something

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (AKM74 @ Dec. 27 2002,19:03)</td></tr><tr><td id="QUOTE">11 Commander, even after been killed, still sit on his chair, even if he is dead. = Sorry guys, I’m don’t know how to fix it.<span id='postcolor'>

Well if somebody would of been shot in the head, and if the commander has some blood and his head is dangling down...then that won't be a problem. wink.gif

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