Guest Posted April 17, 2003 Is there any modern artillery units for ofp? Like the ones us use in Irak. Is the Pak40 still used in the military, or will it look stupid using that addon in a modern mission?? Thanx:) Share this post Link to post Share on other sites
quakergamer 0 Posted April 17, 2003 Tehre is some good M109 add-ons out there . You can find one I've made at my site (Check my sig), but it's only in desert camo Share this post Link to post Share on other sites
Stag 0 Posted April 17, 2003 QG, maybe you should have a word with hawk about his artillery scripting, see if you can package your M109 with it. Your model is more accurate than his. Better still, have words with snYpir; see if you can adapt your model to his support package; rather than use the current marker maybe it would be possible to have arty available if a battery is in place and radios are available. Share this post Link to post Share on other sites
quakergamer 0 Posted April 17, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ April 17 2003,20:52)</td></tr><tr><td id="QUOTE">QG, maybe you should have a word with hawk about his artillery scripting, see if you can package your M109 with it. Your model is more accurate than his. Better still, have words with snYpir; see if you can adapt your model to his support package; rather than use the current marker maybe it would be possible to have arty available if a battery is in place and radios are available.<span id='postcolor'> We already have planned new artillery script and realistic MLRS SCripts that are as follow: -You CANNOT shoot when you are moving -Realistic Smoke -Explosions around a defined range -Indirect Fire (Accurate), I mean by this that you will be able to click on map or say at how many Meters you want the missile/shell to go. We are also planning other things too. And do you have a link to Hawk's artillery scripting ?? Thanks!! Share this post Link to post Share on other sites
dinger 1 Posted April 18, 2003 heh quakergamer, sounds like we're working on the same project. Well... sort of. The fire control system jotapo and I are developing is exclusively indirect. You pick up the radio, and you call up the asset you want, then you give it its instructions. the same interface in theory will work for everything from mortars to MLRS to cruise missiles. When the chainofcommand forum gets back up, we'll be able to coordinate our fire a little better . Share this post Link to post Share on other sites
Stag 0 Posted April 18, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ April 17 2003,04:13)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ April 17 2003,20:52)</td></tr><tr><td id="QUOTE">QG, maybe you should have a word with hawk about his artillery scripting, see if you can package your M109 with it. Your model is more accurate than his. Better still, have words with snYpir; see if you can adapt your model to his support package; rather than use the current marker maybe it would be possible to have arty available if a battery is in place and radios are available.<span id='postcolor'> We already have planned new artillery script and realistic MLRS SCripts that are as follow: -You CANNOT shoot when you are moving -Realistic Smoke -Explosions around a defined range -Indirect Fire (Accurate), I mean by this that you will be able to click on map or say at how many Meters you want the missile/shell to go. We are also planning other things too. And do you have a link to Hawk's artillery scripting ?? Thanks!!<span id='postcolor'> Not as such, but its packed with his artillery units, the 2S19 and an M109. The hull shape for his M109 is wrong. I think it's still the same one as he "borrowed" from the DKM ADATS. combine those scripts with your model, you got a winner. Having said that, snYpir's scripts have more detail, giving you a choice of munitions. bit of tweaking, maybe even get a real Copperhead up and running. Share this post Link to post Share on other sites
miles teg 1 Posted April 18, 2003 Quakergamer... one thing... Your model is great, but... PLEASE reduce the size of that .50 machine gun!!! PLEASE PLEASE PLEASE!!! I've fired this weapon in real life and it is WAAAAAAAY too big on your M109. I beg of you to please make this the same size as the BIS model of the M2. If you did that your M109 model would look perfect! Thanks and keep up the excellent work. I can't wait to see the improved M109 and MLRS with the arty scripts! I hope that you will make it where you can radio for an entire artillery battery (platoon of artillery) to fire on specific coordinates. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Stag 0 Posted April 18, 2003 3-4 tubes is a company? So is the rest command and logistics? Damned ESP, asking the question before the comment that provoked it! Share this post Link to post Share on other sites
quakergamer 0 Posted April 18, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ April 18 2003,14:49)</td></tr><tr><td id="QUOTE">Quakergamer... one thing... Â Your model is great, but... PLEASE reduce the size of that .50 machine gun!!! PLEASE PLEASE PLEASE!!! Â I've fired this weapon in real life and it is WAAAAAAAY too big on your M109. Â I beg of you to please make this the same size as the BIS model of the M2. Â If you did that your M109 model would look perfect! Thanks and keep up the excellent work. Â I can't wait to see the improved M109 and MLRS with the arty scripts! I hope that you will make it where you can radio for an entire artillery battery (platoon of artillery) to fire on specific coordinates. Â Chris G. aka-Miles Teg<GD><span id='postcolor'> Its done for OPGWC version 1.0 . Thanks for the "bug" report. Share this post Link to post Share on other sites
quakergamer 0 Posted April 18, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dinger @ April 18 2003,04:20)</td></tr><tr><td id="QUOTE">heh quakergamer, sounds like we're working on the same project. Â Well... sort of. Â The fire control system jotapo and I are developing is exclusively indirect. Â You pick up the radio, and you call up the asset you want, then you give it its instructions. Â the same interface in theory will work for everything from mortars to MLRS to cruise missiles. When the chainofcommand forum gets back up, we'll be able to coordinate our fire a little better .<span id='postcolor'> Yes looks like we are but we aren't that far anyway. We work on other ... most important things ;-) Share this post Link to post Share on other sites
hellfish6 7 Posted April 18, 2003 A battery is a company of artillery. Share this post Link to post Share on other sites
dinger 1 Posted April 18, 2003 A battalion of 155s can be arranged with 3 firing batteries, each composed of 2 platoons of 4 tubes each. Quaker: cool. You get what's critical done. CoC should have the "Secret Sauce" available. Share this post Link to post Share on other sites
Guest DKM-jaguar Posted April 20, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ April 18 2003,12:56)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ April 17 2003,04:13)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ April 17 2003,20:52)</td></tr><tr><td id="QUOTE">QG, maybe you should have a word with hawk about his artillery scripting, see if you can package your M109 with it. Your model is more accurate than his. Better still, have words with snYpir; see if you can adapt your model to his support package; rather than use the current marker maybe it would be possible to have arty available if a battery is in place and radios are available.<span id='postcolor'> We already have planned new artillery script and realistic MLRS SCripts that are as follow: -You CANNOT shoot when you are moving -Realistic Smoke -Explosions around a defined range -Indirect Fire (Accurate), I mean by this that you will be able to click on map or say at how many Meters you want the missile/shell to go. We are also planning other things too. And do you have a link to Hawk's artillery scripting ?? Thanks!!<span id='postcolor'> Not as such, but its packed with his artillery units, the 2S19 and an M109. The hull shape for his M109 is wrong. I think it's still the same one as he "borrowed" from the DKM ADATS. combine those scripts with your model, you got a winner. Having said that, snYpir's scripts have more detail, giving you a choice of munitions. bit of tweaking, maybe even get a real Copperhead up and running.<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Not as such, but its packed with his artillery units, the 2S19 and an M109. The hull shape for his M109 is wrong. I think it's still the same one as he "borrowed" from the DKM ADATS. combine those scripts with your model, you got a winner.<span id='postcolor'> Speaking of which, would like a word with that guy. You dont have to use much imagination as to why. Share this post Link to post Share on other sites
hellfish6 7 Posted April 20, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dinger @ April 18 2003,12:02)</td></tr><tr><td id="QUOTE">A battalion of 155s can be arranged with 3 firing batteries, each composed of 2 platoons of 4 tubes each. Quaker: cool. Â You get what's critical done. Â CoC should have the "Secret Sauce" available.<span id='postcolor'> American batteries had 8 tubes until 1990 or so. Now there are only 6 tubes per battery, 18 per battalion. Share this post Link to post Share on other sites
dinger 1 Posted April 20, 2003 That makes sense, so the tube artillery follows the MLRS in number of firing units in a firing platoon. jaguar -- the CoC Forums are down, but we are still making progress. Drop me a line if you want to know where we are. In a related note, right now I've got enough accuracy to hit the span of the Davros bridge from the island 11km NW; at similar range I can nail lipany square within 15m of the fountain (low angle; 30m for high-angle fire). I've only got parallel distribution in there at the moment, but I'm thinking of sneaking in the other major sheafs tonight. Share this post Link to post Share on other sites
Guest DKM-jaguar Posted April 21, 2003 Roger that. I'll tell the rest of the team workngi on it. # I just wish people wouldnt STEAL our models without asking, crediting, or even admiting they didnt make it. I mean, you can see the DKM star still on it!! the story is: That m109 was an early model that got leaked. Someone then decided to release it as thier own, add a crappy script and just ignore the fact it wasnt theirs. now the same guy has put a cammo net on it, added yet another useless script and said "its all my work" the fact is, the model is very early from our development, it is not even that good. BUT, nonetheless, it is still the main piece of the addon, as any model is. It doesnt matter what crap you put on it and say it has, becuase the basic addon is still been stolen from DKM. This is the reason why some addon making teams cannot get along. I have some pictures for proof, i am posting them on my site. Share this post Link to post Share on other sites