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Jackal326

Tears of the sun seals

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I'm not removing the belt, just reducing the size of the rounds visible on the belt.

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What I meant was, no need to give the SAW 100 rounds (cpp wise), as it irl has 200 rounds in one box.

wink_o.gif

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Yeah what Shar said... the standard load of ammo per box is 200 rounds of 5.56mm ammo for the M249 SAW. The 7.62mm belt-fed MG's however sounds about right with four 100 round boxes.

But to be a little more clearer as to why this is, normally the M60 and M240 7.62mm MG's are, at least in the US Army, considered to be "crew-served weapons" meaning that they have a primary gunner and an assistant gunner. The assistant gunner helps to spot for the gunner, carries the majority of the ammo, and if the weapon is using a free belt (not in a box) then he helps feed the ammo belt into the MG.

From what I understand however, the Navy SEALs use the M60 as a squad assault weapon. But I'm not any expert on the SEALs so you might want to do a bit of research to see what the standard 7.62mm belt is for SEAL M60 or M240 machine gunners. But I think for the sake of OFP being a game, that 4 100 round boxes should be about right since there is no such thing as a functioning assistant gunner in OFP unless you make one of the other units serve kinda like an ammo truck where they are carrying 2 more 100 round boxes of ammo.

I guess just use your best judgement on what you think is the best balance of realism and gameplay because in the game, having only one box of ammo with only 100 rounds would really suck.

Chris G.

aka-Miles Teg<GD>

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@Shar: OK, sorry for the misunderstanding wink_o.gif

@ Miles Teg: I'll work something out, don't worry smile_o.gif

OK, I've fixed most/all of the bugs reported thus far. I've improved the dispersion of the M4 Marksman rifle, corrected the .cpp error which caused the USP SD w/ Taclight to have the non-silenced model, and toned down the M21's camo-painting, which some of you felt was a little bit too 'bright and garish'. I've also fixed a few other minor coding issues in relation to the 'audiblefire' and 'visiblefire' values of the various ammo types used. Other minor bugs have also been addressed.

Any other matters you wish to be addressed let me know on this thread.

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@Shar: OK, sorry for the misunderstanding wink_o.gif

@ Miles Teg: I'll work something out, don't worry smile_o.gif

OK, I've fixed most/all of the bugs reported thus far. I've improved the dispersion of the M4 Marksman rifle, corrected the .cpp error which caused the USP SD w/ Taclight to have the non-silenced model, and toned down the M21's camo-painting, which some of you felt was a little bit too 'bright and garish'. I've also fixed a few other minor coding issues in relation to the 'audiblefire' and 'visiblefire' values of the various ammo types used. Other minor bugs have also been addressed.

Any other matters you wish to be addressed let me know on this thread.

When are you going to release the patch?

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I'm waiting for a while first, to see if there are any more bugs that require correction.

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Is it planned to add groups to the pack? I added them myself but I am not really informed how SEALS go to work. There are some good facts at the BAS site though.

Maybe there could be two groups that saw action in the movie.

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Yes, as I mentioned on the SJB forums, I'm not intending to get 100% accuracy as reagrds the film, so there will be several groups added to the editor, Sniper/Spotter team, Assault Team etc.

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nice addons and all, but the Seals look like they're carrying abit light in the movie they didn't look so skinny i should say i thought most of them had backpacks and ect.

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id like to see improved ai or change in ccp of the guns rate of fire

the machingunner doesnt shoot like the weapon his holding is a machinegun, he shoots in 2 round bursts

maybe if the machinguns rate of fire increases like the bas m249 or earls m249, the ai seems not use ther weapons well, my 60 gunner couldnt even hit stationary infantry at 200m away, he kept shooting 2 round burst that didnt hit

just saying my feedback, i hope i didint crititcize too strongly

great addon,  i just think weapon configs needs more attention for more accurate and better rate of fire

edit

i configured the ccp so that the m60 uses jam 762_100mag and i think its just the bullet configuration of ur m60 bullet , the makes the rate of fire and accuracy bad wen used by ai

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Thanks, I'm working on that now, comparing values from my config.cpp with those in the JAM_Magazine's config.cpp

I think I've found the problem and I think I've fixed it tounge_o.gif

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Hey Jackal, I LOVE the ToS SEALs Weapons but, the Units (no offence) are a bit low quality, I was playing with them and found that parts didn't line up and stuck up when you move around, so I was wondering if you planned on fixing this. Again, I'm not trying to be offensive, just trying to help out. Good work with the Weapons though, I'm lovin' em.

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*points at the "PUBLIC BETA" label and puts emphasise on BETA biggrin_o.gif*

Yes I do plan to fix certain aspects of the models.

As I've mentioned before, the pack initially started out as solely a weapons pack, the SEALs were a relative after-thought, added in afterwards, so they were, in comparison to the weapons, rushed.

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As I've mentioned before, the pack initially started out as solely a weapons pack, the SEALs were a relative after-thought, added in afterwards, so they were, in comparison to the weapons, rushed.

To be perfectly onnest, I wasn't expecting this pack to be out so soon as a beta. That really catched me by surprise.

So its really understandable that you rushed the units and that is going to be bugs in it, even so, is a hell of a pack that once updated will be in the best addons list topic for sure.

Now I have them to [kiding my selfe]create a mission that by the time you release a finished version will be ready for download.[/kiding my selfe]

Nice.

@CERO.

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OK, an update for Ruff in particular. I've fixed the MGs now, the AI will now go full auto when using them as opposed to the 2 round bursts they formerly used. I just had 3 Machinegunners rip apart a group of 12 Guba's at about 200m. Was great to watch through my binoculars biggrin_o.gif

I've also corrected a few recoil values so the AI handle the weapons better (both the MGs, and the M4 Rifles)

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cool!!!!!!!!!!!!!!!!!!!!!

ive been playin around with their cpps aswell but your configs sound better

cant wait for the update!!!!!!!

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lookz excellent. waiting for the next release.. the m4's are alot of fun.. like the sounds especially. any chance to get the mags on the m4's a little darker.. they almost look like shiny shiny chrome.

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OK, what do you think to this texture instead?

- Updated M4A1 Magazine Texture

Looks good Jackal biggrin_o.gif

A few suggestions though to the current pack:

1. Use the silencers from your SRT pack. They are really detailed and look cool.

2. Bundle the weapons in their own pbo's, like you did with the m16A2's and various handguns.

It would be nice to have the SRT M4's and TOS M4's in one SJB_M4.pbo (or something like that) and the TOS handguns in with the different handgun pbo's.

It makes it much tidier and simpler for those of us who use addon-managers to make use of them.

3. You could maybe make unsuppressed version of Marksman M4. It would be great to have bipod versions too.

Other than those few minor details, the pack is excellent and I'm already looking forward to updated versions of this pack, the SRT pack and the handgun pack.

Excellent work Jackal smile_o.gif

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@Lt_Phoenix: In response to your comments:

1) The ones I am currently using are more detailed, and look much better.

2) That would require A LOT of editing of the texture paths within each and every P3D. On another note, it would make the addon FAR larger (some of you already complained about the size its at now), as many weapons that are not part of the pack, would need to be bundled with the pack, increasing the filesize of the resulting pack by AT LEAST double/treble..

3) I'll consider it, but as they do not feature in the film, I doubt they'll make an appearance. (Although, I said myself, that I'm not going 100% with the film theme, so I'll see what I can do, again, no promises though).

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