Jackal326 1181 Posted April 9, 2004 I'm not removing the belt, just reducing the size of the rounds visible on the belt. Share this post Link to post Share on other sites
engen 0 Posted April 9, 2004 What I meant was, no need to give the SAW 100 rounds (cpp wise), as it irl has 200 rounds in one box. Share this post Link to post Share on other sites
miles teg 1 Posted April 9, 2004 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> Share this post Link to post Share on other sites
Jackal326 1181 Posted April 9, 2004 @Shar: OK, sorry for the misunderstanding @ Miles Teg: I'll work something out, don't worry 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. Share this post Link to post Share on other sites
Guest Posted April 9, 2004 @Shar: OK, sorry for the misunderstanding @ Miles Teg: I'll work something out, don't worry 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? Share this post Link to post Share on other sites
Jackal326 1181 Posted April 9, 2004 I'm waiting for a while first, to see if there are any more bugs that require correction. Share this post Link to post Share on other sites
Guest Posted April 9, 2004 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. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 9, 2004 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. Share this post Link to post Share on other sites
AussieSapper 0 Posted April 10, 2004 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. Share this post Link to post Share on other sites
ruff 102 Posted April 10, 2004 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, Â 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 Share this post Link to post Share on other sites
Jackal326 1181 Posted April 10, 2004 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 Share this post Link to post Share on other sites
Rishon 0 Posted April 10, 2004 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. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 11, 2004 *points at the "PUBLIC BETA" label and puts emphasise on BETA * 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. Share this post Link to post Share on other sites
@cero 0 Posted April 11, 2004 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. Share this post Link to post Share on other sites
Major Fubar 0 Posted April 11, 2004 Well, I'll keep it short and simple...nice pack! Share this post Link to post Share on other sites
Jackal326 1181 Posted April 11, 2004 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 I've also corrected a few recoil values so the AI handle the weapons better (both the MGs, and the M4 Rifles) Share this post Link to post Share on other sites
ruff 102 Posted April 12, 2004 cool!!!!!!!!!!!!!!!!!!!!! ive been playin around with their cpps aswell but your configs sound better cant wait for the update!!!!!!! Share this post Link to post Share on other sites
Jackal326 1181 Posted April 12, 2004 I've been messing around with the M21 textures, and have got them less garish as I mentioned in another post. Here are a couple of pictures: - M21 with camo material - M21 without camo material Let me know what you think of the updated textures. Share this post Link to post Share on other sites
Sgt. Stryker 0 Posted April 12, 2004 oh wow, love it good job dude. Share this post Link to post Share on other sites
CanadianTerror 0 Posted April 12, 2004 That looks much better! nice job. Share this post Link to post Share on other sites
Landwarrior87 0 Posted April 12, 2004 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. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 13, 2004 OK, what do you think to this texture instead? - Updated M4A1 Magazine Texture Share this post Link to post Share on other sites
Lt_Phoenix 0 Posted April 14, 2004 OK, what do you think to this texture instead?- Updated M4A1 Magazine Texture Looks good Jackal 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 Share this post Link to post Share on other sites
Jackal326 1181 Posted April 14, 2004 @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). Share this post Link to post Share on other sites
Landwarrior87 0 Posted April 14, 2004 the magazine textures look alot better. not so shiny Share this post Link to post Share on other sites