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AngusHeaf

Wargames addpak 4.0 released

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Any chance you guys will be releasing the docs...

I would like to find out how to add the ability to use the mortars to some of our BAS/USMC soliders as my clan just prefers them.

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Not only is there a chance, but it is a certainty. It will be ready by this Saturday (the Technical Manual at least).

Sorry for the delay, but when you see what is included you will understand. I am seriously trying to leave nothing out.

Actually, now would be a good time to list any special requests for information you would like to see in the Manual.

Semper Fi

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Hey Phaeden, I'd like to see a little more in depth instruction on how to set up and use mortars. I eventually figured it out, still not 100% sure, but only through trial and error. The FAQ part about it only helped a little and wasn't clear in some areas. At least thats the impression I got for it. Also, theres a few things I can't get to work. I get a P3D error when trying to use your A10, and I can't get the shoulder AA's to lock on. I might be doing something wrong on the AA's though. Don't know if anyone mentioned these before.

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How does the MILGRID system work as it shows on some maps as working but not others.

Also... any chance you can get with the authors of a few of the mods and see about allowing us to use them independent of the mod or fill us in on your secrets - like WP ZUNIs, the COC Mortar and Fire Control System, the Hummer collection.

Or at least tell us who the authors are for the WP ZUNIs and the Hummers (we all know who did the COC stuff )

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thanks for the WPHG in advance... ;)

one more bug...

The MK19 on the Hummer does give me a error with some "drop cl" commandline...

It happens when i hit rocks on Malden and Maldova...

The Mapfact Guys have some AP Mines, that can be placed like objects without any Triggerstuff to setup and they even can be deactivated if you approach them carefully... (would be cool if only Engineers could do that)

Although i dont know how/if/what scripts they use...

But i like the flaretrap! ;)

Mk19 on Tripod?

Recoiless rifle on/for the Jeeps? (I remeber these were the AntiTank Weapons before all those Shoulderlaunched Rockets etc..)

(I LOVE the mortars!!)

The 82mm sometimes wont load... well i click "load ..." and then i kneel and no sound of loading and no shot being fired after clicking on fire...

And shouldnt the rounds be protected in some tube or crate? when i set up a mortar the rounds are scatterd around without any protective casing... i dont think the Army will allow such hazardous practice...

Are there going to be 107mm Mortars? Are there going to be Illum Rounds? These 107mms could also shoot Chem Rounds..

Wasnt the ColdWar known for fear of NBC? There are some russian NBC Troops for soldiers, i remember i saw them a few years ago...

I love the russian Units in wgl, too... some nice balanced fighters we now have..

Is it possible to remove the "fire" button in the ballistic-computer(?)..

because isnt it with mortars, that you let the round slide down the tube and when it hits the bottom the charge ignites?

I mean "Load WP" would mean to fire it already...

THANKS for that pack!!

peace!

PS:

there is still the object of the Handgrenade which dissapeares only a few seconds after the explosion..

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Okay, I can't speak for WGL directly, but I can talk about the mortar system and some about the mines.

Mortar stuff...

Hmm... the fire system might be adapted to "drop and shoot" since the loading is a remote action anyway. The only problem is that since a little AI gremlin is firing, there will always be a bit of a delay between the load and the fire sound.

For UA, we're working on Illum shells. Of course, if we get something we like, it'll probably find its way into WGL, just as I'm ripping off -- err borrowing some WGL effects for UA.

Biological weapons are out of the scope of OFP, and Chemical ones are rather little tricky, since once again you've got to scan areas. If you ask me, effects just can't be done well on a mass scale with the tools we have.

Having done some mines myself, I looked at the MapFact system. It's good, but it relies on a separate script for each mine doing a nearestobject scan. This severely limits the number of mines you can effectively place in a game. So while it's good for limited circumstances, which is what I imagine MapFact made them for, it's not going to support the mass application we need.

I'm thinking about figuring out a way to do real autonomous AP mines, but it's tough.

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All the WP things are done by us directly. The Hummers are actually one of the things I've made just for WG. We don't borrow everything, hehe.

I'll look into the rock bug for sure with the Mk19 and see what the problem could be. Thanks for the info.

Mk19 on a tripod is eventual. Recoilless rifles on UAZs is possible though in the short term, unlikely since we would like to add other stuff first.

I'll leave all the mortar and mine stuff up to the experts (Dinger) and if he can figure out a drop-fire system then great. If not, I still like our mortars best out of all of them in OFP. Illumination rounds are something we're working on, if we figure it out then it's something we will add of course.

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Also of note - BAS TONAL island refuses to use the mil standard map - although TONALI does.

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Any island that is the standard OFP island size will automatically use the MILGRID system. If an island is the larger island size it will need to be setup to use a custom grid. In the next release version of WG I think we can update our custom config so that people can inherit from a new CfgWorlds class (something like WGL_World20x20) and that way they can use the MILGRID system without having to know how to set it up themselves (it can be tricky).

So to summarize.... If the island is bigger than the standard the island maker should contact us and we can help them with the settings. PM or email or whatever.

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Angus and/or Phaden:

Any chance you will release -

WG Vehicle Pack

WG Men Pack

etc

as some people want to use parts of your mod but are tied to others - like you cant use the BAS men with your mortars

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Right now there's no plans to release anything seperately. There's a number of reasons why this is the case...

The WG concept was to rebalance the ENTIRE game and provide players with a "one stop shop" for the best in OFP combined with new configs, scripts, and so on. Behind the scenes in the configs there's many many changes that would make using bits and pieces of it undesireable with other things because people would play it, it wouldn't be balanced, and they'd say "hey wtf, this isn't balanced to BIS's standard and it sucks."

What I would love to see instead, are addon makers becoming interested in WG as a true mod they can contribute to if they're willing to work together with us on configs and things. It's hard to cooperate, but I think it can be done. Right now I'm totally open to anyone interested in contributing. We've setup the configs and stuff in such a way that all of our scripts can be added to your work quickly and without much fuss. Some people might be familiar with a similar system in ECP. Where we differ is that ECP hasn't reconfigured anything major in the game so getting people to make their stuff ECP compliant is probably easier because they ask for much less, because it's just FX.

Future WG plans are to replace the standard vehicles with efficient and attractive new vehicles. I'd love to work together with people like CSLA, RHS, Our Weapons, Orcs, BAS, BoH, and whoever else. We're already working fairly closely with CoC, and AKM74 took a chance with us a while ago and was one of the first to let us include his APCs and crew weapons in our pack. I think there's a lot of good things out there that would be great if they were balanced to WG. Cooperation means more flexibility in missions, and ultimately more fun for everyone who plays.

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I see your logic and I can agree with it to some extent... but by the same token most clans wish to use their usual stuff.

We use:

Bas stuff ( if they make it we use it )

the Digital Grenade USMC pack

Keg's Russian Weapon Pack

and the LSR russian special forces.

If we had the ability to add the mortar system to our troops then we would be in heaven.

Would that be possible with a game logic call or simple script?

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ok... i look into my problem with the drop error... (see attached picture) .. its from moldova.. (malden with nogova textures)dropclfire.jpg

its not with all rocks somehow..

i go and shoot more stuff on that islands...

well the chem stuff is just a silly idea... maybe its easier to make some kind of triggerzones to simulate contaminated areas... to make them impassable(?) just for footsoldiers...

but as i said, as long as there are WP Handgrenades, everything is fine for me ...

regarding the recoiless rifles.. they seem to be very old stuff ... quite obsolete... but we like to play "low tech" games sometimes... even the T80 would be hightech in that kind of games... ;)

i thinks its the era around 1950-1970 i am talking about...

to any vietnam addon-guys/gals(?) .. please, please! give us (me foremost!;) ) some WG-NAM pieces to play with...

but anything you do... i like it... its just good as it is...

PS:

i can reload and shoot the sighted mortar now in about the same time it would take to just use a single action...

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Hehe, once you become good at loading and firing the mortar you can do it in about 2 seconds. You learn where the fire button appears on the dialog and with just a couple of quick action clicks you can load mortar, bring up the fire menu while you're loading the round, and hit the fire button as soon as the reload sound finishes. I love the mortars and loved it even more when I killed something like 8 people during a 45 minute game of A&D on Phaeden's "Red Tempest" mission. Hooray for WP!!

Ow my face is on fire!!!

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I had 3 of my guys training - we could from a FIRE MISSION CALL - target, load appropriate round ( based on target) and have round out in 6 seconds ( and most of that was deleting the stock numbers in the fire control )

We fired 10 rounds before the 1st one hit

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hehe.. i know what you mean... its fun when everybody is looking for "that tank" which keeps them busy... while i am snug safely behind a small hillside some kilos down north ... ;)

i looked into that bug... its not because some rocks apparently.. i tried to recreate it but to no big avail.. i even took apart my fort (on the first pic) and shot the parts soley and in many combinations... not many drop errors...

i just discovered it the first time, when i shot some rocks, though...

BUT

when i shoot ANYWHERE with the acceleration set to 4.000 it gives me this error many times... maybe its because two shells explode at the same spot?

so when used in normaltime it should be quite seldom to have two shells hit the same spot in a short time... but still sometimes they do (if its the cause of the error)

i attached another pic to show the error

dropclfire2.jpg

and i dont click the ballistic computer anymore except for digging in the azimuth and elevation... fire is 4 times TAB+ENTER ;)

so its like that after the mortar is sighted in on target (if its called that way, dont know i am not english):

Load XXX+Fire Menue+4timesTAB+ENTER+ESC+Load XXX+Fire Menue...etc...

;) less mousing...

I can put about 4-5 rounds in the air before the first one explodes on target.. could be more... maybe we will do a firing pratice contest next time we play with wgl...

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I use my [ and ] key to go through the menu faster when i hit load i immediatly hit [ and hit fire control and hit fire and repeat

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...

hmmm, now reading the discussions of mortar ops I remember why I had the "FIRE" separate from the "RELOAD" action. The goal was to make the mortar much more effective when crewed by 2 (or even 3) players. I figured that if one person could run the mortar, s/he better have some experience, or the ROF will suffer.

Anyway, now that the dialog's getting some use, if you've got suggestions for improvements, let us know.

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give the firemenue maybe a more "military" look... so it looks like some army gadgets in a "rugged-use-case".. i remember the ballistic computer from VBS1 looked a bit like what i mean... (i know this is just cosmetics)

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How about a Fire For Effect option that slews the azikmuth and elevation a bit for each round ( but only slightly)

Also is there a bug in the UI that numbers automatically in there - you have to remove the numbers ( sometimes by scrolling a bit then deleting )

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A) Currently the rounds when fired have a (Probable Error) Dispersion of 2.7 mils out of the tube, in both azimuth and deflection (so half the rounds will be within 2.7 mils of the targeted direction), and a (Probable Error) drift of 1 m/s in any direction.

If you want the mortar setting itself to skew slightly with each round (so it loses a little bittle of elevation, and azimuth is a little random), we could probably add that in to the next version.

B) The numbers being automatically in there is not a bug. BUt it certainly can be removed.

Actually, I updated the numeric parser, and we'll probably throw that in too. (we can't just have an open edit box because that would make the mortars too powerful, e.g., able to create a platoon of Abrams).

C) Cosmetics are coming. The current look was supposed to be temporary.

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actually I was going to say have the proability of dispersion down a bit.... we ARE assuming a well trained crew here ( maybe make a resistance version with a much higher RoD.

I was then suggestioning a second fire for effect option that will skew the settings based on the "zeroed in numbers"

Also - why not have the FC auto enter the numbers.... we are assuming a competent crew. A bit of dispersion is fine based on wind and range.<G>

<<talking about a 1990s FC setup with the Limeys...

This weapon system, which is lightweight, simple to use and flexible has undergone a mid life upgrade (MLU). The inclusion of the new SPGR (Specialised Personal GPS Receiver) and LH40C (Laser) combine to make the new TLE (Target Locating Equipment). This generates a significant enhancement in first round accuracy and the ease, and speed, with which accurate fire missions can be executed. Additionally, the equipment reduces the number of adjustment rounds which will be used and lead to greater dispersal of mortar barrels, thus increasing protection for the mortar crew soldiers.>>>

Food for thought....

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Alright, I see what you're saying -- throw in a mode where the accuracy is intentionally decreased.

The reason why I don't have the FC system auto-enter the numbers is 'cos you gotta have something to do biggrin_o.gif.

Actually, "auto-entry" would require me to train a neural net, since we don't have weights for the WGL mortar mVs. Normally, I leave that stuff to denoir, but lately he's been busy getting paid to build neural networks; and I want a skin for our Block II tomahawk from him more than another net.

besides, it's Flashpoint 1985, ain't it smile_o.gif

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I'll be honest, I'm not a big fan of too much more automation in the mortars. The idea is to make the player do a bit of work to get them to work, not be fool proof. I'm not saying anyon'e a fool, I just don't want to take the work out of using them. There should definitely be a bit of math involved to get them to be accurate, and there should be a bit of stuff involved in using them.

What I think you might be confusing is UA and the WG mortars. The WG mortars are meant to be organic to the squad and platoon level. They're also meant to put the skill back in the gunner/observer combo. With a bit of training I've watched teams go from completely hapless and useless with the mortar, to scary-accurate calls for fire and rounds on target in less than a minute. Teamwork is the name of the game. UA is more about mortar squads at the company and battalion level which is why they are tuned more towards AI (if not completely tuned for AI) because it's simply not fesible to have 8 people crewing Paladins.

I think there's plenty of inaccuracy inherent in people's own margin of error when calling for fire and plotting. I don't think any more needs to be tuned into the system which would then penalize people who are well trained and well versed with the system.

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