4 IN 1 0 Posted June 3, 2004 Quote[/b] ]Maybe you realeased wrong version ? Evrything is possible... lol Yeah, everything is possible... I should know, I'm the walking Murphys Law... Â But it seems weird that some have probs that are humangous and some have no probs at all... hehehe we all are walking Murphys Law yet, Murphys Law doesnt tell us that it cannot be bypass, which just like what you guys did on the OFP engine, thank you for such a great addon Share this post Link to post Share on other sites
sa8gecko 0 Posted June 3, 2004 Ok, I'll explain it all, being me the one behind the guidance codes ... so now you know who to blame. Sgt Milkman: the first issue you reported needs to be looked up. Will do later. The second one: since the AI would have problem guiding the missile exactly to the target, I added an automatic targeting routine that helps the AI, when the missile is near a target (that, if it lies within a certain angle from the direction pointed, is automatically acquired, even if it was not the one you chose) to raise its kill probability. So here's the explanation. I used this automatically targeting routine also to help either the AI and human player to achieve a kill against a moving target. Especially the distant ones. Anyway I could remove this routine, or narrow the acquiring angles. If you're interested, I can show you (or everyone else) where the scripts need to be modified to narrow such angles. But keep in mind that, doing this, you will probably lower the AI possibility to score a kill against moving targets. acc_int: this was done intentionally. The humvee cannot fire at western targets. It can be removed, though. This was done to limitate the probability of friendly fire during a melee. Hater_Kint told he can destroy friendlies, but this is not in contrast with what I said above. Since the Tow2a missiles (both real and the other) can be guided with the crossair, you can guide the missile toward a friendly target and hit it, even if the missile will not lock on it. toadlife: this happened because you fired the weapon when you were moving, and fired in the same direction. I thought I had fixed this bug: well, better re-fix it (easy to do, anyway). And the division by zero is a direct consequence of the missile being destroyed too early. And about the power of the missile: I bet the BMP was fifty- sixty meters away, wasn't it ? If so, it's normal. We simulated the fact that the tow warhead arms itself at 65 meters from the shooter vehicle. So the damage the missile does before that distance is extremely low, almost all given by its kinetic energy (at least that's what I thought simulating the aforementioned missile, that's why it's called 'real') Well, keeping in mind that this is a beta, we thank you all for the feedback you gave us. And please, go on ! Share this post Link to post Share on other sites
toadlife 3 Posted June 3, 2004 toadlife:this happened because you fired the weapon when you were moving, and fired in the same direction. I thought I had fixed this bug: well, better re-fix it (easy to do, anyway). And the division by zero is a direct consequence of the missile being destroyed too early. And about the power of the missile: I bet the BMP was fifty- sixty meters away, wasn't it ? If so, it's normal. We simulated the fact that the tow warhead arms itself at 65 meters from the shooter vehicle. So the damage the missile does before that distance is extremely low, almost all given by its kinetic energy (at least that's what I thought simulating the aforementioned missile, that's why it's called 'real') Well, keeping in mind that this is a beta, we thank you all for the feedback you gave us. And please, go on ! Yes the BMP was probbaly around 60-100 meters away. THe error happened right as my gunner was shot. I was driving away from the BMP which had been disabled and one of it's crewmembers shot my gunner. It was the TOW 2A. as for the missle power - this happened to me even if I shot at the BMP from very far away - like 300-500 meters. But when I was the tank and the AI was the TOWA2, one missile would take me out. I'll have to give it another go tonight. Regardlesss it's pretty darn cool 'hack' on ofp. Share this post Link to post Share on other sites
Milkman 1 Posted June 3, 2004 If you want me to I can send a video of the "emptydetector" problem. I am guiding the missile all by myself and about halfway to the target it blows up in midair and says Emptytarget. Share this post Link to post Share on other sites
h - 169 Posted June 3, 2004 Quote[/b] ]If you want me to I can send a video of the "emptydetector" problem. Sure. You can send a video, of course it depends how huge it's size is Somewhere below 30-40Mb doesn't take too long to dl (poor crappy ISDN... ) Share this post Link to post Share on other sites
sa8gecko 0 Posted June 3, 2004 Toadlife: this is a bug. My fault. Actually I was trying to add the low power missile to the tow2a (not real) and tow2b, but I completed only half of the work ... Anyway, if you don't want to wait for the patch, unpbo scripts.pbo, and in the directory '\psy_mcar_scripts\at' there is a file called 'PSY_MCAR_fired_2.sqs. Open it, and replace this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_realmissile = [_shooter,_MCOP,_velmod,"psy_mcar_tow2aFake"] call PSY_MCAR_launchAT with this one: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_realmissile = [_shooter,_MCOP,_velmod,_misType] call PSY_MCAR_launchAT then pbo again. It fixes the bug. Actually it slipped through because none of us play with the 'tow2a' anymore: the 'tow2a real' is better ... Share this post Link to post Share on other sites
Mountain 0 Posted June 3, 2004 I have to admit that this is truly one of the greatest work arounds to the game engine limitations that we have seen in a long time. I can't wait to see what addon makers are able to do with this now. I have noticed two things that are sort of strange though. 1) none of the TOW humvees will target DKM's black eagle. I placed a standard bis bmp next to them and they attacked about 2 of the 4 black eagles then just stopped. 2) while hovering near an SA-9 Gaskin in a standard BIS CH-47D, I took 8 sams in the rear and my damage bar didn't even go to yellow. Thinking that I was going to be shot down, I immediately hit the Z key to autorotate as soon as the missle was launched, and found that as long as I got hit in the rear and was moving up and down the explosion only did minimal damage. From the sides or front, I get blown out of the sky, from the rear, I'm able to have them expend all of their ammo and then let my .50 gunner make short work of them. Other then that, i've noticed it works great on all sorts of situations and targets. No longer do I need a bradley or an Abrams for clearing out a town, just a few HTTV's, and a few TOWBs. Share this post Link to post Share on other sites
PsyWarrior 0 Posted June 4, 2004 Quote[/b] ]I have to admit that this is truly one of the greatest work arounds to the game engine limitations that we have seen in a long time. I can't wait to see what addon makers are able to do with this now. Quote[/b] ]none of the TOW humvees will target DKM's black eagle. Strange. May be a compatability problem with the Black Eagle. I'll do some tests. Quote[/b] ]while hovering near an SA-9 Gaskin in a standard BIS CH-47D, I took 8 sams in the rear and my damage bar didn't even go to yellow. Sounds like a problem with the Proximity fuse. If the missile gets close to you, but is not going to get a perfect hit, it explodes anyway. This does some damage but not nearly as much as a hit. One of our AA guidance codes will lead the target along the z plane (vertical), and so would stand a better chance of hitting you. All the guidance codes sets can be found in the BETA. -PsyWarrior Share this post Link to post Share on other sites
sa8gecko 0 Posted June 4, 2004 Mountain: 1) this is a residue from very early versions, when we used the bullet fired by the car MG to find direction. So this bullet, that is what the AI believes to fire, has a little hit power: 'hit=100;' We didn't modify it because the humvee engages any other tank, included Sigma's T80UE or T90 or Type 98. But since the bullet now is deleted at the exact moment it is fired, nothing denies us to set the hit power to 1000, that is the hit power of the missile. So, if you want to give it a try, unpbo config.pbo and change the 'hit' value of the 'psy_mcar_dummyTow' under CfgAmmo to 500 or 1000. You'll see the Black Eagle would be no more immune. 2) this is something I can't replicate. Sorry, I don't have an answer as now. How near to the gaskin were you ? P.S.: to everybody: if you want to take apart the code, do it freely. We are not claiming any intellectual property on it. But the models are not fully ours, so ask the creators (quakergamer for the humvee, Marfy and Sebastian Muller for the gaskin turret, and BIS for the BRDM, that is the gaskin body) before modifying them to be released as your addons. Share this post Link to post Share on other sites
Footmunch 0 Posted June 4, 2004 Geck - It may be that the proximity detonator is not being placed far enough in front of the missile, or it's too big (in Geo terms). If you're still using my proxdetonator, I made it very big just to show that it works - it could come down by a factor of 2, or so. Nice work all, by the way. Share this post Link to post Share on other sites
sa8gecko 0 Posted June 4, 2004 Footmunch: Yes, I'm using RKT_detonator, but it's placed at missile location, when the proximity fuse code senses it's the time to detonate the missile. Speaking about the proximity fuse code: it's bugged: in PSY_MCAR_guidMis_8.sqs, this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? _dist > [_Missile,_Target] call PSY_MCAR_Delta: _chaff = _Missile call PSY_MCAR_detonate; goto "deleteTarget" should be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? _dist < [_Missile,_Target] call PSY_MCAR_Delta: _chaff = _Missile call PSY_MCAR_detonate; goto "deleteTarget" That's why Mountain was reporting that error. He should be using a fast PC with low settings, since mine (PIV 2.8 oc 3.15) doesn't give that result (and that's why the bug slipped through ...) Share this post Link to post Share on other sites
PsyWarrior 0 Posted June 5, 2004 A couple of download mirrors for you: OFPNews Download OFP.Info FTP Downloads Many thanks to OFP.Info and OFPNews.com for mirroring for us. An additional note: At the time of typing, Project MCAR Beta: 2 is the No.1 download in it's category on both sites... Not to brag or anything -PsyWarrior Share this post Link to post Share on other sites
friendlyfire 0 Posted June 5, 2004 Just a couple of quick questions.... Would it be possible to have the created munition determined by a menu selection, i.e. to represent multiple weapon systems on the same vehicle? Could this be made to also drop mines from the back of the vehicle, preferably with some arm time delay :-) I'm just thinking of a CarWars spin off...... Share this post Link to post Share on other sites
C4P741N 0 Posted June 5, 2004 Could this be made to also drop mines from the back of the vehicle, preferably with some arm time delay :-) This is a good idea, I know nothing about minelaying equiptment, but it sounds fun to me Cap. Share this post Link to post Share on other sites
ExtracTioN 0 Posted June 5, 2004 This is so nice I will make some armed HMMWV's after the release of Seahawks and USCG Pack I plan to make a Avenger and a Humvee with a recoil like in picture: Recoil And if I got time left make a mistral version too. All thanks to the Project mcar Team Share this post Link to post Share on other sites
h - 169 Posted June 6, 2004 Quote[/b] ]Would it be possible to have the created munition determined by a menu selection, i.e. to represent multiple weapon systems on the same vehicle? Should be Not promising anything but once we get this as bug free as possible we may study further possibilites with this... Quote[/b] ]Could this be made to also drop mines from the back of the vehicle, preferably with some arm time delay :-) Possibly... If the mine objects can have velocity, then they could be even to look like they drop out of the vehicle... You all are welcome to test these things btw Quote[/b] ]All thanks to the Project mcar Team lol So what ever happens, we are to blame Share this post Link to post Share on other sites
PsyWarrior 0 Posted June 8, 2004 Okay, here's a status update on what the MCAR team is currently doing: We have eliminated many of the bugs mentioned above, and are currently working on demo missions and documentation. When that is ready, you can expect an update from us. Of particular interest to addon designers will be the documentation: It will hopefully eliminate many of your problems implementing the MCAR system. It also contains a section for mission editors, and Sa8gecko's explanation of the scripts and functions used in MCAR. There are currently three demo missions in progress. They will not be full quality "facile ground" grade missions, but they will show off the effectiveness of the MCAR test platforms in the right situations. They will not require any additional addons. -Psy|W Share this post Link to post Share on other sites
Eda Mrcoch 0 Posted June 11, 2004 MCAR's limitations:-Kills are not recorded. This is because the player does not kill the unit - the missile does! Could this problem be solved by CoC UA method? Dunno how it exactly works, but IIRC the fired ammo is not deleted, but actually setposed to somewhere and then used for final "hit". Maybe this would not be possible because of too short lifetime of bullet simulation (Car class cannot use shells, am I right?). Share this post Link to post Share on other sites
sa8gecko 0 Posted June 12, 2004 Eda Mrcoch: It's a good idea, but unfortunately the missiles launched by the humvees and gaskin can 'live' more than ten seconds. So the fired bullet would be dead before it could be used to do the 'final' kill, in certain cases. The Tow missile fired by the 'real humvee' will reach 2000 meters in 9 seconds, a time approaching the end life time of the bullet. Maybe I will give it a try, at least target nearer than 2000 meters could be registered. I don't know how it will work in heavy lag, though. EDIT> Well, for the humvee Tow2b real (wait the patch for this unit), now you get credited for the target you destroy, and this target will be listed in the Statistics sheet (only target lockable by the targeting routine). Also, now the missile follows the crosshair better: even the AI can hit targets (with the tow2b real, at least) moving sideways 2000 meters away. Eda Mrcoch: I owe you one. Since we'll probably never meet, please content yourself with your name on the credits ... Share this post Link to post Share on other sites
h - 169 Posted June 15, 2004 *bump* Nah, just kidding... Amidst the relentless coding, bug fixing, demo mission crafting and MCAR documentation process we also managed to manufacture some pointless eye-candy features The missile pods on the Gaskin 'open up' when fired... Not edited Missiles on the Gaskin are now fired from different pod each... TOW HMMWV has now better/thinner cross-hair... So, we are progressing quite nicely... Expect those above mentioned docs, missions etc. to appear shortly(ish)... Share this post Link to post Share on other sites
FerretFangs 0 Posted June 15, 2004 You know what would be fantastic and easy to implement for those addon makers doing Hummer Packs? LOSAT! Awesome new weapon system, and completly new for OFP. http://www.missilesandfirecontrol.com/our_pro....AT.html http://www.army-technology.com/projects/losat/ http://www.globalsecurity.org/military/systems/ground/losat.htm Share this post Link to post Share on other sites
hmmwv 0 Posted June 15, 2004 yeah this addon could be great for Fischkopp's or BlackDeath´s humvees for example. (with a decent TOW launcher like one included in Wargames Pack) Share this post Link to post Share on other sites
Pappy Boyington 0 Posted June 25, 2004 i as thinking what if this could be implimented into airplanes? just go with me on this one... planes could now have several types of ammo, bombs and missel combos which was said before to be impossible... anyone followin with this? Share this post Link to post Share on other sites
PsyWarrior 0 Posted July 5, 2004 Greets, First, an update: While we've been playing around, adding lots of pointless cosmetic features (to fill in the time while the documentation and demo missions were finished), we've uncovered a whole pile of new bugs, including the dreaded car bouncing bug... That one at least has been fixed, but we have a few other things to sort out before we're in a position to release the BETA: 2.5. Bare with us... @Pappy Boyington: Again, in theory, it is possible. However, how the MCAR system would handle launching from fast moving aircraft, we cannot predict. We would need to write a new set of guidance codes to handle the fast movement speeds of fixed wing aircraft, or they would probably run into the missile, and destroy themselves... At the moment, experimenting with such a system is not one of our priorities, but we'll certainly consider it for the future. Of course, anyone else is welcome to look at this possiblity if they want -Psy|W Share this post Link to post Share on other sites
bucket man 2 Posted July 5, 2004 Footmunch already made the loadout thing for aircrafts. Its not imbossible anymore. Share this post Link to post Share on other sites