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PsyWarrior

Project mcar public beta release

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Quote[/b] ]You must forgive Hater_Kint: he's suffering from serious sleep deprivation at the moment...

biggrin_o.giftounge_o.gif

Yes, insane amounts stuff to do and so insanely little time to do them all...

Quote[/b] ]but anyway, i tried to play the missions that came with the first release, and now i get the message

So this comes up after the new patch (and the correct one wink_o.gif )??

Odd, it should not have had any effect on the missions, because that's a description.ext error caused by the 'add graphics' we have going on in the missions... ghostface.gif

But, I'll look into that...

If I can't find a 'cure' I'l post 'add' free versions then...

EDIT:

I did not have this problem with the 2.5.1 patch...

All missions worked fine...

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This being a recoilless-gun vehicle, why does it need MCAR? It's not a guided projectile that's fired, isn't it just a jeep w/ mg recoded to a slower firing rate and remodeled to have a very big gun?

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Quote[/b] ]It's not a guided projectile that's fired, isn't it just a jeep w/ mg recoded to a slower firing rate and remodeled to have a very big gun?

Yes it is, but this needs MCAR because you can't fire 'real' shells (like tanks do) from a car class vehicle, and this uses the same method as the missile stuff to get the firing direction (among other things) and creates a 'real' shell instead of using a slow flying explosive bullet...

This was done mainly just to make people realise that MCAR is not just for missile use...

If you mean why the MCAR Beta is needed it's because a) this is an advertisement scam biggrin_o.giftounge_o.gif and b) we are lazy and don't want to rename/partly rewrite bunch of scripts... wink_o.gif

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Coming up next:

gl_hmmwv001.jpg

Hi Res

M1025 HMMWV with Mk19

Powered by Project MCAR

Features this far:

- Fires 'real' grenades instead of explosive bullets

- Custom grenade model

- Simulates the grenade arming range (grenades explode/are lethal only after reaching a certain distance...)

- Empty grenade casings and chains are ejected from the weapon... (this is the crap you see on the passenger side of the vehicle in that pic tounge_o.gif )

Humwee model by FischKopp

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Ok, I'm 'flooding' our own thread, but anyhow:

I just received a word from our MP testing 'horde' and we are having greenish light on MCAR Beta 2.5.1 in MP... (so the latest patch is needed)...

The light is 'greenish' because no insanely extensive testing has been done (I mean no redicilous amount of players etc etc etc) but the basics are covered...

So this does not guarantee 100% functionality...

Also, no respawn behaviour has been tested but this should not pose a problem if init eventHandler is run (by OFP engine) when a vehicle is respawned...

The missile guidance code are quite vulnerable on lag/desync, and the 'Real' variant Humwees as well as the various Gaskin codes are very heavy and may cause that lag/desync themselves as OFP netcode is probably not meant for moving that much extra calculations all around... wink_o.gif

So we are eager to hear all the bugs that may (and most likely will) lurk in MP realm, so do test this...

(pretty please tounge_o.gif)

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Hi HateR_Kint,

Very nice work from the MCAR team.

Got a couple of questions you might like to answer;

1- Have you seen or heard any reason to suggest that your type(s) of weapons won't work on a boat/ship ?

2- If its maybe possible on a ship, will an existing turret cause conflict with an added MCAR missile "turret" ?

3- Can your project be simplified to fire a simple self guiding BIS (normally hand launched) AA missile (ie from a car or ship) instead of your custom missiles ?

4- Seems the M151 is MP compatable, will the technique used to get this likely work with the missile systems you completed (in the future) ?

Im new to O2 and looking to revamp a ship or two to include a missile launch system. From the various documents you have released it *sounds* like the MCAR system could be applied to a ship (it has cargo proxies) but I don't want to waste my inexperienced time trying smile_o.gif

Even if the limit is a forward-upward facing missile rack, then I'd still consider it viable if the BIS AA missile could be fired.

Thx !

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Quote[/b] ]Have you seen or heard any reason to suggest that your type(s) of weapons won't work on a boat/ship ?

No...

We were actually considering in making somekind of fictional über-missile boat...

But never actually got around doing it...

Quote[/b] ]will an existing turret cause conflict with an added MCAR missile "turret"

I'm not sure what you mean exactly??

If you mean that will it fire the existing weapon with the missile, then the answer is no...

Quote[/b] ]Can your project be simplified to fire a simple self guiding BIS (normally hand launched) AA missile (ie from a car or ship) instead of your custom missiles ?

You mean not use our guidance codes for the missile but let the OFP engine guide the missile??

I'm afraid not, since the missile is created out of thin air instead of being really fired it's non-existant for the OFP engine in many aspects... And afaik OFP engine would need the origin (shooter) and destination (locked target) of the missile in order to actually start guiding it...

All that OFP engine knows that there's a missile flying, but that's about it...

*waiting for Sa8Gecko to come and prove me wrong wink_o.gif*

Of course, you can use some other model instead of ours...

And there's no real necessity to make the different angled missiles, but that requires a bit tinkering around with the codes themselves...

Quote[/b] ]Seems the M151 is MP compatable, will the technique used to get this likely work with the missile systems you completed (in the future) ?

The missile stuff uses the same method as the Recoilless Gun as far as MP is concerned so it should be MP compatible... At least some tests we made suggest that...

Altough it's quite heavy and lag/desync sensitive...

We have tried a different approach for the missile stuff but those attempts were not very fruitfull...

Altough it was a lot lighter in MP than the current version...

Unfortunately we are quite busy on other things for a few months, so we are not able to develope the MP stuff any further at this point...

But hopefully we can return to that later on...

And hopefully before OFP2 tounge_o.gif

EDIT:

Almost forgot tounge_o.gif :

Quote[/b] ]Very nice work from the MCAR team

Thnx! smile_o.gif

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The SA8 looks very cool wow_o.gif

I've been looking forward to some good SAM's wink_o.gif

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This looks sweeet smile_o.gif

Overdue for some SAMs to take down smart-arsed fly boys!!

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Quite... tounge_o.gif

And this one is one deadly mother... wink_o.gif

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Looks good, but a bit laggy if you look at the smoke if you ask me.... There may be missions with more planes and more sam sites, and even in multiplayer, then this will be a slideshow, please bear that in mind

icon14.gif

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Looks good, but a bit laggy if you look at the smoke if you ask me.... There may be missions with more planes and more sam sites, and even in multiplayer, then this will be a slideshow, please bear that in mind

icon14.gif

most mcar stuff is working fine in mp wink_o.gif

but let's see how this is gonna be.

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There will be a less smoking version. Anyway there's not so much

smoke as it may seem, and a unit with six missiles ready to launch

is enough to cover an island, so you won't need many SA-8 in a

mission. The AI is much better than human players at doing its job,

and can engage planes till 7500 meters away. The missile max range

is 12500 meters, so there is a good probability (lag permitting) to

shot down the target even if this was going away from the SAM

launcher. The missile max speed is mach 2.4 (about 800 m/s), which

is reached in about 9.25 seconds after launch. The max distance of

12500 meters is covered in about 25 seconds, after which, even if

the velocity is still about 450 m/s, the missile is detonated.

The 'smoking' version (the one you can see in the screenshots)

smokes for the whole 9.25 seconds of propelled flight, after which

engine burnout occurs and the missile glides to the target. So no

more smoke or light is emitted. The missile is not so powerful:

150 hit, 150 indirectHit, 15 indirectHitRange. But anyway is

sufficient to shot down with a single hit the majority of planes.

Chopper pilots usually get the chance to eject, after being hit.

The missile looses lock on target if this flies lower than 10 meters,

to simulate ground clutter: in this case the missile estimates the

target position basing on the velocity the target had before being

lost. But if the target flies again above ten meters, lock is regained.

Missile max turning rate is about 75 deg/sec, which is reached

at max speed. The less the speed, the less the turning rate (in

deg/s). This doesn't mean that the missile has a tighter turning

radius when it's going at max speed, though. More, the tighter

it turns, the more speed it looses.

Other things: the vehicle is amphibious, as in RL, the surveillance

radar rotates when there's a gunner inside, the missile starts from

the right pods and the right pod do open when the missile is

launched.

But the textures suck and the model could be better. I doubt

anyway that someone will use it as his personal mount: AI is

much better. This vehicle is intended mainly to be used as OPFOR,

and it can make chopper missions a little more interesting.

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What about doing separate radar and launcher, so that the launcher is disabled when the radar is destroyed for example, or that many launchers can use one radar which is the only one to emit radar waves? It would also be nice if you'd implement some way of letting others know if the radar is activated or not, so that actual SEAD missiles can be simulated.

Keep up the great work!

By the way, the missiles are script guided aren't they?

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What about doing separate radar and launcher, so that the launcher is disabled when the radar is destroyed for example, or that many launchers can use one radar which is the only one to emit radar waves? It would also be nice if you'd implement some way of letting others know if the radar is activated or not, so that actual SEAD missiles can be simulated.

Keep up the great work!

By the way, the missiles are script guided aren't they?

they are, yes.

@the radar thingy: you mena like DKM did with their tunguska?

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Quote[/b] ]Looks good, but a bit laggy if you look at the smoke if you ask me....

Actually, I was pretty surprised about how little it lagged in a small MP test.... The test was not huge, so no definitive answer can be given yet...

The same kind of smoke thingy is used on upcoming MCAR Beta 3 on one of the Gaskins 'code variation' which was used in the test...

The smoke itself is not scripted, which seems to be less laggy...

(And yes, we still call MCAR a beta... Just to be safe.. wink_o.gif )

Quote[/b] ]and even in multiplayer, then this will be a slideshow, please bear that in mind

This has been our main focus for a long time now...

And as reador said, MCAR itself is now quite MP friendly...

I would dare to say that in 95% certainty it works like a charm...

Leaving the 5% for the bugs tounge_o.gif ...

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Just wanted to make sure smile_o.gif

@the radar thingy: you mena like DKM did with their tunguska?

Yep, with the difference, that the launcher + radar were combined in the Tunguska. It would be perfect if the same system would be expandable/would work with other vehicles too (some sort of stanardisation, you know blues.gif )

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Quote[/b] ]Yep, with the difference, that the launcher + radar were combined in the Tunguska

The Gecko has its own search radar and tracking radar. The antenna

you see above the missile pods is the surveillance radar. The flat

brown 'panels' and apparates on the front of the vehicle are the

tracking radar. The little ones beside the main big one do rotate

in real life. As now I'm not planning to simulate this animation.

To answer a previous post, when the radar is destroyed the vehicle

is destroyed as well...

Quote[/b] ]It would also be nice if you'd implement some way of letting others know if the radar is activated or not, so that actual SEAD missiles can be simulated.

The first thing that comes to my mind to solve this is to make

the vehicle 'known' to the enemy side. The eventual human pilot

present in a plane under attack is already advised by a vehicleChat,

but I know this is little. For example, a version of

the Gaskin makes the attacked plane launch its own flares (that

is, not the flares built in with the plane, but some generated

by scripts). The disadvantages are clear, the advantage is that

the missile could really take on the flares, rather than being

deviated randomly, as the videos I posted some time ago demontrated,

even if no one seemed to realize about this (now it's too late to

download them...)

As for making SEAD missiles lock on the vehicle if the radar is

activated, this is a little more difficult cause it will require the

modification of existing addons to make this work. Even because

there's no a standard SEAD missile which, if recognized with an

'incomingMissile' eventhandler, could be deviated to the last

known SA-8 position if the radar stops rotating.

Quote[/b] ]awesome. i want.

Well, it's not so awesome. As I stated above this is not of the

same quality of BAS, DKM, RHS and other mods (sorry if I leaved

someone out, I just can't list everyone). The reason I did

this is that nobody did it or seemed willing to do this. But anyway

I don't know of all projects going on, so...

The main difficulty for me was to achieve good photos and blueprints.

While I was moderately succesful in obtaining the first, the 3

side view I got was small and many details were missing. So I got

to reconstruct them from the pictures I have. Also, I haven't

any picture of the interior, so this is practically built on thin air.

But since this vehicle will not probably used directly by players,

being relegated mainly to AI, this matters little.

Anyway if opinions once released will not be so negative, I'll

consider doing a desert version and the Sa-8A variant, for which

I have very few photos, but which fortunately doesn't differ

too much from the -B one, the main difference that comes to

the eye being the missiles are only four and mounted on a rack,

rather than sealed in pods. The TELAR is a little different too.

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yes, the fact how it works looks pretty cool, but i guess the textures need still some work

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Well, virtually everybody assing about with MCAR are just scripters so we really suck in all that modelling/texture art/texturing stuff...

Altough Sa8 is about 1000000000000x better in it than me, proof lays in the Recoilless Gun Jeep wink_o.giftounge_o.gif

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Well, for me the SA8 looks very good! Why complain about bad textures if you have some nice Russian AA system with nice and working scripts smile_o.gif

Keep up the good work.

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