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PsyWarrior

Project mcar public beta release

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Pappy - Check out the F-16 or F-4 addons at:

http://www.footmunch.org.uk

Also, I helped out (a tiny bit) with the original MCAR project,

with the scripting being adapted from the pseudo-proxies

used by the planes, so they are kinda related.

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Quote[/b] ]Also, I helped out (a tiny bit) with the original MCAR project

This week's understatement... tounge_o.gif

Footmunch was part of the original Dev team before MCAR became a PSYPROD affiliated project. Check the MCAR Credits... biggrin_o.gif

You could still use MCAR on planes if you wanted to. But it would require you to rewrite the guidance codes, and why would you want to anyway? tounge_o.gif

-Psy|W

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Psy - I don't want to turn this into a mutual back-slapping

thread, but I have to say that the current MCAR project is

far ahead of what I imagined it would look like.

Congrats to you, Hater and Gecko.

If only we could get the fired EH to go off for the target

vehicle, it would be complete wink_o.gif

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In RL on an aircraft, Sidewinders don't require a radar lock to fire, if you see a plane in front of you you can just fire it and the Sidewinder would lock on to the infrared signature. Though the missile's guidance is hooked up to the computers, so when the Sidewinder picks up a target, it gives the pilot a tone and a circle around the target in their HUD.

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Which means it's locked on, right? You can't just blindfire a 'Winder, and hope it hits.

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Update!

Although there has been quite a delay since the release of MCAR-BETA: 2, Project MCAR is still chugging along nicely, and we are nearing a position where we can release the next version of MCAR, the BETA: 2.5.

Our Multiplayer compatability testing is proceeding well, and we have recently tentatively cleared the core system as MP compatable. Once we have the rest of the minor MP bugs sorted out, we just have to make a few modifications to the documentation, and get the demo missions together, and we will be in a position to release our update.

On another note, we are also looking for another editor to join the Project MCAR team:

Role: MP specialist

Position: Join as PSYPROD Affilliate, Freelancer or Editor.

Primary Skills Required: Must have extensive knowledge of Multiplayer coding, for SQS, SQF and CPP.

Secondary Skills: As with all members of the Project MCAR team, must have problem solving skills, must be trustworthy and motivated. Must also not be offended by sarcasm... biggrin_o.gif

Notes:Other General OFP editing skills (outside pure MP) would be advantageous but not necessary for application. Mathematical skills would also be a plus, but it's not important if your maths isn't brilliant (mine sure as hell isn't wink_o.gif )

If you think you would fit the bill, drop us an E-Mail on psyprod@spiers.tv or IM me on the PSYPROD forums (http://psyproductions.proboards21.com), or on the BIS forums.

-Psy|W

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We are pleased to announce the release of the long-awaited BETA:2.5!

The BETA 2.5 fixes numerous bugs, and adds new functionality to Project MCAR. For full details, please see the Readme file.

Here's a list of some of the most important changes or things you need to know:

-[Despite what was said previously, MCAR: BETA: 2.5 is not MP compatible. We are looking for help here, if you know your way around MP editing, please get in touch!]

UPDATE:As of the 2.5.1 patch, Project MCAR is now tentatively MP Compatible. Please test and feedback.

-BETA version of documentation/ manuals added, for addon designers and mission editors.

-TOW 2B 'Real' HMMWV added

-Several new AA guidance codes introduced, and demonstrated on the Sa-9 Gakin.

-Kill reporting added to some vehicles. Still not 100% reliable yet.

-3 Demo Missions added, with one more on the way.

-Code added to deal with savegame issues.

-Misc. Bugfixes and upgrades

This list is not exhaustive, but it gives you an idea of some of the things that have changed in this version.

Files:

The BETA: 2.5 files can be obtained here. Please use mirrors to download, when they are available.

MCAR: BETA: 2.5

MCAR Manuals (beta)

Demo Missions

Mirrors:

BETA: 2.5 - OFP.info

Manuals - OFP.info

Demo Missions - OFP.info

Additional Information:

For further information on the inner workings of MCAR, please consult these link for sa8gecko's (ongoing) attempt to document the BETA 2.5:

Scripts:

BETA: 2.5 scripts explained

And functions:

BETA 2.5 functions explained

If you have any questions about the inner workings of Project MCAR, please do not hesitate to ask the Lead Developer, sa8gecko, here:

Ask Sa8Gecko

Enjoy the update, and look out for bugs... tounge_o.gif

If you are an addon designer or modder, and you want to either update a released addon, a work-in-progress, or to create an addon based on MCAR: BETA: 2.5, please contact us, we would like to hear from you.

-PsyWarrior

-MCAR Project Manager

EDIT: Mirrors added from OFP.Info - Thanks!

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Thanks for your response, Ironsight.

If you do try to implement MCAR into an addon, or even do some experiments, please feed back to us about the documentation.

Please don't hesitate to get in touch with us, or ask Sa8Gecko if you have any questions or problems.

-PsyWarrior

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is there any documentation on the hieght above sea level function as i can only find a small mention of why its needed but it doesnt explain how it works?

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Greetings, Jezz,

Firstly, please check Sa8Gecko's 'BETA: 2.5 functions explained' thread here:

Functions Explained

Reply #14 contains some information about the HASL function PSY_MCAR_calcH.sqf

However, if that isn't helpful, you could either wait for sa8gecko to reach here and give you an answer to your question, or you could Ask Sa8Gecko

-PsyWarrior

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Quote[/b] ]is there any documentation on the hieght above sea level function as i can only find a small mention of why its needed but it doesnt explain how it works?

Basically a trigger ("EmptyDetector") is created at [0,0,0], once and

for all, then it's moved in the object location using 'setpos' with

the same x,y cohordinates but the z one set to zero:

i.e. '_trigger setpos [position _this select 0,position _this select 1,0]'

then you take the z position using getpos, which returns the

cohordinates above ground level (while setpos uses ASL cohord.).

So whit 'getpos _trigger select 2' you get a negative result (the height

under the ground of the location at which the trigger has been

moved). You change its sign and add it to 'getpos _this select 2'

to obtain the height above sea level of '_this'.

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Next up in Project MCAR developement:

m151a1c_001.jpg

m151a1c_005.jpg

m151a1c_006.jpg

m151a1c_007.jpg

In the (somewhat crappy) pics above you can see a M151A1 Jeep with 106mm Recoilless Gun obliterating enemy targets, first an armored target with HEAT round, and then some enemy infantry with APERS round...

Note that the weapon fires 'real' shells (currently HEAT, HEP and APERS), not explosive bullets...

This will be released shortly with the intention of demonstrating that MCAR is not just for missile use... wink_o.gif

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We could definately use this for our mod - the South Africans used to mount 106mm RRs on the back of their Unimogs.

Awesome news. We'll put it to good use. smile_o.gif

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HaTeR,

For some reason your pics aren't showing - I'll come back again later to see if this changes. Are your models like the ones in the original pack - representational only - or are they reasonably faithful representations of the 106mm (or 105mm by Argentina et al)?

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@Thud...:

Here're the pics as links...

Weird that the won't show...

http://www.sunpoint.net/~wrathchalice/HTR_ofp/pics/m151a1c_001.jpg

http://www.sunpoint.net/~wrathchalice/HTR_ofp/pics/m151a1c_005.jpg

http://www.sunpoint.net/~wrathchalice/HTR_ofp/pics/m151a1c_006.jpg

http://www.sunpoint.net/~wrathchalice/HTR_ofp/pics/m151a1c_007.jpg

Well, I'm not a 'modeller extraordinaire' so the model may not be perfect... tounge_o.gif

The weapon is modelled completely from scratch based on some quite poor plastic model kit pics, none of which showed the whole weapon without it being in some sort of angle... (so no background images used...)

But if what you are after is that does this vehicle look better than those showcars, I think it does tounge_o.gif

Only the texture(ish like mass/crap/vomit) department sucks quite a bit...

Quote[/b] ]We could definately use this for our mod - the South Africans used to mount 106mm RRs on the back of their Unimogs.

Awesome news. We'll put it to good use.

Great...

That's what this is for wink_o.gif

Altough the sad thing is that we have still not been able to get the MP combatability up and running... sad_o.gifmad_o.gif

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HaTeR,

Thanks for the links - I had to go through @nonymouse.com to see them as that site is blocked by the Kuwaiti ISP!

I'm probably telling you stuff you already know well, but the tube on the top of the 106mm RR was actually a Remington 0.50 cal single-shot spotter rifle. When the round hit the target (following the same ballistic trajectory as the larger recoilless round) its White Phosphorus tip gave a distinctive "puff" of white smoke to show the point of impact. Any chance you can simulate this, too?

As I said in another thread - I don't ask for much, do I wow_o.gifcrazy_o.gif ?!

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Quote[/b] ]I'm probably telling you stuff you already know well, but the tube on the top of the 106mm RR was actually a Remington 0.50 cal single-shot spotter rifle. When the round hit the target (following the same ballistic trajectory as the larger recoilless round) its White Phosphorus tip gave a distinctive "puff" of white smoke to show the point of impact. Any chance you can simulate this, too?

Don't worry, ThudblunderQ8. It's already there. You seem to be

well informed about this unit. Perhaps you can PM Hater_Kint and

see if he can give you the link to the file. You'll need to download

MCAR beta 2.5 though, because the jeep rely on some functions

contained in it. If you already did, give a look at the Gaskin to see

some eye candy features that could be implemented easily even

in normal (not MCAR) vehicles.

Here's a video showing the M151A1 (1.05 Mb, poor quality, Xvid 1.0.2):

video

I hope you can download it (limited bandwith, sorry). Maybe some

of the features will be eliminated, as grenade trail.

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Sa8,

Blimey, talk about "ask and ye shall receive" - that's amazing. Everything about that video is redolent of sheer quality; lovely job.

You modestly dismiss the extras as eye candy; I think they just show enormous imagination as well as technical skill in their realisation. Perhaps a bit too much smoke in the 106mm rounds trail - I only ever saw UK 120mm WOMBAT/ CONBAT being fired, and don't remember anything from the main rounds themselves. However, if you DO want to strive for that extra bit of realism, then a massive (and boy, do I mean MASSIVE) back blast with noise and dust-cloud would be good. These weapons, along with Vigilant, were the loudest things at the firepower demos back in the 70s/80s. Mind you, if you've ever heard the APU on your namesake in operation, you'll know all about noise. I should think the incidence of high-tone deafness in Sa8 operators is well above that for we mere helicopter drivers.

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That looks aaaaawesome! wow_o.gifsmile_o.gif

Would you consider mounting one on a 'Technical'?

Oh and also, I thought recoilless cannons were exactly that; cannons. Shouldn't the sound be more dry and "CRACK!" like, if you get what I'm saying (lol rock.gif ) and the projectile be much less visible and have a higher velocity. It looks more like a missile or rocket being fired than a shell, at the moment, sort of like the mistake BIS made with the Carl Gustav which is also a recoilless cannon, but they made it into a rocket launcher.

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I can't see the vid. Divx is saying it's an invalid format. What are you guys watching it with?

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Hellfish6: the video is coded with Xvid codec 1.0.2, not Divx. That's

probably why you get this error.

Shashman: the muzzle velocity of the M40 gun (the one mounted on

the M151A1) is 500 m/s. So it is slow, and this is part of the fun in

my opinion. Try hitting a moving target at 600 meters away ...

About mounting one on a pick up, well, you should ask Hater_Kint.

But once released anyone can rip the model apart and take what he

needs, so maybe someone else would do that.

ThudBlunderQ8: well, the missile pods that open and the missile

starting from the right pod being opened in the Gaskin could be

really easily replicate. They're done a little crappy because they're

meant as showing features only. The big back dust is already

there: I don't know if it's big enough cause I never saw a recoilless

gun in action, and at the moment the back blast doesn't damage

anyone finding himself at the back of the gun when this one is

firing.

The trail is there only for cosmetic reasons (in my opinion looked

better this way), but if there is none, we will remove it.

Actually Hater_Kint thinks the model is too crappy and doesn't

want to release it. In effect is not a high quality addon, but it

is intended only to show people something that could be interesting.

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video

I hope you can download it (limited bandwith, sorry). Maybe some

of the features will be eliminated, as grenade trail.

Mirrored at yousendit.com (lasts 7 days)

Hellfish Koepi does a good Xvid codec.

Edit: Forgot to add Divx Player won't play it whether you have the Xvid codec installed or not, I use ZoomPlayer for most things and WMP sometimes smile_o.gif

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