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Gordy

SPC 6.8 and stuff

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It was recorded on the shooting range.

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I think it's the resonance of the vortex flash hider.

Gordy, It doesn't seem to really hit any harder than the JAM 5.56mm. IRL, the SPC's terminal ballistics are very comparible to 7.62x51mm NATO. It's supposed to dump twice as a much energy into the target as 5.56 NATO. That's why SOCOM has pushed for it so hard. SPC is supposed to be a "one-hit-wonder."

Just saying....

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I think it's the resonance of the vortex flash hider.

Gordy, It doesn't seem to really hit any harder than the JAM 5.56mm. IRL, the SPC's terminal ballistics are very comparible to 7.62x51mm NATO. It's supposed to dump twice as a much energy into the target as 5.56 NATO. That's why SOCOM has pushed for it so hard. SPC is supposed to be a "one-hit-wonder."

Just saying....

As I said, I know sh.. about configs. Any changes to it would be appreciated. Ballisticwise and any really.

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Well, it's no big deal... just increase the damage values of the ammo section, by a couple points maybe.

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You had the damage value of the SPC ammo set at 14, the same amount of damage your 5.56mm did. I suggest ( and did on my own ) that you increase it to 18. Not a huge increase, but a hit to the inner arm, upper leg, lower abdomen, etc. should put the target DOWN.

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Think that's cool, read this: http://www.armytimes.com/story.php?f=1-292925-2426405.php

And go here for some cutting edge info: http://www.defensereview.com/modules....sid=577

I assume you've seen this: http://www.gunblast.com/Barrett-M468.htm

And finally, more on the SPC: http://www.defensereview.com/modules....sid=383

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Yes I have seen it.

There are some vids at armytimes made on the blackwater shooting range. You can see there:

- Blended metal demo

- M468 barret demo

- LM300 demo

- canon-like rifle demos.

- lots of new gadgets.

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Good, I'm glad to see we're on the same page. Any of those things at the shootout that you might do next? About your M468 ACOG, it should fire SPC, and is capable of full auto, right? However, it's loaded for the 5.56mm.

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Good, I'm glad to see we're on the same page. Any of those things at the shootout that you might do next? About your M468 ACOG, it should fire SPC, and is capable of full auto, right? However, it's loaded for the 5.56mm.

The m468 has more complex railing/free-foat tube. The texture will not help here, I guess.

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No.... I mean your M4m68 model. Isn't that a Barrett M468? Yours shoots 5.56mm. Shouldn't it be shooting SPC?

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No.... I mean your M4m68 model. Isn't that a Barrett M468? Yours shoots 5.56mm. Shouldn't it be shooting SPC?

oh no. it's just a m4 + m68 aimpoint optic

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HEY Gordy.

I have modified the Config myself:

Take a look at it:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class GDY_M4

{

weapons[] = {"GDY_M4","GDY_M4acog", "GDY_M42acog", "GDY_M4SPC6_8", "GDY_M4m68"};

units[] = {"LSR_delta_operator", "LSR_delta_operator1", "LSR_delta_operator2", "LSR_delta_operator3", "LSR_delta_operatorSPC"};

requiredVersion = 1.75;

};

};

class CfgModels

{

class default {};

class Weapon: default {};

class GDY_M4: Weapon {};

class GDY_M4acog: Weapon {};

class GDY_M42acog: Weapon {};

class GDY_M4SPC6_8: Weapon {};

class GDY_M4M68: Weapon {};

class GDY_M4eotech: Weapon {};

};

class CfgRecoils

{

GDYRiffleSemi[]={0.000000,0.010000,0.012000,0.000000,0.020000,0.020000,0.20000,0,0};

GDYRiffleAuto[]={0.000000,0.010000,0.012000,0.100000,0.020000,0.020000,0.500000,0,0};

};

class CfgAmmo

{

class default {};

class BulletSingle:default {};

class GDYM4:BulletSingle

{

hit=9.4;

indirectHit=1.6;

indirectHitRange=0.010000;

tracerColor[]={1,1,0,0.010000};

tracerColorR[]={1,1,0,0.010000};

minRange=10;

minRangeProbab=0.800000;

midRange=500;

midRangeProbab=0.950000;

maxRange=800;

maxRangeProbab=0.800000;

thrustTime=1.5;

thrust=400;

maxSpeed=1400;

};

class GDYSPC:BulletSingle

{

hit=11.6;

indirectHit=1.9;

indirectHitRange=0.010000;

tracerColor[]={1,1,0,0.010000};

tracerColorR[]={1,1,0,0.010000};

minRange=5;

minRangeProbab=0.100000;

midRange=600;

midRangeProbab=0.300000;

maxRange=800;

maxRangeProbab=0.90000;

thrustTime=1.5;

thrust=400;

maxSpeed=2000;

};

};

class CfgWeapons

{

class default{};

class MGun: default {};

class Riffle: MGun {};

class GDY_M4: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\GDY_M4\M4carbine\GDY_M4.p3d";

modelOptics="\GDY_M4\M4carbine\Larue.p3d";

optics=1;

opticsZoomMin=0.400;

opticsZoomMax=0.400;

opticsFlare = false;

displayName="M4 Eotech";

picture="\GDY_M4\GDY_M4Eo.paa";

reloadMagazineSound[]={"\GDY_M4\Sounds\M4Reload.wss",20,1};

drySound[]={"\GDY_M4\Sounds\Dry.wss",20,1};

modes[]={"Single","FullAuto"};

magazines[]={"GDY_M4mag", "JAM_W556_30mag"};

class Single

{

ammo=GDYM4;

multiplier=1;

burst=1;

displayName="5.56 Mag Semi-Auto";

dispersion=0.000600;

sound[]={"\GDY_M4\sounds\M4Fire.wss",20,1};

soundContinuous=0;

reloadTime=0.07000;

ffCount=1;

recoil=GDYRiffleSemi

autoFire=0;

aiRateofFire= 5.0000;

aiRateOfFireDistance= 500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo=GDYM4;

multiplier=1;

burst=1;

displayName="5.56 Mag Full-Auto";

dispersion=0.000800;

sound[]={"\GDY_M4\sounds\M4Fire.wss",20,1};

soundContinuous=0;

reloadTime=0.080000;

ffCount=30;

recoil=GDYRiffleAuto

autoFire=1;

aiRateofFire= 5.0000;

aiRateOfFireDistance= 500;

useAction=0;

useActionTitle="";

};

};

class GDY_M4mag: GDY_M4

{

picture="\GDY_M4\GDY_M4mag.paa";

scopeWeapon=0;

scopeMagazine=2;

displayNameMagazine = "5.56 Mag";

shortNameMagazine = "5.56mag";

};

class GDY_M4acog: GDY_M4

{

scopeWeapon=2;

scopeMagazine=0;

model="\GDY_M4\M4carbine\GDY_M4acog.p3d";

modelOptics="\GDY_M4\M4carbine\acog.p3d";

opticsZoomMin=0.17;

opticsZoomMax=0.17;

picture="\GDY_M4\GDY_M4acog.paa";

displayName="M4 Acog";

};

class GDY_M4eotech: GDY_M4

{

scopeWeapon=2;

scopeMagazine=0;

model="\GDY_M4\M4carbine\GDY_M4eotech.p3d";

modelOptics="\GDY_M4\M4carbine\eotech551.p3d";

opticsZoomMin=0.40;

opticsZoomMax=0.40;

picture="\GDY_M4\GDY_M4eo.paa";

displayName="M4 Eotech";

};

class GDY_M42acog: GDY_M4

{

scopeWeapon=2;

scopeMagazine=0;

model="\GDY_M4\M4carbine\GDY_M42acog.p3d";

modelOptics="\GDY_M4\M4carbine\acog.p3d";

opticsZoomMin=0.17;

opticsZoomMax=0.17;

picture="\GDY_M4\GDY_M4acog.paa";

displayName="M4 Acog";

};

class GDY_M4SPC6_8: GDY_M4

{

scopeWeapon=2;

scopeMagazine=0;

model="\GDY_M4\M4carbine\GDY_M4SPC6_8.p3d";

modelOptics="\GDY_M4\M4carbine\acog.p3d";

opticsZoomMin=0.17;

opticsZoomMax=0.17;

picture="\GDY_M4\GDY_M4SPC.paa";

displayName="M4 SPC";

modes[]={"Single"};

magazines[]={"GDY_SPCmag"};

class Single

{

ammo=GDYSPC;

multiplier=1;

burst=1;

displayName="Semi";

dispersion=0.000600;

sound[]={"\GDY_M4\sounds\M4_s2.wav",20,1};

soundContinuous=0;

reloadTime=0.07000;

ffCount=1;

recoil=GDYRiffleSemi

autoFire=0;

aiRateofFire= 5.0000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class GDY_SPCmag: GDY_M4SPC6_8

{

picture="\GDY_M4\GDY_M4mag.paa";

scopeWeapon=0;

scopeMagazine=2;

displayNameMagazine = "SPC Mag";

shortNameMagazine = "SPCmag";

};

class GDY_M4m68: GDY_M4

{

scopeWeapon=2;

scopeMagazine=0;

model="\GDY_M4\M4carbine\GDY_M4m68.p3d";

modelOptics="\GDY_M4\M4carbine\m68cowitness.p3d";

opticsZoomMin=0.35;

opticsZoomMax=0.35;

picture="\GDY_M4\GDY_M4m68.paa";

displayName="M4 m68";

};

};

class CfgVehicles

{

class All{};

class AllVehicles: All{};

class Land: AllVehicles{};

class Man: Land{};

class SoldierWB: Man{};

class LSR_delta_operator:SoldierWB

{

model="\LSR_delta\lsr_delta03";

displayName="Operator (GDY_M4)";

vehicleClass="SFOD-D - 1st";

weapons[]={"GDY_M4eotech","NVGoggles","Throw","Put","Beretta"};

magazines[]={"GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag", };

};

class LSR_delta_operator1:SoldierWB

{

model="\LSR_delta\lsr_delta03";

displayName="Operator (GDY_M4acog)";

vehicleClass="SFOD-D - 1st";

weapons[]={"GDY_M4acog","NVGoggles","Throw","Put","Beretta"};

magazines[]={"GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag", };

};

class LSR_delta_operator2:SoldierWB

{

model="\LSR_delta\lsr_delta03";

displayName="Operator (GDY_M42acog)";

vehicleClass="SFOD-D - 1st";

weapons[]={"GDY_M42acog","NVGoggles","Throw","Put","Beretta"};

magazines[]={"GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag", };

};

class LSR_delta_operator3:SoldierWB

{

model="\LSR_delta\lsr_delta03";

displayName="Operator (GDY_M4m68)";

vehicleClass="SFOD-D - 1st";

weapons[]={"GDY_M4m68","NVGoggles","Throw","Put","Beretta"};

magazines[]={"GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag","GDY_M4mag", };

};

class LSR_delta_operatorSPC:SoldierWB

{

model="\LSR_delta\lsr_delta03";

displayName="Operator (GDY_M4SPC6_8)";

vehicleClass="SFOD-D - 1st";

weapons[]={"GDY_M4SPC6_8","NVGoggles","Throw","Put","Beretta"};

magazines[]={"GDY_SPCmag","GDY_SPCmag","GDY_SPCmag","GDY_SPCmag","GDY_SPCmag","GDY_SPCmag","GDY_SPCmag","GDY_SPCmag", };

};

};

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What did you change? Ammo values?

Also, you can change the load out, which as you can see lacks pistol mags and grenages.

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I've changed :

-the hit value to 9.4

-the indirect hit value to 1.6

by the normal ammo.

-the hit value to 11.6

-the indirect hit value to 1.9

by the spc ammo.

-the displayname of the ammo from single to 5.56 Mag Semi-Auto/5.56 Mag Full-Auto

-the shooting sounds

I've added:

-Picture for each weapon

-added displayNameMagazine = "5.56 Mag";

shortNameMagazine = "5.56mag";

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I've changed :

-the hit value to 9.4

-the indirect hit value to 1.6

by the normal ammo.

-the hit value to 11.6

-the indirect hit value to 1.9

by the spc ammo.

-the displayname of the ammo from single to 5.56 Mag Semi-Auto/5.56 Mag Full-Auto

-the shooting sounds

I've added:

-Picture for each weapon

-added displayNameMagazine = "5.56 Mag";

         shortNameMagazine = "5.56mag";

You changed the sounds? Why, oh why?

wink_o.gif

Are these defaults from OFP?

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No default ones.

The SPC has the sound your M4 Eotech,Acog,m68 have.

The M4 Eotech,Acog,m68 now have the JAM sound for 5.56 ammo.

Sounds better I think. smile_o.gif

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No problem.

Personally, I don't like JAM sounds. They are to squicky.

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Yeah I have to look for some other sound for the M4.

Hmmm... go searching now tounge_o.gif

You should look for vids of M4 matches. There are a lot of them in the net.

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I thought Gordy's sounds were great. The M4 6.8mm's strange hum following the shot took some getting used to, but I'm comfortable with it now. Let's me know my designated marksman is out there on the job. It is a little loud, however.

Gordy, have you considered doing a new version of the SR47, the .499 Beowulf, or the Ares Shrike? As awesome as your pack looks, you could add some of the more unusual variants, to give it some proprietary yumminess.

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Earls SR47 looks great. Ares is the one I considered for a while.

I think about it. smile_o.gif

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Earls' SR47 IS great, I'm one of the few people that hounded him for it. But the config nedds redoing, as it runs out of ammo after the first magazine goes dry, and ocassionally CTD's. Sucks bigtime, 'cause I love that weapon.

@SgtEversman: Do you think you could help me with the config of the SR-47?

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