cornhelium 0 Posted April 21, 2005 Hi there, Well, I went ahead and put in the new mag (plus supersonic suppressed version). I also increased the W762_5mag MV from 792 to 800 (mean of real-world M24 and M40 figures). Not certain whether the L96 achieves 914 MV with 7.62 NATO too, or only with the 7.62 Lapua round. But, without doubt, the L96-type rifles (AWP included) can fire at 914m/s. So, I didn't specify "Lapua" in the names - I called them W762_L96_5mag and W762_L96_5SDmag General progress: I'm hellbent on getting finalbeta ready by the weekend, so I can concentrate on exams while betatesters go to work between now and early June. In final beta testing, the big 3 questions will be: 1. New muzzle velocity/AI detection settings for SD mags - do they unbalance any stealth missions? 2. MP - all sound files have now been moved to the JAM_Sounds.pbo, so bullet hit/fly sounds can easily be changed too. Does this affect CRC checking in MP? 3. New AT values - how do they work generally? We'll probably leave the existing rounds unchanged and put the new values into new "Realistic" versions of the same, so existing missions won't be affected. If anyone can help out with this testing we'd be very grateful. We really want to stay focused and get the current feature set thoroughly tested, so that JAM3 will be watertight. In particular we want to make sure that there are no glitches in MP. Cheers mates CH Share this post Link to post Share on other sites
Anunnaki 0 Posted April 23, 2005 HI. Cornhelium. in OFP all charasteristics of weapons are defined in mags. And there is problem. When i Have M16A2, that is more accurate against M4A1, or silenced and alikes. When you want share the magazine between this two weapons, characteristics are there the same. I have workaround for this problem. Make one new definition of magazine for NATO5.56 but you define there more "MODES". Normaly are there "Single","Burst","FullAuto" (i hope). You can make more, something like this: "Single A","Single B","Single C","Burst A","Burst B....and so on. In every definition you of "MODE" you specifi other specifications. A versions can be more accurate, and C less acurrate. Nothing more. And addons maker can specifi in theyr addon (definition of weapon) which "MODE" their weapons use. (normal for M16A2 is in definition is "Single" and "Burst". But now can hi use "Single A" "Burst A" for M16A2/4 (more accurate) or "Single C" and "FullAuto C" for M4A1. Can you add this new definition od NATO5.56 magazine witch 3 kinds of accuracy ? Maybe you can make this for other magazines too, or maybe you can make more MOD versions there like "Single A silenced","Single B silenced and so on. Than the same magazine can i use for M16A2,M4A1 and M4A1 with silencer, every weapon use the same magazine but every have other characteristics (and sound and other thinks ...) because every use same magazine but different mode What do you say for that ? (reply to rbilka@inmail.sk) Share this post Link to post Share on other sites
Anunnaki 0 Posted April 23, 2005 ------------------------------------------------------------------------------------------ --------- // Redefined WEAPONS with new type of magazine (with 3 kinds of accuracy) // I add there _v3 name :] class JAM_M16A4_v3: M16 { scopeWeapon = 2; scopemagazine = 0; reloadMagazineSound[]={"\JAM_Sounds\sounds\M4Reload.wss",0.010316,1}; picture="\dtaext\equip\w\w_m16.paa"; displayName = "M16A4"; modes[]={"Single A","Burst A"}; magazines[]={"JAM_W556_30HDmag_v3","JAM_W556_20HDmag_v3"}; }; class JAM_M16A3_v3: M16 { scopeWeapon = 2; scopemagazine = 0; reloadMagazineSound[]={"\JAM_Sounds\sounds\M4Reload.wss",0.010316,1}; picture="\JAM_Magazines\pics\JAM_m16a1.paa"; displayName = "M16A3"; model = "\JAM_Magazines\JAM_m16a1.p3d" modes[]={"Single B","Auto B"}; magazines[]={"JAM_W556_30HDmag_v3","JAM_W556_20HDmag_v3"}; } class JAM_M4A1_v3: M4 { scopeWeapon = 2; scopemagazine = 0; reloadMagazineSound[]={"\JAM_Sounds\sounds\M4Reload.wss",0.010316,1}; picture="\dtaext\equip\w\w_m4.paa"; displayName = "M4A1"; modes[]={"Single C","Auto C"}; magazines[]={"JAM_W556_30HDmag_v3","JAM_W556_20HDmag_v3"}; } class JAM_XM177E2_v3: M4 { scopeWeapon = 2; scopemagazine = 0; reloadMagazineSound[]={"\JAM_Sounds\sounds\M4Reload.wss",0.010316,1}; picture="\dtaext\equip\w\w_m4.paa"; displayName = "XM-177E2"; modes[]={"Single C","Auto C"}; magazines[]={"JAM_W556_30HDmag_v3","JAM_W556_20HDmag_v3"}; }; ------------------------------------------------------------------------------------------ --------- // NATO W556 HD V3 (version Jam3) this is only HIGH DISPERSION VERSION (fixed muzzle speed from 874 to 950) and little changed dispersion class JAM_W556_30HDmag_v3: M16 { //-- scopeWeapon=0; scopeMagazine=2; picture="\JAM_Magazines\pics\JAM_556x45_30rdMag.paa"; count=30; initSpeed=950; displayNameMagazine = "30rd 5.56 Mag HD"; shortNameMagazine = "30rd 5.56 Mag HD"; drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1}; modes[] = {Single A, Burst A, FullAuto A}; class SingleA { ammo = JAM_West_556x45_Single_Bullet; multiplier=1; burst=1; displayName="5.56 Semi HD"; dispersion=0.005; sound[]={"\JAM_Sounds\sounds\M4Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=1; recoil=JAM_556x45_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction =0 ; useActionTitle = ""; }; class SingleB: SingleA { dispersion=0.01; }; class SingleC: SingleA { dispersion=0.02; }; class BurstA { ammo = JAM_West_556x45_Burst_Bullet; multiplier=1; burst=3; displayName="5.56 Burst HD"; dispersion=0.015; sound[]={"\JAM_Sounds\sounds\M16Burst.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=3; recoil=JAM_556x45_Rifle_Burst_Recoil; autoFire = 0; aiRateOfFire=1.00000; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = 0 ; useActionTitle = ""; }; class BurstB: BurstA { dispersion=0.02; }; class BurstC: BurstA { dispersion=0.03; }; class FullAutoA { ammo=JAM_West_556x45_Auto_Bullet; multiplier=1; burst=1; displayName="5.56 Auto"; dispersion=0.03; sound[]={"\JAM_Sounds\sounds\M4Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=30; recoil="JAM_556x45_RifleRecoil"; autoFire=1; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAutoB: FullAutoA { dispersion=0.035; }; class FullAutoC: FullAutoA { dispersion=0.04; }; uiPicture="ivojak"; canDrop = true; }; class JAM_W556_20HDmag_V3: JAM_W556_30HDmag_V3 { count=20; displayNameMagazine = "20rd 5.56 Mag HD"; shortNameMagazine = "20rd 5.56 Mag HD"; } // Description: for weapons M16A3/A4 and M4A1 is possible (exist) to use 20rd, 30rd, 40rd or 100rd magazine type and all can be equipted with SOPMOD accessory kit developed originaly for M4A1 (http://world.guns.ru/assault/m4sopmod.jpg) Share this post Link to post Share on other sites
cornhelium 0 Posted April 23, 2005 Hi Anunnaki, I understand what you are saying friend, but sadly these changes are beyond the scope of JAM3. We want to release JAM3 fairly soon. In that timeframe, we don't have the manpower to research and enter all the different dispersions, muzzle velocities etc. for every AR-15, G3, M14, Kalashnikov, Uzi, MP5, M249, M60 etc. variant/mod out there. ...maybe in JAM4 Â Cheers CH Share this post Link to post Share on other sites
cornhelium 0 Posted April 24, 2005 Hi Folks, Some more on sniper mags. Here's a snippet from the private JAM3 forum: Quote[/b] ]Gatordev: Quote[/b] ]I downloaded Homer's very nice Barret M82A and de-pbo'ed it and JAM'ed the M82 w/ a 12.7 round. His sight w/ his ammo work fantastically. At about 900 m, the round hits right where he says it should. However, when I reload a JAM 12.7 round, it hits much lower than the weapon is sighted for. Now I know this is a function of how he zeroed in his sight with his ammo, but would it be a fair statement that maybe the JAM 12.7 round drops more than it should? Cornhelium: Quote[/b] ]Yeh - looking in King Homer's config he pretty well sums it up:Quote[/b] ]class HEP_M82: M21{ initSpeed=1555; //maximum range 1800m with muzzlevelocity 1555, normally 854m/s [854=Real-Life muzzle velocity - see fas.org] dispersion=0.0000005; ...so it looks like Homer has increased the MV beyond RL, in order to make the weapon behave realistically at long range. Using the RL MV, he could still make the bullet hit the crosshair at 900m by zeroing the sights, but the bullet would use an unrealistically arched trajectory to get there. So, Homer has gone for a realistically flat trajectory rather than just plugging in RL figures. Interestingly, it looks like BAS did a bit of the same. Here are the JAM figures: Quote[/b] ]class JAM_W127_10mag: M21{ initSpeed=938; dispersion=0.000114; Again, they haven't used RL figures, whereas for nearly all other mags, they have. They also used 938 for the East .50cal round. So it looks like they too dropped RL figures to get a better trajectory. ...so, should we go all the way and use Homer's figures? Perhaps I should add a "high-performance" mag for the .50 cal rifles, using King Homer's approach? Or, maybe tweak the existing .50cal sniper mags? I don't know of any addon that actually uses them yet. Any input would be appreciated. Cheers, CH Share this post Link to post Share on other sites
gazmen 0 Posted April 28, 2005 Hi, I just hope that the recoil will be realistic in JAM3, cause JAM2 add no recoil on ammo, so when you use them for weapons it was a bit unrealistic... Also I hope that they add the ammo (GAZ_JAM_update) that I need for the UCE_JAM pack... Link to download the pack. GAZ_JAM is in the weapons pack ! Here are the JAM_ammo in need I hope we can find them on JAM3 : // AK47 SD class JAM_E762_30SBASDmag: AK47 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine = "30rd 7.62x39 SD Mag"; shortNameMagazine = "30rd 7.62x39 SD Mag"; picture="\JAM_Magazines\pics\JAM_762x39_30rdMag.paa"; count=30; initSpeed=350; drySound[]={"weapons\AK74Dry",db-40,1}; modes[]={"Single","Burst","FullAuto"}; class Single { ammo = JAM_East_762x39_Silenced_Single_Bullet; multiplier = 1; burst=1; displayName = "7.62x39 Semi SD"; dispersion=0.000342; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=1; recoil=JAM_762x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class Burst { ammo = JAM_East_762x39_Silenced_Burst_Bullet; multiplier=1; burst=3; displayName="7.62x39 Burst SD"; dispersion=0.0005; sound[]={"\JAM_Sounds\sounds\M16BurstSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=3; recoil=JAM_762x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; class FullAuto { ammo = JAM_East_762x39_Silenced_Auto_Bullet; multiplier=1; burst=1; displayName = "7.62x39 Auto SD"; dispersion=0.001368; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=30; recoil=JAM_762x39_RifleRecoil; autoFire = true; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; uiPicture="ivojak"; canDrop = true; }; // AK47 SD HD class JAM_E762_30SBASDHDmag: AK47 { scopeWeapon=2; scopeMagazine=2; displayNameMagazine = "30rd 7.62x39 SD Mag HD"; shortNameMagazine = "30rd 7.62x39 SD Mag HD"; picture="\JAM_Magazines\pics\JAM_762x39_30rdMag.paa"; count=30; initSpeed=350; drySound[]={"weapons\AK74Dry",db-40,1}; modes[]={"Single","Burst","FullAuto"}; class Single { ammo = JAM_East_762x39_Silenced_Single_Bullet; multiplier = 1; burst=1; displayName = "7.62x39 Semi SD HD"; dispersion=0.015; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=1; recoil=JAM_762x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class Burst { ammo = JAM_East_762x39_Silenced_Burst_Bullet; multiplier=1; burst=3; displayName="7.62x39 Burst SD HD"; dispersion=0.0225; sound[]={"\JAM_Sounds\sounds\M16BurstSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=3; recoil=JAM_762x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; class FullAuto { ammo = JAM_East_762x39_Silenced_Auto_Bullet; multiplier=1; burst=1; displayName = "7.62x39 Auto SD HD"; dispersion=0.03; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=30; recoil=JAM_762x39_RifleRecoil; autoFire = true; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; uiPicture="ivojak"; canDrop = true; }; class JAM_E545_30SBASDmag: AK74 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine = "30rd 5.45x39 SD Mag"; shortNameMagazine = "30rd 5.45x39 SD Mag"; picture="\JAM_Magazines\pics\JAM_545x39_30rdMag.paa"; count=30; initSpeed=350; drySound[]={"weapons\AK74Dry",db-40,1}; modes[]={"Single","Burst","FullAuto"}; class Single { ammo = JAM_East_545x39_Silenced_Single_Bullet; multiplier = 1; burst=1; displayName = "5.45x39 Semi SD"; dispersion=0.00027075; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=1; recoil=JAM_545x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class Burst { ammo = JAM_East_545x39_Silenced_Burst_Bullet; multiplier=1; burst=3; displayName="5.45x39 Burst SD"; dispersion=0.00027075; sound[]={"\JAM_Sounds\sounds\M16BurstSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=3; recoil=JAM_545x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; class FullAuto { ammo = JAM_East_545x39_Silenced_Auto_Bullet; multiplier=1; burst=1; displayName = "5.45x39 Auto SD"; dispersion=0.001083; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=30; recoil=JAM_545x39_RifleRecoil; autoFire = true; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; uiPicture="ivojak"; canDrop = true; }; // AK74 SD HD class JAM_E545_30SBASDHDmag: AK74 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine = "30rd 5.45x39 SD Mag HD"; shortNameMagazine = "30rd 5.45x39 SD Mag HD"; picture="\JAM_Magazines\pics\JAM_545x39_30rdMag.paa"; count=30; initSpeed=350; drySound[]={"weapons\AK74Dry",db-40,1}; modes[]={"Single","Burst","FullAuto"}; class Single { ammo = JAM_East_545x39_Silenced_Single_Bullet; multiplier = 1; burst=1; displayName = "5.45x39 Semi SD HD"; dispersion=0.015; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=1; recoil=JAM_545x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class Burst { ammo = JAM_East_545x39_Silenced_Burst_Bullet; multiplier = 1; burst=3; displayName = "5.45x39 Burst SD HD"; dispersion=0.020; sound[]={"\JAM_Sounds\sounds\M16BurstSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=3; recoil=JAM_545x39_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class FullAuto { ammo = JAM_East_545x39_Silenced_Auto_Bullet; multiplier=1; burst=1; displayName = "5.45x39 Auto SD HD"; dispersion=0.025; sound[]={"\JAM_Sounds\sounds\M4FireSD.wss",db0,1}; soundContinuous=0; reloadTime=0.092; ffCount=30; recoil=JAM_545x39_RifleRecoil; autoFire = true; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; uiPicture="ivojak"; canDrop = true; }; class SniperRiffle: Riffle{}; class M21: SniperRiffle{}; class SVDDragunov : SniperRiffle {}; class JAM_E762_10SAmag: SVDDragunov { scopeWeapon=0; scopeMagazine=2; displayNameMagazine = "10rd 7.62x54R Mag"; shortNameMagazine = "10rd 7.62x54R Mag"; picture="\JAM_Magazines\pics\JAM_762x54_10rdMag.paa"; initspeed=830; maxLeadSpeed=50; drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1}; count=10; modes[]= {"Single","FullAuto"}; class Single { ammo=JAM_East_762x54R_Sniper_Single_Bullet; multiplier=1; burst=1; displayName="7.62x54R Semi"; soundContinuous= 0; sound[]={"\JAM_Sounds\sounds\SVDfire.wss",db0,1}; ffCount=1; dispersion=0.000114; reloadTime=0.400000; autofire=0; aiRateOfFire=7.0000; aiRateOfFireDistance = 700; UseAction=0; useActionTitle=""; recoil=JAM_762x54R_RifleRecoil; }; class FullAuto { ammo=JAM_East_762x54R_Sniper_Auto_Bullet; multiplier=1; burst=1; displayName="7.62x54R Auto"; soundContinuous=0; sound[]={"\JAM_Sounds\sounds\SVDfire.wss",db0,1}; ffCount=10; dispersion=0.000114; reloadTime=0.400000; autofire=1; aiRateOfFire=6.0000; aiRateOfFireDistance=300; useAction=0; useActionTitle=""; recoil=JAM_762x54R_RifleRecoil; }; canDrop = true; }; }; Thanks Share this post Link to post Share on other sites
cornhelium 0 Posted April 28, 2005 Hey Gazmen I really admired your work on the UCE-JAM pack. AK SBA mags: Sure, I'll enter those. JAM_E762_10SAmag...I'm not sure where this one comes from. Does the Dragunov have auto-fire in real-life? Recoils: These are high on the agenda, but it is such a delicate balance with the high-dispersion mags. For instance, if you gave too much recoil to the HD mags, the AI will never hit anything The real problem we have is that we need more help with the project, especially from experienced addon makers. Â Also, we need more regular feedback from the BAS guys, as we never know what changes will be approved and which will not. I was supposed to leave this project in February to concentrate on exams and finding a new job (my current job finishes in July), but nobody has offered to pick it up and I feel it will never get released if I don't push on. But the whole thing is a learning process for me and it makes progress slow and frustrating. So, I cannot say for certain whether or not recoils will make it into JAM3. I really hope so, but in order for JAM3 to be "watertight", we need a lot more help and feedback to get it all working correctly. Cheers CH Ps. To let you folks know what's been going on, here are the new features in the latest beta: -Fully compatible with EECP, FFXUR, Inquisitor-Mod, Y2K3 etc. All weapons and unit models will be correctly inherited from the base config -New damage values for AT rounds, compatible with CAVS project -SD magazines tweaked to simulate realistic supersonic ammo where appropriate -Subsonic "SUB" mags preserve previous values for tweaked SD mags -New sounds for 99% of magazines - big thanks to the OFP community -Most magazines have separate fire sounds. Now you can tell who's shooting! -Different fly and hit sounds for different bullet types -Bullet hit and fly sounds also externalized to JAM_Sounds.pbo -New reload sounds for most of the JAM weapons -New Mounted Machinegun magazines, with HD versions. Ready to be used on vehicles -New realistic-size mags for M60, M240, RPD, PKM. Max loadout of 500rds per unit -New 12rd Belt magazines for grenade launchers, like GL Vest but only taking 3 spaces -Primary and pistol-slot options for most SMG/PDW mags. -Unsuppressed, suppressed and silenced (subsonic) MP5 and Uzi mags -New magazines for Remington SPC 6.8mm and Grendel 6.5mm rounds -New "High Velocity" 7.62mm sniper magazine, simulating L96A1-type rifles -Tweaked standard West 7.62 sniper magazine, based on real-world values -New Editor groups for all sides: Rifle Squad, Rifle Squad with Fire Support, Rifle Squad with Sniper Support, Fire Team, Sniper Team -New units for all sides: Spotter, Grenadier (Belt), Machinegunner (Realistic Loadout) -Editor mission allows players to quickly preview many of the sounds -A few fixes made in the config Three alternative soundpacks will be available for JAM3 on the day of release. Share this post Link to post Share on other sites
gazmen 0 Posted April 28, 2005 Hi, the JAM_E762_10SAmag is for the LSR_SVU a special force automatic sniper based on dragunov bullpup configuration used in LSR & UCE_JAM unit. Also make JAM_E762_10SASDmag for the silenced version of SVU... Do you have in plan to add AK74M and RPKM serie (LSR_pack) and ak100-->103 -> 107 (KEG_pack), AS, VSS (ORCS ICP_pack), Groza, the KSVK and M82 Â in JAM3 ? it would be cool and also the pack would be complete... Here are the weapon I need, it's not an obligation cause I have already the GAZ_weapons - JAM_gsh18, [LSR] - JAM_gsh18sd, [LSR] - JAM_Makarov, [KEG] - JAM_MakarovBase, [KEG] - JAM_AK74m, [sUCH] - JAM_AK74mgl, [sUCH] - JAM_AK101, [KEG] - JAM_AK103, [KEG] - JAM_AK103sd, [LSR] - JAM_AK103gl, [LSR] - JAM_AK104, [KEG] - JAM_AK107, [KEG] - JAM_Groza1, [VN] - JAM_Groza1GL, [VN] - JAM_Groza1S (Scope), [VN] - JAM_Groza1SD, [VN] - JAM_Groza1SSD (Scope SD), [VN] - JAM_rpk47, [KEG] - JAM_rpk74, [KEG] - JAM_rpk74M, [LSR] - JAM_rpk74MS (Scope), [LSR] - JAM_VSS, [iCP] - JAM_SVU, [LSR] - JAM_SVDS, [LSR] - JAM_M82A1, - JAM_KSVK, - JAM_aksub, - JAM_AKsubgl, - JAM_r163, (Radio), [LSR] - JAM_RPG7d, [iCP] - JAM_RPG7v, [iCP] - JAM_PKM, [LSR] - JAM_AS [iCP] Look in my pack to help find model... Share this post Link to post Share on other sites
cornhelium 0 Posted April 28, 2005 Hi Gazmen, Quote[/b] ]Do you have in plan to add AK74M and RPKM serie (LSR) and ak100-->103 -> 107 (KEG), the KSVK and M82 in JAM3 ? it would be cool and also the pack would be complete... No mate. Only magazines will be added - absolutely no new weapons. The original JAM weapons were really only there to demonstrate the magazines. However, they all inherit their models from the correct base class now (as do unit types like sniper, medic, grenadier etc). So, if you're running a config mod like Y2K3, FFXUR, EECP, you will get the improved models. Cheers, CH Share this post Link to post Share on other sites
ruff 102 Posted April 28, 2005 Hey Gazmen I really admired your work on the UCE-JAM pack. AK SBA mags: Sure, I'll enter those. JAM_E762_10SAmag...I'm not sure where this one comes from. Does the Dragunov have auto-fire in real-life? Recoils: These are high on the agenda, but it is such a delicate balance with the high-dispersion mags. For instance, if you gave too much recoil to the HD mags, the AI will never hit anything The real problem we have is that we need more help with the project, especially from experienced addon makers. Â Also, we need more regular feedback from the BAS guys, as we never know what changes will be approved and which will not. I was supposed to leave this project in February to concentrate on exams and finding a new job (my current job finishes in July), but nobody has offered to pick it up and I feel it will never get released if I don't push on. But the whole thing is a learning process for me and it makes progress slow and frustrating. So, I cannot say for certain whether or not recoils will make it into JAM3. I really hope so, but in order for JAM3 to be "watertight", we need a lot more help and feedback to get it all working correctly. Cheers CH Ps. To let you folks know what's been going on, here are the new features in the latest beta: -Fully compatible with EECP, FFXUR, Inquisitor-Mod, Y2K3 etc. All weapons and unit models will be correctly inherited from the base config -New damage values for AT rounds, compatible with CAVS project -SD magazines tweaked to simulate realistic supersonic ammo where appropriate -Subsonic "SUB" mags preserve previous values for tweaked SD mags -New sounds for 99% of magazines - big thanks to the OFP community -Most magazines have separate fire sounds. Now you can tell who's shooting! -Different fly and hit sounds for different bullet types -Bullet hit and fly sounds also externalized to JAM_Sounds.pbo -New reload sounds for most of the JAM weapons -New Mounted Machinegun magazines, with HD versions. Ready to be used on vehicles -New realistic-size mags for M60, M240, RPD, PKM. Max loadout of 500rds per unit -New 12rd Belt magazines for grenade launchers, like GL Vest but only taking 3 spaces -Primary and pistol-slot options for most SMG/PDW mags. -Unsuppressed, suppressed and silenced (subsonic) MP5 and Uzi mags -New magazines for Remington SPC 6.8mm and Grendel 6.5mm rounds -New "High Velocity" 7.62mm sniper magazine, simulating L96A1-type rifles -Tweaked standard West 7.62 sniper magazine, based on real-world values -New Editor groups for all sides: Rifle Squad, Rifle Squad with Fire Support, Rifle Squad with Sniper Support, Fire Team, Sniper Team -New units for all sides: Spotter, Grenadier (Belt), Machinegunner (Realistic Loadout) -Editor mission allows players to quickly preview many of the sounds -A few fixes made in the config Three alternative soundpacks will be available for JAM3 on the day of release. this sounds awesome!!!!!!!!!!!! Share this post Link to post Share on other sites
cornhelium 0 Posted April 29, 2005 Thanks Ruff, I must say, working on this project and exploring the config has re-doubled my respect for BAS. It's clear that a huge amount of work, thought and research went into getting the original JAM project off the ground. Cheers, CH Share this post Link to post Share on other sites
Gordy 0 Posted April 29, 2005 Thanks Ruff,I must say, working on this project and exploring the config has re-doubled my respect for BAS. It's clear that a huge amount of work, thought and research went into getting the original JAM project off the ground. Cheers, CH cornhelium, When do you think we can expect JAM3 to be released? Sorry for me being such an ignorant in the subject. Share this post Link to post Share on other sites
cornhelium 0 Posted April 29, 2005 Hi mate, Well, I hope it will be mid-June. A new beta build has just been released to the team, now I can't do any more 'til after my exams in June. I'm hoping that all the core issues will be tested by then, and we can make the final changes, test the release candidate and release it. ...but of course, RL (and OFP) run to their own plans Cheers, CH Share this post Link to post Share on other sites
Gordy 0 Posted April 29, 2005 Is it enough for me to put JAM2 values and it'll work with J3? Share this post Link to post Share on other sites
cornhelium 0 Posted April 29, 2005 Quote[/b] ]Is it enough for me to put JAM2 values and it'll work with J3? Sorry Gordy, I don't understand the question. JAM3 will be fully backwards compatible with JAM2 missions and addons. Cheers, CH Share this post Link to post Share on other sites
Gordy 0 Posted April 29, 2005 Quote[/b] ]Is it enough for me to put JAM2 values and it'll work with J3? Sorry Gordy, I don't understand the question. Cheers, CH If I put the JAM 2 into Config.cpp, will it then work with JAM3 in the future? Share this post Link to post Share on other sites
cornhelium 0 Posted April 29, 2005 Quote[/b] ]If I put the JAM 2 into Config.cpp, will it then work with JAM3 in the future? What would be the point of doing that friend? You would simply be reverting JAM3 to JAM2. Short answer - no, this would not work if you wanted to use it in MP. Cheers mate, CH Share this post Link to post Share on other sites
flaber 0 Posted June 9, 2005 Hi mate,Well, I hope it will be mid-June. A new beta build has just been released to the team, now I can't do any more 'til after my exams in June. Well.... June has arrived, there is any update info about your work in progress? It's possible to have a beta released to the public ? I don't want this project to be forgotten. Thanks in advance. Flaber Share this post Link to post Share on other sites
Commando84 0 Posted June 9, 2005 hehe i don't think 9th of june qualifies as mid june and i certainly don't think this has been forgotten Share this post Link to post Share on other sites
flaber 0 Posted June 9, 2005 Ok, I'll be back 15th of june Share this post Link to post Share on other sites
cozza 24 Posted June 9, 2005 good luck, by then you'll probly be downloading CSLA update Share this post Link to post Share on other sites
cornhelium 0 Posted June 9, 2005 Hi folks, Hmmm...sorry to say this, but mid-June might have been a bit optimistic. Progress has been solid, and now my exams are done I'll get cracking again. Only problem is I have to find a new job before the end of July, and winding up the current job might be absolute chaos. So...I'd reset your expectation-o-meters to late July. But don't worry - things are progressing behind the scenes Cheers, CH Share this post Link to post Share on other sites
flaber 0 Posted June 9, 2005 Ok, Thanks for the info Cornhelium. Take your time. Share this post Link to post Share on other sites
ruff 102 Posted June 24, 2005 i just did more research on sound suppressors and effect on muzzle velocity and it seems suppressors increase muzzle velocity but lessens accuracy dammage also stays the same (normal ammo) is there a chance for the sd ammo to increase muzzle velocity make it same damage as normal weapons but less accurate using dispersion? heres the article http://www.surefiresuppressors.com/suppressor_science_intro.html edit i ve been doing some test on dispersion and for the nato 5.56 round dispersion of sd ammo of 0.0015 and 0.003 for full auto is pretty good, as long as muzzle velocity is taken up to +30ms (simulta extra barrel length of suppressor). at long ranges it gets harder to shoot but still very posiible. and for the east ammo 0.002 and 0.004 are also good. since russian weapons are less accurate than m4s all long range shots are still possible but youll have to let off around 3 or 4 rounds close range you almost cant see any effect which is good edit did more tests i think audible fire is the best bet on simulating suppressed weapons with supersonic ammo, combined with a slight increse on dispersion from 0.0002 increased to 0.001 and full auto from 0.0008 to 0.0015 etc. for suppressed supersonic ammo Share this post Link to post Share on other sites
mrn 0 Posted July 4, 2005 Hi. I’ve been playing around with this and possibly found a slight error in the readme. According to the readme the Remington is setup like this: MAAM_Remington700 MAAM_W762Sniper_20mag However I couldn’t get this working as it appears to use this ammo: MAAM_W762_5mag Sorry if this has been reported before but there seems to be a lot of MAAM related threads! Keep up the great work! Share this post Link to post Share on other sites