FerretFangs 0 Posted April 12, 2005 The only ammunition that I'm sure of so far, is 25mm APHE-T, and training practice. Work is being done on sister projects like the XM25, XM29 OICW, and XM307 OCSW, which also fire APHE, air-bursting APERS, and thermobaric 25mm rounds. So in theory, it could fire these different types as well. The latest .PPT briefing I've read stated six months to prepare the prototype for testing with airbursting ammo. I don't know if thats meant to be a standard mission capability, but if I'm not mistaken, the XM-109 is intended to be a dedicated AMR. The other three weapons are multi-purpose AFV killers, and troop mowers. And BTW, the weapon tested at about 2.5 MOA @ 600m, and 3.3 MOA @ 800m.This was done from prone/ in a soft mount, without the BORS. Stadard Leupold Mk series scope fitted. The bipod wasn't used. Share this post Link to post Share on other sites
Ville-Valo666 0 Posted April 14, 2005 any feedback to the textures would also be nice   about the other stuff: 1. muzzle flash : if there are pics or something similar i can do a flash for it. 2. same to the scope or should i use the normal USArmy one (see page 3 guess it was there) 3. smoke, too much like i told you 5133p39 ;-) bit less and a flash and it will look kickass  any others? and plz feedback to the textures D Greetz Ville : Share this post Link to post Share on other sites
TabloMaxos 0 Posted April 14, 2005 The textures are very nice you've done a very jod job there Ville I wonder if you can make AI target vehicles with this weapon Share this post Link to post Share on other sites
Ville-Valo666 0 Posted April 14, 2005 thnx hm AI, im not a configer but i think then wed have to make it as bazooka or so :P Share this post Link to post Share on other sites
FerretFangs 0 Posted April 14, 2005 No, the AI will use the various .50 AMRs to engage vehicles. They shouldn't have any problem with this thing. The textures look fine, although I'd like to see it fitted with the BORS weapon sight, and have the carrying handle attached. My only problem I have with the addon as is, is the sound. That boom is the same used with the M109, and is disproportionately loud compared to the sizes of the weapon. Granted, 25mm is enormous for a shoulder-fired weapon, but I think the sound you are looking for is that of an M203, the MK19, or perhaps even the Bushmaster guns of the Bradley. Share this post Link to post Share on other sites
G-LOC 0 Posted April 16, 2005 Some problems: The ammo do not exploded when hit the ground The ammo kills a T-72 very easy (3 shots) The AI fired at a Mi-24 (it´s good) G-LOC Share this post Link to post Share on other sites
5133p39 16 Posted April 18, 2005 Quote[/b] ]The ammo do not exploded when hit the ground...well, as for now, it's using only one ammo type, and it is not explosive. This will be solved later by creating more ammo types.Quote[/b] ]The ammo kills a T-72 very easy (3 shots)...so how many shots it would take? and with what ammo?Quote[/b] ]The AI fired at a Mi-24 (it´s good)...glad to hear that. I didn't tested this.I am really sorry, but right now, i have absolutely no time to work on it. Maybe next week, or so, i hope. Meanwhile, keep posting tips, please. And if anyone feels he can make a good config for this weapon, do not hesitate. Share this post Link to post Share on other sites
5133p39 16 Posted April 18, 2005 Quote[/b] ]The textures look fine, although I'd like to see it fitted with the BORS weapon sight, and have the carrying handle attached.BORS - maybe later Quote[/b] ]My only problem I have with the addon as is, is the sound. That boom is the same used with the M109, and is disproportionately loud compared to the sizes of the weapon. Granted, 25mm is enormous for a shoulder-fired weapon, but I think the sound you are looking for is that of an M203, the MK19, or perhaps even the Bushmaster guns of the Bradley.well, the sound i am looking for, is the sound of the XM-109 itself. But i don't think i will ever find some, so thanks for the tips. I'll try those sounds. Share this post Link to post Share on other sites
FerretFangs 0 Posted April 18, 2005 As far as this weapon taking out a T-72, Idon't think that's likely at all. The 25mm HEAP ammo is a lower velocity variant of the Apache's cannon ammo. It's probably never going to penetrate the crew compartment. That said, it COULD be used to cause serious damage to the tanks exterior equipment, such as weapon sights, machine guns, the main gun, antenna, tracks, and possibly engine. If the crew is turned out, it's possible they could then be injured or killed, but if they're buttoned up, it's not likely they'd be hurt. The gun would be much more effective against light tanks, IFV's, AFV's, trucks, cars, boats, etc. Attack against choppers is a possibility, IF the helo is low, and slow enough, ( Actually, much faster than hover is much too fast. ) and as long as it's within the range parameters of the ammo. Further, one must take into account the Hind's armor, which could likely defeat the 25mm HEAP round. Perhaps a hit against the cockpit windscreens, to the sensors, directly into an engine intake/exhaust, to the rotor hubs, or the weapons might have a effect, but that helo was meant to soak up a lot of damage from ground fire, and complete it's mission. I'd say the weapon is capable of a "mission" kill, but it's probably not going to crash the beast. Now, a stationary Hind on the ground, is a whole 'nother Oprah. The likelyhood that a round is going to hit something vital dramatically increases, and thus, so too increases the likelyhood that the helo won't leave the ground until it's put into the shop for maintenance. A hit into an open cockpit would certainly knock the Hind out of commision for quite a while. Share this post Link to post Share on other sites
Prof.Wizard 0 Posted April 19, 2005 Excellent weapon! Thumbs up. However it should be powered down: it should kill up to a BMP-2 or Bradley, not heavier tanks. At least not with 3 shots... I wish you finish this project cause this weapon is great. AT rifles are awesome! Share this post Link to post Share on other sites
ruff 102 Posted April 21, 2005 those are all mad and cool tips but there are only a certain amount of scripting you can put into this gun and cpp commands aswell with the helicopter thing, in ofp you can knock them out with small arms like machine guns etc and 2 rpg hits no matter what they are flying im just saying that the wepon shoud be powerful enough to knock out a bmp with a number shots or t72(or stop it in its tracks) with a number shots and shoot helicopters out the sky with a number shots all depending on its armour. also in ofp the helis do not have the same armour values as the choppers Share this post Link to post Share on other sites
BlackScorpion 0 Posted April 21, 2005 also in ofp the helis do not have the same armour values as the choppers Either I'm not getting something correctly or... Share this post Link to post Share on other sites
EricJ 761 Posted April 22, 2005 I guess it depends on where you shoot it. It takes roughly three shots to kill a BMP, and say four to five at the treads on tanks.. Same with a Shilka as well. Share this post Link to post Share on other sites
@cero 0 Posted April 24, 2005 I tryed this weapon, not bad. One sugestion though, have a look at King Homers Barret configuration, because in my opinion it have the right power, and the after shok script he uses can be implemented in any unit as long as you add the info in the units init. Well, if I was you I contact King Homer. Regards. @CERO. Share this post Link to post Share on other sites
5133p39 16 Posted April 25, 2005 concerning the weapon 'lethality' to tanks, etc.: The weapon (as it is now) is configured to have 'hit=250' - the LAW have it set to 500, so i thought if the LAW can take down BMP on 1-2 shots, then half of the 'hit' number should be ok. The problem is (as i have observed) that in OFP you can kill anything with almost any weapon - if you are firing long enough. So, it's hard to make the weapon kill the BMP, but not tanks. I am thinking about scripting the damage - to set the weapon's 'hit' parameter to '1' and after each shot check what type of vehicle has been hit and where it has been hit, and setDammage it accordingly. But i don't like this idea much, because it won't work with other addons. @cero: thanks, i will check the "King Homers Barret config" Share this post Link to post Share on other sites
Victor_S. 0 Posted April 25, 2005 I dont know if this has been asked but did you set your bullets to explode. Share this post Link to post Share on other sites
5133p39 16 Posted April 25, 2005 nope, they aren't explosive. they will be, but after there are more ammo types. Share this post Link to post Share on other sites
FerretFangs 0 Posted April 26, 2005 Do you mean they aren't explosive in real life, or in your config? In real life the XM109 fires two ammo types, 25mm high explosive armor piercing, and 25mm inert training. ( target practice ) I guarentee the HEAP will explode on impact. Eventually, it is also planned to integrate airbursting fragmentation, and thermobaric incendiary with the weapon. At the moment these ammo types are still undergoing research and development. Share this post Link to post Share on other sites
orson 0 Posted April 26, 2005 What are the training rounds made from Ferret Share this post Link to post Share on other sites
FerretFangs 0 Posted April 26, 2005 Steel, I believe. There is a tracer element too. Share this post Link to post Share on other sites
orson 0 Posted April 26, 2005 I get ya , just a low cost slug then . I have read today that non lethal rounds are also planned for this brute ... in the form of 25mm rubber balls , would like to see one of those super bounce balls get fired from one into a squash court Share this post Link to post Share on other sites
Victor_S. 0 Posted April 26, 2005 I dont understand the reasoning behind non leathal rounds. There are better weapons than this to be firing them from and If you hit someone with a rubber ball from far away they would have time to recover and move away... Share this post Link to post Share on other sites
5133p39 16 Posted April 26, 2005 Do you mean they aren't explosive in real life, or in your config? In real life the XM109 fires two ammo types, 25mm high explosive armor piercing, and 25mm inert training. ( target practice ) I guarentee the HEAP will explode on impact. Eventually, it is also planned to integrate airbursting fragmentation, and thermobaric incendiary with the weapon. At the moment these ammo types are still undergoing research and development. Well, i haven't configured it as an explosive, because: 1. it's Alpha version with only one type of some undefined ammo available. And when i created it, i didn't even knew what types of ammo is available for the xm109. 2. i don't think the explosive bullets in OFP looks any great. I have seen video with M82A1A firing, and there was no explosion flashes and no other explosion effects like those which can be seen in OFP when using 'explosive' bullet. So i don't think we should use the explosive bullet. ------------------------------------------------------------ And please, everyone, don't tell me what's wrong with the Alpha version - everything is wrong there, and we all know it (me too, really). It would be better to tell me, how the final version should be done. Share this post Link to post Share on other sites
FerretFangs 0 Posted April 26, 2005 I dont understand the reasoning behind non leathal rounds. There are better weapons than this to be firing them from and If you hit someone with a rubber ball from far away they would have time to recover and move away... You get hit by a rubber ball from this monster, you aren't moving anywhere fast. It's not really about crowd dispersal, but rather targeting a suicider, hostage taker, or someone who must be apprehended before they hurt themselves, or someone else. A non lethal hit from the XM109 means you may survive the trip to the hospital, but you are definately going down, fast and HARD. Share this post Link to post Share on other sites