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. 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. When this round impacts, ( in real life ) it penetrates the armor with a small shaped-charge. The pyrotechnical effects aren't spectacular from the shooters perspective. It's just a small flash, and a sudden burst of grey/black smoke. It's about as loud as a shotgun blast, if you were near the impact point. At a thousand meters, it's just a puff of smoke, and a pop. You must remember, the M82A1A fires a ( fairly large ) coventional FMJ steel-core bullet with a tracer in the tail. It's effects on armor are purely kinetic. SLAP-T is just a higher velocity kenetic round too. There shouldn't be a big pyro effect unless the weapon is using DU slugs, ( I'm fairly certain they exist ) which has an inherent pyrophoric effect on impact. The 25mm HEAP, ( http://www.dtic.mil/ndia/2004arms/session6/lee.ppt ) actually has a small high-explosive shaped charge, and a digital fuse in it. It should be set as an explosive ammo in the config. As far as OFP is concerned, improved effects mods like ECP do a decent job with this level of explosive. Share this post Link to post Share on other sites
G-LOC 0 Posted May 8, 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.I see explosions with FX replacement when hiting troops. Quote[/b] ]The ammo kills a T-72 very easy (3 shots)...so how many shots it would take? and with what ammo?I think you can use a high speed 40mm grenade ammo. It´s weak to kill tank, but we can aim on ground and kill more than a soldier. G-LOC G-LOC Share this post Link to post Share on other sites
5133p39 14 Posted July 4, 2005 i changed the weapon hull texture (ville-valo, don't hurt me, please), so it is black now - but maybe it is too much black:http://5133p39.wz.cz/img/ofp/xm109/xm109black.html ...it still need to improve it's config - the ammo is still too powerfull, and the zoom isn't right either. I found that it's a little problem to make "realistic" ammo/weapon. Share this post Link to post Share on other sites
FerretFangs 0 Posted July 4, 2005 Looks good. now leave it alone. About the config, I HIGHLY suggest you contact Maximus Sniper, on these boards. He rocks. Share this post Link to post Share on other sites
Ville-Valo666 0 Posted July 4, 2005 lol nah just joking looks good, maybe a bit to dark now Share this post Link to post Share on other sites
Ares1978 0 Posted July 4, 2005 You must remember, the M82A1A fires a ( fairly large ) coventional FMJ steel-core bullet with a tracer in the tail. Unless you are using the Raufoss round, which is only fairly conventional. Â However it should be powered down: it should kill up to a BMP-2 or Bradley, not heavier tanks. That's very optimistical. Unless it's a perfect hit, it wouldn't destroy either one in real life. It could penetrate, possibly kill someone inside the vehicle, but it's in no way likely to destroy it. It would be realistic enough and in balance if it was equal to the standard BMP-2's rounds. I tested a lot of different damage values when I was still working on my RT-20 and came to the conclusion that it's better to have it slightly under-powered, than drastically over-powered. Share this post Link to post Share on other sites
5133p39 14 Posted July 4, 2005 Looks good. now leave it alone. About the config, I HIGHLY suggest you contact Maximus Sniper, on these boards. He rocks. I did, yesterday :-) Share this post Link to post Share on other sites
5133p39 14 Posted July 4, 2005 lol nah just joking looks good, maybe a bit to dark now thanks :-) i think the same, i'll try to birghten it a little. Share this post Link to post Share on other sites
miles teg 1 Posted July 4, 2005 Actually BMP-1's and BMP-2's are so packed with fuel and ammo (including missiles, cannon rounds, and infantry gear like grenades, explosives and ammo) that almost any hit by a API type round will result in severe secondary explosions. Also hitting the engine, dammaging a gun, or injuring or killing a crew member would either severely cripple the BMP or disable it. In other words you'd be lucky not to cause a secondary explosion hitting it with 12.7mm Rufus rounds for example. Finally... we're talking about a sniper rifle of sorts here....so more then likely the sniper will aim for the hull just underneath the turret, the side turret armor, or the side engine compartment. If the BMP has fuel cells on the rear doors, then he would most likely aim for the rear doors if he got a shot. One shot there and the whole BMP would go up in flames. The BMP-3....I'm not sure about... its armor is heavier and would likely be a little tougher customer. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites