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Thunderbird

FFUR - Huge Release !!

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Oh yes, forgott to mention, would be nice to see Guba's model replaced with one of those CSLA generals.

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Whatever happened to Our Weapon's Officers Pack?

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If you do patch euro can you change the sa80 sights to UFK ones if at all possible

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Thunderbird!?

about the m4 thing and what thunderbird said a 7.62m1943 has immense stopping power at close ranges a lot more than contempory western rounds such as the 5.56NATO, 6.5mmGrendel or the 6.8mm SPC a well placed shot in the top of the head or cerebral cortex is enough to kill someone instantly so is a shot that actuall hits the heart or spine where it joins the head. believe me anything about modern firearms i can answer and lay to rest so...

back on topic

what the hell has happened here FFUR its the same for

Humvee style cars with weapons aswell please shed some light on this!

i'n confuzzled and angry that it wont work (not your fault) mad_o.gif  huh.gif dunno why the link died 404.gif

*EDIT* allright then in a slightly more dignified manner why on earth has that happened its rather annoying whilst trying to use a m2hb when all you can see is the floor now will you please do something...

http://rapidshare.de/files/16495631/WTF_FFUR_.JPG.html

now read the post again thunderbird and see what you think sad_o.gif

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Hi,

Quote[/b] ]As a SpecOp armed with a silenced M4 I have to shot like 4 or 5 shots to kill an enemy soldier using single mode or a short burst using auto mode

Realism, ammunitions values are WGL ones and they're very authentic.

If you'd watch some harsh documentaries on the net showing people being executed, you will notice that several Ak47 7.62x39 mm bullets are required to instantly kill a human.

Quote[/b] ]Can the AI see thru Bushes?

If your whole body is inside the bush, you will not be noticeable.

Quote[/b] ]just some possible buggs I noted:...etc

All of them have been reported more than once and the list of bugs has been established a couple of days ago.

A patch is currently under development.

Quote[/b] ]Will there be an ACU mp config in the future update?

Yup.

Quote[/b] ]If you do patch euro can you change the sa80 sights to UFK ones if at all possible

The SUZAT optic system has been authentified by James (Our british military advisor).

Quote[/b] ]what the hell have you done FFUR its the same for Humvee style cars with weapons aswell please shed some light on this!

i'n confuzzled and angry

Your message will be ignored as long as it isn't reported in a more 'decent' way, and your link doesn't work anyways.

Quote[/b] ]Your wish is my command notworthy.gif

Thanks for the efforts that have been put into finding these pics but as Canadian terror mentioned, ACU Armored Crews photos would be more helpful.

smile_o.gif

Regards

Thunderbird84

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Well somebody correct me but after a long search on the net, including all official Army sites and actual pictures of the soldiers deployed in Iraq I am still to see a single Armor crew member wearing an ACU. crazy_o.gif

Anyway anything suits me fine on this sense.

smile_o.gif

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Well somebody correct me but after a long search on the net, including all official Army sites and actual pictures of the soldiers deployed in Iraq I am still to see a single Armor crew member wearing an ACU. crazy_o.gif

http://www4.army.mil/armyimages/armyimage.php?photo=8993

Quote[/b] ]Sgt. 1st Class John Williamson, from 4th Battalion, 11th Field Artillery Regiment, 172nd Stryker Brigade Combat Team, pulls security at Forward Operating Base Q-West, Iraq. This photo appeared on www.army.mil.

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I don't know if this bug was mentioned, but when ever I make an infantry 'group' my grenadier and assault riflemen sometimes run forwards and backwards, consistently.

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To Silent:

This happens everytime I am standing still and not while I am moving. They even stayed behind doing that while I was on my own.

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About the missing animations problem in FFUR2006, that lead into people being buried in the ground when they are in a M2 machinegun station.

From what i read in the config, FFUR2006 is looking for the M2GUNNER.rtm and M2GUNNERStat.rtm inside ffur_anims\lean\

And they are not there from what i see.

Those files are usually in the Anim.pbo by default, but i remember Locke@Germany (which lean mod was used in the previous FFUr release) added a M2GUNNER.rtm and M2GUNNERstat.rtm i made long time ago inside his anim mod.

These updated M2 gunner animation files have been integrated since , well certainly forever, in my billions of animation pack releases.

So while waiting for an update to this mod, you can fix it for your private usage rather easily.

Instead of modifying the config yourself to change the animation path to point to the correct one in the Anim.pbo and certainly break your MP compatibility with servers that has FFUR installed, just download the M2GUNNER.rtm and M2GUNNERstat.rtm there

http://rapidshare.de/files/16511753/M2anims.rar.html

Some detailled explanations for the most OFP clueless user :

Now go into your OFP install directory, then into ffur2006 folder, to end into the Addons folder present here.

Copy the file named ffur_anims.pbo to your desktop

Now unpbo this file with PBO Decryptor 1.5

You will obtain a folder named ffur_anims on your desktop

Go into it, you will see a folder named "lean"

Enter into it, then place the previously downloaded M2GUNNER.rtm and M2GUNNERstat.rtm there.

Delete (but back it up first) the ffur_anims.pbo that is on your desktop, then use MakePBO on the ffur_anims folder that is on your desktop to create a new ffur_anims.pbo (hint , in MakePBO , before creating the new pbo, click Property and tick *.RTM and *.CPP then click OK to have your pbo uncompressed)

Take it, and replace the original one located in your OFP directory\ffur2006\Addons\

by the new one.

That's it, you have again the M2 machineguns animations working like they should.

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Thanks a lot sanctuary! thumbs-up.gif

On the subject of animations; Yesterday I downloaded the MCAR SA-8 Gecko Mobile SAM system, but the driver sits way too low (you can't see over the steering wheel and your feet stick out of the bottom of the cab). Now I reported this bug in the appropriate thread, but there I was told that it was probably caused by FFUR 2006?

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can someone please host it to a different site as rapidshare isnt working keeps saying its invalid or something like that even when i did everything right.

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Quote[/b] ]If you do patch euro can you change the sa80 sights to UFK ones if at all possible

The SUZAT optic system has been authentified by James (Our british military advisor).

odd, because if the soldier was holding his weapon correctly when using the SUSAT it would look like this:

1831119095.jpg

so im still a little perplexed why your sight picture has the susat so far our, if at all.

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"so far out"

Well that's an animation issue surely. The way the SA-80 is held and the position of the user's head when aiming is quite different than for the majority of other weapons. It would be a bit much asking TB to make an animation specifically so that the SA-80 sight is well used confused_o.gif

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you misunderstand me completely... im talking about how it looks when you press V... nothing at all to do with animations.

i know the limitations of flashpoint and holding all weapons correctly, these are my weapons we're discussing after all wink_o.gif

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True about the scopes.

I already talked to Benus on this, some new optics are very well drawn but on some there was something "fixed" that was never broken wink_o.gif

LIke the AK sights, what was bad about ours you can aim very precise with them wich isnt the case with the FFUR ones i think at least not for me, same for PKM and other weaps.

Also the scoped weaps, the RPG-7 for example, the rubber part on the scope isnt there for nothing, you press your head against it and see the big optic otherwise the lines that indicate the elevation you gotta use when hitting a target at soem distance is useless.

To sum it up some new optics and sights are great while others were unecessary changed smile_o.gif

And im not the only one thinking that way i guess.

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AI hearing has been increased, that's why enemy units are 'so' efficient during combats, even against SF units.

However, The M4 SD isn't that silenced, humans could even hear it at 200 feet in real life...

That's true, but hearing isn't the same as seeing.  The beauty of a silencer on a rifle firing a supersonic round is that it first hides the muzzle flash, such that spotting the shooter becomes much more difficult.  In addition, the silencer makes the combustion noises from the rifle much quieter than actual bullet flight, which means that an individual has to determine the location of the shooter by means of the much louder supersonic crack of the traveling projectile.  We're used to thinking of sounds as coming from a point in space, but when that point is traveling at around 1,000 meters per second, the sound from the moving point is effectively radiating from a line, instead of a point.  So if the shooter shot at a person facing his direction and missed, the supersonic crack from the projectile would come from both in front of the target and from behind.  The speed of the bullet means that the individual will not be able to consciously recognize the movement of the projectile, because the sound will come from different directions in such a short time period that the sound will appear to come from everywhere at once.  In fact, due to that effect, the individual will tend to look 90 degrees away from the actual direction of the shot.  The way people interpret sounds as if always from a single points is incompatible with the idea of a sound that appears to come from in front of and from behind the individual.  What this means is that the individual searches for the origin of the entire line of sound, thinking of it as a single point.  In the stated example, this means that if the shot missed to the left from the individual's perspective, that is the direction the individual will likely believe the shot came from.  So the individual turns to the left looking for the shooter, never realizing that the shot came from an entirely different direction.

Even if a person could override instinct, and recognize that a silenced shot would probably come from a direction perpendicular to the perceived origin of the sound, this still gives the individual a 50% chance of pointing the wrong direction, because the the shot travels too fast for the brain to register the location of the bullet during its flight.  This is under ideal circumstances for the individual.  Buildings, bushes, and assorted other obstacles will cause echoes, which further obscures the origin of a supersonic projectile.  Sure the individual will hear it.  Sure the individual will tell all his friends he's being shot at.  But he will have no idea where the shot came from, so there's no way he will be able to get a BMP to park 3 meters in front of the shooter.

Here's a quote from a silencer manufacturer in Finland, BR-Tuote, that makes reference to this phenomenon:

Quote[/b] ]Why build a suppressor for supersonic ammunition?

At first it sounds ridiculous, since no suppressor can damp the flight noise of supersonic projectile. However, the muzzle blast can be effectively suppressed, and if we compare it with an unsuppressed shot, we can get almost incredible efficiency values.

In fact, when used with supersonic ammunition, the suppressor doesn't remove the flight noise, but it protects the shooter's hearing and makes a shooter almost impossible to locate. When the muzzle blast is damped, the reflections from flight noise of supersonic projectile will mislead the observers about the shooter's position.

For survival, the "invisibility" is inevitable for snipers and other riflemen. Unlocated sniper can effectively demoralize the enemy, especially when it is poorly trained.

The ability of the enemy to hear the shot and sound the alarm is no big deal, but the disorienting effect of silenced shooting must remain or there would be no purpose at all to using a silencer for covert missions.

By the way, after comparing the suppressed and unsuppressed M4's, it's looking like the apparent slow speed of the projectile was most likely my imagination.

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True about the scopes.

I already talked to Benus on this, some new optics are very well drawn but on some there was something "fixed" that was never broken wink_o.gif

LIke the AK sights, what was bad about ours you can aim very precise with them wich isnt the case with the FFUR ones i think at least not for me, same for PKM and other weaps.

Also the scoped weaps, the RPG-7 for example, the rubber part on the scope isnt there for nothing, you press your head against it and see the big optic otherwise the lines that indicate the elevation you gotta use when hitting a target at soem distance is useless.

To sum it up some new optics and sights are great while others were unecessary changed smile_o.gif

And im not the only one thinking that way i guess.

agreed - im not bothered that our UKF scope picture was changed, it doesnt concern me, but the fact that it was changed to something that isnt entirely correct reflects a little badly on our addons (or in my opinion it does).

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can someone please host it to a different site as rapidshare isnt working keeps saying its invalid or something like that even when i did everything right.

there it should work easily

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hAVE YOU GOT THE TRACKLIST OF THE ROCKSONGS?

I am very interested in rock song 6

thanks in advance

Yes change the scopes please, its hard to aim with them. The m249 is fine but for the G3 you could use the scope from SFP 4.0

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hi

I just installed the "ffur modern war 2006 whatever" pack and it rocks! but i got one little big problem: I got no briefing book!! the mod 's great but without briefing and the possibility of changing my loadout.... well i hope sum1 can help me

thanks

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When i First Played FFUR2006 the Briefing book was minimized and almost out of the map screen on the left hand side.

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