ColonelSandersLite 0 Posted July 1, 2007 I'll look in a min, but I'm guessing you mean that the bullets converge? That's actually realistic and correct, well, maybe not for the shilka, but for the ah6 it should be be like that really. Ohh, if you upped the fireing rate to account for multiple guns firing, be sure and check the ammo count. If arma only had the ammo for 1 gun listed, and you doubled the firing rate, the vehicle effectivly has half the ammo that it should, if you know what I mean. Share this post Link to post Share on other sites
miles teg 1 Posted July 1, 2007 I really like this actually!The AH6 doesn't feel too different, I think you should use the ammo from the Cobra's cannon for the AH6's miniguns, then you'd get the same affect as they used in Blackhawk Down on the AH6's with the explosive rounds. Just an idea Uh, the AH-6 miniguns, if I'm not mistaken, use 7.62mm ammunition which do not use HE warheads. They are just normal bullets. They are entirely different types of ammunition compared to the 20mm HE rounds used in the Cobra's cannon. So explosive ammo would be extremely unrealistic on an AH-6. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 1, 2007 Quote[/b] ]that it works fine it's working cause it's simle. i can create bullets too with the same manner. But there're problems with toe-in (?) of bullets. Check yourself if you want to see what i mean I just tried this with this code in mg.sqf instead of the original: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if ((_this select 1) == ("FFARLauncher")) then {exit}; _u = _this select 0; _ammo = _u ammo (_this select 1); _b = nearestObject [_u, _this select 4]; if ((_ammo mod 2) > 0) then {exit}; _offset1 = [1,1.9,-1.2]; _wpos1 = _u modelToWorld _offset1; _b setpos _wpos1; exit; The offset position is about right, but not perfect, although any closer and you may have problems with the rounds striking the heli. The problem with self destructing helis when firing at some attitudes is solved. All rounds now credit with kills. I was trying to reproduce what you describe as toe-in. I've guessing you mean how the bullet streams seem to converge. They don't. It's simply an optical illusion. If you zoom in with high graphics settings and watch carefully where the rounds land, there is still 2 distinct tracks of rounds hitting at even 200 meters. At 300 or so, the weapons are too inacurate to really notice that and you end up with an elipsical kill zone. There is still a problem or 2 that I can see. It seems that the game doesn't update ammo count as frequently as you would like using the solution above to decide which gun the round comes out of. On normal game speed, there is slightly more rounds coming out of the left barrel than the right (you have to look very closely to even notice it at all). On 2X game speed, there is a noticible difference. On 4X game speed, practically all the rounds come out of the left barrel. I'm thinking on a solution to that right now. I'll get back to it in a little while. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted July 1, 2007 Quote[/b] ] I've guessing you mean how the bullet streams seem to converge. vice versa they don't, but i'd like them to. cause two nose guns in reality have to converge in 50-50 (better be adjustable like in il2 ) i'm also a bitsurprised that there's no need to setvel setposed bullets... Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 1, 2007 Quote[/b] ] I've guessing you mean how the bullet streams seem to converge. vice versa they don't, but i'd like them to. cause two nose guns in reality have to converge in 50-50 (better be adjustable like in il2 ) i'm also a bitsurprised that there's no need to setvel setposed bullets... Ah, I see. Honestly, since we're talking about a weapon system designed to attack infantry and soft targets on the ground, I would be tempted to leave it as it is. The way it is increases kill probability quite dramatically in that situation. Well, with the dispersion on the weapons, which is probably way too high to be honesty, that's the case anyways. If you're going to see about modding in proper weapon convergence, the dispersion needs to be corrected first in all honesty. The question is, do you want to do that at all? Something that would be nice is the two missing loadouts that belong to the AH-6M (the littlebird is incorrectly designated). Aircraft Loadouts Loadout Stores M134 7.62mm Minigun 1500 to 2000 RPG 7.62mm M134 Minigun HYDRA 70mm Rockets 1500 to 2000 RPG 7.62mm M134 Minigun 14x HYDRA 70mm Rocket AGM-114k Hellfire 1500 to 2000 RPG 7.62mm M134 Minigun 2x AGM-114K Hellfire II Ferry 1x Cargo (No Drop) We've got the ferry and HYDRA loadouts, but no plain minigun or hellfire loadouts. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted July 1, 2007 Quote[/b] ]If you're going to see about modding in proper weapon convergence it's ok about dispersion. But it looks a bit wierd when one bulets stream (real one) tends to converge. but the fly straight. I'll try to move kulomet points in the model. I guess convergence is not hardcoded in the engine - just point misplaced a bit Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 1, 2007 Just noticed something interesting about the bis littlebird. At both 2000 rpm and 4000 rpm, it burns 4000 rounds in 45 seconds. Thi is in v1.08. It's likely to be present in these vehicles too, but I'm not sure yet. Also, the blackhawk m134s have the same problem. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 2, 2007 Found out what the above mentioned bug is. Going from 2000 rpm to 4000 rpm, there is definatly a decreased reloadtime in the configs, problem is that it's already in the range below where the game caps it's firing rate. IE, it's impossible to lower the firing time any more. I'm looking around for a solution to that now too. Out of curiosity, anyone know if multiplier actually simulates multiple rounds or just decrements the ammo counter multiple times per shot? Share this post Link to post Share on other sites
Maddmatt 1 Posted July 2, 2007 ...Out of curiosity, anyone know if multiplier actually simulates multiple rounds or just decrements the ammo counter multiple times per shot? Seems to just decrease the ammo count multiple times per shot. I did a test in the blackhawk, I just tapped the firing button and fired into the ground. A single bullet was fired, but the counter went down by 3. Similar thing with other weapons, like the KA-50s gun in 'high' mode, and the A10 cannon. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted July 2, 2007 ...Out of curiosity, anyone know if multiplier actually simulates multiple rounds or just decrements the ammo counter multiple times per shot? Seems to just decrease the ammo count multiple times per shot. I did a test in the blackhawk, I just tapped the firing button and fired into the ground. A single bullet was fired, but the counter went down by 3. Similar thing with other weapons, like the KA-50s gun in 'high' mode, and the A10 cannon. So in other words, any weapon that uses the multiplier command screws the player... That's great. Well, it should be tested if multiplier actually does something else too I guess. Maybe 1 hit counts for 5 hits as well when using a value of 5? Probably not though... Share this post Link to post Share on other sites
Maddmatt 1 Posted July 2, 2007 So in other words, any weapon that uses the multiplier command screws the player... That's great.Well, it should be tested if multiplier actually does something else too I guess. Maybe 1 hit counts for 5 hits as well when using a value of 5? Probably not though... I guess it's just to make the ammo count look realistic. Hopefully the damage the bullets do is increased too though. Share this post Link to post Share on other sites
kasrkin85th 1 Posted July 3, 2007 hi, great addon m8. i had another question: Is ist possible to retract/extend the gear on the Ka-50 manually? i often crash in to trees or the ground because that damn gear comes out automaticly Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 19, 2007 I've recently made config enabling SDP Vehicles RC1 features for vanilla ArmA vehicles. It comes as an independent addon with the same filename, so new pack won't be affected with old one ingame. I want to give a credit to the Author of base addon, who did not respond to email Main changes: - Rewritten config, fixed base class overriding - Added dispersion to additional AZP-85 barrel shots - Balanced 23mm bullet firepower for quad fire - Second M134 script by ColonelSandersLite Known bugs: - not fully MP tested (but it seems to me to be fair enough when playing online, there aren't dangerous side effects) - AI does not engage tanks with AZP-85 (need some cfgAmmo tweaking, any ideas? cost = 1 does not help) - hits with Shilka's added barrel munition do not score in MP Download I've signed this addon so server admins can allow players playing with my upgrade online: My bikey file Share this post Link to post Share on other sites
kroky 1 Posted December 19, 2007 Downloaded your addon zGuba. Are the Shilkas not engaging the armoured vehicles with this addon or they just don't engage armoured vehicles at all? Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 19, 2007 I don't know. At least M113 and BMP-2 should be engaged... Just updated - disabled custom Gatling sound, as I've implemented it incorrectly in my config  EDIT: I've replaced original mg.sqf by Sudden Death with ColonelSandersLite's one and removed the whole cfgWeapons section from config. EDIT 2: cfgWeapons came back. I've made short bursts to make AI more efficient using twin pod advantage Try the whole thing now! Share this post Link to post Share on other sites
Sudden Death 0 Posted December 20, 2007 Thanks zGuba for the great job. I´ll test it also in the next days. Kind regards S.D. Quote[/b] ]...who did not respond to email If you are "alexfevery", i´ve send you an email on 7th Dec. If not, sorry i didn´t get your mail. Please use the messenger from this board. Share this post Link to post Share on other sites
frattonstation 1 Posted December 20, 2007 So what download do I use after all this, to add this addon? The one in ZGuba's post? Share this post Link to post Share on other sites
NoRailgunner 0 Posted December 20, 2007 fratton_station scared about the choice? Add on your map BIS Shilka, Sudden Deaths vehicle and this reworked vehicle from ZGuba. Place some Bluefor air units and watch how the Shilkas dealing with them. (Hopefully Santa is not in their range.) Take all, one or two vehicles of your choice. Tunguska and Pantsyr are new(modern) and better but not in progress for ArmA yet. Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 20, 2007 Thanks zGuba for the great job. I´ll test it also in the next days.Kind regards S.D. Quote[/b] ]...who did not respond to email If you are "alexfevery", i´ve send you an email on 7th Dec. If not, sorry i didn´t get your mail. Please use the messenger from this board. Sorry for my "axelfevery" :P maybe my mail client made me an bad joke and marked Your mail as a spam... There is one more thing to think about now - convergency of Littlebird's M134's. The setposed bullet should have modified speed after all... maybe we could improve bullet "catching" Share this post Link to post Share on other sites
Sudden Death 0 Posted December 21, 2007 There was also a problem reported with the shilka gun fire in some positions of the turret, have you fixed them too? S. PS: Sorry, but there´s no ArmA on my office pc to check myself. Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 21, 2007 No, there is Your original script. I've only decreased B_23mm_AA's hit, indirectHit, indirectHitRange and cost. Share this post Link to post Share on other sites
Sudden Death 0 Posted December 25, 2007 Here comes a little xmas update to "Release Candidate 2" Thanks to ColonelSandersLite for safe MG script and zGuba for replacement config and kickin´ my ass to do something. Changelog: Release Candidate 2: - replacement config by zGuba - safe mg scripts for AH-6 and ZSU Shilka. Now bullets wont be created, only position is modified. - Kills in MP should count correctly now. - Costum Sounds removed - Shilka´s MG offset improved (some problems reported in RC1 if you aim very high) Download it here (scroll down) ! Theres wasn´t enough time to test all possibilities, so please report problems. Share this post Link to post Share on other sites
LBpilot1 0 Posted December 25, 2007 is there any other mirror I can't seem to get to that one. Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 25, 2007 Yep, with this version B_23mm_AA changes seem to be obsolete... You should delete the whole CFGAmmo section now, and all'll be OK Also TwinM134 class burst may be shortened to 2, not 8 - it'll work naturally now My config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class SDP_Vehicles { units[] = {}; weapons[] = {}; requiredAddons[] = {"CAWeapons", "CATracked", "CAAir"}; requiredVersion = 0.1; }; }; class cfgWeapons { class M134 { class LowROF; // External class reference class HighROF; // External class reference }; class TwinM134 : M134 { class LowROF : LowROF { burst = 2; reloadTime = 0.015; minRange = 1; minRangeProbab = 0.1; midRange = 800; midRangeProbab = 0.58; maxRange = 1000; maxRangeProbab = 0.04; }; class HighROF : HighROF { burst = 2; reloadTime = 0.007; }; }; }; class CfgVehicles { class Tank; // External class reference class ZSU : Tank { class EventHandlers { fired = "_this exec ""\SDP_Vehicles\shilka.sqf"""; }; }; class Helicopter; // External class reference class AH6 : Helicopter { class EventHandlers { fired = "_this exec ""\SDP_Vehicles\mg.sqf"""; }; }; class AH6_RACS : AH6 { class EventHandlers { fired = "_this exec ""\SDP_Vehicles\mg.sqf"""; }; }; }; Have a nice Christmas then Share this post Link to post Share on other sites
HGuderian 0 Posted December 25, 2007 Hi...but .sqf files don't required execVM command? class ZSU : Tank { class EventHandlers { fired = "_this execVM ""\SDP_Vehicles\shilka.sqf"""; }; }; class Helicopter; // External class reference class AH6 : Helicopter { class EventHandlers { fired = "_this execVM ""\SDP_Vehicles\mg.sqf"""; }; }; class AH6_RACS : AH6 { class EventHandlers { fired = "_this execVM ""\SDP_Vehicles\mg.sqf"""; However for me don't work with AH6. Merry Christmas Share this post Link to post Share on other sites