Jump to content
Sign in to follow this  
TonyRanger

FFN MOD

Recommended Posts

the mod is excellent as it is , i think the next step you should work is to drecrease the lag as much as possible, i noticed that if i enable CQB capability for all units it lags a little when there are many units on the battlefield . Anyway it's an outstanding work , people doesn't know what they are missing smile_o.gif

Share this post


Link to post
Share on other sites

I too think your mod is excellent, and can't wait to see more.

One thing I have noticed so far, when I am shooting prone, I find that it's VERY difficult to keep the weapon on target, I guess due to the dispersion you've built in.

This makes it VERY hard to hit anything beyond 600m.

If this "nervousness" can be ironed out, I might like this mod a lot more.

Share this post


Link to post
Share on other sites

Iv also been playing with the mod and I'm very impressed, fire fights and urban combat is a lot more enjoyable now. Making the AI set up fox holes around a city then sandbags and such inside the city on CQB mode and storming the city with friendly infantry is a lot fun!

Keep up the good work, I'm looking forward to future releases.

Share this post


Link to post
Share on other sites

VIPER SHIVA: how many targets do you hit first time with a rifle on 600m in RL? Or are you talking about snipes?

Share this post


Link to post
Share on other sites

To Tony Ranger...thanks very much for this great mod. To william1 thanks for the additional PBO. I am a novice maker of missions. In design all works ie ability to set up defenses etc. However when I export to Mulitplayer I lose the ability to build defenses. I am still able to call arty etc. Should the defense building feature work (or can it work in) in MP??

Share this post


Link to post
Share on other sites

Really AMAZING work mate. I really love it. The time bomb mission is great. I play your mode with true range AI mod, realistic ballistic mod, and Chammys sound mod and its really really amazing experience. smile_o.gif Keep up in good work.

Share this post


Link to post
Share on other sites
VIPER SHIVA: how many targets do you hit first time with a rifle on 600m in RL? Or are you talking about snipes?

Actually, I did mean sniper rifles.

Share this post


Link to post
Share on other sites
Really AMAZING work mate. I really love it. The time bomb mission is great. I play your mode with true range AI mod, realistic ballistic mod, and Chammys sound mod and its really really amazing experience. smile_o.gif Keep up in good work.

i too play with those mods and it is a lot of fun biggrin_o.gif (and with sickboy's 6th sense pack )

by the way , i made another replacement config that enables CQB hability for all units , not only the officers and spec ops , so you can choose wich one you want to use , here is the link

http://rapidshare.com/files....ar.html

Share this post


Link to post
Share on other sites

to mazza:the in your want to use the "Set Defense"ability in MP mode you have to addweapon"TR_backpack" after games starts 2 second,because MP mode disable this ability as default even you write this addweapon"TR_backpack" in init line,this is for balance,you can pick up it in the Ammo box from AMMO/Weapons FFN

to VIPER SHIVA:the M107 and KSVK sniper rifle is reworked,I mean the ammo,it HEAT ammo now

to william1:too many CQB scripts maybe lagy now,I'm seeking a way that how to drecrease this lag.by the way,in CQB mode,the only way order soldier keep prone is setcombatmode to "stealth",you can addweapon"TR_CQB_logic2" to pause this mode,and remove it to reactive

Share this post


Link to post
Share on other sites
to VIPER SHIVA:the M107 and KSVK sniper rifle is reworked,I mean the ammo,it HEAT ammo now

Thank you for your response Tony, but my issue had nothing to do with the ammo. The problem is when I'm shooting from a prone position, ( lying on the ground ) my sight picture in the scope is moving around so much that long range shots are nearly impossible.

Clearly you've built some major dispersion into the character config, for the purpose of longer fire-fights between the AI units- but it makes the player's experience VERY frustrating if you're trying to hit anything beyond 600m with less than 5 shots.

Snipers weapons are typically very heavy, very solidly constructed, and have additional accessories such as bipods and ergonomic furniture to steady the weapon for long-range shots.

If you are shooting a scoped-M24 from a relaxed prone position, and using a bipod, there is no reason that your sight picture should be moving so erratically, unless there is an earthquake underway.

Perhaps this is something that can be adjusted specifically for snipers and marksmen, or perhaps it needs to be adjusted depending on the shooter's position, but at the moment it's just driving me crazy! I'm emptying whole magazines trying to hit stationary targets at less than 700m- which is ridiculous if I'm supposed to be playing the part of a professionally trained, US sniper equipped with a scoped-M24 rifle.

I hope we're on the same page now?

That said, I appreciate that you've added HEAPI ammo for the M107, as that is a commonly used ammo type for anti-material applications. Thanks once again for your attention to detail, and realism. Your mod is rapidly becoming my favorite for ArmA- despite the one major problem of not being able to hit distant targets with less than a thousand rounds of ammo. wink_o.gif

Share this post


Link to post
Share on other sites

I agree with the above post. Actually just about any rifle fired from the prone position is fairly steady with the steadiest being those with bipods and that are heavy (such as sniper rifles and belt-fed machine guns). I am ex US Army by the way and have fired a wide variety of weapons (M-16A1, M16A2, M60, M249, AT-4, M2, Mk-19, M203).

Essayons!

Chris G.

aka-Miles Teg<GD>

Share this post


Link to post
Share on other sites

oh mate,if you test carefully you may find the recoil of M107 and KSVK have already been reduced,I mean when you fire from kneel,this make these two rilfe more usefull to player,but for balance,player must not kill enemy so easily for too long distance,if so some mission will become to easy.as I said this MOD is base on MP mode,so I need keep the balance and the realisc together.

eventhrough thanks for all of your test,I will relase a playable MP mode(<Mercenary Mode>or<Tactical Mode>) as soon as possible,and then we should test the setting in it,I would change something if needed that time.

Share this post


Link to post
Share on other sites

the recoil for the M240 and the Pecheneg is completely insane even in prone position crazy_o.gif , you end firing to the seagulls

Share this post


Link to post
Share on other sites

THE recoil for the M240 and the Pecheneg is completely insane ?are you using the BIS M240?

because I've changed the animation,so the BIS MachineGunmay have something wrong

I've modify it to TR_M240/TR_PK/TR_M249/TR_M60

please use the Machine Gunner in TR - Soldier/ them use TR_ MachineGuner as default

Share this post


Link to post
Share on other sites
to ONI.au:so maybe a soldier only not good at few weapons now

sorry mate but i have mates in current service in both U.S. and Australian armies and they both do opfor weapon proficiency training and my mates actually prefer the opfor weapons compared to what they work with due to thier reliability and hardieness(eastern block weapons have further effective ranges and have less issues with working parts than western military weapons) so i dont know where your comment came from

Share this post


Link to post
Share on other sites

Absolutely. Alternate weapons proficiency training was something I experienced. I can't speak for others in these forums so I'm not sure how wide spread it is for other branches.

Share this post


Link to post
Share on other sites
to VIPER SHIVA:the M107 and KSVK sniper rifle is reworked,I mean the ammo,it HEAT ammo now

Thank you for your response Tony, but my issue had nothing to do with the ammo. The problem is when I'm shooting from a prone position, ( lying on the ground ) my sight picture in the scope is moving around so much that long range shots are nearly impossible.

Clearly you've built some major dispersion into the character config, for the purpose of longer fire-fights between the AI units- but it makes the player's experience VERY frustrating if you're trying to hit anything beyond 600m with less than 5 shots.

Snipers weapons are typically very heavy, very solidly constructed, and have additional accessories such as bipods and ergonomic furniture to steady the weapon for long-range shots.

If you are shooting a scoped-M24 from a relaxed prone position, and using a bipod, there is no reason that your sight picture should be moving so erratically, unless there is an earthquake underway.

Perhaps this is something that can be adjusted specifically for snipers and marksmen, or perhaps it needs to be adjusted depending on the shooter's position, but at the moment it's just driving me crazy! I'm emptying whole magazines trying to hit stationary targets at less than 700m- which is ridiculous if I'm supposed to be playing the part of a professionally trained, US sniper equipped with a scoped-M24 rifle.

I hope we're on the same page now?

you can fix it at your own taste replacing the value for aimprecision in "RifleProneActions" (FFN config.cpp) from 1.000000 to 0.300000 , (you have to change the value in the two RifleProneActions of the config.cpp) it also resolves the insane recoil of the M240 and the pecheneg biggrin_o.gif

Share this post


Link to post
Share on other sites

to william1:RifleProneActions?but aimprecision not affect recoil,I've tryed,I find the recoilprone only work on CfgMovesMaleSdr,not CfgMovesMaleSdr_TR,is there any way to fix it?

to ONI.au:I'm not mean opfor weapon proficiency training,you are right,USMC soldier should proficiency at AK74 and so on,I mean some other weapon,like the different between Heavy and Light weapons

Share this post


Link to post
Share on other sites

well, for some reason the recoil only affected these two weapons for the BIS soldiers in my replacement configs , not to the TR soldiers , anyway Viper Shiva did not meant a recoil problem but a "shaking aim " issue, that indeed is resolved modifying the aimprecision values

Share this post


Link to post
Share on other sites

Great work.

But is it possible to use the CQB enhancements in isolation, I mean the side-stepping etc. of AI?

Thanks

A.

Share this post


Link to post
Share on other sites

Well I'll test it later,by the way,please don't use my MOD with the <True Range Enagement>,because in my MOD also define a enage range,for most soldier,them only shoot the target less than 400M(fact M4 Carbine's Maxium Range is 400),only sniper enage target over 800(in my demo mission 3 you will find enemy sniper shot from nearly 1000M)

Share this post


Link to post
Share on other sites
to ONI.au:I'm not mean opfor weapon proficiency training,you are right,USMC soldier should proficiency at AK74 and so on,I mean some other weapon,like the different between Heavy and Light weapons

thats where you are also wrong my freind as all troops are periodically range tested as well as means tested with all small arms and equipment that is available to front line troops otherwise what use is it that troops be issued weapons if they dont know how to use them

a soldiers role can change in the blink of an eye depending on the situation

one moment he maybe sitting on a picket manning the gun (m249 or m240) then next he could be on a patrol with a GLA (203) the next he might be on an ambush with satchels or claymores so you see they have to be adversely trained and crosstrained to be efficient at doing their job and thats dealing in lead

Share this post


Link to post
Share on other sites

I think the whole idea of changing a players skill with firearms as their role changes, ie to have a rifleman suddnely become less accurate when using an M249 is silly and unrealistic. These are meant to be professional soldiers, just forget the idea.

Share this post


Link to post
Share on other sites

Unrealistic? ArmA is unrealistic, it's a PC game. rofl.gif

Sorry Blackknight.au, just screwing around. Honestly though, I agree with you. In my opinion, the idea shouldn't be implimented. From experience, it just isn't the case.

Share this post


Link to post
Share on other sites

lol manzilla, it's at least more realistic than Americas-Oil-conquering-Army tounge2.gif

But yeah, if there was anything good to come of this idea it would be the opposite; if a player chooses say Sniper as his class upon entering the mission he would be more accurate with a sniper rifle but not less so with any other weapon. Same with say Machine Gunner. Kind of like a specialist.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×