manzilla 1 Posted November 24, 2007 That's what I was thinking but wanted to make sure. I've fired em before and can say there is no way it could be continuous. The gun would burst into flames. Share this post Link to post Share on other sites
Second 0 Posted November 24, 2007 No. Only pauses in firing were when new belt was fed to machinegun. I don't know their actual rate of fire but firing rate was said to be continious fire. Basically he mentioned that no-one would shoot that much and in that fast tempo in combat. And gunner was changed at some times... Altough i can't be sure about that barrel changing, there's not about it. So my quess is that they didn't. Okay you want more stats? Here's few: AK47. 10 magazines fired at continious fire (magazine shot empty without pauses). No changes in barrel, but blue color turns more white. 11th magazine and handguard starts to turn black and it is starting to burn. 12.7 NSV machinegun. 2200 rounds in 50 rounds belts (every 100 round and barrel is changed). No data about malfuntions or barrel etc wear. 23mm AA-gun (sergei, as we call it): 2400 shots, every 500 and barrels are changed and put to water to cool. No data about malfuntions or barrel wear etc. Guy himself said that Russians make their stuff to last. And these guys are the ones who tested the actualy extreme limits of weapons and in case of few weapons they didn't even reach those limits ps. If there's something terms which aren't correct, try to understand that i'm not native english speaker and i have no time or even will to check them. Share this post Link to post Share on other sites
manberries 0 Posted November 24, 2007 then those pauses are long enough for specific cooling yes russian weapons are famously reliable but 3000 rounds from an impossibly huge 3000 round belt would destroy the gun. Share this post Link to post Share on other sites
Second 0 Posted November 24, 2007 then those pauses are long enough for specific cooling yes russian weapons are famously reliable but 3000 rounds from an impossibly huge 3000 round belt would destroy the gun. Oh crap! Yeah, i didn't mention (i must have erazed that part) in orginal post that they did load new belt to PKM when former was shot empty... My bad, sorry. Yes, no one huuuuge 3000 rounds belt, but i would quess that they used 100 rounds belts. Share this post Link to post Share on other sites
manberries 0 Posted November 25, 2007 i beleive u mentioned reloading i was just clarifying Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 18, 2007 Fixed cfgSounds problem. How? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { sounds[] = {sth}; class sth { Â name = "sth"; Â sound[] = {"sth.wss",1,1}; Â titles[] = {}; Â }; }; Removed sounds[] = {sth}. It's useless. I beg all addonmakers - don't insert this "sounds[]={shit}" into your config. It only disables cfgSounds listed in other configs by the same way. Â Â Share this post Link to post Share on other sites
mooch 0 Posted December 2, 2008 Q11 - Just want to say Thank you for this AddOn. It adds an additional level of realism to this game that is very needed. I use the AddOn and have no complaints. I do however have some feature requests for possibly implementing into a future version: There are actions a soldier can take in the field to help prevent him from getting a jam. You can inspect your weapon's current probability for jams by doing things like, pulling the charging handle back a bit and observing the round, pulling the mag out and tapping it, making certain the rounds are properly seated, etc. My question is this: Could it be possible to have an action that a player can take to "Inspect" his weapon prior to entering a firefight or just while he is holding on an ORP, that will significantly lower his probability of a jam for the next 20 rounds or so (could use the same reload animation but be in the action menu)? Also, could the probability logic be based on amount of rounds expended and time between rounds? Your chances of getting a jam fireing a standard-issue M4-A1 on full-auto for an extended time are generally much higher than semi (although i've had a few personal cases to the contrary, due to faulty equipment). I would like to second the idea someone asked earlier in this thread of having the jam probability  be lowered for SF units, as they tend to carry their own equipment, using the same, customized weapon(s) on deployment, rather than checking in/out weapons and sharing them with other soldiers. Thanks again for a great AddOn! Keep it up! Mooch OUT. http://3rdinf-hq.com Share this post Link to post Share on other sites