max power 21 Posted March 25, 2008 Great work Frederf, like this alot (- the tracers)!Sorry for a stupid question but where exactly do I add: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; In the ammo config to get rid of the tracers? /KC It makes the standard bis tracers invisible. edit: Smash this on the end there as a dirty way to make them fire at a realistic rate. .16 = 375 rpm <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgWeapons { class MGun; class AGS30: MGun { reloadTime = 0.16; }; class MK19: MGun { reloadTime = 0.16; }; }; Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 25, 2008 Nice work. I would like to see "nade tracer" functionality built into this, however. That way we can have the visible nades without the damned recoil! Share this post Link to post Share on other sites
Guest Posted March 25, 2008 New version frontpaged at the Armaholic.com homepage. The updated Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=2938 Share this post Link to post Share on other sites
Stavanger 0 Posted March 25, 2008 Combat-Prison.net Mirror updated MK19 and AGS-30 No Recoil Replacement Pack v1.1 by Frederf Regards, Stavanger Share this post Link to post Share on other sites
Dwarden 1125 Posted March 25, 2008 plantiff1 AGS should be 400 rpm so 0.15 for reloadtime .... Share this post Link to post Share on other sites
JCLewis 0 Posted March 25, 2008 Ok, if you guys are using the 1.9 or higher patch here is the correct config to have them fire at the appropriate fire rate: /*extern*/ class Mgun; class MK19: Mgun //400 rpm at full FPS { reloadTime = 0.200000; }; class AGS30: Mgun //400 rpm at full FPS { reloadTime = 0.200000; }; }; Share this post Link to post Share on other sites
max power 21 Posted March 25, 2008 plantiff1 AGS should be 400 rpm so 0.15 for reloadtime .... Oh, does the AGS fire faster than the mk19? the rpm of the mk19 is listed at 350 - 400. I just split the difference. When I was testing, 400 seemed a little fast compared to video reference. Share this post Link to post Share on other sites
cole 0 Posted March 25, 2008 Ok, if you guys are using the 1.9 or higher patch here is the correct config to have them fire at the appropriate fire rate:*config stuff here* Do I just copy that to the end of the config file? I'm really a supernoob at this so pardon my question. Important: Does anyone know how to get the grenade model back instead of a laser tracer/no tracer? That looked SO much better Would be much appreciated Share this post Link to post Share on other sites
frederf 0 Posted March 25, 2008 simulation shotBullet does not have a modeled projectile like shotShell. I made some RoF changes to the MK19 in one version to bring it up to 340 RPM but I got flack for the unrealism of firing the weapon at full cyclic forever without any jams, overheats, or feed errors so I didn't include it. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 26, 2008 I thought it would be possible to create a custom tracer using the grenade model, however, I'm not sure whether this is feasible ingame - one would be best asking tracer gurus like Sickboy. Share this post Link to post Share on other sites
osjules 0 Posted March 27, 2008 Ok, if you guys are using the 1.9 or higher patch here is the correct config to have them fire at the appropriate fire rate: /*extern*/ class Mgun; class MK19: Mgun //400 rpm at full FPS { reloadTime = 0.200000; }; class AGS30: Mgun //400 rpm at full FPS { reloadTime = 0.200000; }; }; I can't seem to get this to work...can you show how it should be placed within the whole config file? Share this post Link to post Share on other sites
JCLewis 0 Posted March 27, 2008 sure, first of all here,I made the config , you can download it from here,. Now, you can eitherput the @wpn folder in your arma directory and re-dit the properties in the Arma shortcut, or you can simply take the pbo files in the wpn wpn addons folder and put them in the addons folder in th earma directory. I set it so that ALL weapons fire at the realistic fire rate. INCLUDING the mk-19 and AGS-390, plus the mk-19 and ags-30 won'nt make the vehicles jump back when you use it. ENJOY!! Remember, this addon is only for 1.09 and higher. HEre: http://www.megaupload.com/?d=3KG90SGD Share this post Link to post Share on other sites
frederf 0 Posted March 27, 2008 Why would it be for 1.09 and higher? The MK19 and AGS_30 weapon classes have been the same since day 1. Share this post Link to post Share on other sites
Dwarden 1125 Posted March 27, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class MK19AGS30NoRecoil { units[] = {}; requiredAddons[] = {"CAData", "CAWeapons"}; }; }; class CfgAmmo { class G_40mm_HE; // External class reference class G_40mm_HE_NoRecoil: G_40mm_HE { simulation = "shotBullet"; deflecting=5; maxSpeed=240; // barrel exiting speed is ~240m/s tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; SIX_tracerEnable = 1; SIX_tracerColor = "R"; SIX_tracerPer = 1; SIX_tracerSize = "Small"; SIX_tracerLife = 20.345; }; class G_30mm_HE; // External class reference class G_30mm_HE_NoRecoil: G_30mm_HE { simulation = "shotBullet"; deflecting=5; maxSpeed=185; // barrel exiting speed is 185m/s for both AGS-17/AGS-30 //Description: hit value is valid when projectile moves at this speed. With lower speed the hit caused by the ammo is lower as well. //typicalSpeed=120; //unsure //Description: Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. //sideAirFriction=0.5; // some frictions should be in already tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; SIX_tracerEnable = 1; SIX_tracerColor = "G"; SIX_tracerPer = 1; SIX_tracerSize = "Small"; SIX_tracerLife = 20.345; }; }; class CfgMagazines { class VehicleMagazine; // External class reference class 48Rnd_40mm_MK19: VehicleMagazine { ammo = "G_40mm_HE_NoRecoil"; }; class 29Rnd_30mm_AGS30: VehicleMagazine { ammo = "G_30mm_HE_NoRecoil"; }; }; class CfgWeapons { class MGun; class AGS30: MGun { //3 firemodes: single shot + burst 50~100 rnd/m + burst 350~400 rnd/m //burst = 2; //autoFire = 1; initSpeed = 185; // barrel exiting speed is 185m/s for both AGS-17/AGS-30 reloadTime = 0.15; //375-400-(420) rpm //Description: at shorter distance delay (aiRateOfFire) goes lineary to zero //aiRateOfFireDistance = 1700; maxRange = 1700; //max effective range 1700m , point target range 800-1000m maxRangeProbab = 0.03; midRange = 900; midRangeProbab = 0.66; minRange = 36; //VOG-17M KR is 72m, VOG-30 KR is 115m let's use half minRangeProbab = 0.99; }; class MK19: MGun { //3 firemodes: sustained 40 rnd/m + rapid: 60 rnd/m + cyclic : 325~375 rnd/m initSpeed = 240; // barrel exiting speed is ~240 reloadTime = 0.16; //375 rnd/m //Description: at shorter distance delay (aiRateOfFire) goes lineary to zero //aiRateOfFireDistance = 2200; maxRange = 2200; // max effective range 2200m, point range 1500-1600m maxRangeProbab = 0.03; midRange = 1550; midRangeProbab = 0.66; minRange = 37; //safe distance on grenades 75m but lets use half minRangeProbab = 0.99; }; }; any1 opinions Share this post Link to post Share on other sites
kuIoodporny 45 Posted March 27, 2008 Kinda interesting! Share this post Link to post Share on other sites
max power 21 Posted March 27, 2008 Dwarden, I like it a lot. Do those weapons really have those different modes? Also, is there a way to get vehicle crews to fire in further and further spaced bursts instead of a linear ratio between distance and ai rate of fire? Share this post Link to post Share on other sites
frederf 0 Posted March 27, 2008 Dwarden, I like it a lot.Do those weapons really have those different modes? Also, is there a way to get vehicle crews to fire in further and further spaced bursts instead of a linear ratio between distance and ai rate of fire? No they don't. Real weapon fires cyclic when you hold down the trigger, like an M249. The issue here is making the AI fires believable. How that should be configured is so that only the AI sees/uses those modes so you can get some realistic shooting rates from the AI. Also you can make a whole fire mode (for the AI) that uses bursts of 3 or whatever to simulate the user choosing to fire in three-round bursts. Share this post Link to post Share on other sites
max power 21 Posted March 27, 2008 Dwarden, I like it a lot.Do those weapons really have those different modes? Also, is there a way to get vehicle crews to fire in further and further spaced bursts instead of a linear ratio between distance and ai rate of fire? No they don't. Real weapon fires cyclic when you hold down the trigger, like an M249. The issue here is making the AI fires believable. How that should be configured is so that only the AI sees/uses those modes so you can get some realistic shooting rates from the AI. Also you can make a whole fire mode (for the AI) that uses bursts of 3 or whatever to simulate the user choosing to fire in three-round bursts. yeah. I noticed that the ai machinegunners fire in bursts now instead of ofp style linear ratio. it's nice to know that this can be applied to vehicles too! Share this post Link to post Share on other sites
Dwarden 1125 Posted March 28, 2008 all is possible ... what i posted is w/o multiple firemodes ... the values are there so if someone get time he may implement it ... and in fact it should be easy to make AGS-17 (bit different values, worse ammo, bigger height (maybe slower tracking)) ... Share this post Link to post Share on other sites