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charon productions

DPICM Artillery Addon

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Glad to see "Msta":)

Some mentions about it: wheels and trucks should be changed (it has the same wheels and trucks as T-80 tank, but not T-72), also "Msta" has NSV but not DShK.

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Glad to see "Msta":)

Some mentions about it: wheels and trucks should be changed (it has the same wheels and trucks as T-80 tank, but not T-72), also "Msta" has NSV but not DShK.

If i find the time to model an NSV and T-80 wheels i will do it, it takes all enormous amounts of time. Most of all the detail texture maps

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Looking good! Love arty in all its forms. :)

Good luck finishing it!

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If i find the time to model an NSV and T-80 wheels i will do it, it takes all enormous amounts of time. Most of all the detail texture maps

I think, BIS Kord model would be quite useful. NSV and Kord have few differences, and it will take a little time to convert Kord to NSV.

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+1

Missing CoC UA alot!

Q: Is it possible to make outbound fire look like this: http://www.liveleak.com/view?i=52f_1190657729

Gave me the creeps when i watched it for the first time :627:

It would be possible, but it would be visible all the time and not only in NVS.

In-game NVS can`t really simulate what the real thing does.

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But the SAW uses IR tracers in the game. Couldnt those be applied and made bigger?

I dont know anything about these things. Just an idea. :)

EDIT: Doesnt have to simulate EXACTLY how it works in real life. But being able to see the shots with NVS would be nice.

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If there is such a thing like IR tracers in the game, then of course it is possible.

Haven`t actually stumbled upon them yet.

The kord model can`t be accessed in oxygen due to ODOL/MLOD issue, i will just straighten the top of the barrel a bit to make it look like NSV.

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That video looks like RAP rounds because of how they light up, not sure though.

Some vids on youtube describe these rounds as RAP.

The rounds will only be visible just like in the video if the arty is also firing at low angle. I will try to offer the option to fire at low angle for the mission maker.

However it must be made sure that there is no chernarussian mountains in the trajectory ;)

So probably more feasible on desert maps.

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All rounds from .50 and up can be seen through NVGs, the heat that the rounds put out allow us to see them. This all depends on the quality of the NVGs, temperature, and the angle at which you are viewing the munition from. NVGs pick up light, and heat will give off a small light source, if the NVGs can't gather the light from the round because it is traveling laterally then you will not see it unless it is a very large round giving off a lot of heat. Most of the larger rounds are all tracer anyways, 25mm and 120mm being examples.

I've never heard of "IR Tracers" being used by anybody in the US Military.

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All rounds from .50 and up can be seen through NVGs, the heat that the rounds put out allow us to see them. This all depends on the quality of the NVGs, temperature, and the angle at which you are viewing the munition from. NVGs pick up light, and heat will give off a small light source, if the NVGs can't gather the light from the round because it is traveling laterally then you will not see it unless it is a very large round giving off a lot of heat. Most of the larger rounds are all tracer anyways, 25mm and 120mm being examples.

I've never heard of "IR Tracers" being used by anybody in the US Military.

Well insdie the Arma config the tracers are handled AS IF they were "IR Tracers", that`s my whole point. To realize this for the in-game artillery it needs to be only visible in NVG and not with the bare eye, like in the case of ordinary tracers

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Beaten by charon, for some reason by over 20 minutes :confused:

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Well insdie the Arma config the tracers are handled AS IF they were "IR Tracers", that`s my whole point. To realize this for the in-game artillery it needs to be only visible in NVG and not with the bare eye, like in the case of ordinary tracers

and that's what I get for only ready 5% of this thread

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Low angle firing solutions are now being implemented.

It allows much quicker adjustments and is therefore more effective against moving targets.

@Mr Burns:

Dim tracers can be easily enabled by global variable to please manual fire artillery enthusiasts (or to please the tuned in CNN viewers :D )

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<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=vS1Y2gbOTII&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=vS1Y2gbOTII&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Edited by Charon Productions

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WOW ... this is looking absolutely gorgeous !

Keep up the good work mate !

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Beautiful, just beautiful. :)

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Dim tracers can be easily enabled by global variable to please manual fire artillery enthusiasts (or to please the tuned in CNN viewers :D )

Awesomeness! The sight and the sounds ... just wow :eek:

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DPICM works well at low angle too.

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=oxfq2AKTlnQ&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=oxfq2AKTlnQ&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

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heres a couple ideas for ya, since you seem to be a god at this artillery stuff.

Time on Target, or MRSI ability. http://en.wikipedia.org/wiki/Artillery#Modern_operations scroll way down to the bottom for a description of what that is.

That is something that ive wanted in the game for a while, instead of needing 3 or 4 guns to get a good effect, one or two could cause some serious damage if scripting could be made to simulate this.

also right underneath those sections... Air Burst, how cool would that be? maybe an added script to detect airbursts in a forrest, and if true, it could blow down trees, and add extra shrapnel to simulate the bits of tree flying everywhere.

and last but not least, SADARMs... if this could be modeled accurately OMG that would be off the hook... linky: http://en.wikipedia.org/wiki/Sense_and_Destroy_ARMor

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heres a couple ideas for ya, since you seem to be a god at this artillery stuff.

Time on Target, or MRSI ability. http://en.wikipedia.org/wiki/Artillery#Modern_operations scroll way down to the bottom for a description of what that is.

That is something that ive wanted in the game for a while, instead of needing 3 or 4 guns to get a good effect, one or two could cause some serious damage if scripting could be made to simulate this.

also right underneath those sections... Air Burst, how cool would that be? maybe an added script to detect airbursts in a forrest, and if true, it could blow down trees, and add extra shrapnel to simulate the bits of tree flying everywhere.

and last but not least, SADARMs... if this could be modeled accurately OMG that would be off the hook... linky: http://en.wikipedia.org/wiki/Sense_and_Destroy_ARMor

The game already includes SADARM ;)

Also for VT fuses check this out, its part of a manual artillery pack I am working on.

belAsQhAwoQ

The ones in the video are a little over powered but VT fuses actually increase kills for targets under cover.

I had targets at 30 meters from impact point. To get over 50% casualties with quick fuses it averaged around 14 rounds. With VT at ~15m off the ground it took on average 2 shells for 50% and 3 for 100%!

---------- Post added at 10:00 PM ---------- Previous post was at 09:49 PM ----------

Charon, have you considered modeling the speed of sound into your sound effects for the artillery firing in the distance?

Just spawn off a sound execution script that sleeps for a (distance/340) seconds or some similar thing?

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