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dkraver

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Posts posted by dkraver


  1. wow.gif3--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Dan_Sweden @ Dec. 23 2002,14wow.gif3)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mads bahrt @ Dec. 22 2002,23:57)</td></tr><tr><td id="QUOTE">..it's not uncommom to carry two of these (AT4s) and 6 mags.

    - Your Carl Gustav (GRG m/48) also closer to the real one than the one in the game since the shooter can carry 2 grenades which is quite normal IRL.<span id='postcolor'>

    Mads Bahrt you must be a really big guy.

    I weigh 90 kgs and have been trained and trained others on both these weapons. I would not consider the weapon load you describe as normal.

    Each AT4 weighs 6,7 Kg.

    Carl Gustav weighs 14,2 Kgs empty.

    Every grenade weighs ca 3,5 kgs.

    On top of that you have your Assult rifle which weighs some 4,5 kgs including one mag. Each extra mag weighs around 0,6 kg.

    Maybe if you are using armour to carry you into battle, your load would do, but using regular foot infantry, that humps several klicks per day....

    My opinion regarding capacity of GRG in OFP.

    GRG shooter should only be able to carry the launcher plus one grenade.

    There should be a designated GRG-loader, which carries 4 or 6 GRG grenades. 4 if he can move fast and 6 if the sprint function is turned off.

    Hmm

    Changed my mind.

    If the OFP soldier can carry 4 mines á 10 kgs and sprint so why not sprint with 6 GRG grenades anyway.<span id='postcolor'>

    In the danish army its common (walking around, Patrols) to have a guy carry one at-4 and have another one in a vehicle (APC or other) In case of combat he will take both of them with him if his near or in the vehicle.

    AT gunner (Carl Gustav) Carries his rifle (C7 with Elcan Optical sight) 5 mags where one is in the rifle and two grenades in a backpack made to fit the grenade canisters. The AT helper will carry up to 6 grenades including his own equipment. 2 in a backpack similar to the gunners, and a canister with two grenades in, in each hand. Depending on which kind of group your in (infantry, scouts and so on) the vehicle will have a different amount grenades in up to 4 different ammunition types. AT, AP, light and smoke.


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ Dec. 16 2002,15:24)</td></tr><tr><td id="QUOTE">Regarding to the wing. What EXACTLy do you mean ? Can u highlight it on the picture ?<span id='postcolor'>

    If you look at the picture i linked, at thetop of the tail where tail rotor is mounted. On the left side theres a little "bubble" and on the right side the "bubble" is longer and goes all the way out to the rotorhead. Thats the thing im talking about smile.gif


  3. Tried it looks good. Here are somethings to look at.

    Tail Rotor

    -Seems to be a bit far out

    -Shows on the left side of the tail

    -The real one have some kind of wing (didnt know what word to use  xmas.gif ) on top of the tail on both left and right side (bigger on the right side), where the tail rotor is, so it isnt just a cylinder with blades on. look at this picture.

    Ai

    Ai cant land it always crashes.

    Red star/paintjob

    The red star on the side is very bright. Also the whole chopper looks like it just got a new paint job  smile.gif. So maybe make it look more "dirty"and "used".

    Door Gunner

    Maybe add a door gunner at the front door.

    Just a few things.


  4. Bug report/improvement wanted from last beta post by me.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">This addon is going in the right direction, i really like it.

    Here are some issues to look at.

    - Scale (already mentioned).

    - When "sailing" it floats a bit high.

    Now its like this (this is in contact with bottom)

    Should be like this

    - Cockpit need work here's a display on how it should be.

    - When closing window you should have the angle mirror as driving view, with use of the view button ("v" is default). Now you cant see anything.

    - Gunner chair needs texture

    - Turret. At this moment you have the turret as a turret with open holes that you can look out from. Should be something like this where you have some kind of optics on the right side (when looking at it from the front like on the picture). In the middle the 14.5mm KPVT MG (not mounted on picture) and on the left the 7.62mm PKT MG (not mounted on picture).

    - Optics ("v" default) on gunner should be made a bit more clear. Its a little blurry at some places.

    - Maybe add a commander next to the driver.

    - Driver seems to be in conflict with something, he shakes a lot.

    - Maybe move the sparewheel up on one of the holder's on the left or right or remove it so the water-jet exhaust is shown/clear. Not a must. Picture

    - Exit/Entry doors not visible on either left or right side. Both inside and outside. Its places between the 2nd and 3rd wheel.

    Picture

    Well that should be it. Looking forward to the finished model.

    <span id='postcolor'>

    UPDATE

    Scale

    Scale is still way off. Its even a little bit lower than the BMP. As and example try place it between a BMP and the BRDM.

    Sailing

    Still a bit high, but better. Also seems that AI wont Sail/drive.

    Cockpit/closing windows

    Still needs more work. Good to see those angled mirrors but pls move them up a little so they arent in front of the window and add the view through them with the default "v" view like on the other vehicles that have them.

    New pictures of cockpit

    Gunner chair textures/Driver shakes

    Fixed

    Turret/Optics

    Outside view port are correct now.

    Inside should still have some kind off aiming device instead of the holes looking out. Tried searching for a picture but couldnt find any, but something like the BMP would be ok.

    Also the aiming reticle is still blurry

    And as a last thing maybe add some more detail to the barrels.

    Commander

    Would still like to see a commander

    Sparewheel

    Fixed  xmas.gif

    Doors

    Textured on the outside but not on the inside.

    Other things.

    -Muzzle flash as mentioned

    -Some strange faces/planes or what they are called in the back when looking around.

    -Missing outside textures from distance as mentioned

    well thats it


  5. Ok ill try to see if i can find some info about that.

    Are you keeping the system where its the commander that controls all selections on weapon and ammunition or will you change it so its like the game models??

    Basicly your system is the same as the one in use by player models as long as its a ai as gunner. As a commander in both system you still decide which weapons to use and when to fire you just have to do the selection by the menu instead of the hot keys. So the only effect your system has is in mp games where there are players on both commander and gunner position. When that happends the gunner player is reduced to a ai gunner that can turn the turret and press fire and nothing more, which wont be a very attracktive position to be in then. So i hope/beg you will go back to game system, so they will be attractive to use in mp maps.


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I'm not going to arbitrarily change reality because people think it 'looks stupid'. I mean, do you people who say realistic addons 'look stupid' realise how awful you sound?<span id='postcolor'>

    First of all im not one of those people trying to change things if they look odd. If you try reading my message again you will see that instead of just thinking off it as someone who wants to change your work. I hate those guys. Secondly im a lot into detail and i know a lot about the outer details on tanks. In the army i was best in my platoon on armour recognition and where also main AT gunner in my section.

    All i where trying to say was there are no need to have the NSV on the T72 and M84 moving since "IF" it would be moving, meaning the commander where using it, then it would be in the forward position and not backwards. And yes i know that on the T90 its always forward and backwards on the T72 and M84. If you look back to my first post i said it there and put pictures to show it. It where in no way meant to make the model inaccurate.

    All this is why i surgested in that post where i asked if you could add them, that they should be stuck in transport position, forwards/backwards depending on model, since everything else would make it "unrealistic" when the NSV is a "inactive" weapon because of the game engine. Hope you will take this into consideration and think about it again.

    And have them in a fixed position. wink.gif  smile.gif  smile.gif

    And keep up the great work i like it already and it's still just a beta.   biggrin.gif


  7. Ok then remove it from transport position then, and set them all on forward. The first request about the NSV, which was made by me smile.gif,  was for them being in transport position since theres no use for it moving since it cant be fired, also as i said in that first post the reason i would like to see it, was because people with military background know the NSV position's as one of many marks on how to see the difference between the different tanks. But since they are moving there's no reason to have them in that posistion (T27, M84) since it looks stupid when the NSV is the opposite direction than the commander, but still moving. But its up to you.

    Did you find those black lines i where talking about??

    Also what about that weapon change system??

    And last would you consider the change with the camo name if it can be found??

    Off Topic.

    Fliper hows the progress on that slovenian army pack you where working on??


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @ Dec. 06 2002,18:47)</td></tr><tr><td id="QUOTE">@Suchey - sounds like a good idea, but how will it work when you have 2 mag types in your inventory?  Will it make it seem like 2 weapon types for the same gun (use spacebar to switch between SR47 ammo and AK47 ammo) or can you have the option to "reload" the weapon like HEAT/Sabot on a tank?<span id='postcolor'>

    No. You change them by the menu in lower right corner, just like you change between tank rounds. You can look at the g8 from the hk pack. It have three different mag types.


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">>-T72M1 and Iraq version.There are two black lines behind >the commander turret when looking from the outside and >going around.

    <span id='postcolor'>

    Hmm i cant post a picture of it since i dont have a place to upload them. But if you go outside view and move around the turret you see them. one goes out from 4 o'clock and the other at 8 o'clock on the commands hatch strecting to the rear, where 12 o'clock is front. i can send two screen shots of it to your mail if you send it to me in a pm.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">>Visual Improvements.

    >- Could you remove the "camoflaged" from the T72B and >maybe call it BC instead. And also just call it T72B Kontakt >ERA instead of w/ kontakt ERA. Looks better that way.

    Maybe it looks better, but everywhere it's written, (FAS, Janes, pretty much every other reference) it says w/ Kontakt ERA, because it's not a 'T72 Kontakt ERA', it's a T72 *with* Kontakt ERA.

    >T72BC

    I *could* do that, but that's not its designation, so I won't.

    <span id='postcolor'>

    Fair enough with the Kontakt ERA thing

    About the camo could you find out what that camo is called and the call it T72B Camo name instead?? By camo name i mean like "woodland" and so on the other thing doesnt look good.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">>- Could you make the PKT and the NSV under weapon >selection just like all other OFP tanks.

    They are. Hit your spacebar when you are the highest ranking crew member. This has more to do with what the *player's rank* is than whether he's the commander.

    <span id='postcolor'>

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">>1. The gunner can't change weapons (ie. from Sabot to MG) >while the commander can - is this to make the commander's >role larger?

    The commander orders ammo changes. The gunner will fire what he's told, damn him. In fact, the gunner can order ammo changes, as long as he is the highest ranking crew member. . . get in as commander, switch to gunner position and you will see this.

    <span id='postcolor'>

    When i hit spacebar as commander nothing happends, i still need to choose them from the menu in right lower corner. Also keeping them as they are will work against MP games. Example. You are gunner. Your commander are scanning for targets. You see a couple of guys running that you commander doesnt. Since only the commander can change to PKT and NSV you can only shot them with a anti tank cannon round because he havent seen them and they will be out off sight before you have written a message for him and he have seen it.

    Also for realism, its the gunner that have buttons to change between main gun and MG's in real life not the commander.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- The turret HMG are in a locked position when driving turned in in real life, so it shouldnt follow the periscope but just stay backwards/forwards when driving.

    ? They're remotely operated by the commander, attached to the cupola. Is there something I've missed? I don't think so. . .

    <span id='postcolor'>

    I dont know about the russian tanks, but on most tanks the turret MG is mounted on a moveable outer ring on the outside of the hatch. The outer ring is fasten with a little man operated bolt, an when loose its very easy to turn. So they wont be remotely operated since you have to sit behind it and move it in the direction you want. Also i wouldnt think they are remotely machine operated on the hatch since they are basicly AA guns and would be to slow if you had to operate them by a joystick turned in. So thats why i would say they have to be locked position.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- Even though i couldnt find that many pictures with markings on them i would also like to see some on the tanks.

    I may put markings on the Iraqi ones, but the others are in use by too many countries to put specific Russian markings on them, particularly not when the Russians don't.

    <span id='postcolor'>

    Fair enough, but those other countries uses their own camo and not the russian wink.gif

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">>- Maybe if its possible (think i once read that vehicles cant >fire smoke but not sure, maybe it can be scipted) make a >menu selection to fire smoke screen. Would be something >like, 6 smoke canisters being fired in the canons direction (2 >straight forward, 2 slightly to the right and 2 slightly to the >left. One from each direction going low and the last 3 going >high). And have 2 shots.

    I had lofty aspirations to do this, but it's not possible. Vehicles cannot fire smoke canisters.

    <span id='postcolor'>

    sad.gif

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Can you, for the next version, add the tanks under "Operation Northstar MOD" in the east side ? That is so we don´t confuse them with the originals, and they are more easy to find too.<span id='postcolor'>

    Would rather have them under east since its russian armour and not canadian, but pls do this with all the canadian units since they take up a lot of space.


  10. Really great models. And also really like the firing sound. Here are some other things to look into for the next update.

    Bugs.

    -T72M1 and Iraq version.There are two black lines behind the commander turret when looking from the outside and going around.

    Visual Improvements.

    - Could you remove the "camoflaged" from the T72B and maybe call it BC instead. And also just call it T72B Kontakt ERA instead of w/ kontakt ERA. Looks better that way.

    - Could you make the PKT and the NSV under weapon selection just like all other OFP tanks.

    - The turret HMG are in a locked position when driving turned in in real life, so it shouldnt follow the periscope but just stay backwards/forwards when driving.

    - Even though i couldnt find that many pictures with markings on them i would also like to see some on the tanks.

    Markings

    Maybe also a red star placed somewhere on the turret.

    - Maybe if its possible (think i once read that vehicles cant fire smoke but not sure, maybe it can be scipted) make a menu selection to fire smoke screen. Would be something like, 6 smoke canisters being fired in the canons direction (2 straight forward, 2 slightly to the right and 2 slightly to the left. One from each direction going low and the last 3 going high). And have 2 shots.


  11. Wow nice looking pictures. Looking forward to those. For me they would look even better if they the HMG (heavy machine gun) on top of the turret in the transport position (backwards on T72 & M84 and forwards on the T90) like on these pictures.

    pic. 1 T-72

    Pic. 2 T-72

    Pic. 3 M84

    Pic. 4 M84

    Pic. 5 T-90

    Pic. 6 T-90

    Dont want them to work just to be there. Can remember from my army time that those HMG's was one of the recognistion signs off east block battle tanks, so would be nice if those where added.


  12. Well the STRV.122 is a Leopard 2A5 S with 3 tons of additional armour primarily applied to the front and top build under licence in sweden. It also features a new computerised command and information system like the one featured in the latest version of the abrams (friend/foe display and so on). Its also under consideration fitting a defensive aid suite to their tanks, along with engine emission signature management, laser detection, crew laser protection and an obscurant or smoke dispenser.


  13. This addon is going in the right direction, i really like it.

    Here are some issues to look at.

    - Scale (already mentioned).

    - When "sailing" it floats a bit high.

    Now its like this (this is in contact with bottom)

    Should be like this

    - Cockpit need work here's a display on how it should be.

    - When closing window you should have the angle mirror as driving view, with use of the view button ("v" is default). Now you cant see anything.

    - Gunner chair needs texture

    - Turret. At this moment you have the turret as a turret with open holes that you can look out from. Should be something like this where you have some kind of optics on the right side (when looking at it from the front like on the picture). In the middle the 14.5mm KPVT MG (not mounted on picture) and on the left the 7.62mm PKT MG (not mounted on picture).

    - Optics ("v" default) on gunner should be made a bit more clear. Its a little blurry at some places.

    - Maybe add a commander next to the driver.

    - Driver seems to be in conflict with something, he shakes a lot.

    - Maybe move the sparewheel up on one of the holder's on the left or right or remove it so the water-jet exhaust is shown/clear. Not a must. Picture

    - Exit/Entry doors not visible on either left or right side. Both inside and outside. Its places between the 2nd and 3rd wheel. Picture

    Well that should be it. Looking forward to the finished model.


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Col.Saber @ Nov. 19 2002,21:15)</td></tr><tr><td id="QUOTE">The official DKM paladin has been in further development all these months.. so expect real fireworks when that comes out.<span id='postcolor'>

    Since the one that came out (which sadly was stolen) was a beta of your (DKM) work, but still a pretty good working model, though it need some things adressed, have been in further development for moths as you say. When can we expect to see the final release, and yeah i know when its done, but is there a possible ETA on it??

    Also the things that are mentioned in the earlier post in this topic. Have these things been looked into and fixed or is it something you will look at after it have been posted here???


  15. Agree that its way to powerfull. It should only do enough damage to destoy a jeep at the impact area but then have a large damage area.

    And also agree that the gun should be able to go lower. Cant hit anything if you are on a hill. So maybe just have barrel support lowered as when ready to fire.

    Dont know how it works RL but also seems a little strange that turret cant go 360, but only 90 to each side. Can anyone tell if thats normal RL??

    Another problem is when you are firing via the radar it always misses (unless target is within visible range, might be a game engine problem) and it hits the same spot each time. Also they should put a variation in the config so it will scatter the shot more just like real artillery. Also if possible they should add a range meter when in "sight mode" ("v" button default), that changes with the elevation of the gun.

    Cool thing would be to only have a little forward view hole (maybe 20% of the screen in sight mode) that doesnt go up and down with the gun, and then two instruments/gauges. One with compas direction other with range/elevation.

    That way you could make fire missions in multiplayer maps, where you use the compas heading, elevation/range meter, the map and a spotter to fire at non visible targets/areas.

    If this isnt possible they should make a aiming reticle with horizontal bars with range in meters (and take the time to test those ranges) so if you wanted to fire lets say 3000 meters you would take the Bar with that range number and level that with the ground. Only problem with this is that you can raise the gun so much that you wont have the ground to level with, unless you have the reticle zoomed out so much that the sight shows more of the ground, which i would think would be ok.


  16. I think they dropped the part about being in the vehicle when airdropping them since about 70-80% of the crew got hurt on the impact ( broken bones and such, even some casulties about 5% of the 70-80%) So last thing i read about the BMD's, the jumped out after the BMD and entered the vehicle on ground. But this was with the BMD 1 & 2 so might be they changed it again with model 3.


  17. Saw a program about the gulf war, where there was a part about a major tank battle with 12 abrams and the whole repuplic guard (iraqi elite unit) tank part. Battle lasted around 15 min if i remeber right, and not one abrams was lost and all iraqi tanks where destroyed. One of the abrams was hit ( tank commander says they fellt a little bump). So when they get out back at base and look at the tank they had a arrow projectile from a T72 AP round stuck in the front armour. So i really doubt it when you say that a T72 can take out 3-4 abrams with out getting stopped itself. Unless there are no crews on the abrams tounge.gif


  18. Yeah my mistake about the the SA-6. Just took a fast look at the body when making the list and the wheel figuration and the low profile looks a lot like the MT-LB. Did a little reading and its apparently based on a medium tracked transporter named SPU. If the SPU is based on the PT-76 i dont know but from the looks i dont think so.

    BTW Eviscerator are you still working on those BMD's you once showed some screenshot off??

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