grunt249
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Everything posted by grunt249
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I had seen something a while back, maybe it could have some use here? It's a Roundel Collection by Footmunch. Sounds like he had a collection of roundels for nearly every country, maybe he can provide you with an updated pack of images to help your work go faster?
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DLM Traffic Cone
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That would be a very nice feature if you could get it to affect unbuttoned crew. But if it turns out to be too much work or require too many new scripts, then don't worry about it. It would add more realism, but if it's a hassle, it's not really worth the trouble. Everything sounds good so far, I'll keep checking for updates.
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HOOAH! Sounds good guys, can't wait to try it out. Two questions though, while I'm here. Regarding the new "body armor" improvements...Is it set just for the torso, or is it also possible to implement minor added protection to the head as well, but not the face (Helmet area only)? And second, when you said "added new variants to vehicles", what did you mean? Such as multiple HMMWV variants (M998/M1025/etc), or do you mean just with different armor levels or other config changes? Just curious, but if you aren't ready to release more info on that part yet, it's cool.
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With the "Abort SCUD" feature, is it possible to make that option work in a couple different ways? For example, if you approach a SCUD before it launches, you can disable it. Also, if the SCUD has already been launched but has not yet impacted, you can disable it as well. Maybe for the method of disarming it after launch, it will still impact with an explosion similar to a satchel charge or LGB, but remove and nuclear or chemical ability. In regards to the chemical warhead, I didn't understand what "Chem Vech Damage" means. Did you fix the chemical cloud so that it only damages personnel and soft vehicles? And is it possible to injure unbuttoned armor crew without damaging their vehicle? (I think that might be a little too advanced) I had some fun with the first version. There were a few bugs and problems with it, but it was still fun. I look forward to trying out the new version.
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@Delta Hawk Yes, I didn't show that model. There are so many out there, I was just giving a few examples of the different styles, not as much the manufacturer and models. My department used almost the same model as the version you posted, but we recently upgraded to a better unit due to increased annual funding. We also upgraded our engines and tenders, got new SCBA's, and even a hand-held thermal viewer. Our CAFS unit was given an upgrade, but it belongs to another dept. I am able to arrange a photo trip to get any pics needed for textures, so if someone needs them just PM or message me and I'll set it up. Below is a list of some example items I can get photos of. *Modern Hi-Cube ambulance *Modern Firetrucks - Pumper, Tender, Ladder, CAFS, etc. *Firefighter clothing - Turnout gear and station wear *Firefighter/EMT equipment - Stretchers, aid kits, tools, etc. *Police Vehicles - SWAT Van, Cruisers, SUV's, boats, etc. *Police clothing and equipment - Similar to above for FF/EMT *Tow trucks, as well as general equipment I have a high-quality digital camera with large storage card, so I can get more than enough photos of what ever parts of vehicles or equipment as needed. I have had a busy schedule lately, so it will take a few days to arrange a time. I'll go ahead and set up a time to get the FF/EMT stuff in one day, and the police stuff on another day. So if someone wishes to model or texture these items and wants a custom photo for that purpose, contact me ASAP so I can get your photo when I go. I'm sure that with those photos, even the beginner texture artists should have easier jobs.
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This site might have some interesting material for the C-130. I haven't had much time to check for other sites or to obtain more interior photos, I'll look around when I have more time. C-130 HQ
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Ycan get a trial version of Adobe Audition. I have the full version, which works well for a lot of things. It has a large selection of pre-recorded sounds that you can use to mix into your own songs, kind of like a synthesizer can. Everything from drums to flutes to electric guitar and even Chinese Drums. It allows up to 128 tracks to be mixed at the same time, and has many other uses. Adobe Audition 1.5 Full-version, 30-day trial use
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Ycan get a trial version of Adobe Audition. I have the full version, which works well for a lot of things. It has a large selection of pre-recorded sounds that you can use to mix into your own songs, kind of like a synthesizer can. Everything from drums to flutes to electric guitar and even Chinese Drums. It allows up to 128 tracks to be mixed at the same time, and has many other uses. Adobe Audition 1.5 Full-version, 30-day trial use
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Thanks for explaining that Jackal, I now understand how difficult it can be to make complex weapons. At least now I understand how it works, and I look forward to using your weapons soon as they are done.
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I don't know if there is a script for that out there in the public, but I have seen it done in many vehicles. Best thing I can suggest is to contact one of the addon makers that use this feature, such as DKM or COMBAT!, and ask them if they can help you out. You will also want to make sure the map display is able to show custom island textures for new addon maps, this is also done with the other vehicle map displays.
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The ammo bag you show is perfect, but what do you mean the size isn't right for the 50-100 round limit? A box of belted 7.62mm rounds is about the size of a box of Pop-Tarts, just slightly smaller. The ammo bag you have placed on your weapon looks like it's just the right size for a 100-rd belt. The bag shown in the picture I provided was empty, but if it did have a full belt it would be about the same size as the one you made. I think it looks just fine, but it's your weapon so it's your call. Â I was also curious. Is it possible to make a weapon addon that uses 2 seperate kinds of ammo? An example would be to make this weapon use both the 100-rd ammo bag, as well as a 200-rd can? I was told it's possible to use "hiddenselection" to show a different ammo source depending on what is loaded, so maybe you can make 2 seperate ammo sources. I know that weapons like the RPG can use multiple ammo types, not sure about small arms though. An M240B could use the ammo bag of 100-rds and a box of 200-rds. Only problem I see is people being able to use the ammo can while on the move, and not just when in a fighting position. It's just an idea that I'm curious about, not as much a request. Sorry if this is a little off-topic. Your new model looks great, and we all appreciate the fact that you take into consideration suggestions made by your fans. It was a small detail, but you still took the extra time to change it. That means a lot as an addon maker, shows you are doing this for the community's enjoyment as well. Thanks, keep up the awesome work.
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It's true, but an easy mistake to make if one hasn't fired the weapon before. There are several weapons that operate in the same way, ejecting the links to the side and brass to the bottom. Below are a few pictures to help explain. Still nice work on the weapons, just a small inaccuracy. This shows the ammunition going through the ejection port to the bottom. Note that the port on the side will only eject links, not brass. Side view of the real thing, showing the link ejection port. Other side, showing feed ramp. Ammunition adapter, for use when using 100-round carton or bandoleer. Hope this helps understand the weapon's function better. It's an easy detail to overlook, as most photos do not clarify this. Still looks good so far, hope to see more pics. EDIT: Also going to include an example ammo bag/bandoleer photo. This version is part of the "M240B Combat Ammo Pack" improvement, "Project Manager Soldier Weapons", from US Army, Program Executive Office Soldier.
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OH-58 Concealed Gunner Optics Idea/Questions
grunt249 replied to raptor 6 actual's topic in ADDONS & MODS: DISCUSSION
When I fly with a joystick with 1.96, I just press the "*" key on my numpad. While flying, the joystick controls aircraft movement, and the mouse controls my view. In a helicopter I can use the mouse to move my view to the side, and can then land very precisely. Unfortunately, your view in the game is nothing like in real life, and you don't have as much view. This makes looking over the cockpit edge impossible, so you are never able to get quite the view of the ground that you desire. Oh well, nothing can be done about this, no big deal. But using the asterik key does work for me, as long as you use the mouse and not the hat-switch. Regarding the "M977 MCU", are you talking about this topic which mentioned the COMBAT! M577? If so, we might be seeing an update in the future. As mentioned in that thread, they might be improving the interior model based on some materials that will be offered. Once you see the real thing, you might have some new ideas for a console script system that you are desiring. I'll see if I can dig up some pics of vehicle-mount computer monitors that you can use as a mask for your console. You can also look at this link, from OFPEC that talks about the same issue. I included a few drawings of the real thing, the computer shown in the middle image is the one I will try and get you photos of if you need them. -
I think you mean Tail-dragger configuration, as compared to Tricycle configuration? Tail-drag mean the ground wheel is to the rear of the aircraft, such as the P-51, F-4U, etc. Tricycle gear is where the ground wheel is to the front, such as on a Cessna 172 or modern fighter jets like the F-16. I've been playing around with these scripts, they are very cool. Able to do a lot of things that I couldn't before, keep up the great work
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HOOAH! Those pics look great so far, can't wait!  Regarding the Rapier, they look pretty nice, and I like the idea of the remote radar control. So now we have DKM Jaguar working on a badass armored version, and now RKSL working on a stationary version...damn, you bastards are making me drool  Keep up the great work, good to hear you're feeling better. I'll keep an eye on this thread, just as soon as I'm back from the store...need to buy a bib Â
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Not to sound like a moron here... But have you tried to right-click on the aircraft with the stinger or strella? Made sure it was loaded? When you right-click on an aircraft using one of these, you will see a box appear around it. When you see a diamond over the box, then you can fire the missile. The diamond means that the weapon is locked AND at proper angle. The same is with the ATGM's found on the helicopters, and some vehicles like the bradley TOW's or the BMP-2. If you are talking about something else, then please explain it better. Are you talking about something that can fire WITHOUT a lock, and then lock on to anything that might be in the air? Any further details about what you are trying to achieve would help.
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Chain of Command was also using WP shells in their Unified Artillery, beta version. Maybe you can contact one of the CoC team and ask about borrowing their WP effects for a new grenade addon? Since the newer UA version is still not released to the public yet, there might be a couple reasons they decline. But I have tested out that shell many times, and it's great. It's worth a shot, they might just say yes.  This is sort of true, in that it's not a large flame. White Phosphorus is a chemical that ignites in the open air, and produces an intense amount of thick white smoke (phosphorus pentoxide). WP burns at such an intense heat that it's like molten metal, not really a flame. It can start fires though, which is why the WP shells and grenades are also used at times for inciendary effect. It's very difficult to put out, the only ways to extinguish the WP are to soak it which prevents reaction and ignition from the air. So for any kind of WP grenade or shell addon, you would not really use any flame effect, just smoke. But the smoke will not be the same as a standard smoke shell either. The smoke grenades used in the game right now are closer to the HC (Hexachloroethane) smoke grenades, such as the AN-M8 style. This type of smoke tends stick to the ground longer, while the WP smoke tends to up faster. The WP artillery shells in the CoC UA beta demonstrate this ability, and you might want to add it to your addon if possible. I personally dislike the smoke grenades in OFP right now, as they start to smoke almost immediately after throwing them. I would like to see the smoke grenade hit the ground first, and start after a short delay like the real fuze. The effects of the WP grenade should also be similar to how CoC did their shells. Not instant death, but similar to when you are too close to a burning vehicle. An idea for your grenade is that you start to lose health gradually, while hearing and seeing a warning. An example is when you are being injured by the WP burst, your group chat says "I'm getting burned!" and you hear a scream. A problem I see with using the scripts from the DSF Scud is that the injury effects are for anyone entering the smoke. With a WP grenade, you are only injured if too close to the initial blast, but entering the smoke afterwards will do nothing. Ok, you will suffer from certain risks due to the inhalation, but that is getting too far. If you have any further questions about this topic, just keep posting here. I'm sure that I or one of the other prior military that have used these grenades can provide more info. And just for fun, check this out. This should provide some extra help for making the model and textures of the M34 model.  EDIT: Thought I'd also add some general info about the M34 in case someone reading this is unfamiliar with it. About the M34 WP Smoke Grenade: Body - The M34 WP grenade body is compressed fiber or plastic sphere. • Filler - The filler has 15 ounces of white phosphorous. • Fuse - The fuse is an M206A2. • Weight - The grenade weighs 27 ounces. • Capabilities - The average soldier can throw the grenade 30 meters. The grenade has a bursting radius of 35 meters. All friendly personnel within this 35-meter area should be in a covered position to avoid being struck by burning particles. The WP filler burns for about 60 seconds at a temperature of 5,000 degrees Fahrenheit. This intense heat causes the smoke produced by the grenade to rise rapidly, especially in cool climates, making the M34 grenade less desirable for use as a screening agent. • Color and Markings - Under the old ammunition color-coding system, the white phosphorous grenade is light gray with a single yellow band and yellow markings. Under the new standard color-coding system, the M34 grenade is light green with a single yellow band and light red markings.
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This is a game engine problem, not a problem with WGL. It has been discussed many times over, but making a realistic BCS on any vehicle within OFP is not possible, at least that's what has been said by some of the top addon makers, scripters, and I think I recall some of the original developers stating this before. Correct me if I'm wrong. A tank's BCS is a very complex piece of electronics, and to simulate one in OFP would require some serious scripting that I don't see ever being made possible. I also have been a member of the Steel Beasts community, and having played that game you should recall that the game engine was based solely on the armored aspect, and the infantry aspect is almost non-existant. OFP on the other hand is a total infantry simulator, but unlike other games it has added vehicles like armor and air to better provide a more involved joint-arms platform. But because OFP was based "primarily" on infantry combat, there were a few features in armored systems that either were not possible, or just didn't see much need in adding. A 100% working BCS is one of the features that would require a lot of work that would be used less often, and I think it's better to improve on the infantry-based aspects more than the air or armor. Take the Abrams for example. The BCS system uses a variety of sensors that are all tied into the computer system to help calculate and adjust for the next shot. There are sensors that detect vehicle speed, direction of movement, crosswind sensors, barrel temperature sensors, etc. When you start moving your turret, the gunner's crosshair will begin to move as well, using all the mentioned sensors to calculate where the next round will go and to adjust the sight based on this. Making a laser rangefinder that works in OFP isn't difficult at all, and has already been done. But making the BCS work like the real thing is just too much work, if possible at all. That's why it still hasn't been done yet, and will not likely be done. If you want a very realistic armored warfare sim, then Steel Beasts is a better choice. If you want a realistic air combat sim, maybe try Falcon 4.0 or one of the other various sims. But for Infantry-based combat, OFP is the only way to go in my opinion. And you will never find another game like OFP that adds support for all vehicle types either. WGL has done some serious improvements for OFP, and as a prior soldier I can say that using WGL enhances mission realism better than anything else I've seen so far. There might still be a few issues even in WGL that are not so realistic, but most of those are only because of game limitations. Regarding being able to disable or destroy a tank using a .50-caliber in WGL, I have not tested this myself. But I think this is a game problem, not WGL problem. I have seen many times where a PK machinegunner has shot and killed me while I was driving a BRDM, must be a damn good shot to place rounds from an automatic weapon through the viewport windows. And how many others have been shot and killed as a helicopter pilot by a tank MG, even while flying at about 200m altitude and at about 120-180km speed, even though your helo has minor damage? I sure have, many times. Very unrealistic, but it happens. Hopefully OFP2 will eventually offer fixes to some of the problems seen in the game, but until then I have to agree that WGL is as best as it gets.
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OH-58 Concealed Gunner Optics Idea/Questions
grunt249 replied to raptor 6 actual's topic in ADDONS & MODS: DISCUSSION
I think that live transmission of a recon camera such as you are discussing is possible, but might require some advanced scripting. It also comes into a few problems that I have seen in the past, and I am not sure myself how these problems can be solved. While using an interface similar to the UAV's or Team Cameras, you can add an action to see through another soldier's view, but it is not able to see the "advanced" view such as through a weapon's sight. So while using something such as the Kiowa's laser designator, I am not sure if it is even possible to see that aspect using this type of script. I think you would only be able to see out of the front of the aircraft. You could create a scripted camera control that allows the view to be slewed up/down/left/right as well as zoom levels, but those views will be controlled by the viewer and are not the actual view from the Kiowa gunner. To send a live video feed to another unit, you can just add an action that will log onto that player's view, but you will face the problems listed above. This will be pointless for the desired use though, because it will require the end-viewer to change the camera view themselves and not just watch the view based on the "sender's" image. But if this problem can be solved, a video feed is simple to simulate. You can also create an overlay for the recieved image to simulate a screen of some sort. For example, instead of using the TV or Binocular overlay, you can custom create one that looks kind of like a remote monitor. Another problem is that a live feed must be viewed in full-screen, and would remove that player's ability to retain active controls for what ever they were doing before. An example is that if you are a tank commander in an M1A1 and you chose to view the Kiowa gunner's image, you would lose all control of your vehicle while viewing your screen. Since the ability to send live feed to a dash-mounted MFD is impossible, as well as the ability to have a Picture-in-picture display, then I don't know if this option will have much use. But if these problems could be solved, then this would make for a very interesting and useful feature. I wish you luck in making it work or in finding some kind of workaround if it proves 100% impossible. -
The units in Class A (Dress) uniforms mentioned can be found at this link. They are labelled as "Generals", but are not. They look ok for some uses, but unfortunately they have some problems as well. I haven't tried them in a long time, but I don't recall having any problems with seeing them in the mission editor. I'll check it again and update this post with a screenshot if they are visible. I also have a "DWRGeneral.pbo" addon that gives a naval officer, but I am unable to find this file online. I can send the addon to anyone that asks for it though. I'll also post some screenshots of that unit as well, maybe someone can also provide a link if known. In regards to the AI landing scripts, this looks like a great idea. I have not yet had the time to try it out myself, but based on the comments of others, I'd have to say it's excellent work. Keep it up. EDIT: I am now adding screenshots for those addons mentioned above. In the first screenshot, you can see that those Carrier Crew units are visible in the editor, under West>Men>DWR Air Crew (Color). The second screenshot is of the DWR General that I mentioned, which is similar to one of the units from the "CCO Generals" addon linked to above (Sorry for my low graphics quality, I'm using onboard 16MB video). I do not know yet where to download the DWRGeneral.pbo, but I can send it to anyone that wants it. Maybe someone can submit it again to an addon site if a link is not found? Also, regarding the Carrier Crew, each jacket color represents a specfic job. These titles are also printed on the backs of their jackets. The color and job title are shown below: Red = Weapons Crew Blue = Chock Crew Yellow = Plane Director Purple = Fuel Crew Green = U.S.-11 Catapult
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I have a set of US Aircraft Carrier crew, took me a while to find where to download it from though. I've had these units a long time now, and although they are basic, they still work when needed. Hope this helps. DWR Carrier Crew
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I have read the thread, do not yet understand the problem. I do not use any mods like the sky mod or Y2K3. I use some mod folders for addons, but none have a subfolder called "newdata". One of my mod folders has a dta folder when using the Sanc. Anim pack, but that's it. And when I tested this watch, that mod folder was not active. I will attempt to replace my RES\DTA folder with the one from the CD, and will try to reinstall this again after. It looks like a great addon, hope I will get the chance to use it. Keep up the good work.
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It's not working for me. I followed the directions, installed it using the RES folder. Was I supposed to leave those files in after the install though? There was no readme included, so I assumed I could remove the watch folder and install .bat afterwards. Please correct me if I'm wrong. Also, after over a year now I still can't see my watch hands. I have posted this in the forums here long ago, and seems nobody had a fix for it. I was hoping that installing this new watch might correct the problem. I'd appreciate any help or advice, thanks.
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Negative, I do not get that error. But a few things that I had noticed. Not really "bugs", but just a couple minor things. 1) When you land, you can still hear the sound file, as if you are falling through the sky. This sound was cancelled when I reloaded my weapon though, so no big deal. 2) Even after landing on foot and the gear was "removed", when ever you start to walk or run you see the status box on the upper-left similar to a vehicle...showing damage, fuel, etc. I tried for several minutes to wait, and it never went away. 3) An error message comes up when you are still in HALO and drop below about 200m. But you can safely deploy your chute below even 100m, so is there a way to change that warning display to be activated at 125m-150m instead? Those are not "problems", and are not serious enough to require an update or modification. There are workarounds for them. But if an update was planned for a later version, then maybe those ideas could be looked at. For me, I will be using these units for the actual HALO insertion, but once they land I will have them move into a tent or something, then do a short fade out-fade in with slight time jump. They will then exit the tent in their mission clothing and gear. If the mission doesn't call for a tent, then something else similar will do. This way I can switch the player to a different soldier addon, such as the BAS Ranger or what ever might be used. This way they no longer have the status box active, and are in proper uniform. Still no complaints from me, this is sweet  EDIT: Another note, regarding the weapons being able to be fired while falling. Try removing the weapons and ammo from the unit before the mission starts, and give them back once the unit is on the ground. In real life you keep your weapon in a rifle bag, and remove it once down. I didn't like its position on the unit while falling, so removing it makes it look better as well.