rufusmac
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Posts posted by rufusmac
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I agree with Maj Fubar...
its just too impractical for game balance reasons to have all these fighter jets...
I think DKM's OV-10 bronco is the ideal CAS aircraft for OFPs enviornment and engine capabilities...
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One of OFPs greatest features is the unscripted nature of combat...
you can make a large mission and enjoy it from many different "angles". You can be the transport, medic, machine gunner, tanker, etc.
The only thing that ticked me off was the lack of a good post game statistics display (Like in RTS games, that show total killed for each side, or even more specific details for the players themselves like accuracy or favorite weapon.)
OFP's open ended gameplay begs for some serious statistical number crunching...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The cannon is sufficiently powerful. Yes, that's right...a once staunch supporter of making the A10 far better at chewing through armor has come around as of late. And I'll tell you why....
I started practicing!
Shocking, I know. It took me a solid week of a couple hours of flight time per day but at this point I would say that the I with a little bit of thought to my attack vector and angle, I can chew a T80 and spit it out in one single pass 80% of the time on a fixed target. All it requires is an accurate 2-3 second burst from the gun. Here's the trick...<span id='postcolor'>
But I'm talking about game balance... Â If you managed to be this good with the A10, you must be friggin incredible with the FA/18 or Tornado... Â Those planes can lock onto their targets and have an extremely high ROF... Â The point I really want to stress is that the A10s cannon should be more poweful relative to the other planes in OFP. Â At this point, the A10 is not the real "tank buster" it is meant to be...
And the A10 cannon's power was increased in 1.90, but it still cant lock onto targets... Â this is also a major disadvantage... Â When you can lock on, you can start your strafing run from a realistic distance... Â I dont think that A10s in real life start firing when they are only 1000m from their target (.50s on the tanks they are meant to kill can engage from that range)...
Anyways, can someone at tell me where in the CPP I can go to increase ROF and maybe add a targeting box (for my own purposes at this point)?
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I think that as addon makers (like BAS and DKM) push the envelope of what addons are capable of, its a good idea to revisit the original 1.3 addons...
After all, these planes and helis are the ones BIS thought most suitable for inclusion in the game from the beggining...
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I have read about the desire for a reworked A10 before (cpp only), and I figured i'd resurrect the idea...
Right now the BIS' A10 is poor for these reasons:
1: Â The gun is almost useless, needs higher muzzle vel and ROF...
2: Â The mavericks are too accurate and quick locking (for mp purposes)
Allow me to elaborate...
The gun...

This bad boy needs a much higher ROF, and muzzle velocity so it can really chew up the soviet armor... (the rof and muzzle energy is so high that pilots need to watch that they dont stall the plane when firing! ) Â It would also be nice (although maybe out of the range of CPP editing) to have the gun angled SLIGHTLY downward, as it makes strafing runs easier...
Secondly, the mavericks need to cool off... Â This is strictly a playability issue, but the minimum range that a mav can be fired effectively should be increased, as well as the turning radius (Too many "over the shoulder" kills). Â I feel that in MP, as long as an A10 is patrolling the skies, getting into a tank and showing up on the radar leads to being blown away in a matter of seconds (too long to find cover). In addition, the Shilkas are almost powerless to stop an A10 carrying a few mavs. Â I've found that other planes (like the f14 and F4) have missile that need a wider berth to be effective and cant be fired at targets sitting at 10 o'clock...
I dont  know enough about the inner working of a cpp, but I'm sure that the seasoned vets out here could do this in a moment...
P.S. I still think the model is great
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I like this discussion,I will chime in one thing about demo missions...
When addon makers make guns, they usually add a soldier to a side with the gun, but this is pointless (i.e. Soldier -Thompso
n) because I will never use a NATO soldier running around with a thompson or BAR... Â But not including a person in the menu would make it hard for newbies to see the gun because not everyone knows the "removeallweapons this; this add..."
A demo mission will let someone "see" what the weapon is like without cluttering the soldier menu with useless soldiers. Â In addition, a TEMPLATE weapon mission would let users try out different weapons IN THE SAME SITUATION, which would be an amazing tool for weapon balancing.
On a side note, I think it is really important to put the basic weapon commands in every readme or installer so any user can swap the weapons around.
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I like this discussion,I will chime in one thing about demo missions...
When addon makers make guns, they usually add a soldier to a side with the gun, but this is pointless (i.e. Soldier -Thompso
n) because I will never use a NATO soldier running around with a thompson or BAR... Â But not including a person in the menu would make it hard for newbies to see the gun because not everyone knows the "removeallweapons this; this add..."
A demo mission will let someone "see" what the weapon is like without cluttering the soldier menu with useless soldiers. Â In addition, a TEMPLATE weapon mission would let users try out different weapons IN THE SAME SITUATION, which would be an amazing tool for weapon balancing.
On a side note, I think it is really important to put the basic weapon commands in every readme or installer so any user can swap the weapons around.
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that zero looks fantastic, can't wait for a beta!!
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So since this topic is regenerated, any of you guys who posted pics of work in progress care to update us?
p.s. when I have the time, I will make a post listing every addon some author has teased us with, but never supplied (this may take hours Â
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Also make the armor on the zero less. And I think it would be neat if the fuel levels were significantly less on these planes. It's a feature of the game that is rarely taken into account.
I cant wait for some dogfights... keep up the good work...
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Unit YAMAS - In charge on domestic (within Israel) CT missions.
Sayeret MATKAL - In charge on foreign (outside Israeli borders) CT missions
The guys from YAMAS dress like Palestinians and throw rocks with them... then turn around and arrest the ringleaders, VERY dangerous job. Â They paint their guns to prevent FF from other Israeli units in the area.

See the red on the muzzle?
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Unit YAMAS - In charge on domestic (within Israel) CT missions.
Sayeret MATKAL - In charge on foreign (outside Israeli borders) CT missions
The guys from YAMAS dress like Palestinians and throw rocks with them... then turn around and arrest the ringleaders, VERY dangerous job. Â They paint their guns to prevent FF from other Israeli units in the area.

See the red on the muzzle?
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I'm sure this is fruitless but I want to keep stoking the embers of this dead mod to see if anyone has any news of where it is at; or whether or not they will release their unfinished work...
I count about 30 retextured units and 1 sweet merkava tank on their site, I'd love to use them. Period.
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Two things... 1 offtopic 1 on
!: I am really impressed with the work the WW2ecteam has been doing as of late, you guys are a benefit to the mod community. Â It is also a really wise idea that you compare your addons with the other ones out there, other addon makers should take heed!!!
2: The BIS A10 does indeed suck, but only because its best feature is useless. Â Can someone just redo the CPP code to increase the ROF by at least 200%? Â Or show me where the ROF line is in the CPP and I'll do it myself...
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This addon is a blast! I really like how you set the dispersion on the MG... I think it's important for plane addon makers to make their MGs fire more like this, and less like BIS' A10 (in real life that cannon fires a few thousand RPM). The handling is fine IMHO, although it does get to stalling on the sharp turns, but wasn't that it's real life disadvantage against the zero?
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I felt the dispersion on the Nam Pack weapons was perfect. Reds weapon pack was a bit too tight, I like the drawn out, chaotic feel of some of the nam missions. Â (I also hate when I have 53 kills and the rest of my AI squad has about 10 between them. Â
)In response to the discussion on no prone...
I think Commander-598 has a good idea. Â Its not about whether or not Somali Militia "know" to go prone, its just that Flashpoint's AI goes prone in the weirdest places. Â Besides, the somalis were running around firing from the hip for practically the whole battle in Mogadishu. Â Pretty much all the footage I've seen of African Militia men (and boys) shows them firing without regard to proper form. Â Also, I will cite two movies, BHD and Tears of the Sun, whom, to add to the "mass rebel army" effect, used waves of soldiers walking and shooting; not lying prone squeezing off 3 round bursts.
Sometimes suspending realism (like disabling prone) can actually make a level (or movie or story) feel more realistic...
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I also have the white out at 100m out, it really brings a good addon down because they stick out like sore thumbs in the OFP world. Otherwise its really (really) neat
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When you post the beta, maybe you should announce it in the A&M complete section, because many people only look in there for addons...
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Thanks commander and Avon, its working smoothly, now if Vipersheart would only release his Merkava, I would have an IDF mod!
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Thanks for all the help, but it still doesn't work. Â I made a folder called WWII in my Opflash directory (even tried Res directory), then a folder called addons in that directory; and put this is my command line for the new shortcut...
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE" -nosplash -mod=WWII<span id='postcolor'>
What am I forgetting?
 
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I hope this is in the right section
I searched the forums, but couldn't find a post that explained how to create seperate addon folders and shortcuts for OFP to save memory (like a WWII folder, Vietnam folder)...
Can anyone explain it once again? Â

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In OFP, the models are slightly dif actually, and the texture too, but in real life, the only difference is really caliber. And the ak-47 should not pack a heavier "punch" because even though it has a larger caliber bullet, the 5.56 is better armor piercing and since OFP has no "stopping power" effect the Ak74 should just be more powerful (and accurate).
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First off it looks awesome and its about time we got some decent WWII planes! Â
My only critique is that the blue texture looks a *tiny* bit cartoonish... Â if you could lighten it or dirty it up a bit, I think it would "mesh" better in the ofp world.
example...


They are both "grey", but one the second looks so much more real. Â You know? Â I think your Corsair would benefit alot from some fine tuning (like the dodge or blur tool in photoshop).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Much easier for people to play the mission when the scripts are included in the mission pbo<span id='postcolor'>
I see your point, but I meant this as more of a help to mission makers who release their missions in the sqm format or for those who just love to play around in the editor.
For instance, if I was making a mission, and i wanted to include a variety of scripts (lets say rotorwash, grouplink, and a HALO jump) I could put them in without quitting the program. Â If i decided that the halo jump was not neccesary, i could just stick in a para jump script...
It does seem to be alot of work for script writers for minimal gain, but I would certainly use it. Â I mean, there are obvious advantages and disadvantages to this.
Pacific front demo
in ADDONS & MODS: COMPLETE
Posted
NICE!