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whisperFFW06

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Everything posted by whisperFFW06

  1. whisperFFW06

    Common Armour Values System

    FI, I just found the config.cpp I used for tests last year (or more? ). Like I said in the old thread, I didn't find anything usefull or reliable derived from these tests, just what seemed to be hints on the way damage system works. You can run the same tests by making a pbo with only this config.cpp and shooting at Bradleys under "Whis test" class. I used the EH "hit" to get the amount of damage done, EH "Dammaged" nearly never triggers. In case you find something wrong in the way it's made or anything, plz point it out <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class WhisTestArmor { units[]={"testM2Struct2", "testM2Struct1", "testM2BaseS2", "testM2Struct2H5", "testM2BaseS1"}; requiredVersion=1.40; requiredAddons[]={Bradley}; }; }; class CfgAmmo { class Default{}; class BulletSingle : Default {}; class ExplosiveBullet: BulletSingle {}; class Cannon25HE: ExplosiveBullet {}; ///////////////////////////////////////////////////////////////////////////// // Explosive ammos. Slight directHit put to force EH hit to be triggered // HEXX means XX indirectHit, 20 directHits always done class WhisTestHE50: Cannon25HE { scopeWeapon=private scopeMagazine=public airLock=1; hit=20; cost=500; indirectHit=50; indirectHitRange=0.1; }; class WhisTestHE100: WhisTestHE50 { indirectHit=100; }; class WhisTestHE150: WhisTestHE50 { indirectHit=150; }; /////////////////////////////////////////////////////////////////////////////// // AP ammos. No indirectHit set. Various values class WhisTestAP45: BulletSingle { hit=45; indirectHit=0; indirectHitRange=0; }; class WhisTestAP35: BulletSingle { hit=35; indirectHit=0; indirectHitRange=0; }; class WhisTestAP40: BulletSingle { hit=40; indirectHit=0; indirectHitRange=0; }; class WhisTestAP50: BulletSingle { hit=50; indirectHit=0; indirectHitRange=0; }; class WhisTestAP150: BulletSingle { hit=150; indirectHit=0; indirectHitRange=0; }; class WhisTestAP120: BulletSingle { hit=90; indirectHit=0; indirectHitRange=0; }; class WhisTestAP100: BulletSingle { hit=100; indirectHit=0; indirectHitRange=0; }; }; class CfgWeapons { class Default{}; ///////////////////////////////////////////////////////////////////////////////// // AP Canon used on Test M2. Fitted with all AP ammo listed above class WhisCanonTest: Default { scopeWeapon = public; scopeMagazine = private; shotFromTurret = true; reloadSound[]={"",0,0}; backgroundReload = true; magazines[] = {WhisTestAP35, WhisTestAP40, WhisTestAP45, WhisTestAP50, WhisTestAP100, WhisTestAP120, WhisTestAP150}; }; class Cannon25HE: Default{}; ///////////////////////////////////////////////////////////////////////////////// // AP magazines listing. (some HE slipped through! To be sorted.) class WhisTestHE10: Cannon25HE { ammo=WhisTestHE10; magazineReloadTime=10; displayName="HE 10"; displayNameMagazine="HE 10"; shortNameMagazine="HE 10"; initSpeed=1100; multiplier=1; }; class WhisTestAP40: Cannon25HE { reloadTime=0.26666; ammo=WhisTestAP40; magazineReloadTime=10; displayName="AP 40"; displayNameMagazine="AP 40"; shortNameMagazine="AP 40"; initSpeed=1345; multiplier=1; }; class WhisTestAP45: Cannon25HE { reloadTime=0.26666; ammo=WhisTestAP45; magazineReloadTime=10; displayName="AP 45"; displayNameMagazine="AP 45"; shortNameMagazine="AP 45"; initSpeed=1345; multiplier=1; }; class WhisTestAP35: Cannon25HE { reloadTime=0.26666; ammo=WhisTestAP35; magazineReloadTime=10; displayName="AP 35"; displayNameMagazine="AP 35"; shortNameMagazine="AP 35"; initSpeed=1345; multiplier=1; }; class WhisTestAP50: Cannon25HE { reloadTime=0.26666; ammo=WhisTestAP50; magazineReloadTime=10; displayName="AP 50"; displayNameMagazine="AP 50"; shortNameMagazine="AP 50"; initSpeed=1345; multiplier=1; }; class WhisTestAP150: Cannon25HE { reloadTime=0.26666; ammo=WhisTestAP150; magazineReloadTime=10; displayName="AP 150"; displayNameMagazine="AP 150"; shortNameMagazine="AP 150"; initSpeed=1345; multiplier=1; }; class WhisTestAP120: Cannon25HE { reloadTime=0.26666; ammo=WhisTestAP120; magazineReloadTime=10; displayName="AP 120"; displayNameMagazine="AP 120"; shortNameMagazine="AP 120"; initSpeed=1345; multiplier=1; }; class WhisTestAP100: Cannon25HE { reloadTime=0.26666; ammo=WhisTestAP100; magazineReloadTime=10; displayName="AP 100"; displayNameMagazine="AP 100"; shortNameMagazine="AP 100"; initSpeed=1345; multiplier=1; }; ///////////////////////////////////////////////////////////////////////////////// // HE (indirectHit) Canon used on test M2. class WhisCanonTestHE: Default { scopeWeapon = public; scopeMagazine = private; shotFromTurret = true; reloadSound[]={"",0,0}; backgroundReload = true; magazines[] = {WhisTestHE50, WhisTestHE100, WhisTestHE150}; }; ///////////////////////////////////////////////////////////////////////////////// // HE mags listing. class WhisTestHE50: Cannon25HE { reloadTime=0.26666; ammo=WhisTestHE50; magazineReloadTime=10; displayName="HE 50"; displayNameMagazine="HE 50"; shortNameMagazine="HE 50"; initSpeed=1345; multiplier=1; }; class WhisTestHE100: Cannon25HE { reloadTime=0.26666; ammo=WhisTestHE100; magazineReloadTime=10; displayName="HE 100"; displayNameMagazine="HE 100"; shortNameMagazine="HE 100"; initSpeed=1345; multiplier=1; }; class WhisTestHE150: Cannon25HE { reloadTime=0.26666; ammo=WhisTestHE150; magazineReloadTime=10; displayName="HE 150"; displayNameMagazine="HE 150"; shortNameMagazine="HE 150"; initSpeed=1345; multiplier=1; }; }; class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Tank: LandVehicle{}; class APC: Tank{}; class M113: APC{}; class Bradley: M113{}; ///////////////////////////////////////////////////////////////////////////////// // Base test M2 : armor 100, armorStruct 2.0 class testM2Struct2:Bradley { displayName="Test Bradley S2"; gunnerCanSee = CanSeeAll; vehicleClass="Whis test"; armor=100; armorStructural=2.0; class HitEngine {armor=0.5;material=60;name=engine;passThrough=1;} class HitHull {armor=0.7;material=50;name=hull;passThrough=1;}; class HitTurret {armor=0.9;material=51;name=turet;passThrough=1;}; class HitGun {armor=1;material=52;name=gun;passThrough=1;}; class HitLTrack {armor=0.2;material=53;name=pasL;passThrough=1;}; class HitRTrack {armor=0.2;material=54;name=pasP;passThrough=1;}; armorHull=0.7; armorTurret=0.9; armorGun=1; armorEngine=0.5; armorLights=0.2; armorTracks=0.2; weapons[]={"WhisCanonTest", "WhisCanonTestHE"}; magazines[]={"WhisTestAP35","WhisTestAP40","WhisTestAP45","WhisTestAP50","WhisTestAP100","WhisTestAP120","WhisTestAP150", "WhisTestHE50", "WhisTestHE100", "WhisTestHE150"}; //threat[] VSoft, VArmor, VAir threat[]={0.75,0.75, 0.5}; irScanRange=3500; irScanGround=3500; }; ///////////////////////////////////////////////////////////////////////////////// // base test M2 but with armorStruct = 1.0 class testM2Struct1: testM2Struct2 { displayName="Test Bradley S1"; armorStructural=1.0; }; ///////////////////////////////////////////////////////////////////////////////// // base test M2 with lowered HitHull value (testing of HitHull effect) class testM2Struct2H5: testM2Struct2 { displayName="Test Bradley S2H5"; class HitHull {armor=0.4;material=50;name=hull;passThrough=1;}; armorHull=0.4; }; ///////////////////////////////////////////////////////////////////////////////// // Garbage tests. class testM2BaseS2: testM2Struct2 { displayName="M2S2 armor 50"; vehicleClass="Whis test"; armor=50; }; class testM2BaseS1: testM2Struct1 { displayName="M2S1 armor 50"; vehicleClass="Whis test"; armor=50; }; };
  2. whisperFFW06

    Common Armour Values System

    * jaws dropped * awe-some ! This opens many perspectives! I take from your config that your "packsr" selection in "hit" LOD is covering other selections. It is made of the same material than Hull selection, so I'd say it has the same behaviour. Does the tank explode when "packsr" hit reaches 0 (you can know this with "dammaged" EHs, but they are dodggy to trigger)?
  3. whisperFFW06

    OFP-MANIAC-MAP-Locator

    Sry if I seem insistant :blush: but I don't think you've seen my first reply. My Asnieres is 4 km of Paris , and Wikipedia article is here : http://en.wikipedia.org/wiki/Asni%E8res-sur-Seine Not sure you've seen it, so I repost Thks alot for the correction
  4. whisperFFW06

    OFP-MANIAC-MAP-Locator

    Oh, btw, could you put Whisper instead of WhisperFFW06 (unless forum handles are to be used), the FFW06 part was only added cause the BIS forum refused me the simple "Whisper" name
  5. whisperFFW06

    Common Armour Values System

    1) I've hard time really understanding what you're trying to achieve . Is it some formula/system to use for being CAVS compatible? Or something else? Cause I don't see any link with JAM/MAAM. The goal is for me not the same. JAM/MAAM was to ensure all M-16, M-4, etc... used the same ammo and mags. 2) About armorStructural : you have different parts on an OFP tank, described in the hitHull, hitEngine, etc... part of the config.cpp. Each has its own "hitpoints". The tank also has a global "health point" value, set in the "armor" parameter in the config. Each localized hitPoints are calculated from the global armor, by multiplying it by the number found in the hitHull section under armorHull, armorEngine, etc...500 armor, 0.7 armorEngine means the "engine" selection in the hit LOD of the P3D model will have 500*0.7=250 hitpoints. When hit, a tank will give damage to every part hit. If hit for 300 in Hull and Engine, hitHull and hitEngine will be reduced by 300 each. In addition, the global armor will be decreased by the sum of damages done to localized parts, divided by the armorStructural parameter. In my example,300 + 300 = 600, divided by 2 armorStructural = 300 hit to global armor. When global armor reaches zero, the tank explodes. When HitTracks reaches zero, the tank can't move. When HitEngines reaches zero, the tank can't move. When HitTurret reaches zero, tank can't fire, if I remember well, or bad things happen to the crew. When HitGun reaches zero, gun is inoperative (blackened and aiming at ground) When HitHull reaches zero, tank explodes after a few seconds Taken from testings done a long time ago, described here : http://www.flashpoint1985.com/cgi-bin....7;st=15 Perhaps not accurate as description, feel free to correct. How did you do this? did you use an existing "material" number? As you can see in the thread I linked, Sigma-6 tried to do it, but it was not working AFAIK. IMHO, better than getting strict calculation and formulas enforced on addon makers, it would be better to simply have mutual agreement than "new addon X" is CAVS compatible. Being CAVS compatible would mean : - it remains compatible, ie produce a realistic engagement, when facing BIS units. - it remains compatible with already existing CAVS addons from the same period, producing realistic engagement. - it takes data from a aknowledged source like McKenzie or J Collins www sites. The real issue is the one pointed by SPQR, ie the break we have in damage continuity when checking with portable ATGM/RPG and APCs. Guidelines to translates real RHAe figures into config.cpp, yes. Strict formulas, plz no.
  6. whisperFFW06

    M1A2 SEP

    Too bad AI can't love their vehicle more. This system of "high armor / weak localized parts" was brilliant in depicting damaged tanks. Did you keep this or did you revert on a system with lower overall armor and tougher localized parts?
  7. whisperFFW06

    M1A2 SEP

    which makes it 90x more fun Not sure we get the same fun out of OFP Anyway, M1A2 SEP seems unbalanced when compared to BIS T-80 and M1A1 for the simple reason these tanks are 1985 area, and outdated by the today M1A2 SEP. 20 years of difference.
  8. whisperFFW06

    M1A2 SEP

    seems like you didn´t play as commander, try it.. everything your talking of is there, you can generate smoke until you get a ctd from it And IAs driven tanks use it if they are too heavily hit, preventing nme fire. You only have to make them retreat and boom, you've got a superb engagement sequence. EDIT : did some testings yesterday. I set up various engagement, against BIS units (considered old as they are 1985 units), they are destroyed easily. Against old Sigma-6 russian tanks pack, they still are superior to everything except last generation, ie T-80UE and T-90, where things are even again, even a slight advantage to Russians, but the smoke script preserve 25 to 50% of the US units (heavily damaged, but alive). Perhaps the M829E3 is slightly, slightly underpowered.
  9. whisperFFW06

    OFP-MANIAC-MAP-Locator

    Unfortunately it is not the good Asnieres, the one I'm talking about is really like 4km away NW from Paris. Wikipedia article here : http://en.wikipedia.org/wiki/Asni%E8res-sur-Seine
  10. whisperFFW06

    M1A2 SEP

    Well, unfortunately BIS values made for quite strange engagment, where tanks have to fire multiple times at each other before achieveing anything. Leading to a more "head on" full speed ahead type of tank fighting...
  11. whisperFFW06

    M1A2 SEP

    I'd be very interested in knowing how this armor value system work, it would permit us to make our next release compatible (Leclerc), or as compatible as possible (cause AFAIK, there's always some guessing in the numbers you put in a cpp, one can't know everything about tank material IRL )
  12. whisperFFW06

    OFP-MANIAC-MAP-Locator

    I've missed this great initiative. Excellent, nice job You can add me (Whisper) in Asnieres, right over Paris, France.
  13. whisperFFW06

    M1A2 SEP

    I'd use Sig6 T Series pack, instead of BIS tanks, to compare. Gotta have to try this this evening, it looks great!
  14. whisperFFW06

    The Iraq thread 4

    Then I don't see what you're trying to prove (or simply, say?)
  15. whisperFFW06

    USA Politics Thread - *No gun debate*

    Your point being, Avon?
  16. whisperFFW06

    The Iraq thread 4

    @Avon : First of all, this remark : why adding "even passively"? Do you imply that muslims not shouting against Jihad are then promoting violent islam? oO Now more on topic : do you think original interpretations of Bible were, from the beginning, about peacefull relations? Or have there been changes in, let's take catholic behavior, making it a more peacefull religion? There has been changes. Some people were crying against them, stating they were against catholic religion, that the moderate catholics were not true catholics. You're doing the same : you're saying moderate muslims do not follow their original laws, they are not true muslims. You deny them any chance to change (cause otherwise, "they are not muslims anymore"). And indeed, many, many (vast majority) of them are seeking a peacefull islam. Why saying they are not muslim anymore? Do you think it will bring us any closer to a solution of current issues? Strange line of thinking.
  17. whisperFFW06

    USA Politics Thread - *No gun debate*

    IMHO European "peace at any price" way of doing things comes from intimate knowledge of war, and its effects. War is something we know from a long time, on our own soil and against our people. We (civilians, and mind you, not the modern civilians) faced first hand many wars. For example, here in France, I don't think there is a single cemetary, even in the most lost village in countryside, where there is not this commemorative stele listing the young soldiers this very village lost during WWI. In every place. Hundreds of thousands of forgotten soldiers, listed all around the country. This kind of things forges the conviction that we don't want to see this anymore. I don't know if US has the same kind of permanent remembrance of war everywhere, but it has an impact, no doubt about it. + the very vivid memory that our own people can become ugly under the wrong circonstances (ie war, or threat of...).Things that must be avoided.
  18. whisperFFW06

    The Iraq thread 4

    After "any Iraqi with a gun is a terrorist and isn't a human, he can be shot at will", DofRay hit another all time low : "any muslim following his religion is a bad guy". So, you've read these nice KKK translations of Quran?
  19. whisperFFW06

    The Iraq thread 4

    Old news, heard about it last week. Sad, imo. Showing indoctrination is strong in some suburbs.
  20. whisperFFW06

    The Iraq thread 4

    You speak exactly like a terrorist. Many of these so called terrorist were Iraqi civilians some days/weeks/months ago. They became "insurgents", you label them as "terrorists" and deny their humanity. Once more, you're talking like a true terrorist. You know, (I gonna say something truely horrible, but it is to really underline the argument), probably, some of the guys in the 9/11 planes was saying "I'm not 'them', but personnaly, I better be dead than living under such a corrupted government!". There have been many, many wars in the past. After having seen the horrible effects they have on civilians, and also on soldiers, rules have been edicted. Like Geneva convention. They are not there to make things clean or give automatic bless on one's army actions, but they are their for everyone to comply to them. Once you begin to think "screw that, my ennemy don't respect them, I won't", you're just acting exactly like your ennemy. The issue is not that a soldier made the wrong decision and did something again these rules. Mistakes happen, and sometimes, you react to extreme conditions. The issue is that people in his society begin to find this normal and don't take any action against him. This is not a normal and right decision in war and should be punished. If you condone this, you approve this. You're "forming terrorists".
  21. whisperFFW06

    Us presidential election 2004

    Unfortunately, the more I think about it, the less I understand it. The guy who lied to his people, made a huge campaign based on wrong facts to put fear into hearts of Americans and members of UN for his own agenda, never listened to people trying to show what was happening (remember Hans Blix and the huge denial campaign against him?), the guy that can't admit he did even a slightest thing wrong, this guy is elected for is moral values? If this is america moral values, it makes me puke.
  22. whisperFFW06

    Us presidential election 2004

    So, why did the person who posted the 50 thingy got banned? He was posting a reflection of what a US person wrote. It is still flame-baiting because I voted for Bush and a piece of shit mag is trying to insult me. Should I talk about their teeth or something? The people who voted for Bush are americans. How does one dare touch America! In newspaper!!! Shock! Horror! Once more, plz refresh your mind, I've seen exactly the same thrown at my country (France) some months ago (and many were finding this very funny), on US newspaper and references to them put here. I bet at this time, country bashing was ok?
  23. whisperFFW06

    Us presidential election 2004

    * EDITED nevermind, next time I'll read through the entire post ;) *
  24. whisperFFW06

    Us presidential election 2004

    Do I post that stuff on this forums? No because it is country bashing and flame baiting. Neither do I, just wanted to point that some pple are less regarding, and not only on a little gaming forum ;)
  25. whisperFFW06

    Us presidential election 2004

    Who cares because it is flame-baiting. It insults a lot of americans. You do not want me to piss all over your country and you. Like your medias and even politicians did with my country?
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