xela89
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it's based on this command http://community.bistudio.com/wiki/toArray the script is in OFrP_Infanterie\Scripts\Patronyme\dispName.sqf
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The PR4G is here because we had the model from ofp times, radios weren't the main priority for this release. But in future releases, there will probably be other radios.
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http://en.wikipedia.org/wiki/125mm_Smoothbore_Rounds muzzle speed, and for most of the rounds, energy at 2km (with energy = 1/2 * mass * speed ^2)
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Unit/Vehicle Replacement File
xela89 replied to manzilla's topic in ARMA - ADDONS & MODS: DISCUSSION
Should be enough to change abrams model for example (if models properties are correctly done, cfgskeletons if needed, cfgmodels etc) : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #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 VSoft 0 #define VArmor 1 #define VAir 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class MyReplacement { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CATracked"}; }; }; // end of cfgpatches class CfgVehicles { class Land; class LandVehicle : Land {}; class Tank : LandVehicle {}; class Car : LandVehicle {}; class M1Abrams : Tank { model = "\mypbowihoutextension\myp3d"; }; // end of class m1abrams }; // end of cfgvehicles Quick explanation : #define true 1 ... all those lines are shortcut, if you write true, the engine will understand 1 because he don't know what true does mean (well I'm french so I could write #define vrai 1 and it would mean the same thing for the engine) class CfgPatches ... it's your addon name (MyReplacement) and you need to fill correct requiredaddons (especially for mp), here I change abrams config so I need to fill it "CATracked" as the abrams "creation" is in this (bis) addon (tracked.pbo) class CfgVehicles ... where your vehicles modifications are stored (= building, characters, vehicles etc, not infantry weapon for example) class Land; class LandVehicle : Land {}; class Tank : LandVehicle {}; inheritance tree, you need to start from a core class (here land) you can found it here (just put what you need but never set the same thing twice) class M1Abrams : Tank { model = "\mypbowihoutextension\myp3d"; }; I just need to change abrams model so I just overwrite the existing one by writing that (// end of something = comment, not handled by the engine) Just put it in a config.cpp in pbo, and it's finished. -
Elevation is tricky, but here's a patent describing a real method used to convert "true range" to "ballistic range." It's very dense reading, but it might help. I agree that ArmA's tank ballistics are bad, but they're worse than you think. What you're describing is a training round, specially designed to have a short range. A modern APFSDS round should lose only 60 m/s/km at the muzzle, and have a maximum range of well over 100 km. If it's losing 60% of its speed after only 1000m, it's very, very wrong. Gun elevation for a 1km shot should be very close to 2.1 mils for M829A1, though, according to my data. That assumes the gun is boresighted to zero range, of course, and I think, if I'm reading the config right, that ArmA's tank guns are sighted to 400m. If it was sighted to 1200 m like it's supposed to be (and this can be changed in the config), elevation for 1km should be -0.4 mils. I don't have accurate data on M829A2 or (heaven forbid) M829A3, but M829A2 should be 100 m/s faster at the muzzle. Well, it's a crewman who said me that, he was probably talking about his trainning shells (he's on leo 1a5) With that kind of speed, the elevation at 2km should be less than I found (7.7mil + bis default elevation with 1.9sec flight time), it might help for my altitude problem
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Actual bis ammo shell ballistic is just really bad, so ^^ http://www.flashpoint1985.com/cgi-bin....1141287 When I was doing my "rangecard" (I took flightime and gun elevation) with m1a1 I noticed that, out of gun speed was 1638m/s (sabot) and at 1000m it was only around 1000m/s, it should be closer to 1230m/s (~75% of the speed at 1km), and gun elevation for 1km is 2.3 mil but should be closer to 1-1.5 mil, it's not really a problem for 1km but for after, as the shell drop more for long range (due to the too big flightime), the lased distance and range card must be very accurate to hit something. And if the target does not have the same altitude, it's getting more and more difficult, that's why I'm trying to understand how the altitude affects the shell ballistic but my maths does not seem to be enough for the moment :/
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Or even french vector binoculars http://www.flashpoint1985.com/cgi-bin....t=67186
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It's based on weapondirection command (which has been updated), a fakeammo (ammo with no effects nor damage, with very high velocity) and positionASL (for difference of height). Everything else is just maths (well, not so simple). I actually use bis m1a1 without any modification in my video (weapondirection => "m256" as its bis m1a1 main gun weapon), it's can potentially be done without any addon (but you'll have to have an existing ammo).
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This assumes a 4:3 monitor, and you'll have to adjust the horizontal size if you have something else. For a decent sized monitor (anything bigger than a 17" CRT), this will be anywhere between 0.25 and 0.30. I chose the high end of that range, so I could fit more of the wide-FOV optics on the screen. ... Well seems logical to me, probably a lot better than my totally theorical explanation (even if results are not so differents). Well what do you need? Rangecard with real life gun elevation, flight time for a few distances, shell speed for different distances? I have done some research on the net about tanks optics magnifications and fov but it's quite hard to find both fov and magnification.
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thanks I'll try to find something, I know a few people ... Well, at least something which I don't agree with :P On OFrP vector binoculars ( link ) there will be x4.45 to match the correct horizontal fov (6.75°) on 4:3 screen and up to x7 max zoom (and x10 on tripod) with calibrated marking for x4.45 zoom. Well I defined it as 0.25 (0.25/zoom = arma fov) (30° fov) : bis ironsight max zoom (right click) is 0.22, but g36 x3 arma fov 0.0833 correct, m24 x10 arma fov 0.025 correct and acog x4 arma fov 0.0625 correct (I can translate my topic if you want, but I think you've already done yourself what I did). Maybe a test which would allow to make zoom more accurate compared to reality, print a page with a big number (something like that) recreate the same page in arma (dimensions), measure the distance that a man (with normal eyes) is able to read it without any help, then with binoculars and try to recreate it the same test in arma on classic 17" 1280px screen adjusting the zoom value.
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Well with the addon, you will be able to set if the tank has laser range finding (and set precision), laser range finder + gun elevation (depending on ammo used, the addon maker will have to create the correct "range card" and "flight time card), laser range finder + gun elevation + movement anticipation or laser range finder + gun elevation + movement anticipation + firing while moving (totally wip). I'm trying to make it work correctly when there is difference of height between you and your lased point but it's hard to understand how it is handled by the engine (adding or removing a few meters to the saved lased distance according difference of height).
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Why don't you allow zoom from 5.25x (right fov, better situation awareness) to 7x (right power) with accurate optics marking for 7x (or 5.25x, gameplay issue)? Your NWD_SightAdjustmentPlugin gives me an error (click ok and it go through) in mp each time I play a mission (You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. nwd_sightadjustmentplugin) and if the addon is on the server, no mission can be launched at all. Can you change your cfgpatches? original <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class NWD_SightAdjustmentPlugin { units[] = { }; weapons[] = { }; requiredVersion = 0.108000; requiredAddons[] = { }; // won't work without GMJ_SightAdjustment, but won't cause problems }; }; modified <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class NWD_SightAdjustmentPlugin { units[] = { }; weapons[] = { }; requiredVersion = 0.108000; requiredAddons[] = {"CAweapons", "CAweapons3" }; // won't work without GMJ_SightAdjustment, but won't cause problems }; }; (just added proper requiredaddons and it's ok both client and server sided, "won't work without GMJ_SightAdjustment, but won't cause problems" => but will cause problem wihout bis weapons ) Do you plan to tweak tanks ammo? Abrams sabot for example, it's get out of the gun at 1638m/s (ingame value) and 1000m further it's only around 1000m/s (it's should slow down to something like 1200m/s), flight time and vertical adjustment are completely wrong. ps : btw, I love your mod :P
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Well yes if you mean ai compensation but for the player and much more accurate (ai can't hit target 2.5km away)
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I calculate the turret rotation speed, I calculate flight time, rotationspeed * flighttime = where you will be aiming at impact time. So if the tank stops or change his speed, the ammo will go where the target should have been if he kept his speed => you will not destroy the target. It's totally based on (bis crappy) balistic. I said "a few moments" in order to have enough time to calculate the turret rotation speed. It's not a teleguided ammo, it's actually bis ammo and I change the vertical and horizontal angle of the ammo one time, when it's get out of the gun.
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Operation Frenchpoint is proud to present its totally new Reallistic Tank Firing System. It makes Armoured Combat much more accurate to modern standarts. A telemetry system is integrated and launched by a keyboard shortcut (binoculars so B by default), and the canon automatically takes the required angle to hit the target while the user just keeps it at the center of the reticle. Then you just needs firing to get a static target hit. If you want to hit a moving target, you just have to keep the target at the center of the reticle a few moments (less than a sec) before firing and the canon automatically computes and applies the required deflection for a perfect shot. Developed with the cooperation of a tank crewman (Fuchs). This is still Work in Progress. Hi Quality divx 3.82 mb It's using a small but vital part of gmJamez's SightAdjustment (ammo trajectory change), I am waiting an authorization from him to release a working demo. - OFrP Team - raaah, can someone change the title to "Realistic Tank Firing System" please?