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DragoFire

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Everything posted by DragoFire

  1. DragoFire

    CfgWeapons - Magazine problem

    I believe you should be using StrokeFist as your parent class. I maybe wrong it's been a few years since I last looked at the coding.
  2. this is a good fix, but why the hell won't the game run without issues in full screen? I get to polizied screens when in full screen mode, yet have alll the latest driveds and firmware updates installed, PC should be powerfull enough to run this game without an issue. In the old days games (operation flash point for example) were released without the need for patching, short of adding new features or to add support to new hardware tech not around at the time of release, but these days most games are releases are governed by the publisher and never get the true care they need to make sure they work well upon release date. to help fix these issues, here's my DirectX readout. :) ------------------ System Information ------------------ Time of this report: 3/4/2013, 18:00:49 Machine name: REDLINEI-DRAGO Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7600) (7600.win7_gdr.100618-1621) Language: English (Regional Setting: English) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: X58A-UD9 BIOS: Award Modular BIOS v6.00PG Processor: Intel® Core i7 CPU X 980 @ 3.33GHz (12 CPUs), ~3.3GHz Memory: 12288MB RAM Available OS Memory: 12286MB RAM Page File: 5703MB used, 18867MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: 96 DPI (100 percent) System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7600.16385 64bit Unicode ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Display Tab 2: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Sound Tab 3: No problems found. Sound Tab 4: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: AMD Radeon HD 6900 Series Manufacturer: Advanced Micro Devices, Inc. Chip type: AMD Radeon Graphics Processor (0x6718) DAC type: Internal DAC(400MHz) Device Key: Enum\PCI\VEN_1002&DEV_6718&SUBSYS_E182174B&REV_00 Display Memory: 1749 MB Dedicated Memory: 4054 MB Shared Memory: 1791 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: ViewSonic VX2433wm Monitor Model: VX2433wm Monitor Id: VSC3822 Native Mode: 1920 x 1080(p) (60.000Hz) Output Type: DVI Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll Driver File Version: 8.17.0010.1172 (English) Driver Version: 9.12.0.0 DDI Version: 10.1 Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: 12/20/2012 09:08:04, 1151488 bytes WHQL Logo'd: Yes WHQL Date Stamp: Device Identifier: {D7B71EE2-2458-11CF-6F70-88C1BEC2C535} Vendor ID: 0x1002 Device ID: 0x6718 SubSys ID: 0xE182174B Revision ID: 0x0000 Driver Strong Name: oem203.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_NICayman:9.12.0.0:pci\ven_1002&dev_6718 Rank Of Driver: 00E62001 Video Accel: ModeMPEG2_A ModeMPEG2_C Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= D3D9 Overlay: Not Supported DXVA-HD: Not Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled Card name: AMD Radeon HD 6900 Series Manufacturer: Advanced Micro Devices, Inc. Chip type: AMD Radeon Graphics Processor (0x6718) DAC type: Internal DAC(400MHz) Device Key: Enum\PCI\VEN_1002&DEV_6718&SUBSYS_E182174B&REV_00 Display Memory: 1749 MB Dedicated Memory: 4054 MB Shared Memory: 1791 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: ViewSonic VX2433wm Monitor Model: VX2433wm Monitor Id: VSC3822 Native Mode: 1920 x 1080(p) (60.000Hz) Output Type: DVI Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll Driver File Version: 8.17.0010.1172 (English) Driver Version: 9.12.0.0 DDI Version: 10.1 Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: 12/20/2012 09:08:04, 1151488 bytes WHQL Logo'd: Yes WHQL Date Stamp: Device Identifier: {D7B71EE2-2458-11CF-6F70-88C1BEC2C535} Vendor ID: 0x1002 Device ID: 0x6718 SubSys ID: 0xE182174B Revision ID: 0x0000 Driver Strong Name: oem203.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_NICayman:9.12.0.0:pci\ven_1002&dev_6718 Rank Of Driver: 00E62001 Video Accel: ModeMPEG2_A ModeMPEG2_C Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= D3D9 Overlay: Not Supported DXVA-HD: Not Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled ------------- Sound Devices ------------- Description: Speakers (Realtek High Definition Audio) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0889&SUBSYS_1458A022&REV_1000 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: RTKVHD64.sys Driver Version: 6.00.0001.6554 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 1/18/2012 00:19:14, 4734440 bytes Other Files: Driver Provider: Realtek Semiconductor Corp. HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX 2.0 Listen/Src: No, No I3DL2 Listen/Src: No, No Sensaura ZoomFX: No Description: Realtek Digital Output (Realtek High Definition Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0889&SUBSYS_1458A022&REV_1000 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: RTKVHD64.sys Driver Version: 6.00.0001.6554 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 1/18/2012 00:19:14, 4734440 bytes Other Files: Driver Provider: Realtek Semiconductor Corp. HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX 2.0 Listen/Src: No, No I3DL2 Listen/Src: No, No Sensaura ZoomFX: No Description: Speakers (3- Logitech G930 Headset) Default Sound Playback: No Default Voice Playback: No Hardware ID: USB\VID_046D&PID_0A1F&REV_0100&MI_00 Manufacturer ID: 65535 Product ID: 65535 Type: WDM Driver Name: USBAUDIO.sys Driver Version: 6.01.7600.16385 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 7/14/2009 13:06:32, 109568 bytes Other Files: Driver Provider: Logitech, Inc. HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX 2.0 Listen/Src: No, No I3DL2 Listen/Src: No, No Sensaura ZoomFX: No Description: Realtek Digital Output(Optical) (Realtek High Definition Audio) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0889&SUBSYS_1458A022&REV_1000 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: RTKVHD64.sys Driver Version: 6.00.0001.6554 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 1/18/2012 00:19:14, 4734440 bytes Other Files: Driver Provider: Realtek Semiconductor Corp. HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX 2.0 Listen/Src: No, No I3DL2 Listen/Src: No, No Sensaura ZoomFX: No ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 294.3 GB Total Space: 858.0 GB File System: NTFS Model: MARVELL Raid VD 0 ATA Device Drive: D: Free Space: 365.3 GB Total Space: 953.9 GB File System: NTFS Model: RAID5 Drive: E: Free Space: 445.7 GB Total Space: 476.9 GB File System: NTFS Model: ST3500418AS Drive: F: Free Space: 397.0 GB Total Space: 476.9 GB File System: NTFS Model: SAMSUNG HD501LJ Drive: H: Free Space: 0.1 GB Total Space: 0.1 GB File System: NTFS Model: MARVELL Raid VD 0 ATA Device Drive: L: Free Space: 143.2 GB Total Space: 953.9 GB File System: NTFS Model: WDC WD10EARS-00Z5B1 Drive: I: Model: HL-DT-ST BDDVDRW CH10LS20 SCSI CdRom Device Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7600.16385 (English), 7/14/2009 12:19:54, 147456 bytes
  3. As some may remember a while ago I start and went through 2-3 revisions of the A-6E Intruder for OFP. This aircraft was beta'ed by ex-A-6E pilots and current military pilots. But due to other real-world things the project was past onto Col.Klink. But due to some unforseen problems all master files were lost. (see details of this project here. I plan to restart and finish this project, but this time it will include both ArmA and OFP versions of both aircraft, along with the OFP weapon mod that was in the works at the same time. Due some features available in ArmA this version will include better details and features. As part of this I will try to contact other addon makers to gain access to some of their scripts and other key required features that were missing from the orginal version. In the later stages I will be request help from texture artists. Here few examples of the orginal beta; closer view of the Attack Bomber (  carries 14 Mk-83 1000lbs freefall bombs); These had the following Weapon payloads; AGM-65 Maverick AGM-84 Harpoon (3 versions) AGM-45 Strike 5inch Zuni Rocket Pods 2.75inch Hydra Rocket Pods Mk81 250lbs GP Bomb Mk82 500lbs GP Bomb Mk83 1000lbs GP Bomb Mk84 2000lbs GP Bomb GBU-12 500lbs Paveway GBU-16 1000lbs Paveway GBU-10 2000lbs Paveway AIM-9 Sidewinder Was Planned; (these will be included in final release) AGM-62 Walleye Mk20 Redeye CBU-78 (clusterbomb) Mk77 (Napalm Bomb) Mk117 Planned aircraft features; Deployable arresting hook (for aircraft carrier landings) Folding Wings (already done) AirBrakes (for landings and for steading up for bomb runs) Catapult hook (for aircraft carrier launching) Opening Cockpit canapy and ladders. Multiple drop payload weapons (in the works still) This was the last (closed beta, working textures and cockpit setups) version; Another project I did  Weapon Standards  which included some weapons that can be mounted! This will give everyone a feel of what I plan to do.
  4. DragoFire

    Carrier Command: Gaea Mission

    Yip I remember that one, there's even been a few fan-based remakes and a couple of rip-off's made. I can't wait to see some more on the BIS's CC. Anyone seen any development screener or anything?
  5. Sorry didn't notice I'd done that!
  6. I'd like to ask some of the Weapon Addon makers, if you could see it in your heart to allow me access to your best weapon models. This is to help in testing a realistic weapon mod system for ArmA and possibly ArmA2. It will also be testing a possible Armour Peneration effect (this relates to an old idea from OFP:R days I was working on). I need the P3D file only, if you have great sound effects for it and happy for it to be use please include it/them. You can post here or PM me directly if you wish of your weapon details, then we can arrange to transfer files. What I'm looking for atm for stage 1 is the following weapons; 5.56 Nato Carbine 5.56 Nato Assualt Rifle 5.56 Nato Sniper Rifle 5.56 Nato SAW 7.62 Nato Carbine 7.62 Nato Assualt Rifle 7.62 Nato Sniper Rifle 7.62 Nato SAW/MG 50cal Sniper 50cal MG If someone has a Carbine/s or Assualt Rifle/s with under barrel grenade launcher, this would be better and save me a little time for testing project. Full credit will be give when project goes to stage 2 testing. Stage 2 will increase the ammo types and weapons. Ideally by stage 3 "open beta" I hope to have 50+ light weapons, and a large volume of other weapons ranging from .22 pistols to 105mm cannons and a few extras. Once I reached stage 3 a full description of what the project is and the effects it will have on game play will be made public. Very secret stuff! But will be worth the wait if the first 2 stages go well.
  7. Ah... the old days of JAM (remembers fond memories) , there are some simuliar ideas that were put into JAM from the orginial OFP Weapons Standards project. These interchangerable mag's/boxes will possibly be in this project. But other than that it'll have nothing else in common with JAM or any other weapon mod/addon. But please remember this is a test project to start with! If stage1 goes well and stage2 (enhanced options and weapons) test meets my bench marks, the full project details and testing videos will be make public. After stage3 full details will be made available for addon makers and mod teams to access/intergrate in to their projects.
  8. Most be going blind, not idea how I missed that one! Thanks for the reminder of it!
  9. Here's a basic  list of what's already been coded, and waiting of test ballistic weapon models. This is not the complete coded list of  ammo/weapons (which is much larger and includes not just ballistic weapons). Ammo Coded; 4.7mm Caseless FMJ 4.7mm Caseless JHP 4.7mm Caseless AP 5.45mm x 18mm FMJ 5.45mm x 18mm JHP 5.45mm x 18mm AP 5.45mm x 39.5mm FMJ 5.45mm x 39.5mm JHP 5.45mm x 39.5mm AP 5.56mm NATO FMJ 5.56mm NATO JHP 5.56mm NATO AP 7.62mm x 25mm FMJ 7.62mm x 25mm JHP 7.62mm x 25mm AP 7.62mm NATO FMJ 7.62mm NATO JHP 7.62mm NATO AP 7.62mm NATO reduced load FMJ :<span style='color:red'>*</span> 7.62mm NATO reduced load JHP :<span style='color:red'>*</span> 7.62mm NATO reduced load AP :<span style='color:red'>*</span> 7.62mm x 39mm FMJ 7.62mm x 39mm JHP 7.62mm x 39mm AP 7.62mm x 54mm FMJ 7.62mm x 54mm JHP 7.62mm x 54mm AP 12.7mm x 107mm FMJ 12.7mm x 107mm JHP 12.7mm x 107mm AP 0.50 Browning FMJ 0.50 Browning JHP 0.50 Browning AP 9mm x 18mm FMJ 9mm x 18mm JHP 9mm x 18mm AP 9mm Parabellum FMJ 9mm Parabellum JHP 9mm Parabellum AP 45ACP FMJ 45ACP JHP 45ACP AP 300 Winchester Magnum FMJ 300 Winchester Magnum JHP 300 Winchester Magnum AP 32ACP FMJ 32ACP JHP 32ACP AP BS41 14.5mm x 115mm AP BZT 14.5mm x 115mm API-T ZP 14.5mm x 115mm Inc. AP-T M791 25mm API-T cannon round M792 25mm HEI-T cannon round 30mm HEI-T cannon round 30mm API-T cannon round Russain 73mm Shell HEAT M456 105mm Shell HEAT M774 105mm Shell APFSDS-T M393 105mm Shell HEP M392A2 105mm Shell APDS L31 105mm Shell HESH-T L15 105mm Shell APDS-T BK-4M 115mm Shell HEAT BM-6 115mm Shell APFSDS-T OF-18 115mm Shell HE M830 120mm Shell HEAT-T M829 120mm Shell APFSDS-T BK-14M 125mm Shell HEAT-T OF-19 125mm Shell HE BM-9 125mm Shell APFSDS-T Note:<span style='color:red'>*</span> Reduced ammo has a reduced charge, thus lower ballistic rating than the normal version, commonly used in city block firefights or simular confined areas where range is not required. Weapons Coded; Assault Rifles; Australia L1A1 - F1 7.62mm NATO Assault Rifle Belgium FN FAL 7.62mm NATO Assault Rifle UK L1A1 7.62mm NATO Assault Rifle USA M14 7.62mm NATO Semi-automatic rifle USA M16A1 5.56mm NATO Assault Rifle USA M16A2 5.56mm NATO Assault Rifle USA M16A3 5.56mm NATO Assault Rifle USA M16A4 5.56mm NATO Assault Rifle USA Ruger AC556 5.56mm NATO Assault Rifle USA Colt CAR 15 5.56mm NATO Assault Rifle USA Colt XM-177E1 5.56mm NATO Assault Rifle USA Colt XM-177E2 5.56mm NATO Assault Rifle USA Colt M4 5.56mm NATO Carbine USA Colt M4A1 5.56mm NATO Carbine MG's and Miniguns; USA M14A1 7.62mm NATO SAW USA Minimi M249 SAW 5.56mm NATO Squad Automatic Weapon USA Minimi M249 SAW SPW 5.56mm NATO Squad Automatic Weapon USA XM207 5.56mm NATO Squad Automatic Weapon USA M60 7.62mm NATO GPMG USA M60E3 7.62mm NATO GPMG Germany MG3 7.62mm NATO GPMG Germany H&K 21E 7.62mm NATO GPMG USA XM214 Microgun 5.56mm NATO 6 Barrel gatling gun USA M134 Minigun 7.62mm NATO 6 Barrel gatling gun Russia GShG-7.62 7.62x54mm 4 Barrel gatling gun Russia YakB-12.7 12.7x108mm 4 Barrel gatling gun I have also common Mag's and Ammo Boxes/Drums done too, this allows weapons that use simular ammo, like the SAW, M4 and M16, plus a few others, to inter-change ammo.
  10. Oh.... I most of missed that post. I've got their M16 from the demo model pack.
  11. DragoFire

    Realistic Ballistics

    Anyone tested the 1.14 patch ballistics against NWD's yet? Just wondering if BIS fixed?! If not can we get these server signed then?
  12. DragoFire

    Realistic Ballistics

    double post!
  13. DragoFire

    Warfare V1 ADV AI 32 Players

    Not sure this is a good thing, sure the body cleanup would be great, but the vehicle cleanup isn't as we get points from salvaging these.
  14. To speed things up I've asked a few m8 to give the CFG file a once over, so hopefully I'll have the Demo Beta up and running very soon for everyone!
  15. Due to a slight over sight by me, the demo test model will be a little bit longer before release. Problem is the learning curve of changing from OFP to ArmA addon CFG configuration.
  16. DragoFire

    Addon Research Topic

    Does anyone have/know where I can find internal cockpit images for the A-6E Intruder and the EA-6B Prowler. All I have are these. From these I've manage to make this rough (yes I say rough) display setup for the cockpit. Some gauges are in the incorrect location and sizing.
  17. Well the answer to that is Yes! The KA-6D air-tanker! Easy to make, would require a animation for the fuel-feeder line. Only other thing that might need looking at is if the Fuel-Truck effect can be added, in OFP it wasn't possible, not sure with ArmA yet. With the orginal project I collected a large amount of images and plans, and a few cockpit images, these are the hardest thing to locate good quality images of. Have a read through the old project topic, link is listed in the first post of this topic. It give a very goodidea of what was planned and sources on information, etc...
  18. SkyHawks aren't too hard, I've got one set on my PC that are from OFP:R which could be transfered to ArmA. Just need to contact a m8 about getting rights to do so first.
  19. Right with luck I might be able to provide the A-6E Intruder stage 2 beta I did for OFP:R to give everyone an idea of what is to come. (these look like the very first two images in the very first post in this topic). But please this was not a fully complete addon, the cockpit isn't complete (it has most of the gauges and correct layout) and the textures are only for testing. But if your interested I might be able to provide it later this week as only have to write up the cfg file for ArmA from OFP formating.
  20. DragoFire

    A-6 series of 2/4 man aircraft

    If I get the time over the next few days I might be able to provide the stage 2 beta Intruders, these include bomb loads of MK82-84 and a few combo's mixing hvy rocket pods with bombs. Luckly while digging up my referance files and images I found these models and was able to make up a PBO file of @39mb(@3mb RAR'd). You'll have to remember the cockpit wasn't finished, but had gauges and the basic layout done.
  21. Have almost finished the basic touches for a series of A-6 aircraft. Will be modifing the Basic model to make the EA-6A and the other models of this aircraft. DragoFire
  22. Weapon details for A-6E addon. The Intruder carries no internal armament, but can carry 18,000 lb (8,170 kg) evenly distributed on five external hardpoints, with options including: 2.75" (70 mm) Rocket Pod 5" (127 mm) Zuni Rocket Pod Mk-20 Rockeye (base model done, deployed version to be made) Mk-77 Napalm Mk-81 (250 lb) (113 kg) Mk-82 Snakeye (500lb) Mk-83 (1,000 lb) (454 kg) Mk-84 (2,000 lb) (907 kg) Mk-117 (750 lb) (340 kg) CBU-78 Gator GBU-10E Paveway II Laser Guided Bomb GBU-12D Paveway II Laser Guided Bomb GBU-16B Paveway II Laser Guided Bomb AGM-123A Skipper II AGM-45 Shrike AGM-62 Walleye AIM-9 Sidewinder AGM-84D Harpoon AGM-84E SLAM AGM-88 HARM AGM-65 Maverick AGM-123 Skipper B-61 Special Weapon Various Land mines Various underwater mines Various practice bombs [Mk-76, BDU-45, LGTR, etc...] *Items in Bold have models and cfg already done. Some shown above in first post. Real world version showing full desplay of available weapons;
  23. What you mean the EA-6A Prowler?? The EA-6A is still the NAVY's ECM Aircraft, which was going to be made. The A-6E was able to carry the ECM pods, which just changed the model number. The big question on doing this is the a script that is known to work that does ECM effects? Actually, that role is to be filled by the new E/F-18 "Growler", as the new aircraft are completed. Yes the EA-18G is to be the NAVY's new ECM. But is not yet in use till next year. With currently an standing order of @97 for the NAVY only. This is the current version of the U.S. Navy EA-6B Prowler. Type; Electronic attack Manufacturer; Grumman Maiden flight; 25 May 1968[1] Introduced; July 1971 Status; Active Primary users; United States Navy, United States Marine Corps Number built; 170 Unit cost; US$52 million Developed; from A-6 Intruder Comparable aircraft; EF-111 Raven, EA-18 Growler USN squadrons; VAQ-128 Phoenix (disestablished 2004) VAQ-129 Vikings VAQ-130 Zappers VAQ-131 Lancers VAQ-132 Scorpions, (originally VAH-2) VAQ-133 Wizards VAQ-134 Garudas VAQ-135 Black Ravens VAQ-136 Gauntlets VAQ-137 Rooks VAQ-138 Yellow Jackets VAQ-139 Cougars VAQ-140 Patriots VAQ-141 Shadowhawks VAQ-142 Grey Wolves VAQ-209 Star Warriors USMC squadrons; VMAQ-1 Banshees VMAQ-2 Death Jesters VMAQ-3 Moon Dogs VMAQ-4 Seahawks General characteristics Crew: four (one pilot, three electronic countermeasures officers) Length: 59 ft 10 in (17.7 m) Wingspan: 53 ft (15.9 m) Height: 16 ft 8 in (4.9 m) Wing area: 528.9 sqft; (49.1 msq) Empty weight: 31,160 lb (15,130 kg) Max takeoff weight: 61,500 lb 61,500 (27,900 kg) Powerplant: 2× Pratt & Whitney J52-P408A turbojet, 10,400 lbf (46 kN) each Performance; Maximum speed: 566 knots (651 mph, 1,050 km/h) Cruise speed: 418 kt (481 mph, 774 km/h) Range: 2,022 mi (tanks kept) / 2,400 mi (tanks dropped)[citation needed] (3,254 km / 3,861 km) Service ceiling 37,600 ft (11,500 m) Rate of climb: 12,900 ft/min (65 m/s) Wing loading: 116 lb/sqft; (560 kg/msq) Thrust/weight: 0.34 Armament; Up to 4 AGM-88 HARM antiradar missiles Up to 5 ALQ-99 Tactical Jamming System (TJS) external pods Up to 5 300 gallon external drop tanks Avionics; ALQ-99 on board receiver (OBS), ALQ-99 pod mounted jamming system (TJS) USQ-113 communications jamming system
  24. Well as part of my project I've got a option to "mount" as few AIM's on as well as another payload, so I can retest the concept.
  25. What you mean the EA-6A Prowler?? The EA-6A is still the NAVY's ECM Aircraft, which was going to be made. The A-6E was able to carry the ECM pods, which just changed the model number. The big question on doing this is the a script that is known to work that does ECM effects?
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