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Firehead

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Posts posted by Firehead


  1. Who here can run 2 miles without being severly winded? Who here wieghs over 150 pounds? Well lets add 80 pounds to you, and send you off running at a decent pace...say 6:30 miles? I give most people here not even 500 meters before their legs give out, and they fall on their face. Hell, I'm even going to go out on a limb and say 80% of you can't walk at a decent pace for even a few miles with that much crap on, without falling out. Do you know what kind of energy it takes to maintain control, and grip on a 27lb weapon system while you are RUNNING? You can't pump your arms, and you should be trying to maintain positive muzzle control. I get winded just thinking about it. Alot of things aren't even being accounted for by most of you. What about boots? It takes alot of energy to run in boots. Altitude is also a factor, if you're body isn't used to running at a certain altitude, you get tired faster due to thin air.


  2. Overall, I think its well done. I think the blur is meant to do is simulate not necessarily what you hear, but you what you feel when you hear weapons fire without earpro. Now, I've never stood next to a .50 without my earprotection on, but I've been near M249s and M240s without it, and after a few seconds, its so loud you feel like your eardrums are being punched. I never really noticed a ringing in my ears until they stopped. Thats when you hear everything really muffled, and you have a ringing in your ears. Last time it happened to me, they were probably ringing for about a day.


  3. It isn't meant to protect from IEDs, it is designed to protect the wearer of said equipment in a 360 degree combat environment. Sometimes a front and back plate, and the soft armor the user is wearing, doesn't cut it when you are being shot at from the sides, and from the top. I'm not 100% sure, but I think its part of the DAPS kit(Deltiod Armor Protection System?). It consists of the shoulder armor, the side plates(now included with IOTV, this was designed for the IBA), and another soft armor panel that fits under the armpit.

    That being said, unit SOPs usually determine who is wearing what, and god knows the brass loves to see a well armored soldier in 140 degree heat.

    It would be kind of cool to see them in game, just make them a seperate unit, so you don't have to wear them if you don't want to.

    A radio would definitely be cool. Like someone said, just make it a regular assault pack with a whip antenna and a handmic sticking out of it.


  4. I think you missed what I was saying.

    ACU is the cut of the uniform. UCP is the pattern, like STGN said.

    ACU = UCP

    UCP-D = UCP w/ coyote brown spackled on it.

    In all honesty, I wouldn't even bother with the UCP-D for a few reasons: 1.) It isn't being fielded fully 2.) We don't even know if that is what they will go with 3.) It looks like dog-crap.

    I would focus on re-modernizing your units. Little things, like Oakley boots(fairly common from what I remember seeing), making the ACU pockets stick out(instead of being a flat texture), SureFire helmet lights, maybe a rhino mount on the helmet, and a strobe on the back. I have a few ideas for you, if you are interested shoot me a PM.


  5. From my understanding that wouldn't work. I ended up getting it to work, and the code I posted was correct.

    The second "", is the parents object, and the first "", is the child. The code reads in pairs, so if I did it your way, it would try to read the "gear" is part of "gear_pad", instead of "gear_pad" being a part of gear, becuase of the first "",(an empty object). That would have jacked things all up. Simply put, the second object would become the child object, and the first the parent, which doesn't work. I tried doing the code side by side like that, and O2 wouldn't even recognize it IIRC.


  6. Okay, fixed some of the issue I was having. I got 5 of the 6 parts to animate at once. I still can't get the main strut("gear") to animate with the other 5 parts.

    Here is the code:

    "gear",

    "",

    "gear_pad",

    "gear",

    "pad_front",

    "gear_pad",

    "pad_piston_front",

    "pad_front",

    "pad_piston_rear",

    "gear_pad",

    "landing_lights",

    "",

    Seems no matter what I do, gear won't animate with everything else. Solutions?

    ---------- Post added at 12:30 PM ---------- Previous post was at 10:50 AM ----------

    Got it all sorted out, the animations work beautifully.


  7. Jackal: I can't really remember, but I think it was becuase I hadn't defined part of the model in the "sections" portion of cgfModels, so when the skeleton went to animate it, it deformed, becuase i didn't tell it that it was a solid section.

    I fixed just about single problem I've had so far, but I still can't get the landing gears to animate as one whole piece.

    This is how I have the skeleton stuff set up:

    "gear",

    "",

    "front_pad",

    "gear",

    "gear_pad",

    "gear",

    "gear"piston_front",

    "gear",

    "pad_piston_rear",

    "gear",

    "",

    I did that stuff based on a BIS example, but each section animates itself under a different animation name(O2 defines them as User0,User1,User2,ect ect), even though I have defined them all from the same source(Gear). Any ideas?


  8. I think they fire whatever they can get their hands on, don't think they know any difference(and niether would I if I were looking at them). They fire RPGs at just about anything, vehicles and personel.

    I've seen a few RPGs here and there. The Afghan Police had the,, which was kind of wierd and unnerving at the same time. I also recall seeing different types of RPGs the gunner would carry, but I bet if I had asked him, he wouldn't know which to shoot at vehicles, and which to shoot at people.


  9. Here is some of the code I'm having problem, annotated in the code is places where I'm having issues:

    class Gear: Rotation

    {

    type="rotation";

    scource="Gear";

    selection="gear";

    axis="gear_rotate_axis";

    memory=1;

    minValue="0.000000";

    maxValue="1.500000";

    angle0="0.000000";

    angle1="1.700000";

    };

    //Originally I couldn't get "gear_pad" to animate. Now it does, but Gear doesn't animate anymore. Insight?

    class Gear_pad: Gear

    {

    type="rotation";

    source="Gear";

    selection="gear_pad";

    axis="pad_rotate_axis";

    memory=1;

    minValue="0.000000";

    maxValue="1.500000";

    angle0="0.000000";

    angle1="-1.700000";

    };

    //Ramp works fine, no issues.

    class Ramp: Rotation

    {

    type="rotation";

    source="userAction";

    selection="O01";

    axis="axis_O01";

    memory=1;

    minValue="0.000000";

    maxValue="1.500000";

    angle0="0.000000";

    angle1="0.04800";

    };

    //this is where I run into issues. There are 4 parts to this animation, each its own section. Of the 4 sections, only RightBay, and RightPod work correctly. The entire left side refuses to animate at all.

    class LeftBay: Rotation

    {

    type="rotation";

    source="Weapons";

    selection="bay-port";

    axis="axis_bay-port";

    memory=1;

    minValue="0.000000";

    maxValue="1.500000";

    angle0="0.000000";

    angle1="-1.575000";

    };

    class RightBay: LeftBay

    {

    type="rotation";

    source="Weapons";

    selection="bay-starb";

    axis="axis_bay-starb";

    memory=1;

    minValue="0.000000";

    maxValue="1.500000";

    angle0="0.000000";

    angle1="1.575000";

    };

    class LeftPod: RightBay

    {

    type="rotation";

    source="Weapons";

    selection="pod-port";

    axis="axis_pod-port";

    memory=1;

    minValue="0.000000";

    maxValue="1.500000";

    angle0="0.000000";

    angle1="-2.800000";

    };

    class RightPod: LeftPod

    {

    type="rotation";

    source="Weapons";

    selection="pod-starb";

    axis="axis_pod-starb";

    memory=1;

    minValue="0.000000";

    maxValue="1.500000";

    angle0="0.000000";

    angle1="2.800000";

    };


  10. After a little bit of sleep, I figured out my problem. But I've run into another! Surprise!

    I'm trying to animate a landing gear, I got the main strut to rotate up into the fuselage, but I can't get the rest of the landing gear to move at all. Does it have to do with the order in which I place "bones" in the skeleton config portion?


  11. No, they are not part of the damageHide selection, the model didn't have one, niether did the config. I also tried setting them up to have it, and the animation won't even play it now.

    I'm really new at this, so bare with me. All my work I have been doing off of the available tutorials, and looking at examples BIS released.


  12. I've successfully got an animation to play in Buldozer, but I came accross something unforseen by myself. I have an object rotating around an axis, but as it does that, it deforms, scruching itself. Not sure what it is doing, but it will take a perfectly round object, and make it oval shaped. Obviously, this isn't what I want, and after viewing some BIS sample models, it doesn't happen to them. Got any ideas?


  13. I already did that tutorial. The problem is the model is FAR from ready to go in game, and I can't view the animations I've made in Buldozer. I set up a model.cfg, but that didn't work(maybe I'm doing it wrong? I didn't get any errors). Some help here would be appreciated. How do I know my animation will be done correctly in game, if I can't view it when I make the model?

    I haven't ever seen any mention anywhere of RTMs being added to vehicles. Can it even be done?


  14. Norotos NVG mount is too small, its supposed to be alot larger, it needs to be mountable with the standard rhino mount.

    His IR strobe is just modeled incorrectly, its not upside down. Its missing the IR shield on top. Also, the strobe is too small. Essentially you are correct, velcro on the underside of the strobe, with a thin strip attached to the velcro on the helmet, but not to cover the slider that turns the strobe on and off.

    Change the chinstrap, Army pax don't use the XHarness chinstraps like on the LWH. Look into the OpsCore chinstrap, or just use a regular chinstrap from the ACH/MICH. You should also look into adding the goggle retention straps on the back of the helmet(look at the soldier without the helmet cover, those little things on the left and right).

    The Wasatch looking vest they are wearing needs to go. Just like the pictures that were posted, you'll see more specialised units(Rangers, SF) wearing the Eagle CIRAS, or Plate Carriers.


  15. I've been working on a project for the last few days, and I'm stuck on animations. I've been experimenting with 02s built in animation editor, but past making it look like the place it needs to be, I'm clueless. I know I'm asking a bit much, but I'm looking for some one on one help with animating my project. Everything I've read doesn't help me, maybe I'm just stupid. Anyone willing to help me out?


  16. Regardless of what you may think, and whats on the web, ect ect ect, its called "Doing the right thing". If you shouldn't be saying anything about it, don't say it, regardless of what is going on around you, and what can be found on the web.

    Rhodesy, I'm drunk as all get out, I know how you feel. You are 100% right though.

    Want to model the whatever ECM system? Feel free to do so, provided it doesn't reveal sensitive information. Loose lips sink ships.

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