Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

1 Follower

About fincuan

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. fincuan

    Thoughts on using enemy uniforms

    He's entirely right. The .50 cal issue is a myth that's just extremely widespread. If in doubt it's really easy to google up the Geneva conventions and protocols, which do not actually touch this issue though, or the much more relevant Hague conventions. Neither of those prohibit the use of .50 cal against humans.
  2. fincuan

    Which version to buy?

    At present I'd get Arma X: Anniversary Edition Twice the price of CO with many times the content, including the already mentioned DLCs.
  3. fincuan

    Bombs are too slow!

    Just a small note on the bullet physics in Arma2: After recording times of flight vs. distance for a bunch of rounds and calculating their ballistics coefficients from that data(using G1 drag model) I'm able to use a regular ballistics calculator(Strelok, can be found on Android market) on my phone for my Arma2 sniping needs. The result isn't strictly 100% accurate, but in practice enough for landing first shot hits on human sized targets up to 2000 meters and beyond. In my mind this shows that while BIS ballistics for bullets aren't entirely true to real life, they can still be very close with proper config values for the bullets and proper muzzle velocities for weapons(this is really defined for the magazine in Arma2). Ballistic coefficients for a few western rounds in ACE2: 5.56x45 0.369 7.62x51_ball("normal" 7.62 NATO) 0.456 7.62x51_notracer("precision" 7.62 NATO) 0.534 0.50_ball 0.711 Muzzle velocities(m/s): M4SPR 823.1 M24 772.3 M110 786.0 ScarH 786.0 M107 887.0 TAC-50 872.4
  4. I'm afraid you'll have to go with Wiki, the manufacturer's website and Jane's. All the sources Google finds pretty much copy what these three say, except for globalsecurity.org which is completely off the track. Then there's this, apparently a manufacturer's or designer's website, which has a demo vid on the missile. Unfortunately it's entirely in Russian so I have no idea what's said.
  5. A book called Yleinen ase- ja asejärjestelmäopas (2001) Do you have any source to the contrary?
  6. To settle the Kornet issue for now, stupid or not it works exactly like that. The launching platform doesn't actively track or control the missile post-launch. The only exception to this is that for short period of time, fractions of a second maybe, after exiting the tube the missile is far away from the beam's center and needs to be guided into it. Whether this is required with Kornet I'm not sure, but this is how some other beam-riding missile systems work. After entering the beam the missile then "rides" it home on its own, while the launching unit just has to keep the target in the beam. The beam itself is formed in a way which allows the missile to know where it is in relation to the center(LOS), and the missile then makes the necessary decisions on what corrections are needed without input from the launcher. This comes from a reliable Finnish book on weapons systems, as I wasn't able to find any good internet sources that contain the same information. The upside of this method is that it's practically immune to jamming from the target as the missile's sensors look backwards, towards the launcher. The biggest downsides are, mainly when it comes to beam-riding A-A or S-A missiles, the missiles non-optimal flightpath and the difficulty of keeping a fast-moving target in the beam. Sounds like a nice scripting job for Arma :)
  7. Kornet-E is a beam-riding SACLOS missile, ie. it doesn't have any kind of post-launch radio or wire commandlink. Riding the laser beam is its only mode of guidance, just like the previous guy and Wiki say. The manufacturer's website and Jane's both agree on this.
  8. You can destroy tanks with that sort of mines, but you'd need a huge amount of luck to achieve it with that particular model. The M2 uses an explosively formed penetrator made out of copper, and according to wiki the mine only weights about 1 kg, with 280g of that being explosives. Those specs just don't add up against a modern MBT. For comparison a Finnish mine also utilizing a copper EFP and meant to be used against armored vehicles has total weight of 19 kg, with an RDX+TNT mixture making up 12 kg of that. Even that isn't probably enough for an Abrams. Ok I got a bit carried away but you get the point: Penetrating the front armor of an M1A1 is a hell of a feat for that small a mine :)
  9. fincuan

    Scopes and ballistics

    A small update: the illumination problem still remains, but at least I finally managed to create front focal plane reticles(reticle remains at a constant size compared to target when zoom changes) that actually work. It's done via scripting and fsms, so this also opens up a solution to the illumination problem(just swap the whole texture when it gets dark/light) and adds the possibility to implement recoil effects that shift the reticle momentarily away from the center of the screen.
  10. To the shooter it makes all the difference, as the rocket motor would fire straight into his face if it lit up inside the tube. Depending on the weapon the burn is completed while the projectile is still inside the tube and the motor shuts down before exiting, or it only fires after travelling some distance. Then again this is probably too much to ask as long as we have recoilless weapons without any kind of backblast.
  11. fincuan

    Scopes and ballistics

    It might or might not be. At least you won't break anything by trying. You won't probably see any changes in the weapons OA introduces, but technically it should still work for stock Arma2 weapons. I already have an OA version practically ready for release, except for a problem with illuminated reticles. See more here. Once that gets solved I can push out a new scopes-pack in a matter of hours.
  12. ca_ammobox is stock Arma2 content as far as I remember, so whoever tries to connect to your server must obviously have it or they see the message you describe.
  13. Only in Domination and other missions which include this script. In the majority of missions, nope.
  14. About a year or so back we had a debate on Arma2's rifle ballistics on this forum, and after some research into the issue by several forum members it was learned that at least trajectory and time of flight-wise the ballistics are pretty close to real life even in the stock game. There shouldn't be much difference when the range is only a few hundred meters. Use something like ACE and you'll get an even better result. Iirc this thread was in the "General" section of the forums. If you consistently shoot short at a distance as short as 300 yards you need to look at your shooting, choice of weapon and choice of ammo, not the ballistics. edit: Here's the thread I'm talking about http://forums.bistudio.com/showthread.php?t=93262&page=8
  15. fincuan

    WarFX : Blastcore

    Good and np You might also want to look at checking the config against the muzzle and not the weapon, so that weapons with multiple muzzles work correctly.