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Everything posted by granQ
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Sxep. I have no idea why you would loose your sound by installing our addons.
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TGB20 = ouch.. sorry PBV501 = same model as BIS (our first vehicle just repleaced texture, hope to get our hands on fdf's rescaled one) AK4 = Hmm.. i think it feels too small but thats just a personal note. Doesn't know.. There is no 25 mm,just for children anyway.. laugh at m2a2 ;) and 30 mm is for export. But since we plan on doing one with BILL (thats like TOW) version too and this is just a prototyp in sweden we can change to a 25 mm cannon to it and make it balanced with the m2a2. (thats the reason for the bill version). the tank killer version i also would like. They were making a TGB 20 with a KSP58.. something happened there, dunno what [] [/code] Bugs and stuff so we skipped it for 3.0 since we had to be done . But we haven't forgot about it. I am really really sorry for that, it is always fun when people are intressted in your own country and so but we are no big team and people are busy all the time. I will try to correct it for certain but i am sorry. hehe, A long story behind that one, It is actually two things behind it. Firsly Goob asked me to do a soldier wihtout the helmet and stuff for his cutscen (soldiers in base camp doing push ups don't wear helmet..) so i did and called him "Värnpliktig" that means "conscript" and i also thought it would be like conscripts are known for forgetting their gear and stuff in the beginning and isn't "combat" dressed. Then i asked Ugga (and Wipe had some parts in this too) to do the M96. that is 1896. A old rifle that is amog many collectors but is outdated in the swedish army. Even if you probaly can find atleast 1 somewhere, but it is a classic weapon that I didn't want to be forgotten. Then one day I thought it was stupid to have a M96 rifle with no soldier in the editor (didn't do any since it wasn't used anymore in the swedish army) and to have a "conscript" one without a weapon. So I gave him the m96 (guess goob have to use "removeallweapons this ) and renamed him to Hvu. That should actually be HVu and HV is our Homeguard and the U stand for "ungdom" or "youth". This is for the riffle contined to be on "activ" duty for many HVu and the first riffle they was allowed to fire. So really it is a childsoldier so don't put it into combat ;) So there came some information about that one. Since i got so happy about your post I will write some about your favorit soldier then. SSG (GN-1) stands for two things. SSG is the name of our special forces and GN-1 is the name for night google. Me and shar thought it sounded better then to have SSG (night) or something. There isn't much know about and their official site: http://www.mil.se/article.php?id=7915 doesn't say much other then that the "recruit" time is off, and there is some pictures of them, or something that should look like them. But weapons are blured. The ssg weapons in the pack is most likely not used by the SSG in real life. It is possible for conscripts to apply for it but they have to first study to become reserv officer. The SSG was in afghan 02 and probaly down in Congo now or been there and Bosnia. Afghan i am 100% sure about and congo and bosnia was SSG or the Parachute Regiment. ( source Special Forces in International Operations, Challenge for the future. By Dr. Magnus Norell and Karin Ströberg) hmm, this is getting much text. Anyway, thanks for your post Miles Teg and if there is anything you want to know you can always ask. Btw. There is 1 uint that i should said in the readme not so easy to find. in East you find a guy called "sfp captive". He is for those hostage missions.
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hmm, make it sfp not sdf not that it matters but.. then you have to have a addons folder in the sdf or sfp folder
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I assume they are in swedish? Any chanse you could release them anyway? sorry but no. What is left is the "ending" triggers that for some reason doesn't trigger, if i do them with radio alpha and such it works perfect but needs to be fixed and have to test in MP todo that.. You welcome Keycat, i hope i will get some time over to join you and the rest of NOSIG in more playing now when the pack finaly are done.
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have to repeat what i said when i did the texture for the snow guy (and same goes for the desert since i made those too)... i am not a texture artist. I am a coder.. but we been looking for a texture artist since november (vepr have helped us with strf90 and i think he is great but he doesn't have much time).. so if you can do better textures you are more then welcomed to join the team, or if you can do anything else. All helped warmly welcomed. For the list, well can write a short one. Vehicles: TGB20 TGB11 TGB13 Strf90LVKV PBV501 HKP10 Weapons: TKSP AK5 (like 7 versions) Ak4 (3 versions) KSP58 KSP90 AG90 PSG90 M45 Pskott GRG M96 and some others.
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I made so you can fire: singel, 4 burst, 8 burst with a 40 mm cannon. (like in real life). It worked fine and was just testing it with some mates before release (aim to release it on friday) when the diffrent fire modes all turned into "singel" fire. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgAmmo { class Default {}; class BulletSingle: Default {}; class ExplosiveBullet: BulletSingle {}; class SFPakan40: ExplosiveBullet { airLock=1; soundHit[]={"\SFP_strf90\sounds\krevad.ogg",db30,1}; cost=40; hit=80; indirectHit=15; indirectHitRange=4; minRange=20; minRangeProbab=0.5; midRange=1000; midRangeProbab=0.5; maxRange=2000; maxRangeProbab=0.5; tracerColor[]={1,0.200000,0.00000,1}; tracerRColor[]={1,0.200000,0.00000,1}; explosive=1; }; class SFPakan40pil : BulletSingle { cost=40; airLock=0; soundHit[]={"\SFP_strf90\sounds\krevad.ogg",db30,1}; hit=160; indirectHit=3; indirectHitRange=1; minRange=20; minRangeProbab=0.5; midRange=1000; midRangeProbab=0.5; maxRange=2000; maxRangeProbab=0.5; tracerColor[]={1,0.200000,0.00000,1}; tracerRColor[]={1,0.200000,0.00000,1}; explosive=0; }; class SFPakan40pil4 : SFPakan40pil { minRange=20; minRangeProbab=0.9; midRange=1000; midRangeProbab=0.9; maxRange=2000; maxRangeProbab=0.9; }; class SFPakan403p : BulletSingle { cost=40; airLock=1; soundHit[]={"\SFP_strf90\sounds\krevad.ogg",db30,1}; hit=120; indirectHit=3; indirectHitRange=1; minRange=20; minRangeProbab=0.5; midRange=1000; midRangeProbab=0.5; maxRange=2000; maxRangeProbab=0.5; tracerColor[]={1,0.200000,0.00000,1}; tracerRColor[]={1,0.200000,0.00000,1}; explosive=1; }; class SFPakan403p4 : SFPakan403p { minRange=20; minRangeProbab=0.9; midRange=1000; midRangeProbab=0.9; maxRange=3000; maxRangeProbab=0.9; }; class SFPakan40kul : SFPakan40 { cost=40; hit=100; indirectHit=10; indirectHitRange=2; }; class Bullet7_6: BulletSingle {}; class SFPksp39: Bullet7_6 { airLock=1; hit=10; cost=5; tracerColor[]={1,0.25000,0.12500,0.5}; minRange=1; minRangeProbab=0.9; midRange=500; midRangeProbab=0.75; maxRange=1000; maxRangeProbab=0.25; }; }; class CfgWeapons { class Default {}; class Cannon30: Default {}; class SFPakan40: Cannon30 { displayName="Akan"; displayNameMagazine="Kulspräng"; shortNameMagazine="Kulspräng"; magazines[]={"SFPakan403Pmag","SFPakan40Pilmag","SFPakan40mag","SFPakan40kulmag"}; initSpeed=1350; modes[] = {"gas1", "gas2", "gas3"}; class gas1 { ammo="SFPakan40kul"; multiplier=1; burst=1; displayName="Kulspräng"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; aiDispersionCoefY=2.000000; recoil="mgunBurst3"; maxLeadSpeed=300; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas2 { ammo="SFPakan40kul"; multiplier=1; burst=4; displayName="Kulspräng 4 Skott"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas3 { ammo="SFPakan40kul"; multiplier=1; burst=8; displayName="Kulspräng 8 skott"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; }; class SFPakan40kulMag:SFPakan40 { nameSound="shell"; reloadTime=6.66; count=24; initSpeed=1350; }; class SFPakan40Mag:SFPakan40 { nameSound="shell"; count = 24; displayNameMagazine="Spräng"; shortNameMagazine="Spräng"; modes[] = {"gas1", "gas2", "gas3"}; class gas1 { ammo="SFPakan40"; initSpeed=1350; multiplier=1; burst=1; displayName="Spräng"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; recoil="mgunBurst3"; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas2 { ammo="SFPakan40"; initSpeed=1350; multiplier=1; burst=4; displayName="Spräng 4 Skott"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas3 { ammo="SFPakan40"; multiplier=1; initSpeed=1350; burst=8; displayName="Spräng 8 skott"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; }; class SFPakan40PilMag: SFPakan40 { nameSound="heat"; count = 24; displayNameMagazine="Pil"; shortNameMagazine="Pil"; modes[] = {"gas1", "gas2", "gas3"}; class gas1 { ammo="SFPakan40pil"; multiplier=1; burst=1; displayName="Pil"; sound[]={"",db10,1}; soundContinuous=0; recoil="mgunBurst3"; reloadTime=0.25000; initSpeed=1650; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas2 { ammo="SFPakan40pil4"; multiplier=1; burst=4; displayName="Pil 4 Skott"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; initSpeed=1650; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas3 { ammo="SFPakan40Pil"; multiplier=1; burst=8; displayName="Pil 8 skott"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; initSpeed=1650; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; }; class SFPakan403Pmag : SFPakan40 { nameSound="heat"; count = 24; displayNameMagazine="3P"; shortNameMagazine="3P"; modes[] = {"gas1","gas2","gas3"}; class gas1 { ammo="SFPakan403p"; multiplier=1; burst=1; displayName="3P"; sound[]={"",db10,1}; soundContinuous=0; recoil="mgunBurst3"; reloadTime=0.25000; initSpeed=1950; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas2 { ammo="SFPakan403P"; multiplier=1; burst=3; displayName="3P 3 Skott"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; initSpeed=1950; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = false; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; class gas3 { ammo="SFPakan403P4"; multiplier=1; burst=1; displayName="3P Automat"; sound[]={"",db10,1}; soundContinuous=0; reloadTime=0.25000; initSpeed=1950; ffcount = 6; ffMagnitude=1; ffFrequency=5; dispersion=0.002500; aiDispersionCoefX=5.000000; // dispersion used to simulate horizontal burst aiDispersionCoefY=2.000000; maxLeadSpeed=300; recoil="mgunBurst3"; autoFire = true; useAction= false; useActionTitle=""; aiRateOfFire=0; aiRateOfFireDistance=0; }; }; class MGun: Default {}; class MachineGun7_6: MGun {}; class SFPksp39: MachineGun7_6 { ammo="Sfpksp39"; displayName="KSP 39B"; displayNameMagazine="KSP 39B"; shortNameMagazine="KSP 39B"; magazines[] = {SFPksp39mag}; count=11400; reloadTime=0.075; sound[]={"\sfp_strf90\sounds\ksp39.wav",35.5,1}; soundContinuous=0; initSpeed=1000; flash="gunfire"; flashSize=0.5; dispersion=0.0025; maxLeadSpeed=50; aiRateOfFire=0; aiRateOfFireDistance=0; autoFire=1; optics=1; }; class sfpksp39Mag : SFPksp39 { nameSound="mgun"; reloadTime=0.075; count=600; initSpeed=800; }; }; Hmm, hope it isn't too much code now. Wasn't sure if i should remove like the ksp39 since it has nothing todo with it. but i keep all from cfg ammo and cfg weapons.
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hascommander=0; can't but that since it do have a commander. But the plane bug (that i haven't heard about) seems to be the same thing.
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Searched but didn't found so here we go.
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not sure what kegetys hawk has to do with it but sure.. you not confusing us with fdf mod now?
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The machine gun is a "tksp". That is a 12.7 mm heavy machine gun and is mounted on some vehicles. But they are "primary" with the marines and our forces on peace keeping missions (balkan). it is made by FN Fabrique Nationale but don't know their name. and shar made two versions, one standing like ofp m2 (like in the picture) and one "prone" postion. Also i want myself to update the addon later when/if we can use kegetys script for moving a machine gun. Been waiting for it long time.. and so nice that i am (okey maybe not) i will show one more picture today. EDIT: Ohh and yes. SFP will be on resitance side.
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Tomorrow i hope. Probaly going to some friends and attend to a LAN. so might be a little tired tomorrow but think before saturday starts it will be out. Then it is a matter about your connection speed ;)
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since we using (atleast like 99%) of swiss mods cv90 inside i thought that would be pretty boring and since i have said i will release everything i thought i show off most things. So here we go. Of course you don't see any of the weapons or soldiers but they will of course be included too. And some vehicles isn't showing either. The strf90 isn't (it is the strf90 with Air radar in the picture) and the "granatspruta" (mk19, thanks to gfx707) isn't and a special operation hkp10 (the chopper in dark colors, sweden doesnt really have those but can't fly into combat/insertions with a SAR marked chopper can you? ;) ). Guess thats all for now and be sure to visit our homepage
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yes and that what i did.. Must be something wrong then.
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SFP soon at the door, and like last time i have done all the names of the soldiers swedish ones. And wonder if i should keep those. I know some was "pissed" last time but that was also since there was no readme in english (will do one this time ;). Why i want to keep it in swedish. 1) they are called: skyttesoldat and not soldier. 2) mostly swedes will play it, test it and keep it. And there is been like no concern like in dod were the classes has german names. It isn't very hard even if its more classes and you maybe have to try. Will write a short translation. But it is really just the soldiers in the editor menu that this will be a problem. If any at all. So what do you guys say. And what about weapons name. Mostly i have names that works on both swedish and english ones. but for like the strf90 (cv90) it has kulspräng ammo. I could call it: Kulsprang or kulspreng so it works good on all languge versions or i could make some wired translation: FragmentedHeat.. or something.. hmm. Well time for vote people and i don't have much time
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Okey i started and almost done with all soldier names. So they are called like: SFP_CREW,Crew,Membre d'équipage,Carrista,Soldado de tropa,Besatzung,Posádka instead of swedish name "besättning" but had some "problems".. Blackop or SSG (SSG is like swedish SAS) How to translate other specail uints that some doesn't have a really counter part in englisj (or my english sucks). Like norrlandsjägare.. Now called articjeager. And Jägare.. amfibie i translated to marine. (but no idea name in french, german and such so then they have to have english ones) but for all standard soldiers they are translated. and a special thanks to cassie. What would I do without you?
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blackdog. Nice idea, alot of work to fix then. But should be possible. Will think about it. But don't want to delay the package and i am starting to feel i will and all pbo is done (smaller adjusting on some) but going away later today (probaly) and have all the readme and stuff left. Gonna talk to the rest of the team and see if they can work but since i am the coder i am the spider in the net kinda ;)
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sure. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle {}; class APC: Tank{}; class BMP: APC{}; class BMP2: BMP {}; class sfpstrf9040:BMP2 { side=2; displayName="Strf 9040B"; vehicleClass="SFP - Vehicles"; crew = "sfp_m90crew"; icon="\SFP_strf90\strf90.paa"; driverinaction="manactjeepdriver"; soundEnviron[]={"\sfp_strf90\sounds\band.wav",0.9,1}; soundEngine[]={"\sfp_strf90\sounds\motor.wav",1.3,1}; picture="\SFP_strf90\istrf90.paa" maxSpeed=75; armor=300; canfloat=0; accuracy=0.15; model="\SFP_strf90\SFP_strf90.p3d"; hiddenSelections[]={"flash1","flash2","flash3"}; transportSoldier=8; weapons[]={"SFPakan40","SFPksp39"}; magazines[]={"SFPksp39mag","SFPKsp39Mag","SFPakan40Pilmag","SFPakan40kulmag","SFPakan40kulmag","SFPakan40Pilmag","SFPakan40Pilmag","SFPakan40Pilmag","SFPakan40Pilmag","SFPakan40mag","SFPakan40mag"}; irScanRange=100; irScanGround=1000; fuelCapacity=666; //OOOOOH, creepy gunnerOpticsModel="\sfp_strf90\optika_gunner"; commanderOpticsModel="optika_tank_driver"; class GunFire: sfpAutocannonSmoke {}; class GunClouds: sfpAutocannonSmoke {}; class TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={"\SFP_strf90\sounds\servo.wav",0.1,1}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-10; maxElev=45; minTurn=-360; maxTurn=360; body="OtocVez"; gun="OtocHlaven"; }; class Turret: TurretBase {}; class HatchDriver { selection="poklop_driver"; axis="osa_poklop_driver"; angle=-100; }; class HatchCommander { selection="poklop_commander"; axis="osa_poklop_commander"; angle=90; }; class TransportMagazines { class _xx_AK74 { magazine="SFPak5mag"; count="30*1"; }; class _xx_PK { magazine="SFPksp58mag"; count="5*1"; }; class _xx_HandGrenade { magazine="HandGrenade"; count="10*1"; }; class _xx_SVDDragunov { magazine="SFPpsg90mag"; count="10*1"; }; class _xx_RPGLauncher { magazine="SFPpskottmag"; count="3*1"; }; class _xx_GrenadeLauncher { magazine="SFPgrtmag"; count="3*1"; }; }; class EventHandlers { fired = "_this exec ""\SFP_strf90\script\rekyl.sqs"";"; }; transportAmmo=0; transportMaxMagazines=250; transportMaxWeapons=25; }; class sfplvkv : sfpstrf9040 { displayname="LvKv 90"; irScanRange=3000; irScanGround=0; gunnerCanSee="4+8+16 +1"; threat[]={0.600000,0.400000,1}; picture="\SFP_strf90\ilvkv.paa"; model="\SFP_strf90\SFP_lvkv.p3d"; transportSoldier=0; weapons[]={"SFPakan40","SFPksp39"}; magazines[]={"SFPksp39mag","SFPKsp39Mag","SFPakan403Pmag","SFPakan40kulmag","SFPakan40kulmag","SFPakan403Pmag","SFPakan403Pmag","SFPakan403Pmag","SFPakan403Pmag","SFPakan403Pmag","SFPakan403Pmag"}; hiddenSelections[]={"flash1","flash2","flash3"}; class TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={"\SFP_strf90\sounds\servo.wav",0.1,1}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-10; maxElev=65; minTurn=-360; maxTurn=360; body="OtocVez"; gun="OtocHlaven"; }; }; };
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well you can chat "abuse" too. I think it would be nice that if you keep the mouse arrow over a marker it said who placed it. Since sometimes some people just flood the map. And you don't know who to kick.
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okey i tested with doing a new ammo kind for all fire modes. Like ak74 riffle has. That was the only thing i could see was diffrent. Still didn't work. Strange thing is that it works perfect when alone or SP in tank but not with 2 humans in the tank.
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Today i thought i could show of the muzzle flash. Any ideas on what to post tomorrow? And we got a problem with the diffrent fire modes not working in MP and i have no idea to solve it (have posted in the config forum without respons) the bug will probaly be there. Since i won't delay the package for a bug that doesn't do anything bad really and we got no way of fixing it.
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Isn't it better to state "kind". Like rangers addon by someone. Kind= 1993 woodland or.. BMW something.. kind = m4 model 1958 Since some don't just belong to WII, Vietnam.. and would be too many "others" or something then. Sometimes you may add a description or something like that "the one that was used mostly among grunts in vietnam". What about like korea war stuff. Much was from WWII time but some wasn't. So have "WWII/Korean" or just find some other korean since it was first used in WWII. I don't see why it is so important. EDIT. 99% of my message is nuts (gramma, words, spelling) but i don't feel to correct it. So take it our leave it. Have to do some coding ;)
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and amos is just the "turrnet". As seen on those pictures it can be mounted on a cv90 (that i making) or a xa180 (like finland plan) or even small patrol boats. And the USA is now looking into it so maybe in the future it will be on the m2a2. And i hope we will make a working amos turnet that can be "copied" to other vehicles without so much work. EDIT: Ohh and amos is: Advanced MOrtar System.
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We in sfp are working on a AMOS and i know DKM had some project with it and so on. But i wonder, how to code it best? Suggestion would be nice. My idea so far is to make like a standard tank, and check if it moves. If it moves add some velocity to the "bullet". So it will have a great cannon and accuary except if it moves.
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cam0flage, it still can be mounted on a xa180.. no problem. and since it mostly will use some strange scripts for aming and stuff no optical scope will be needed.. i guess ;)
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Not sure about the M109 but the AMOS can fire on the move for mostly selfdefense. Not a big thing if it have to be "removed" since you should stand still, thats why i like to add some strange velocity if it moves so it probaly miss the tank with 3-5 meters and get toasted (crew learn leasson and it is just a game)