Gen.Carnage
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*boom* m109 for download @ ofp.info
Gen.Carnage replied to vade_101's topic in ADDONS & MODS: COMPLETE
The M109A6 Paladin is the latest advancement in 155mm self-propelled artillery. The system enhances previous versions of the M109 by implementing onboard navigational and automatic fire control systems. Paladin has both a Kevlar-lined chassis and a pressurized crew compartment to guard against ballistic, nuclear, biological, and chemical threats. The Paladin M109A6 howitzer is the fourth product improvement to the original M109 self-propelled (SP) howitzer. It features improvements in the areas of survivability; reliability, availability, and maintainability (RAM); responsiveness; and terminal effects. The M109A6 is an armored, full tracked howitzer carrying 37 complete conventional rounds and two Copperhead projectiles. It is operated by a crew of four. It is designed with a new turret structure that facilitates integration of the various turret improvements and vulnerability reduction measures. It improves overall crew compartment layout and space. The howitzer can travel at a maximum speed of 38 miles per hour and has a maximum cruising range of 186 miles. The M109A6 is the most technologically advanced cannon in the Army inventory. This weapon has a 4 man crew, and weights approximately 62,000 lbs/32 tons, and has a cruising range of 186 miles, Max speed is 35 MPH, It has a fuel capacity of 133 gals. The Paladin can operate independently, from on the move, it can receive a fire mission, compute firing data, select and take up its firing position, automatically unlock and point its cannon, fire and move out - all with no external technical assistance. Firing the first round from the move in under 60 seconds, a "shoot and scoot" capability protects the crew from counterbattery fire. The M109A6 Paladin is capable of firing up to four rounds per minute to ranges of 30 kilometers. The Paladin features increased survivability characteristics such as day/night operability, NBC protection with climate control and secure voice and digital communications. The crew remains in the vehicle throughout the mission. The Paladin is designed to accept new technologies increasing firing range, rate of fire, and accuracy. TACOM-ARDEC, in order to maintain the state-of-the-art in artillery technologies, is continuing to develop enhancements adaptable to Paladin, such as a 52 caliber gun, Modular Artillery Charge System (MACS), and a laser ignition system. The Paladin is an example of equipment bridging the gap between current systems and those planned for the future. It dramatically increases the responsiveness, survivability and flexibility of self-propelled cannon artillery. Adding advanced technology to a 1950s chassis, the Paladin begins a revolution in the way the field artillery fights. Using computers, the Paladin can determine its own position on the ground and compute its own firing data. Single-channel ground-air radios permit voice and digital communication with the platoon's operation center and with other howitzers in the platoon. The most significant operational differences between the M109A6 howitzer and prior M109 series howitzers are the Paladin's ability to operate over a widely dispersed area and to move and emplace using the Paladin technology. The Paladin can move and position within an assigned position area, process technical firing data, and fire a mission without relying on aiming circles and wire lines. Target acquisition and engagement parameters (tactical fire control) are provided by the Paladin platoon's battle command facility, the platoon operations center (POC). The automatic fire control system (AFCS) and single-channel ground and airborne radio system (SINCGARS) frequency modulation (FM) radios change the current requirements for surveyed firing points, aiming circles, and land lines. In the past, communications wire had to be manually strung between the vehicles and the fire-control center. Without the need for wire communications, the Paladin can change position more frequently, an advantage against enemy fire. Such advancements give new meaning to the artillery's ability to move, shoot and communicate. The Paladin's technology reduces the time soldiers are vulnerable to enemy fire. Every time you fire a round, the enemy can zero in on your position and fire back. If you take too long to get out of there, you're probably going to get killed. In the past, it would take about 20 minutes to prepare a firing position and another 15 to 20 to displace. It was very manpower-intensive to emplace the battery before. A five-man crew served each of the six howitzers in the battery. Surveyers calculated the battery's location, and crew members ran communicaitons wire by hand. The gun sections each had a guy who would run the wire to the fire-direction center, and when it was time to displace, he would have to go down to the fire-direction center, unhook the wire and roll it up. It didn't take soldiers long to figure out that that's not a good way to do business if you want to stay alive. New technology allows cutting that wire link from the fire direction center, which limited how far one could disperse the howitzers on the battlefield. Technology also increases speed. The Paladin's top speed of 38 mph makes it slightly faster than the M-109A3. The Army beefed up the engine and transmission, and installed some new technologies -- an on-board fire control system, on-board position-navigation system, radios. There is also improved ballistic protection on the howitzer and on-board prognostics and diagnostics to help diagnose when there is a problem. The Paladin/FAASV program entails a major product improvement and re-engineering effort - begun in 1979 - to upgrade the U.S. Army's primary self-propelled long-range howitzer, designated the M109 series. Range, lethality, reliability, speed and mobility were all limitations of this 1950's design, as was the lack of onboard navigation/location and nuclear, biological and chemical protection for the crew. The new Paladin closes the technology gap in response to the requirements of the U.S. Army Soldier. These "shoot and scoot" requirements, were translated into engineering requirements and specifications that updated or replaced every subsystem of the vehicle. source: http://www.globalsecurity.org/military/systems/ground/m109a6.htm -
*boom* m109 for download @ ofp.info
Gen.Carnage replied to vade_101's topic in ADDONS & MODS: COMPLETE
First of all; this is not a DKM addon as it has been released by hawk. our paladin allways was capable of direct fire, our early testversion had about the same enormous firepower. We toned the indirect hitdamage down a lot since then. But in direct fire mode, this gun will blow away any MBT with a single direct hit. I think nobody will complain about that since it's one of the most powerfull guns that ofp will likely see in landvehicles. (there are even bigger self propelled guns, but those normally cannot use direct fire) to give you an indication: the 155mm shells weigh 45-50 kg. (110 lbs or so) the muzzle velocity is about the same as that of the abrams 120 mm gun. It normally does not use armor piercing shells, but it CAN fire them, as well as rocket assisted, and guided shells. -
*boom* m109 for download @ ofp.info
Gen.Carnage replied to vade_101's topic in ADDONS & MODS: COMPLETE
our biggest problem with this addon is still the firing system, but we have discovered a little new feature that will make things a lot better. sorry cant give an ETA yet... :/ making a decent standalone artillery system is proving to be the most difficult of all addon types. -
*boom* m109 for download @ ofp.info
Gen.Carnage replied to vade_101's topic in ADDONS & MODS: COMPLETE
excuse my extravagant reaction to this news, anyone who seriously builds models and skins them knows how timeconsuming and painstaking work it is to make something that looks decent. Denoir is right, this should be dealt with in private, but since the addon has been released, its no longer a private matter. They might have gotten away with it if A- they asked permission for the use of the adats, and B they would at least have used different turret skins (those are a complete giveaway) That they mention DKM on the polish site (all i can make out are DKM and ADATS) icredits them, but still... Anyone who wants to edit one of our addons can get permission, we are not that difficult to deal with, all we ask is to have a look at their 'final' product before it is released to the public. We want this so we can make sure there won't be any mega ugly looking addons released with our name attached to it. Also, people who want to edit our models might do a better job than us, in which case we would also like to put the addon in particular up on our own site, with credit to the editor ofcourse. This M109 addon is not looking too bad luckily, but its not the M109A6 Paladin! as i can see it, its the M109A4 or so, which is not called paladin. The paladin can be recognised by the longer gun, the extended turret and hydraulic gun lock mechanism. as Saber said, its done now, matter closed. -
*boom* m109 for download @ ofp.info
Gen.Carnage replied to vade_101's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">any reaspn why it says DKM on the outside? And has outside textures that seem awful familiar? <span id='postcolor'> BECAUSE THE F******* BA*****S STOLE THE M109 PALADIN ALLRIGHT! A- they did NOT get permission to edit the adats B- it is NOT the M109ADATS, but the real thing, modified so it would appear to be a remade adats. C- Im sure one of our ex-member leaked this model. want proof? look at our screenshots page at the pictures that are there of the paladin for 4 or 5 months! what i cannot understand is them trying to take the credit for it as if they made it themselves, all the #^%#@# did is adit my months of hard work a little and tell people they made it? makes me want to vomit, thats all i have to say to this, before i really say something that gets me banned -
Ofp addon manager v0.9b released
Gen.Carnage replied to Rastavovich's topic in ADDONS & MODS: COMPLETE
Maybe an option to manually browse to the ofp directory would help rasta? it seems the tool cannot find the ofp dir, so putting this option in might do the trick. -
apparantly he cannot let go vixer...:)
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not only are you continuing 'stating your opinion', its getting really pathetic now...
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you are even implying ppl dont need to ask permission.. i call that ripping off
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">"if you dont like it then dont download it" this phrase is used far too often, i was looking forward to a tunguska being released, now no-one else will make one as they probably wont get the model better than DKM, i cant modify the .cpp because then it would mess up any online play, unless someone makes a cpp addon for it by changing the characteristics/names and not including the p3d in the file (would make sure that people had the DKM tunguska and then both options to play with, also i dont think it would have to be made with DKM inputas you wouldnt be modifying their model/textures) which i dont have the time to do myself, i hope someone does this though... -------------- Ballistic Addon Studio Modeller -------------------------------------------------------------------------------- <span id='postcolor'> are you publicly urging people to rip off our model? man thats low....
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not beeing shot at? you must still be running 1.46? Â since the tunguska sees the targets first, it will engage first (of the land vehicles) at a range of 900 m i can start firing at one abrams, but wont even get the chance to finish that one off, since i expose myself by firing, the three abrams immediately react by destroying me. *edit* to please you i did this so called test with the new tunguska 10 times, 9 times the west won with varying losses, all russians were destroyed. the one time they lost was coz they were unlucky when the apache fell on top of an abrams, and blocked the fire of another abrams.
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try that same equasion with the tunguska beeing blown up after one hit? as said before, its armor was too heavy and is corrected.
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and you are not bothered by the shilka BIS made is able to destroy an abrams? The vulcan m113 can kill a t80 in game if it gets the time to do so too exactly the same goes for the tunguska, but since it just HAS more firepower than above two it will do it faster. Ofcourse a tunguska would steer clear from enemy MBT's irl, that is NOT THE POINT. in this game low calibre weapons will tear down the armor of any other vehicle, in comparison to that, the tunguska has more firepower than any other comparable tanks and will do this faster. Whether or not it would be able to do it in real life discussion is utterly futile, this gun is much heavier than the shilkas cannons and we gave it its power relative to that. How realistic would a F-14 that is impossible to shoot down be? tunguska is the answer to that, take it or leave it. im not going into any more comments about its firepower, ofp doesnt have any realism as it comes to firepower after all. Example: the rheinmetall smoothbore 120mm cannon loaded with sabot round would destroy 2 t-72 tanks in a single shot IRL. in ofp it takes 3 hits or so to destroy one, so stop talking about realism.
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as said before, the armor has been lowered, a single LAW or RPG will destroy it now, your precious abrams will kill it with a single shot, but miss that shot and you wont get the time to reload and try again. This will force you ro use different tactics in game, why should this be a bad idea? about that need for gunpower evis; don't you think you will need a massive amount of energy to be able to go thru planes armor plates at 4 km altitude? all the way going there the gravityand friction is working against the bullets impact power. not so in horizontal flight. only airfriction is slowing the bullet down. the reason a-10 has 38 mm DU rounds is simple; it doesnt have the time to keep its gun trained on target for more than 1..2 seconds, in that time the tank has to be destroyed. The tunguska now uses approx. 400 rounds to kill abrams
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the 30 mm ammo doesnt really have much power, its in its velocity that really determines how much punch it will have To reach an altitude of 4 km (the max effective range tunguska can use its guns and still have enough power to destroy a plane) you will need a very high muzzle speed, also noting that the 30 mm round allmost weighs a pound.... at close range, this high speed will make it penetrate armor plates, seeing that there will land 40 rounds on roughly the same spot in one second. the principle is like this, the first round bounces off, heating the armor plate up on its impact point, the second, third, fourth will all bounce off, but in the meantime the armor metal is getting hotter and hotter... and thus weaker and weaker. and about that bmp... i'm not gonna sit next to you evis, when you let a tunguska fire 500 rounds onto your bmp. i dont think you would be able to recognise that it ever was a bmp after that... just debris
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do you think quad very high rof guns with automatic shell feeder, radar guidance plus 8 AA missiles are cheaper than a single smootbore gun? come on now!
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this is exactly why we released this addon as a beta... anyone who is complaining about one aspect or another: go back and read ALL replies. you will find that what you might think is stupid, someone else will think is realistic, or vice versa. Making addons like this will allways give us both good and bad reactions. Some want more firepower or ammo, others want less, some love the smoke and want more, others dislike it coz its blocking the view, causing lag or whatever etc etc etc. Realism: 30 mm highspeed bullets or shells, be it armor piercing or high explosive, or plain 'lead balls', fired at atank at 4800 rounds per minute is some punishment i dont think any tank can withstand for more than a few seconds. The sheer amount of kinetic energy alone will do the job, let alone it beeing armor piercing or have explosive impact. To give you an idea: the a-10's gun is just touching 4000 rounds per minute. think about it: nobody is complaining about the 30 mm gun of the apache destroying a tank, this tank has 4 guns of that calibre, with much higher muzzle velocity and above all much higher rof. (each 30 mm gun is doing 1200 rpm, the same as the mg3's rof) its armor was too high, that will be lowered, but its firepower will stay intact. If you're in your abrams cruising thru the landscape thinking nothing will harm you when you stumble across a tunguska better make sure that first shot is a hit or you are history. All those fast west jets definetly needed something to make their lifes more difficult. Especially west attack helos like apache and cobra didnt have much opposition untill now. (bronco too) It will take expert flying skills and good tactics to destroy one or two tunguska's from the air. As in real life, it would be much wiser to send scouts ahead , spot the tunguska(s) and send in blackops for a demolition mission, paint the target with laser so a laser guided missile can destroy it, call in an artillery strike, or kill it with LAW's or Carlgustav or similar. tracers: there is no possibility to make the smoke and firepoint separate, so, the bullets origin point is also the origin of the smoke, those of you who looked carefully might have noticed it originates in the middle between the barrels. So not only would you see only one stream of bullets, they would also not come from a gun! Ontop of that, the aim of the gunner and the actual impact point would be the same as with the adats: offcenter. besides, tracers that are shot straight at you are near invisible, the light of tracers is directed backwards. only when they passed you you will see them clearly. i agree that from the groundview they are missing, but i am not too sad about it for the smoke , aim and double muzzleflashes make up for it. hehe anyone who saw that avi now knows it is not safe to be a footsoldier and closeby when this baby fires.
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the only thing that will be turned down is its armor, its firepower is relative to other tanks as in real life
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irl, the guns are radar guided and computer controlled, only if you go to visual mode you would need to see the target..
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Rotating radar still cannot work, nor will empty casing ejection, but at least i got this working...
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thanks for the feedback ppl, keep it coming.... tracers are disabled intentionally... it would reveal the fact that there is only ONE stream of bullets. We are currently looking at the smoke, shell ejections, breech flashes, armor values and if possible, rotating radar. might also have another look at the skins, if i find the time
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errm that top picture is incorrect, its the current tunguska turret on a t80 (or so) undercarriage, look further and you will find the actual pictures of 2S6M which has totally different undercarriage.
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tunguska is the shilka's follow up... its more advanced and has far superior killing capacity..:)
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make different lods with increasingly lower polycout, the lowest lod should have 300 or less poly's put in all lod property tabs this value: 'LodNoShadow 1', except in the lods that have less than 300 poly's. and i agree totally with keg... ppl who are too lazy to finish their models by going all the way should stop making them alltogether.
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dunno if this is the correct forum, but.... engine smoke does not work under 1.85 damn, sorry there was a topic for this.. i overlooked