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miles teg

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Everything posted by miles teg

  1. miles teg

    New resistance addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Indychuck @ June 17 2002,22:13)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ June 17 2002,13)</td></tr><tr><td id="QUOTE">You arent even supposed to be talking about the whole forums I believe...<span id='postcolor'> Yeah that's my point. When you have people stealing models and then telling everyone about stuff like this. How can you expect those people to act with integrity? It's not just on these forums either. You had all these teenagers scrambling to get into the Oxygen club so they can feel cool. Meanwhile you have real mod markers denied one due to limited release. You can list the people that had made any good or just any Oxygen things on one hand. One name that comes to mind at this moment is Kegetys. And you don't see him going around telling everybody he just does it  <!--emo&<span id='postcolor'> I agree. However moreover I believe I was told that there are 65 people who have Oxygen based on some info from this forum a friend of mine found. I can look it up to see exactly where he found it. At any rate only a fraction of those seem to be active. What in the hell happened to all those other Oxygen users? It REALLY REALLY pisses me off that people who are so damn lucky to get oxygen then just sit on it and do nothing with it. I'm sorry but BIS has handled this whole Oxygen affair rather sloppily. I know that they don't like being heard criticized about that and this post will probably be wiped from the forum, but they need to hear it. The idea of quality control has already been proven. Sure a few excellent addon makers were given Oxygen and they have made good use of it. However they were also giving it to alot of Tom, Dick, and Harry's who don't seem to know jack about modelling or who apparently decided that they didn't want to make any addons because it was too hard. So they're just sitting on Oxygen it seems. So what you end up with is a few hardcore mod makers and a bunch of people harrassing them to release mods that are perfect. BIS SERIOUSLY needs to AT LEAST release Oxygen to the dozens of other individuals who have already signed the non-disclosure papers for it and who have been sitting around waiting for it, but have received nothing. I know they're busy with Resistance, but can they not spare one person to at least handle this? Come on at least get Nada to do it! (Ah we all love Nada!! Either that or they need to include Oxygen with the Resistance expansion pack. After all they said it would be their last addon pack for OFP. I know BIS has good people working their so I hope that they take a good look at what is going on, and understand that a healthy, well supported mod community equals happy customers and happy, steady sales figures for them. Or... they can be like Novalogic who has crap customer support and zero mod support. If anyone from BIS is reading this, please don't let the company become another Novalogic. It will only be a matter of time before another company creates a similar game engine to that of OFP. When they do, if the OFP community is disillusioned and demoralized, they will move on to another similar game community for a newer game similar to OFP but with a company that provides better support. That's what I did anyways. Novalogic dropped the ball on what could have been a very promising game engine. BIS picked up the ball and ran with it to create an even more realistic infantry simulation. But if BIS drops the ball someone else will pick it up and run with it and I will follow that leader. So I hope that BIS makes me believe in them 100% once again and that they do not drop the ball. But other then that, I think BIS has been doing a good job and I'm really looking forward to OFP-Resistance. So I'm not disillusioned yet and I still have hope...hope that BIS comes through on their promises and really brings the MOD community to life with full support after OFP-Resistance is released. This secret hush hush thing only serves to divide the OFP community further and contribute to poor morale, distrust between members, and a lack of loyalty or trust towards BIS. Anyways...normally I'm the last person to whine about the Oxygen situation but at this point, a reminder is needed for BIS I think as they come closer to the release date of OFP-Resistance. I am VERY happy with most of the unofficial Oxygen produced addons so far (some have been disappointing), but the community could be so much more alive and vibrant if at least the Oxygen tool is made available publicly. Not only that, teams with multiple Oxygen users could be formed to allow for quicker and less stressful addon production times. In other words more of the workload could be shared. The thing about quality control has already been proved to be false. Yes there will be more crap addons when Oxygen is released publicly, but it should be exactly proportional to the crap addons/good addons ratio that we have currently with the limited number of Oxygen users. Another words the only thing that will change is that there will be more addon of both types. Anyways, those are my *constructive* criticisms and I hope that any BIS moderator will perhaps forward them and kindly not delete them from the server (which would make me more the a little bitter towards BIS if that happens since I have been a very big supporter of them since the first OFP demo came out). Chris G. aka-Miles Teg<GD>
  2. miles teg

    Read! airplane crash in walker ca

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rhubarbman @ June 18 2002,02:29)</td></tr><tr><td id="QUOTE">is this really the place to post it?<span id='postcolor'> I agree that this isn't the place to post stuff like that. It's like if a rockstar dies or something posting here about how horrible and tragic it was. There are better general posting areas for that. Yes it is sad, tragic, and horrible about that crash but most of us will here about it on the news most likely at least here in the U.S. and we'll say our prayers (or whatever we believe in) to the families of those who died and hope for survivors. But this place isn't the forum for that when the www.flashpoint1985.com site has better forum areas for you to post that information. Also their death is something they knew was very likely. Being a fire-bomber is a very high risk occupation due to the low altitudes they operate at, low visibility, and often poorly controlled airspace due to the lack of proper radar coverage at the low altitude those planes operate in (nearly tree top level sometimes). But at any rate, at least those crew members died doing what they lived for. That's really not a bad way to die. Max Res to that crew. But next time please post stuff like that on a more appropriate forum. That would be a better way to honor their memories. Chris G. aka-Miles Teg<GD>
  3. miles teg

    New unofficial addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (sn1per @ June 17 2002,19:17)</td></tr><tr><td id="QUOTE">Yep, but I also think it's sort a lame weapon to fire IRL. Of course it is very deadly against infantry but when compared to even a LAW the automatic grenade launcher was somehow too "nice" Even the 12.7 AAMG felt more meaner. Jus my opinion though.<span id='postcolor'> Are you serious? Â Did you fire the same weapon? Â A good soldier doesn't worry about how "mean" a weapon feels but rather, how accurate the weapon is, what kind of range the weapon has, and what the effect is on the receiving end of the weapon's projectiles. Â The bottom line is lethality and the Mk19 has it in spades. Â The M2 is also a wonderful weapon that is also very deadly, but at medium to close range, while it can punch through light armor and put big holes in people it has nothing even approaching the massive distructive power of 40mm grenades. Â It's basically like a light automatic mortar with both direct fire and indirect capability. Â Anyhow... Â I can't argue with you if it didn't flip your boat, but it's just mind boggling to me that firepower capabilities of the MK19 in a tactical situation seems to be lost on you guys...or maybe it's not. Â I sure hope not. What country and branch of service did you fire it anyways Sniper? Chris G. aka-Miles Teg<GD>
  4. miles teg

    Gfx707's mg pack released!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ June 15 2002,00:14)</td></tr><tr><td id="QUOTE">isn't the ROF on the MG42 way too high? also, can we get more distance on the MK19? <span id='postcolor'> Nah actually the rate of fire on the MG42's is just about right. They were (and are) murderous weapons and were one of the weapons most feared by allied soldiers. However one drawback from the high rate of fire is that the barrel would have to be changed very frequently which is one reason why most modern medium machine guns today have a much lower rate of fire. As for the MK19, remember it's not an auto-cannon like the 30mm cannon on the BMP2. It's a grenade launcher. However the trajectory is a bit flatter then the M203 because while the rounds are similar to the M203's grenades, the MK-19's ammo consists of special high velocity 40mm rounds that have a greater range and don't require as much elevation to land the rounds on a target. His nade launcher (and Kegetys's AGS-17) could maybe shoot a tiny bit flatter if they can manage to increase the velocity, but overall it's not bad at all and you can get some fairly decent range on that thing using indirect fire. It also shoots farther then the M203 grenade launcher so it's fairly porportional to the rest of the weapons in OFP. Overall the MK-19 and AGS-17 automatic grenade launchers are very solid addons realism-wise in my opinion. Chris G. aka-Miles Teg<GD>
  5. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ June 17 2002,18:23)</td></tr><tr><td id="QUOTE">ok what if i get a jp-233 model textured and made into a .p3d and shipped it with the addon? it wouldnt be on the model but you could use it instead of another weapon<span id='postcolor'> yeah that would work I think... but I don't have a clue how to add the JP233 to the Tornado's center line hardpoint like on the real thing. You'd have to stick a little "JP233 Read Me" tutorial on what script to stick in there to do that. Wouldn't it be easier just to make one version with the JP233 and one without kinda like the different versions of the AMX fighter bomber? Otherwise most people are probably not going to bother trying to figure out how to mount it on the plane if they know nothing about how to add scripts to a pbo'ed addon. It's also not something that would mount on the wing hardpoints. But if that would be easiest for you and if it worked like a real JP233 (not like a bomb but dispensing submunitions), then yeah I suppose I could get some help from someone to figure out how to add it onto the Tornado. But since you know how to do that, you might as well just make a version with it already on. But it's up to you as to what you think would work best. If the problem is in the scripting however, that "Cluster Bomb" Su-25 addon I mentioned should be all you need to get it working like a real JP233. I'm sure that as long as you credit the guy who made that one, it should be cool with them if you De-Pbo that addon and use the scripting he used for that addon. But anyhow...again it's up to you. But is sure would be nice to fly in at a extremely low altitude and at very high speed over an airbase or a enemy motor pool and then wipe out their aircraft, vehicles and troops with hundreds (or for less lag maybe just 50) bomblets made up of either the "shell73" or "shell120" objects...either of which can damage severely armored vehicles and also wipe out enemy infantry just like the real bomblets. Plus what's cool is that you can actually see them falling and they look like little bomblets. Also for sound, it doesn't have to be perfect, but it sounds kinda like popcorn popping when the JP233 is firing off those puppies. But anyhow...just do what you can. I'm not demanding you make it or anything. I just think it would make your Tornado extremely awesome to have that weapon system. Chris G. aka-Miles Teg<GD>
  6. miles teg

    New unofficial addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ June 15 2002,23:24)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How could ab automatic grenade launcher possibly e disapointing?? <span id='postcolor'> It sounds extremely pathetic. No good recoil either. Nothing compared to a GRG (Carl Gustaf). Edit: I should perhaps add that I am talking about the real thing and not the Keg's addon <span id='postcolor'> Are you serious? I also fired the MK-19 and that was THE MOST AWESOME weapon system I have EVER fired. Of coarse it's not Carl Gustav, but then again they are entirely different weapon systems made for entirely different purposes. The MK-19 is primarily designed to kill lots of infantry and light armored (or unarmored) vehicles. The Carl Gustav is primarily a tank killer/bunker buster weapon. The Carl Gustav has to be manually reloaded one shot at a time. The MK-19 is a belt-fed automatic weapon that put the same equivelent amount of high explosives on an area with one burst as a single rocket from a Carl Gustav. I didn't care what sound it made. The important thing to me was the impressive damage that it created down range. It's like having a platoon of light mortars at your finger tips and is an absolutely devestating weapon against enemy infantry. I can not think of a single other weapon system that is more deadly against opposing infantry forces short of the AGS-17 or some type of AA auto-cannon. I also LOVE the fact that it is low noise and low recoil. I can't believe that you found these things to be defects in the weapon!!! Low noise = less chance of the enemy locating your firing position and less ear fatigue. Low recoil = greater chance that your rounds will fall on target with accuracy. Also it is less fatiguing on the gunner. On gun mounts on vehicles this also means less stress on the gun mount and the frame of the vehicle (or aircraft). All in all the MK-19 I think is one of the most remarkable weapon systems ever made. Chris G. aka-Miles Teg<GD>
  7. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpetsnazWarriorX @ June 17 2002,16:53)</td></tr><tr><td id="QUOTE">~~Yawn~~ What's the big deal about the weapons loadout? JP-what? I just want the plane to fly around in, I don't particularly care about the immediate loadout. Sure, make some good ones later on, but concentrate on the flight model and the plane itself preferably. And PLEASE make the 3rd-person viewpoint closer than the previous models (Hawk, AMX) Â <span id='postcolor'> That is true that the flight handling system is the most important thing. The weapons mean nothing without that. I will still use the addon no matter what weapons load-out it has. I just think that it would be A LOT more special and a lot more fun if it has the JP233. You have to trust me on this. There was an old flight simulator for the Commodore Amiga computer called "Fighter Bomber" that had a Tornado with a JP233. That was one of the funnest weapons I ever used on any flight simulator. The path of destruction you could make with those was just incredible!!! I think that the JP233 would make the Tornado addon a lot nicer. But I agree that getting the flight handling nice and smooth should be priority #1. Chris G. aka-Miles Teg<GD
  8. miles teg

    New resistance addon

    While this addon looks really wierd and all, personally I think that is a waste of Oxygen. I was hoping that it would at least by the Gyrocopter from Mad Max II (Road Warrior). If I want vehicles like that I'd go play some Alice in Wonderland game or something. But oh well...you guys are the mod makers and got oxygen so I guess you can make whatever you want. To me it's just sad that with the same amount of effort put into to that addon we could have had a real helicopter for the Resistance. Chris G. aka-Miles Teg<GD>
  9. miles teg

    Tunnels in mountains..

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ June 17 2002,01:01)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Aaron Kane @ June 17 2002,01:14)</td></tr><tr><td id="QUOTE">THE REAL QUESTION HERE IS... Â can you fly a Hawk through it? Â <span id='postcolor'> Umm.. im not sure if it fits into the tunnel... but if it does, then yes.<span id='postcolor'> How come you're not releasing it? Is it because it can only be put on one place on the map? If so, just include a readme file that says which map to use it on what coordinates to place it. If it's not that then is it because perhaps OFP Resistance will already have tunnels? If that's not it then it would be a shame to let such an excellent creation go to waste and to never be seen outside of screenshots. Chris G. aka-Miles Teg<GD>
  10. miles teg

    Tunnels in mountains..

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ June 17 2002,01:01)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Aaron Kane @ June 17 2002,01:14)</td></tr><tr><td id="QUOTE">THE REAL QUESTION HERE IS... Â can you fly a Hawk through it? Â <span id='postcolor'> Umm.. im not sure if it fits into the tunnel... but if it does, then yes.<span id='postcolor'> How come you're not releasing it? Is it because it can only be put on one place on the map? If so, just include a readme file that says which map to use it on what coordinates to place it. If it's not that then is it because perhaps OFP Resistance will already have tunnels? If that's not it then it would be a shame to let such an excellent creation go to waste and to never be seen outside of screenshots. Chris G. aka-Miles Teg<GD>
  11. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ June 17 2002,01:12)</td></tr><tr><td id="QUOTE">Here is the JP233 script if anyone wants to check it out. Â http://www.geocities.com/dwimmerlaik2001/JP233simulation.zip This is a sample mission. Â Just stick it in your missions folder. Â <span id='postcolor'> OH sorry about that link. It does work but you have to copy and paste it into the adress box on your browser. Then it will download properly. Chris G. aka-Miles Teg<GD>
  12. miles teg

    Panavia tornado

    Here is the JP233 script if anyone wants to check it out. http://www.geocities.com/dwimmerlaik2001/JP233simulation.zip This is a sample mission. Just stick it in your missions folder. There is no ending or any specific goal or anything. It just demonstrates the JP233 script used on an A10. It's a very simple script and I have no doubt that it could be improved with the X and Y axis being varied a little bit so that the explosions don't happen all in a straight line and are scattered to the left and right of the aircraft like on the real JP233 (I think there are some scripts available that do this). But I think this one simulates it closely enough. I hope that Eviscerator will use a script somewhat like this to add in the JP233 and make the Tornado not just another airplane, but a SPECTACULAR airplane in OFP with an entirely new and effective weapon system. The trigger mechansim could function like a cannon but without cannon rounds shooting off. The AI pilot for example would engage ground targets as if he was engaging a ground target with a cannon. By doing that he would swoop low and should start firing soon enough to cause the bomblets to fall right on target. But if it's impossible then that's cool. I'll just use the script in the mission editor. But I think it is possible. In fact now that I think about it, there was a SU-25 (cluster bomb carrier) that did exactly this. Perhaps you could ask that MOD maker for permission to use the scripting he used for that addon in your Tornado??? That would solve all your problems right there VERY easily and would give the OFP community an incredible aircraft!!! If you can't find that "Cluster Bomb" Su25 addon I'll see if I have it and send it to you (if you want it). Chris G. aka-Miles Teg<GD>
  13. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ June 16 2002,22:19)</td></tr><tr><td id="QUOTE">the modelling bit is easy, ive seen enough pictures now, its the coding thats too hard and putting an anti-runway weapon on a plane in a game with a maximum of one runway per island doesnt balance out well, with the ones ive got you can take out: Buildings(Stormshadow, Paveway) Convoys(Stormshadow, Paveway) Tanks(Brimstone) Aircraft(Sidewinders)<span id='postcolor'> The JP233 can also be loaded with anti-personel/anti-armor bomblets. Also I just wrote a script that simulates a JP233 on an A10. If you can figure out how to trigger the script by pressing the left mouse button like you were firing then it would work perfectly!!! If you want I can send you the script. Otherwise I'll post it and hope that someone else will add it or I'll just add the script in the missions I make using the Tornado. But it would look alot nicer if it actually showed the JP233 on the plane itself. The script is extremely simple just using a regular trigger by the way. All it needs is some way to trigger it using the left mouse button or the firing key on the keyboard or fire button on a joystick. That's all it needs. Figure that out and you will have an AWESOME Tornado. Please don't wimp out and make it half-assed. Do as Keg did and go the extra length to make the addon really special. If you want the script please email me at: chrisgie@txdirect.net It's nothing special...very simple and uses the "shell120" objects which it creates next to the aircraft in .05 increments as it flies over the trigger. Chris G. aka-Miles Teg<GD>
  14. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acidcrash @ June 16 2002,22:32)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Actually how you described the HARM missile is only ONE mode that the missle has called a "Loitering" capability. <span id='postcolor'> wrong, harm does not loiter, you are thinking of the new (or relatively so) ALARM<span id='postcolor'> Do'h!!! Thanks for the correction. Yeah that must have been what I was thinking. However that is a good thing, because that pic I believe stated that it carried HARM missles also which would be easy to simulate in OFP I think. Hopefully anyways... All depends on the script writing capabilities of the people working on the weapons for the Tornado. Chris G. aka-Miles Teg<GD>
  15. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ June 16 2002,00:51)</td></tr><tr><td id="QUOTE">yeah im going to model new weaponsi was thinking of making a modern raf version.... so at the minute i have for the 7 hardpoints... 1+2 = 2 brimstone systems (2X3missiles) 3+4 = 2 pavewayII 1000lb bombs 5 = ? 6 = ? 7 = ? i have 3 spare hardpoints to use...i may do the jp 233 but i need better pictures, and i think that uses the centreline fuselage, so that may still leave me with two spare... this is what they can use: Nuclear bombs Sidewinder air-to-air ALARM or AGM-88 HARM anti-radiation missiles JP233 low-altitude airfield attack munitions dispenser Paveway II and III laser-guided bomb Maverick Sea Eagle and Kormoran air-to-surface missiles Napalm BL755 cluster bombs (277 kg; 611 lb Mk1 or 264 kg; 582 lb Mk 2) MW-1 munitions dispenser 1,000 lb bombs smart or dumb bombs BLU-1B 750 lb fire bombs Mk 83 1,000 lb and Mk 82 500 lb bombs Mk 20 Rockeye cluster bombs Matra 250 kg ballistic and dumb bombs Lepus flare bombs LAU-51A and LR-25 rocket launchers APACHE standoff weapons dispenser from 1997 you can chose two out of that lot...<span id='postcolor'> There's not much really to the JP233 weapons dispenser. I know my picture doesn't show the middle part and the end, but it's just a pod that looks simple. I don't believe it has little winglets or anything on it. But I'll see if I can find you any better pictures that shows the ends of it a little more clearly. I wish I still had my old Jane's Defense Weekly magazines that I got from the U.S. Embassy in Jakarta, Indonesia. One had pictures of a JP233 attack and beautiful closeups of the Tornado as it was doing the attack. It's absolutely amazing!!! It's like 4-6 cluster bombs all in a row! Chris G. aka-Miles Teg<GD>
  16. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ June 16 2002,13:51)</td></tr><tr><td id="QUOTE">the guns on there arent gun pods they are the tornado they are the internal cannons, i put the stormshadow on as it might be useful for some missions/cutscenes, if you want you'll still be able to replace it with a mk-82/maverick/sidewinder, i looked at putting a HARM missile on it but these things climb to 30,000ft then deploy a parachute to slow then freefals towards its target...way too much coding even if it is possible, all of the weapons will have new models including the stormshadow (5m long), and the tornado's max speed is... Max. speed : 1,452mph (2,336km/h) at 36,000ft (11,000m) and it probably takes about ten minutes in a straight line to get to that speed, and the tornado's wings are made so it has high manouverability at low speed, and with the lgb's it only needs a laser target and if not use them as dumb 2000lb bombs, the brimstone: snip--- i was considering going with '1985' sort of plane but the tornado didnt see action until 1991 so theres no point...<span id='postcolor'> Actually how you described the HARM missile is only ONE mode that the missle has called a "Loitering" capability. For example in real life, when an enemy AA facility detects a HARM launch, they will shut off their radar to protect themselves from the HARM missle. Sometimes the HARM will remember the location (if it's close enough) and strike the radar or very close to it. However it will usually then go into its secondary mode which is when it zooms up to 30,000 feet and slowly descends on a parachute. Only when it detects a radar turning on again will it release the parachute and fly towards that radar. However for OFP, you DON'T need to include that loitering capability. It's normal mode has it acting basically exactly as a Maverick missle, however it should only lock onto any AA threat that has a radar like the Shilka or Vulcan. Actually I believe it can also lock onto airborne radars as well...but I'm not for certain how effective it is as an AA missle. But keep reading up on it. If you can figure out how to make it lock onto only Shilkas (or Vulcans) then you'd be in business. "Wild Weasels" would be awesome! Those pilots in real life have cajones the size of melons!!! But then again so do pilots who fly "runway denial" missions. They took heavy losses in the Gulf War. They work better in hill, mountainous terrain, not desert terrain where radar and gunners can see them coming from far away and then line them up easily with their AA guns. If anyone here has ever seen them operating in England practicing low level flying I think you'd agree that they have cajones of steel. Personally I just want to see the JP233 munitions dispenser in OFP. For one thing I think it would be VERY feasible to make this weapon system in OFP (Much easier then a cluster bomb), and it would just be so awesome to hold down the trigger as you release all those bomblets over a target area and look back behind you to see them exploding in a big trail of distruction. PLEEEEAAASE add this weapon system. It would be make the Tornado a thousand times funner to fly. Just remember that it's not a bomb, it's a dispenser that simply releases lots of bomblets while it stays on the aircraft. Just use a script that creates "handgrenade" objects just under the aircraft everytime the trigger is pressed with maybe .05 second increments. The hard part would be scripting that where it's a function of the firing button (weapons release). If worse comes to worse I guess I could just simulate JP233 runs using a script on a map. If anyone is interested I can make a demonstration mission with using an A10 that shows what a JP233 attack should look like (using a script). I'm going to start working on that right now. Maybe that will get some ideas going. Chris G. aka-Miles Teg<GD>
  17. miles teg

    Panavia tornado

    More Tornado pics: Below is a pic with the Tornado with a JP233 dispenser Below is the Tornado in "Wild Weasel" configuration with two HARM anti-radar missles. On the left wing it looks like an ECM pod but on the right wing I'm not sure what type of missle that is. Â At rate a "Wild Weasel" Tornado would be awesome although difficult to make the weapons systems realistic where they only lock onto radars and AA systems. This pics are from: http://www.warbirdsresourcegroup.org/LRG/tornado.html Chris G. aka-Miles Teg<GD>
  18. miles teg

    Panavia tornado

    Oh...one note to the addon makers. The JP233 is NOT a cluster bomb. It dispenses bomblets from the sides of the pod while the pod remains on the aircraft. I believe it is jettisoned after usage but I'm not for certain on that. But if anyone adds this bady boy please don't make it into a big bomb that just falls off the plane. Chris G. aka-Miles Teg<GD>
  19. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Jub-Jub Bird @ June 15 2002,16:28)</td></tr><tr><td id="QUOTE">You mean the Hunting JP.233 dispenser?<span id='postcolor'> Yeah that's the one.  Here is a pic of it...in the pic itself is a picture of the damage it causes.   I'm trying to find a better picture of the JP233 in action.  I got that pic at: http://homepages.enterprise.net/corkish/images/tornado_in_detail.htm  Fantastic detailed pics of the Tornado there...perfect for 3d modellers.  Chris G. aka-Miles Teg<GD>
  20. miles teg

    Stationary weapon request

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (dkraver @ June 15 2002,17:09)</td></tr><tr><td id="QUOTE">After the last couple of weapons on tripods these things would be a great follow up for them. Javelin Great opertunity for Kegety to finish his work with it  TOW MILAN AT-3 AT-4 <span id='postcolor'> Excellent ideas for mods. I agree those would be very good ones to make and no worries about complex ballistics and crap either like on the guns. Just using the standard TOW firing system already in OFP they should all work fine. Someone already made an excellent Javelin missile simulation where the missle arcs up into the air after firing it. That would be sweet seeing something like that which replaced a Carl Gustav rocket on an AT soldier but that was more realistically modelled. A Dragon AT rocket would be nice also. But yeah for stationary weapons the TOW, MILAN, AT-3, and AT-4 guided missle launchers would be very nice. I especially love the little "Suitcase Saggers". Those are sweet and classic weapon systems used widely in the Middle East. To bad there probably isn't a way to have the gunner carrying the "suitcase" and then have him sit down and fire it with all the parts layed out and assembled. A tripod based system like the Milan, AT4, or TOW would probably easier to create I imagine. Chris G. aka-Miles Teg<GD>
  21. miles teg

    Uh-1m armed with m129 40mm gl

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NVA Killer @ June 15 2002,09:15)</td></tr><tr><td id="QUOTE">wouldn't the grenade launcher be on the nose? because ive seen one with the 40mm grenade launcher on the nose<span id='postcolor'> Yup. Â The Vietnam era Huey Hog gunships often the M5 armament system which mounted a M70 grenade launcher on those of the helicopter. The ACH-47 and a few of the OH-6 Loaches also had the M5 system mounted on the nose in addition to the UH-1 Huey Hogs. For some good pictures of it, go to: http://www-acala1.ria.army.mil/LC/cs/csa/m5m75pod.jpg and http://www-acala1.ria.army.mil/LC/cs/csa/m5m75.jpg Chris G. aka-Miles Teg<GD>
  22. miles teg

    Hummer with a mounted mg-42

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (UrbanMonkey @ June 14 2002,15:35)</td></tr><tr><td id="QUOTE">Hey Miles...Sorry bout' not making a city for your mission. Â I made one, which was pretty much crap, and a rushed project (it took only a few hours). Â I was gonna try to make a second one, with courtyards and all, but my editor is FUBAR and I can't find the right addon to get walls to make courtyards...And, when you put roads in with the editor is pretty much useless, since cars dont go faster on them, like they would in the default island roads, they go the same speed...Oh well, I'll try to reinstall my OFP and try to get all this crap working, then if you still need me I'm there. Â Like I said, you can put LOTS of buildings in and it won't lag that bad (see those pics from my old city), that city could take 20 east AI and 50-60 west AI.<span id='postcolor'> No worries. I don't think I have to time to totally redo my BHD mission from scratch anyways. Right now I'm using a friends custom map to work on a USMC amphibious assault mission (among many other missions I'm working on). It's go a airport/ship docks that looks like something from Pearl Harbor. Plus the island has nice big mountains. Anyways...between that and trying to finish up a few other missions and do stuff in "real" life I don't have much time. Right now I'm just waiting for one of the MH-6/AH-6 Little Bird addons to come out and then I'll release the version 3.0 of my BHD mission. But to get back on topic, ya know what would go really well on a Humvee? A TOW missle launcher. I'm surprised nobody has made a TOW missle launching system. Chris G. aka-Miles Teg<GD>
  23. miles teg

    Would this be possible to make

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @ June 15 2002,00:52)</td></tr><tr><td id="QUOTE">Hmmm, good question, i dont really think so, but maybe with HEAVY scripting, you could make a script that simulates a claymore. as for the sound, you can just make a claymore, use a different model than the satchel charge (theres some models not used in the original OFP), and change the boom sound.<span id='postcolor'> Yeah, a good sound of a claymore is the one used in Delta Force Land Warrior. You hear the explosion and then you hear the "pitter-patter" of shrapnel hitting stuff. But I agree that it would take some seriously hardcore scripting to make a directional explosion. Of coarse the real claymore isn't entirely directional (you wouldn't want to stand in back of it as it goes off) just mostly. Chris G. aka-Miles Teg<GD>
  24. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HellToupee @ June 15 2002,00:48)</td></tr><tr><td id="QUOTE">the lgbs to guild uve just got to laucnh it at the right time too soon it wont make it too late and it wont hav enoght time to track. From higher alt and launching it early u can get 100% hit alot of the time, in multi a guy pointed laser at my foot not only my foot got hit but the rest of me to.<span id='postcolor'> That's not been my experience. When flying the A10LGB aircraft, when I had a laser target I did not notice ANY increase in accuracy over just dropping them without having a laser designator commando to put a laser on the targets for me. Likewise when playing the part of a laser designator commando soldier I saw no difference between the accuracy of a the A10LGB pilots dropping bombs with the laser on the target compared to not having the laser on the target. In both cases they were just as accurate. All the laser does is to create a NEW target wherever the laser points at. That's why often AI pilots completely ignore the laser target and just attack what they want. Sometimes only when they run out of targets do they attack what my laser designator has a laser on. So in a nutshell from what I've seen, the bombs do NOT behave like real laser guided bombs. Next time you do a bombing mission with a Laser designator unit to spot targets for you, try dropping a bomb flying to the right or left of the target. The bomb should turn. But does it? I have NEVER seen a bomb turn after dropping it from the A10LGB onto a target designated by a OH-58 or the LD commando. Chris G. aka-Miles Teg<GD>
  25. miles teg

    New unofficial addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ June 14 2002,15:44)</td></tr><tr><td id="QUOTE">It not a bug, the legs are made so in purpose so that they will go on the ground following the terrain contours. Looks better than if you put it on a slope and one of the legs is inside the ground and two are at the air.<span id='postcolor'> Ah ok...smart thinking. It would be cool to make one on a stand like the one BIS uses for the M2 and with the gunner standing up in the same way as the regular M2 gun emplacement. That way the AGS17 could be mounted more easily to vehicles using a script. However what would really kick ass is if the bottom part of the AA stand was removed and just a small part left of the stand left (to make it look like it's mounted to the roof of the vehicle without the tripod sticking out inside the passenger compartment). In addition if the axis of rotation was made on the gunner rather then the gun it would look more like the gun was rotating on a turret. It would be great for something like the BRDM. Anyways if you haven't checked it out already, try De-PBO'ing my blackhawk down mission and check out the script. By using the script it may allow you to bypass the problem of not being able to attach grenade launching weapons to vehicles. The downside is that it requires an external script. But maybe you can figure out how to incorporate the script into one single .pbo file that doesn't need to have the script to be added on a map editor. Anyways, just an idea. Chris G. aka-Miles Teg<GD>
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