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miles teg

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Everything posted by miles teg

  1. miles teg

    New unofficial addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Serapis @ June 14 2002,07:53)</td></tr><tr><td id="QUOTE">Bug report: It seems that no matter where you put the 'nade launcher, the legs will ALWAYS reach the ground. I've been using it as a bungie platform (minus the bungie) for a bit now .<span id='postcolor'> LOL! Yeah I saw that bug as well when I tried mounting the AGS-17 on a BRDM scout car using a script. Chris G. aka-Miles Teg<GD>
  2. miles teg

    New custom made vehicle

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RavenDK @ June 14 2002,14:21)</td></tr><tr><td id="QUOTE">well its pretty much done only a frew more things to do.. icon and sound tahts all i need to  get done  <span id='postcolor'> Sticking a M2 instead of a MG-42 on the turret would be nice (I don't think anyone still uses the MG-42). Of coarse the MK19 would be even better, but I understand that there is some problem with sticking a grenade launching weapon onto vehicles that Kegetys ran into when he tried mounting the AGS-17 on a modded UAZ jeep. At any rate if this mod is trying to look like the "Nija buggy" used by Navy Seals and USMC Recon units the front would need to be changed to look more dune buggy'ish. Also desert color textures would be better considering that they are primarily used in desert enviornments. However if this is some kind of European FAV then I'm clueless as to what they look like or what kind of weapons they mount. Anyways, the mod looks very good so far from the teasers. Chris G. aka-Miles Teg<GD>
  3. miles teg

    Hummer with a mounted mg-42

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DarkJedi @ June 14 2002,13:31)</td></tr><tr><td id="QUOTE">Cant you put a Machine gun on top just like the M113? Would be much cooler and much more realistic.<span id='postcolor'> Only using that script I used (which only works well for the M2). To make a addon with a humvee and a M2 (or MK19) as one vehicle you have to have access to the 3d model of the Humvee. Currently the only addons that are accessible to MODers with Oxygen are those models that came with the demo. In other words until BIS or someone else releases tools the decrypt the 3d models for the rest of the BIS made addons their is no way to do this short of making a Humvee from scratch that includes a gun turret that mounts various weapons (M2, M60, & MK-19). Chris G. aka-Miles Teg<GD>
  4. miles teg

    Panavia tornado

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Paratrooper @ June 14 2002,12:48)</td></tr><tr><td id="QUOTE">Great. and could you also ask him to make sure it has a good armament, non of the game's giant maverics, or non guideable bombs. What about making some new weapons, like cannon pods, Brimstone anti-armor missiles, and guided bombs. I can't wait. Edit: Typo.<span id='postcolor'> I don't think real guided bombs are possible in OFP unfortunately. Unless someone figures out how to make a bomb that has guidance like a missle but that just glides towards it's target. It would be nice if BIS fixed that problem. I'm just hoping that he adds a submunitions dispenser like on the real thing That should be possible by writing a script where when you press the fire control it generates a few a dozen "hand grenades" just below the aircraft. That way if you keep pressing the trigger you can release hundreds of the "bomblets" and create a big swath of distruction. Only hard thing would getting the AI to use it. But it could be loaded with missles and regular bombs for the AI to use as well. Cannon pods would be nice, although if I remember correctly it carries its own internal cannon no? Chris G. aka-Miles Teg<GD>
  5. miles teg

    .50 cal movement

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Paladin @ June 13 2002,21:20)</td></tr><tr><td id="QUOTE">I think there should be a way of using a small tripod on the M60 and Pk and make it so when the tripod is mounted on something the gun is really accurate which it currently isn't at long range.<span id='postcolor'> AH! Now THAT is a good idea! That would indeed be realistic. Usually the M60 assistant gunner carries a tripod, although it depends if whether distant engagements are expected. For jungle warfare, it's not generally used. However for terrain like that in Afghanistan then something like that might be effective for long range fire suppression. But it still would be tough to script. Chris G. aka-Miles Teg<GD>
  6. miles teg

    Panavia tornado

    The model looks absolutely incredible! But I see one error already. Correct me if I'm wrong, but isn't the pilot in the Tornado supposed to sit in the front seat? I thought it was only with trainer aircraft (and helicopter gunships) that the pilot sits in the back seat. At any rate, I hope that along with the Tornado perhaps a submunition dispenser can be made for it (like the one used by the fighter/bomber variant of the Tornado) that distributes hundreds of bomblets from the dispenser as the aircraft flies over a target. I think it could be done using hand grenades as the bomblets. But it would take some good script writing. There is was a VERY old flight simulator called "Fighter Bomber" for the Commodore Amiga that had the Tornado and that featured this submunitions dispenser. It was SOOOo cool!! I would love to fly some low level "runway denial" missions using those bad boys flying fast and low through a hail of AA gunfire. I'm looking forward to flying the unfriendly skies with your Tornado. Chris G. aka-Miles Teg<GD>
  7. miles teg

    New unofficial addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tex [uSMC] @ June 13 2002,20:48)</td></tr><tr><td id="QUOTE">Great work Kegs. The textures are very good. Now maybe you could do a Mk19 grenade launcher for West? just to even things out  <span id='postcolor'> I asked the same thing, but just after I asked I found out that GFX707 released a nice looking MK-19 at right around the same time as part of his machine gun pack. You can find it at: http://www.fortress-ofp.com/ Chris G. aka-Miles Teg<GD>
  8. miles teg

    .50 cal movement

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RedLion @ June 13 2002,19:04)</td></tr><tr><td id="QUOTE">I played close combat for sometime and one of the features I enjoyed was the ability of having a hvy mg team like the .50 cal move around the map.  Now, I know we have m60's, pk's and the likes but I just hate that my .50 cal is a stationary weapon (Excetp for the vehicles of course).  If a .50cal comes under fire, I wish I had the ability to move him around and away from the hail of bullets coming in his direction. It seems kind of unreal to a degree. (I know its a game) Is it possible to change this? Is it possible to creat a Hvy MG Team? Thanks  <span id='postcolor'> I don't think it's possible. The M2 can be carried in two ways, disassembled with 3 or 4 members carrying splitting up the receiver, barrels (including spares), tripod, and ammo or it can be moved with a 3 man carry with 3 men holding an arm of the tripod. I don't think there is any way to get a realistic looking 3 man carry of the M2 and creating a command for people to drop and pickup the weapon. Plus if one team member gets shot (as often happens in OFP) there is no way to carry the weapon. As for disassembling it and reassembling it, to my knowledge there is no way to split up an object in OFP. That would take some VERY VERY hardcore script writing and probably only possible with technical support from BIS. At any rate, in real life the medium machine guns like the PK and M60 cover a very long range which is why these days, the M2 is seldom moved on foot over long distances. Even in WWII I believed it was usually transported to the front lines via a jeep or truck. Even split apart it's very difficult to carry when you also have to carry your personal rifle, ammo for both weapons, food, and water in your ruck sack. But I agree the M2 HMG team is very cool on Close Combat. Of coarse if you wanted to get really hardcore realistic, maybe BIS could simulate changing the barrel also. Just be glad that you don't have to worry about doing this with the M2 because it also requires measuring the head spacing and timing when changing barrels. Not a fun thing to do when under fire so it's often done before hand and the exact number of "clicks" is written down and memorized in case there is no time to get the measurement. But if the head spacing and timing is incorrect on a new barrel, the weapon can explode on you which isn't nice either. One of the many joys of firing heavy caliber, high-velocity weapons! Chris G. aka-Miles Teg<GD>
  9. miles teg

    Hummer with a mounted mg-42

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NEO [PZ] @ June 13 2002,11:41)</td></tr><tr><td id="QUOTE">So, Miles, when will you release your BHD v2.0?<span id='postcolor'> Actually this one will be 3.0 sorta (I had a earlier version very briefly available for like a day before I fixed it). Bt at any rate, I'm not sure when it'll be finished. Hopefully soon. I just need to redo all the enemy units using that respawn script and that's it. I already re-did the beginning of the movie and added the MH-60 Pavehawks with the refueling probes and radar like the ones in the movie. I also added new music. I'm going to see if I can finish it by this weekend but no promises as I have a ton of other stuff going on at the moment at my university and with a recording studio. Chris G. aka-Miles Teg<GD>
  10. miles teg

    Us marines

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ June 13 2002,01:45)</td></tr><tr><td id="QUOTE">Anyone else get this....?<span id='postcolor'> ROFLMAO!!!! So that's where I left my glasses!!!! Nope...haven't had any problems with your Marine units although I haven't tried putting them into the Zodiac yet. So far they all have been working very well for me...well accept for the obvious stuff on the AAV but even that I liked quite a bit as long as I'm not driving or using it in the gunner position. It looks reasonably close and is much better then doing amphibious assaults with the regular M113. I love the rucksacks with the rolls on top also. Very realistic... I was also VERY surprised to see that the top of the radio actually had dials and buttons. That kicked ass! Excellent work there! Chris G. aka-Miles Teg<GD>
  11. miles teg

    Hummer with a mounted mg-42

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ale2999 @ June 13 2002,03:41)</td></tr><tr><td id="QUOTE">ehi Miles, I liked ur ur black hawk down mission alot, the only problem is that it would lag my computer most of the times. I have a p3 1.1 gz 512 of ram geforce 4 mx ty alot <span id='postcolor'> Yeah I know. Even on my computer (1.33 ghz T-bird 256megs of RAM, 32meg TNT2 Palit Dayton video card), the frame rates are a little bit slow. I tried cutting the number of units to a bare minimum, but cutting out any more units makes the game very boring (not much action). I'm trying out a respawn script right now that works in SP games. Apparently it only works with version 1.46 and higher though...but I guess that's ok. Anyways hopefully that script will fix much of the frame rate problem as it will let me reuse the units. The other problem is all the buildings...I'm going to try and use mostly buildings with low polygon counts to see if that helps as well. Chris G. aka-Miles Teg<GD>
  12. miles teg

    Hummer with a mounted mg-42

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HHwildcard @ June 13 2002,00:12)</td></tr><tr><td id="QUOTE">http://communities.msn.com/_Secure....mer.JPG<span id='postcolor'> Dude...if you're using the script that I used in my Blackhawk Down mission, at least use it correctly. Lower the "Z" setting so that he's not kneeling on the roof and just his upper body is sticking out of it. That just looks terrible the way it is. Anyways, Humvees don't mount MG-42's. That was a WWII era weapon. At least stick it on a WWII vehicle addon or something useful. It's like sticking a A10 on top of a humvee... looks terrible and isn't useful. I already tried sticking the MK19 in a Humvee using that script and again it looks really bad because the guys ass sticks out of the humvee when the gun rotates. Plus you have a big ugly tripod sticking out inside the vehicle. Only the M2 works with that script half-way decently. The AGS auto-grenade launcher doesn't work either...it does something really wierd...the legs of the tripod strech all the way to the ground no matter what height I set it at. So in other words, I don't think anyone can mount the new weapons in this manner. Best to leave it to MOD makers to do this. Chris G. aka-Miles Teg<GD>
  13. miles teg

    Gfx707's mg pack released!

    I have not seen the latest version of the MK-19, but in the version I have of it, I noticed that it seems to be a modified M2 50 cal. One big thing that is very different on the MK-19 is that it has two charging handles. One on each side. It also has a higher rate of fire. Basically the rate of fire and ballistics should be like Kegetys's AGS automatic grenade launcher. The trade however is that the AI do not target the enemy very accurately with Kegs AGS. The best source for detailed sketches of the MK-19 (and all the info on it) is from the U.S. Army manual FM 23-27 which you can find on the net at: http://www.adtdl.army.mil/cgi-bin/atdl.dll/fm/23-27/toc.htm Chris G. aka-Miles Teg<GD>
  14. miles teg

    Auto greande launchers

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ June 12 2002,02:37)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jester983 @ June 12 2002,03:25)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ June 12 2002,02)</td></tr><tr><td id="QUOTE">Too bad it doesnt work :/ The grenade launcher cannot be fired for some odd reason<span id='postcolor'> Wow... That looks really sweet. Can you drive it with the grenade launcher on there?<span id='postcolor'> Well yes of course, but the grenade launcher does not work <!--emo& I have no idea why it doesnt work, so I dunno if it can be fixed... I will give it a deeper thought some day<span id='postcolor'> Keg there may be an easy way to fix this. You can just use the same script that I use on my blackhawk down mission for mounting a M2 on a Humvee. It should work fine on the AGS gun, but the downside is that it's a script that has to be put into a mission by the mission designer. I don't think it can be put into a .pbo object itself since it uses a target vehicle (to mount it) and a seperate gun (the gun or unit that mounts to the vehicle). Anyhoo...I hope you get your vehicle mount working. That would be pretty cool to have it on that Russian UAZ jeep. Chris G. aka-Miles Teg<GD>
  15. miles teg

    New unofficial addon

    I agree with what the others said. It is an amazing addon. I've fired the MK-19 (U.S. equivalent) and this is very close to that. I thought you would wimp out and just stick the BMP2 auto cannon on it or something cheezy like that. But instead you went all out and did the grenades right. The ballistics is spot on with the grenades!!! The site for it also is very good and actually helps in adjusting fire. As everyone else said, the textures and modeling are just spot on perfect. However, I got an error when I tried using the script with just one AGS. The error was in white at the top of the screen. I followed the instructions in the read me file to the letter. Perhaps you should include a sample mission on the regular BIS desert map to show how the script works. Or it could be because I'm using version 1.40 to test it out at the moment. Also the ammo is a bit limited but I guess that's ok as it keeps things balanced. Not sure how to resupply ammo to the weapon though accept maybe putting in a ammo truck and loading it with the ammo and then seeing if it will respond to a "support" call on the radio. Other then that, the only bug I noticed was that the AI are not very accurate with the weapon. But I imagine that's difficult to fix...and is ok if you're playing the West team and you're on the receiving end of the AGS. Hehehe! Once again good work Kegetys! You rock!!! I hope you make a MK19 like this. The same firing ballistics should work, but just with a different model of coarse and different sites. If I remember correctly it was a sliding scale site like the M60. But the U.S. Army field manual is available for it on the net if you need it. Again Max Res to you!!! Chris G. aka-Miles Teg<GD>
  16. miles teg

    These weapons should be released!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LordZach @ June 11 2002,10:12)</td></tr><tr><td id="QUOTE">unsilenced MP5? Â kind of useless, i'd rather have a M-16 than an unsilenced 9mm SMG the M2 would be too heavy to carry around, i believe i read somewhere that when it is moved IRL it is split up into 3 parts, and besides, you'd be a sitting duck just standing in the open with a M2<span id='postcolor'> Yeah, the M2 is not a one man deal. It requires at the minimum 3 people. One to carry the receiver, one to carry the barrels and tripod, and one to help carry some of the ammo. 4 people is actually a lot easier if you're moving around lots of ammo. To the original poster, as far as the Mp5's go there has been several non-silenced MP5's already made by various mod groups. As someone else mentioned, The Lost Brothers MOD crew made a great HK submachine gun pack. I prefer silenced MP-5's myself. Binoculars with adjustable zoom would be good though. Pistols are carried in the U.S. Army by Medics, officers, pilots, and vehicle crew members as well as Special Operations soldiers like Delta Force and Green Beret soldiers (I'm not sure if Army Ranger grunts carry pistols). At any rate, if you haven't heard, the soon-to-be-released "OFP-Resistance" expansion pack from BIS will include pistols and new animations for firing those pistols. What I wish is that they would add a simple bayonet. That I think would have been much easier for them to include. Just a simple rifle thrust animation and a command for thrusting the bayonet. Chris G. aka-Miles Teg<GD>
  17. miles teg

    Gfx707's mg pack released!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ June 11 2002,16:24)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ June 11 2002,16:17)</td></tr><tr><td id="QUOTE">That's awesome! Â I would really look forward to a MK-19 MOD.<span id='postcolor'> You'll probably like what Kegetys is working on then (the East equivalent):<span id='postcolor'> WOW!!! I can't wait to fire that bad boy. I hope he makes it so you can fire at a high angle for indirect fire missions. I've seen Russian Army units use it almost like artillery in that manner. But yeah it's a great weapons system, although I think the MK-19's 40mm grenades have a slightly greater shrapnel distribution radius. I just hope someone makes the Mk-19 as well. It uses the same tripod as the M2 .50 cal machine gun...I actually would like to see it on the standard AA mount that BIS uses for the M2. That way I can use a script to mount the MK-19 on Humvees like I did for the M2's on my Blackhawk Down mission. That would be sweet having them on Humvees as both the MK19 and the M2 are the primary weapons mounted on the roof turrets of Humvees that are equipped with roof turrets in real life. Chris G. aka-Miles Teg<GD>
  18. miles teg

    Hand to Hand Fighting

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ran @ June 11 2002,16:19)</td></tr><tr><td id="QUOTE">like i already said : try hand to hand combat while facing a guy armed with an ak set on full auto i was also formed to hand to hand combat during my basic training and i surely wouldn't use my skills as last resort against men that are armed with automatic weapons<span id='postcolor'> Depends how close you are. In close quarters combat even with ammo when you run into an enemy and your rifle jams you have no choice often. If you try to retreat out of a room you get shot usually, and if you hesitate you get shot. However, especially when you're followed by other friendly troops, if you slam into them good and hard with your rifle or with a bayonet it gives your buds time to take them out firing their rifles. In OPFOR training excercises people ususally get hurt in urban combat training when these types of run-ins occur before the training NCOIC's running the facilities can split them up. That and from those damn flash-bang grenades which often send off pebbles and stuff when they explode (and can seriously injure you if they go off in your foxhole). But yeah at normal engagement ranges you don't attack with the butt of your rifle or with a bayonet. That's purely for extremely close ranges where your only option is to fight with any means possible or to die. The other time when you might want to do this is if you want to do a silent kill. However silent kills are better done with a silenced .22 to the head, or with piano wire... people often scream like hell when stabbed incorrectly with a knife. The best manuever with a knife is hand over mouth pulling head back in an aggressive manner the knife hand moves under his arm and around in front to then thrust the knife under the sternum and up into the heart. That results normally in a very quick death with minimal noise unless the opponent has extremely quick reflexes. There is also of coarse breaking necks with your hands but that requires a lot of strength and a lot of training to do well (practicing on animals unfortunately)...and hopefully the opponent doesn't have thick neck muscles. Chris G. aka-Miles Teg<GD>
  19. miles teg

    Gfx707's mg pack released!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ June 11 2002,06:33)</td></tr><tr><td id="QUOTE">As far as I know the mg42 would attach to the stand that way, as that is where the bipod would also attach, but I am no expert. I will have a look for pictures it is a NATO 7.62mm MG42 btw, they converted them after WWII The PK is just that - a mounted PK. It uses the same ammo as a PK, etc. I will have a go at making a NSV but as I have said before I am no modeller so I can't promise anything. I will also have a go at the MK19 but I am making addons for the East and Resistance most of all just now so the others will be done first<span id='postcolor'> That's awesome! I would really look forward to a MK-19 MOD. I've fired those in real life and they are THE most incredible weapons I have ever had the pleasure to fire. It's like having a portable mortar barrage at your finger tips. The rounds that it fires are different then the M203 grenade rounds however in that they are high velocity 40mm rounds. In other words they fire a little bit flatter but not like a M2 .50 cal or an auto cannon like on the Bradley IFV or BMP2. You still have to elevate it a bit though to hit distant targets. If you've ever fired the MK19's on Delta Force 2 or Delta Force Land Warrior, those have fairly realistic ballistics. As for Russian HMG's, yeah a NSV would be awesome, but definitely a lot of work to model. A 12.7mm Russian DShK HMG would also be very nice. Excellent for using it in Afghanistan missions as the Taliban and Al Queda use the DShK quite a bit. Keep up the awesome work! Chris G. aka-Miles Teg<GD>
  20. miles teg

    Us marines

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @ June 11 2002,14:06)</td></tr><tr><td id="QUOTE">yeah M240 = FN Mag M249 = FN Minimi i think he means the M249, not the M240...<span id='postcolor'> No I meant the M240 FNMag. The M240 replaced the M60 in most of the U.S. military. The M249 is a squad automatic weapon (SAW) while the M240 is a platoon level fire support weapon. For a more modern mod, both weapons could be in a large 12 man team. More realistic would be four 8-man teams with each having a SAW and with the 4th squad also packing a M60 along with an assistant gunner that carries extra ammo (if he could be made to be like an ammo truck but just with M60 ammo). But I'm not for sure if the Marines organize their squads and platoons the same way as the Army. Best to ask a leatherneck about that. Chris G. aka-Miles Teg<GD>
  21. miles teg

    my addon ideas

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soon2B 2nd LT @ Nov. 22 2001,04:28)</td></tr><tr><td id="QUOTE">I only ask for minor addons.  First of all the m60 is a crew served weapon but in the game a single guy can run around with it and shoot it like rambo.  They're heavy and belt fed.  It just doesnt work that way.  I think it would make a lot more sense to have the m249 SAW put into the game.  It may not fit into the timeline but then again, neither do half the new weapons, so why not add the SAW to make at least some aspect more realistic? Probably my biggest issue with the game is the lack of ammo.  I'm always running out of ammo.  I hope BIS fixes this.  For example, a grenadier would never go into battle carrying only 3 clips of ammo and 2 m203 grenades.  At least a slightly more realistic loadout could be 6 clips of ammo and 6 m203 grenades.  Or an m60 gunner could have 600 rounds of ammo rather than the current 300 or so.  You get the idea…I hope. Some ideas I’ve read in these forums are good.  I'm completely for the mortar idea, claymores, and the fast ropes/ladders to deploy and/or mount helicopters.  It's ridiculous watching guys parachute out of a chopper from 200 feet.  I sure hope BIS takes these ideas into consideration.<span id='postcolor'> Sorry if this gets posted twice but I forgot to add that also there is some very good rappelling scripts out as well that simulate fast-rope insertions.  I use it on my "Blackhawk Down" mission which you can find at the URL under my signature.  However you are right it would be nice to have that insertion method as part of the helicopter insertion commands (and waypoints) built into the game.... not to mention actually seeing the ropes.   Aside from that, there already are several M249 addons out.  One is part of the Taiwan Weapons Pack and is called the T74.  That pack also includes a M240 (FNMag) called the T75.  In addition someone else just released another M249 addon just yesterday.  As for the M60.  I used to be an M60 gunner (and also a M249 SAW gunner) and you are partly correct.  It is a crew served weapon.  However a single soldier can move around and fire it by himself with a 200 round belt. It sucks running with it because it's a heavy beast, but as long as you're in good shape it's possible.  The Navy Seals for example use it like a SAW with no assistant gunner. The assistant gunner is mainly there to carry extra ammo and the extra barrel for the M60.  With that said, I don't think the single M60 gunner could carry 600 rounds of ammunition.  But they could make another soldier carry extra ammo and act like a "ammo truck" sort of where the M60 gunner could go up to him and take extra ammo from him whether he is alive or dead.  I agree also that in general the ammunition loads for everyone else is very unrealistic.  For most combat operations you pack as much ammo as you can carry.  The maximum (9 clips) is more realistic, however it should still leave room for hand grenades, 40mm grenades (for the M203) and other equipment.  Chris G. aka-Miles Teg<GD>
  22. miles teg

    my addon ideas

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soon2B 2nd LT @ Nov. 22 2001,04:28)</td></tr><tr><td id="QUOTE">I only ask for minor addons.  First of all the m60 is a crew served weapon but in the game a single guy can run around with it and shoot it like rambo.  They're heavy and belt fed.  It just doesnt work that way.  I think it would make a lot more sense to have the m249 SAW put into the game.  It may not fit into the timeline but then again, neither do half the new weapons, so why not add the SAW to make at least some aspect more realistic? Probably my biggest issue with the game is the lack of ammo.  I'm always running out of ammo.  I hope BIS fixes this.  For example, a grenadier would never go into battle carrying only 3 clips of ammo and 2 m203 grenades.  At least a slightly more realistic loadout could be 6 clips of ammo and 6 m203 grenades.  Or an m60 gunner could have 600 rounds of ammo rather than the current 300 or so.  You get the idea…I hope. Some ideas I’ve read in these forums are good.  I'm completely for the mortar idea, claymores, and the fast ropes/ladders to deploy and/or mount helicopters.  It's ridiculous watching guys parachute out of a chopper from 200 feet.  I sure hope BIS takes these ideas into consideration.<span id='postcolor'> First of all there already are several M249 addons out. One is part of the Taiwan Weapons Pack and is called the T74. That pack also includes a M240 (FNMag) called the T75. In addition someone else just released another M249 addon just yesterday. As for the M60. I used to be an M60 gunner (and also a M249 SAW gunner) and you are partly correct. It is a crew served weapon. However a single soldier can move around and fire it by himself. The Navy Seals for example use it like a SAW with no assistant gunner. The assistant gunner is mainly there to carry extra ammo and the extra barrel for the M60. With that said, I don't think the single M60 gunner could carry 600 rounds of ammunition. But they could make another soldier carry extra ammo and act like a "ammo truck" sort of where the M60 gunner could go up to him and take extra ammo from him whether he is alive or dead. I agree also that in general the ammunition loads for everyone else is very unrealistic. For most combat operations you pack as much ammo as you can carry. The maximum (9 clips) is more realistic, however it should still leave room for hand grenades, 40mm grenades (for the M203) and other equipment. Chris G. aka-Miles Teg<GD>
  23. miles teg

    Littlebird

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (sn1per @ June 06 2002,09:31)</td></tr><tr><td id="QUOTE">Hey, can someone tell me where can I find this script for getting the men on top of apc:s or tanks? That would be great for some chechnya conflict missions  <span id='postcolor'> Yeah I have that in one of my missions called "Chechnya in the Winter (Lite)" If you download the Lite version, check out the beginning of the movie intro and you'll see some T80's drive by with troops on the back. It's a bit tough to explain how to do it. It would be easier for you to De-PBO my mission and see how I used that script and then mess around with it. However for putting troops on top of vehicles, it only seems to work well with tanks. I tried it on other APC's and it didn't work well even after adjusting the X, Y, and Z distances from the vehicle. Anyways, the mission can be downloaded at my site which can be reached by clicking on the link below my signature. Chris G. aka-Miles Teg<GD>
  24. miles teg

    Littlebird

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RavenDK @ June 06 2002,09:17)</td></tr><tr><td id="QUOTE">Hehehe saw the pic... looks like the black hawk i made.. is it the one from www.operation-flashpoint.dk? any way if yes, nice to see it in action  keep up the good work!<span id='postcolor'> AHHH!!! So you're the one!!! Yes that is where I got it from, but I don't think there was a readme file on it. At any rate excellent work! I have been waiting SOOOO long for someone to make one! The only thing it's missing is the FLIR right below the radar...and perhaps coloring the radar bulge black. But other then that it looks perfect!!! More like a modern MH-60 Pavehawk...plus it just makes the blackhawks look so much more aggressive looking. EXCELLENT JOB on that addon!!! Chris G. aka-Miles Teg<GD>
  25. miles teg

    Jungle river island (thanks wrpedit)

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Die Alive @ June 09 2002,21:15)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ June 09 2002,12:30)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ June 09 2002,15:14)</td></tr><tr><td id="QUOTE">There is only one island released yet so why are you already complaining? gosh...<span id='postcolor'> I'm complaining because island addons are no different then current addons except that they tend to be BIG .pbo files. Â In other words that the flood of addons is causing serious memory problems in many people's computers. Â The solution of coarse is to weed out the crap, or addons that I never use and keep all the good stuff. Â What I've had to actually do is make seperate installs of OFP. Â One for WWII/Vietnam mods, and one for regular modern day mods. Â Then I have a 3rd install specifically for Multiplayer games with very few addons. Â Chris G. aka-Miles Teg<GD><span id='postcolor'> How do you install OFP 3 times on your computer? Â I too would like to have a OFP installed seperately now since I got the MP betas, I've been having lots of crash to desk top when playing v1.46, so I'd like to have a 2nd MP only install of OFP. Â I tried by running the setup again but it only asks me if I want to reinstall OFP. Â Is there a way to get 2 OFP on the computer? Â I got 2 HDs and win98se. -=Die Alive=-<span id='postcolor'> It's actually real easy like. Simply cut and paste your entire OFP folder into another directory. Walla! You now have TWO OFP's. However keep in mind that the original one is usually the one that gets updated by default. Chris G. aka-Miles Teg<GD>
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