Jump to content

miles teg

Member
  • Content Count

    5229
  • Joined

  • Last visited

  • Medals

Everything posted by miles teg

  1. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Jub-Jub Bird @ June 05 2002,01:07)</td></tr><tr><td id="QUOTE">It needent work to be a cool addon. You will never be in a position to see the effects of an attack, nor get much pleasure from it. Using the MRLS wouldn't be a whole lot of fun. You could be a spotter and have position rockets landing on an enemy base...but this can be done by scripting anyway. The way I see it. You have a vehicle like a SCUD. When you fire the rockets, you fire them up into the air and nothing in particular - end of story. If you want to see them come down somewhere then you are not going to be within visual range of the MRLS or over open sights, therefore the rockets can be placed using scripts. I don't see why all the effort in getting this to work when you really don't need it to. I would love to have this in my collection...but it needent be any more than scenery or any more effecient than the offical BIS SCUD. Jubs<span id='postcolor'> Well if you're only interested in blowing stuff up that you can see and not in a realistic military simulation then yeah it wouldn't be. But for some of us it would be a lot of fun. Not only that but missions can be scripted so that each fire mission puts a camera overlooking the target area so that indeed the MLRS gunner could see the results of the attack. Otherwise there is no point in creating artillery units like mortars and howitzers. Artillery addons are meant to be for those who want to play as artillery men in support roles even if it is a bit unglamorous. I'm also talking out using them more for Multiplayer missions rather then single player missions although it would be cool having the AI also fire the weapons when you give them a marker on the map. I don't know....maybe you're right. I might be in the miniority with those who want real artillery addons. My main point is that the addon as they are making it will not be anythingl like a real MLRS unless they figure out how to do indirect fire. It'll just be another missle launcher. I was hoping to encourage the makers of this addon to make into a real MLRS but I guess it's not working. Oh well...I can always use it as a static object I suppose or see if I can modify the addon myself into a more realistic artillery system. Full credit of coarse would go to the original creators of the addon. That way there could be one realistic version, and one missile version and everyone would be happy. Chris G. aka-Miles Teg<GD>
  2. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Airdude2 @ June 05 2002,03:19)</td></tr><tr><td id="QUOTE">well i always thought laser designators could somehow be changed so they work like spotting targets for artillery or long range missiles<span id='postcolor'> They can't. The way the laser designator works is like this... The laser simply creates a new target for pilots called "laser target". If you are a laser designator unit and have A-10's in your group flying about, you can command them to attack the "laser target". The bombs DO NOT home in on the laser. That is why often pilots will completely ignore your laser if you are not leading their group. That's one reason why I don't make any missions using the laser designator units. It just takes too damn long for them to attack the laser target. Usually they attack whatever they want and usually with their 30mm cannon instead of their bombs. Chris G. aka-Miles Teg<GD>
  3. miles teg

    Addamo's c-130 - getting there

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lukin @ June 05 2002,10:48)</td></tr><tr><td id="QUOTE">I cant wait to play it, not boasting, but i am one of ofp's best pilots<span id='postcolor'> Well I am for sure OFP's craziest pilot! LOL! Just ask anyone who's flown with me when I was flying a blackhawk, HIND, or cobra in a MP game. LOL! Chris G. aka-Miles Teg<GD>
  4. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ June 04 2002,23:20)</td></tr><tr><td id="QUOTE">you know there is something like a radar  <span id='postcolor'> Correct but radar still requires line of site to work. It don't work when the enemy is behind a hill. Chris G. aka-Miles Teg<GD>
  5. miles teg

    Dune2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Falconius @ June 04 2002,19:00)</td></tr><tr><td id="QUOTE">i'm working on a Dune2 MOD for OFP. Just thought i'd mention it here so others know it is under way. i've finished the quad and the trike and i'll start working on the ornithopter and devastator next.<span id='postcolor'> Aww...it would be a waste I think to copy a game that's already been done. I think it would be much cooler to base it on one of the books. Especially "Heretics of Dune" which is where I get my alias from "Miles Teg". Rather then drive around on trikes I'd rather play the part of the ol' Bashar leading commando forces against the forces from the scattering. Imagine creating Futars, shape-shifting Theilaxu (or however you spell their name), scientists and soldiers of IX, fish speakers, Guild Navigators, Arakkian priests of the devided God, Fremen, Bene Gesserit commando units and characters like Odrade, Miles Teg, Duncan Idaho, ect... Then don't forget the REAL Dune vehicles like No-Ships, Hammer assault ships, heavy and light armor on suspensors, command pods, armored cars (on suspensors), and of coarse all manners of Las-guns, missles, and artillery. Then of coarse the giant sand worms (which would be the hardest to create). Ah imagine riding across the desert on the back of one of those worms! The hard part would be making them disappear into the ground. But I bet some creative scripting could accomplish that. The possibilities would be endless with different islands acting as different planets. Malden would make for a perfect "Gammu" (otherwise known as Geidi Prime in earlier Dune books). The Desert Everon would make for a very nice Arakkis (Dune). "Let's roll Groundhogs!!!" Chris G. aka-Miles Teg<GD>
  6. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ June 04 2002,18:46)</td></tr><tr><td id="QUOTE">we will not use a script! i am gone make the missle with a big launchpower so the missle wil get high he also will be guided (locked) the missle is in the air and slowly turns down to the target<span id='postcolor'> What if you can't fire at targets that aren't in the direct line of sight for the MRLS? In other words HOW ARE YOU GOING TO GET THE MISSILE TO LOCK ON IF YOU DON'T HAVE LINE OF SITE? What you are proposing will work but then it won't an MRLS. A MRLS should be able to hit any area on the map. I fear that you are dooming this addon to obscurity by making it into just a long range TOW missle launcher (with a big arc) and nothing like the real thing. But it's your addon so do as you please. Maybe you'll find some way to target objects indirectly, or maybe someone else will modify your MRLS addon afterwards to make it more realistic. Chris G. aka-Miles Teg<GD>
  7. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Die Alive @ June 04 2002,20:39)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Paratrooper @ June 04 2002,11:25)</td></tr><tr><td id="QUOTE">Well that's how artillery works, what's the point of making "it fair" but nothing like the operation of the MLRS.<span id='postcolor'> I'm saying it's more of a mission making problem than a MLRS/arty/mortar problem. Â As long as the mission is predictable and we know where enemy units are standing, then point and click on map targeting would just make missions way easy. So yeah, keep the point and click, but the missions would bet very predictable over the long run. -=Die Alive=-<span id='postcolor'> There's a very simple solution to that. Have the enemy units moving at all times. That way it's not easily predictable if the unit is at that location. Also there are now trenches in the new bunker addon and it's quite resistant to all but direct grenade hits. In other words it protects the people in the trench quite well, so on a properly made map, the MLRS will not kill all the enemy at a location especially if that enemy is well dispersed. The MLRS should have limited fire missions on most missions however so that it's not abused. If you have unlimited ammunition then it might get a little boring. It's best usage I think would be in multiplayer games where you use team work with you buddies giving you map coordinates while you fire off the rockets at those coordinates. Chris G. aka-Miles Teg<GD>
  8. miles teg

    Large city?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ June 04 2002,16:46)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ June 04 2002,17:38)</td></tr><tr><td id="QUOTE">I wish BIS would release some tips on how to make large cities with optimum framerates and reduced lag.<span id='postcolor'> Here's the tip: Big cities have to be incorporated into world (WRP) files, i.e., into the islands themselves. When defined dynamically through missions, that's where the lag is the worst. So what we need someone to do is to create a big city island and such missions would take place on that island addon. I don't know of anyone who's done this yet. Oh, and MaxRes, Miles! Advice: put a link to your mission page in your sig. <span id='postcolor'> Yeah you're right. That would be cool if somene did that and made a nice big modern city or 3rd world city like Mogadishu. Wasn't some Russian MOD team working on an island editor. I keep seeing pictures of new islands and little bits about some kind of island editor, but still no new islands. Is there an editor out yet? Yeah I know I need to work on a sig. Hehehe! Chris G. aka-Miles Teg<GD>
  9. miles teg

    Someone make a eurocopter tiger!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ June 04 2002,21:59)</td></tr><tr><td id="QUOTE">While the Tiger Helicopter is designed and equipped for the electronic battlefield meeting the latest requirements out of the box, the basic AH-64 can just be upgraded (AH-64D/AH-64D Longbow) to the point where its no longer possible to upgrade, just as you can´t put the latest Athlon into an KT133 board only supporting up to 1300Mhz. The AH-64 fleet will be in a few years time from now where the russians are currently, every "modern" tank nowadays in service by them are just in a lengthy upgrade marathon improved versions of either the T-64(T-80) or T-62(T-72,T-90). As the upgradability is not given anymore they recently started on a completely new concept. snip---------<span id='postcolor'> Screw the Tiger and the Apache. Just gimme that gyrocopter from Mad Max II (Road Warrior), and a sawed off shotgun and I'll kick all their arses. Chris G. aka-Miles Teg<GD>
  10. miles teg

    Hemp addon?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CPL.Chesh @ June 02 2002,19:13)</td></tr><tr><td id="QUOTE">ive heard there is a hemp addon for ofp i need it for a mission can ne1 tell me where to get it?? Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Fi Cpl.Chesh <span id='postcolor'> You can't it's illegal!!! Chris G. aka-Miles Teg<GD>
  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Titanium @ June 03 2002,01:29)</td></tr><tr><td id="QUOTE">I donloaded those trenches, talk about ghetto (I mean that in a good way). Â It cool how you accomplished this.<span id='postcolor'> Yup those trenches rock...as long as units don't lay down in them and hide inside the slopes. To keep them from doing that put this into the trench soldier's activation box: this setunitpos "up"; That script keeps them from laying down and in one place. It works good for guard towers also. Does anyone know the command for getting them into the kneeling position??? It would be nice to have the soldiers in the trenches alternate between standing and kneeling using repeating triggers. That way they'd be like pop-up targets. Oh also I learned one lesson the hard way. Don't stick AT or LAW soldiers in the trenches next to you when facing enemy armor. Their rockets don't quite clear the trenches. LOL! BOOOM! LOL! Right now I'm making a trench complex around the Malden airport. The machine gun bunker in the Bunker pack #3 rocks also! Chris G. aka-Miles Teg<GD>
  12. miles teg

    Large city?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ May 30 2002,08:04)</td></tr><tr><td id="QUOTE">So far they have been doomed to severe lag. There have been impressive screen pics in the past but no practical maps ever came out of them. Someone correct me if I'm wrong.<span id='postcolor'> Yup. That's like on my "Blackhawk Down" mission. Even on my 1.33ghz PC with 256 megs (and 32meg TNT2 card) the mission slows down badly because I tried to simulate "Mogadishu" and it didn't work so hot. It's playable on a fast computer but not on 80% of people's computers. I wish BIS would release some tips on how to make large cities with optimum framerates and reduced lag. Like which buildings have the least amount of polygons. Also perhaps maybe a city block could be a single object kind of like the forests in OFP. That might increase the framerate and reduce lag considerably. You guys with Oxygen should experiment with this. That should be a simple and easy project compared to making vehicles. Just make the city blocks simple without too many polygons. The buildings that can be entered should be seperate objects. It would be nice to see for example huge skyscrapers..just big stretched boxes textured to look like skyscrapers. But right now I'd just like to see some Middle-Eastern style mud-brick houses and sheds with a few 2-3 story buildings thrown in here and there (shops and stuff) to simulate a town in the Middle East but large enough (with a few house that could be entered) to simulate some good urban combat. Chris G. aka-Miles Teg<GD>
  13. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ June 03 2002,21:15)</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">. Changing the distance settings on the game seriously slows down many computers. Â It would limit the MLRS to being used as basically a TOW missle carrier...something which it is not. <span id='postcolor'> the aim distance like T80 12 o clock 3000 got it?<span id='postcolor'> If it's possible to do that that might be good to try, but again you'd have to figure out how to make the rockets shoot at a very high arc (much higher then then Javelin missle addon) and in volleys of rockets (or missles in this case). Also you have the problem of again requiring a direct line of site between the MLRS and the target. In other words I don't think it would work if the target is behind a hill, even if you have a spotter unit with a direct line of site. But it's worth a try messing with. But if it doesn't work well I hope that you will try the artillery scripts and see if you can tie the targetting map markers with the direct that the turret faces. Then when on the radio you give the command to fire, have a LAW rockets fire in barrages from the rocket box on the MLRS up into the air. It doesn't really matter where they land because the artillery script will take over from there and the "real" rocket barrage will come down over the target marker. (hopefully the LAW rockets that fire off from the MLRS will just fall into the ocean or somewhere harmless. LOL! But again if you figure out how to make the turret face in the direction of the target marker on the map, you could make a VERY realistic and excellent MLRS vehicle that could be used on multiplayer maps as well. For example other players could give you the map coordinates of a target (or mark them on the map). You would then place your target marker over the target and give the order to fire. This is basically how it works in real life with modern digital targetting systems that link the forward observer (who carry a GPS) directly to the artillery battery (the arty platoon). It should carry 12 rockets and it should be able to fire all 12 rockets within 60 seconds. However according to what I've read on it, it can fire in "ripples" from single shots to 2, 4, 6, or 12 shot volleys. Reload times between fire missions I'm not sure about but I imagine would about 5 minutes as much of the reload process is very automated. However it requires a reload vehicle. I suppose that OFP ammo truck can simulate that. Oh also one thing I forgot... the normal type of rocket used in the MLRS is one that uses sub-munitions. A full 12 rocket volley can dispense 8,000 bomblets over a huge area. I don't think you could simulate that many bomblets in OFP, so it's probably best to just stick to a dozen rockets per MLRS and perhaps see if you can have 4 MRLS units in a squad fire at once and then have the artillery script simulate 48 rockets screaming in roughly within a period of 60 seconds. If you want to do the bomblets it's possible to modify an artillery script to create a few hundred "handgrenades" over a wide area. There are some cluster bomb scripts that simulate this for example. So overall there is a wide variety of realistic scripts that you could use to achieve some fairy good realism. It just boils down to being able to script the launcher to first fire rockets into the air at an angle (just for effect) and being able to script the box turret to aim towards a marker on a map. But try the distance thing first and see if you can get that working. Maybe turn the MLRS into a ATACMS tactical (guided) missle system. Here's a good site on the MLRS: http://www.army-technology.com/projects/mlrs/ Chris G. aka-Miles Teg<GD>
  14. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ June 03 2002,17:28)</td></tr><tr><td id="QUOTE">hawk and i are gone use the far range aiming like the TOW<span id='postcolor'> While perhaps easier to do, I think it would be a grave mistake. 1. The MLRS does not normally fire guided rockets (although there may be variants that fire short range tactical missles). 2. Changing the distance settings on the game seriously slows down many computers. It would limit the MLRS to being used as basically a TOW missle carrier...something which it is not. As someone else mentioned the MLRS is never used in a direct fire role. 3. The MLRS is designed as a long range artillery system firing large unguided rockets which it fires in volleys. It is always followed by re-loading vehicles as well. The best thing to do is make it fire unguided LAW rockets and then see if you can change the speed of the LAW rocket so that it doesn't shoot too far, but far enough for indirect fire. The problem with doing that however is figuring out how to accurately target the rockets for indirect fire (hitting targets you can't see that are behind hills, ect...). The solution would be to use that SCUD script Scorpio mentinoned and figure out how to make it fire volleys of rockets. I think with some creative scripting using an artillery script a good MLRS fire control system could be created. Instead of shells, LAW rockets might be able to be used with the arty script simulating them raining down on an area designated by a marker on the map. It's worth exploring at any rate. That would be a waste of work, to make such a fine looking MOD only to release it with a very unrealistic firing system. Also the MLRS's box with the rockets elevates and rotates. But if arty script is used with it, it would be fine just leaving the rocket box elevated at one position. The tricky part will be getting the turret to rotate towards the direction of the target marker. Anyhoo that's my opinion as I hope it's taken constructively. Chris G. aka-Miles Teg<GD>
  15. miles teg

    Littlebird

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (UrbanMonkey @ June 01 2002,22:41)</td></tr><tr><td id="QUOTE">Dude, how did you get the .50's on the humvees?  I wanna find a model with one on it.<span id='postcolor'> Hehehe...glad ya noticed that.   Actually it was pretty easy to do.  I just modified that script for getting soldiers to sit on the backs of tanks.  Like someone else said, if you de-pbo it you'll all the multitudes of scripts I used for this mission.  Also, there will be a new version soon which blows away the old version.  The new version will have the new MH60 Pavehawk addon that has both a refueling probe and radar on it.  Also I finally found the music from "Blackhawk Down" and I stuck the song "Bara Bara" in the intro.  I also found a camera script where the camera follows the vehicles.  With that I made a VERY cool simulating of the part of the movie where they arrest Mohamed Aidid's aid, where it shows those blackhaws flying low along side his car and they shoot out his engine.  I used the "flat-tire" script to simulate that.  There's a Kiowa Warrior that lands in the middle of the road to block the path.  The D-boys get out and put the civilians in the car into the blackhawk and they take off...which is where it begins the old intro.  The ending movie is now also fixed. The only thing needed is a SP respawn script so I just reuse the same enemy units and not be forced to stick hordes of them into the mission which just slows down the CPU.  I'm not sure if that exhists but if it does someone let me know.  I tried one script like that but if the AI enemy dies, they respawn dead also.  Anyhoo the next version will kick ass!  Hopefully by the time it's ready for release the Little Bird addon will be out so I can replace the Kiowa Warrior's with it.  If anyone knows where to get that script or if anyone has a Little Bird beta that they'd be willing to let me use in the mission, my email is at: chrisgie@txdirect.net  Oh and finally here's a little snap shot from the new movie intro showing the MH60 Pavehawks swooping into to arrest that Aidid's aid.  A preview pic can be seen at my missions web site at: Miles Teg's missions Chris G. aka-Miles Teg<GD>
  16. miles teg

    Littlebird

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (elendil004 @ May 31 2002,05:50)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ May 31 2002,03:36)</td></tr><tr><td id="QUOTE">I already created a massive "Blackhawk Down" mission in which I used the Kiowa Warrior helicopters to simulate the MH-6 and AH-6 Little Birds. Â Chris G. aka-Miles Teg<GD><span id='postcolor'> where can we find this gem?<span id='postcolor'> My "Blackhawk Down" mission is a big 14meg download that includes all the necessary addons. It can be found at: http://nas1.timezone-warriors.net/ofp-blackhawk/ It follows the book very closely and uses rapelling scripts, and a script that mounts the M2 machine gun on the Humvees very realistically. It uses the Desert Malden addon and the SEB Delta Force addons. I made all the Somali civilians black and gave most of them Ak's. I also used the "Gimbal thrower" addon to simulate some of them throwing rocks and bottles at your soldiers. Oh...and I also use custom music, custom sound fx, custom radio voices, and also the tail rotor failure script. The only problem. The thing is very CPU intensive because I use alot of building objects to get more of a feeling that you're in Mogadishu. On some computers the movie outro doesn't play right also. Finally it has some incorrect information at the end that I need to fix. But other then that it's a very cool mission to play if you have a fast computer and it sticks fairly closely to the movie. My other missions can be found at: http://www.geocities.com/dwimmerlaik2001/MilesTegMaps.html Chris G. aka-Miles Teg<GD
  17. miles teg

    Uh-60 blackhawk

    Actually the standard Blackhawks don't have that radar or the other bulge which is a FLIR (Forward Looking Infra Red) thermal site. Those are the MH-60 Pavehawks, most of which also have refueling probes as well. The last time I suggested that a bunch of people here told me I was stupid for suggesting that. I think it would be awesome to have a realistic MH-60 Pavehawk that also included a 7.62mm minigun instead of the M2 .50 cal machine gun on the door. The real ones actually have the miniguns on both sides usually but I'd be happy with one. Martin (the creator of the UH-1) is actually working on one for his Huey. I hope that he also can do something similar for the UH-60 in OFP. Someone with Oxygen should be able to create one very easily. But so far nobody seems to want to. Oh I take that back. Flipper started doing one and had screenshots and everything back around the time he was working on the Predator UAV. But I guess he gave up on both of them as I've heard nothing about them and that was months ago. Hopefully Flipper reads this and puts some input on what happened to his MH-60 and is Predator UAV. Both of them looked very cool in the screenshots. Chris G. aka-Miles Teg<GD>
  18. miles teg

    Carrying a m2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (macho_man_mathijs @ May 31 2002,11:19)</td></tr><tr><td id="QUOTE">Guys they stopped putting mg's on wheels after the second world war, because they weren't needed anymore. The far more effective assault riffle was introduced by the Germans in the form of the stg 44 and later adopted to become the famed ak47. With the introduction of automatic riffles the soldier could carry a weapon wich was far more mobbile than a mg and far easier to use. That's why they stopped doing it, so if u guys are thinking about doing that, make it a ww2 or ww1 weapon.<span id='postcolor'> Actually they still put them on wheels...except now they're called Humvees. Actually for mobile infantry the weapons that for the most part replaced the HMG was the medium machine gun which includes the PK, M240 (FNMAG), M60, ect... While not as powerful as the HMG's, they offer very good range, good accuracy, and good killing power. Also you can still find a few of the Russian DShK 12.7mm HMG's on wheeled mounts but these are usually towed by horse or vehicle in places like Afghanistan. In other words, for guerilla forces, a wheeled mount makes alot of sense if you don't have vehicles to move the HMG's around but need the heavier fire power for AA defense. Assault rifles like the ones you mentioned replaced the larger combat rifles like the M1 Garand and the British Enfield rifles. It was determined that most engagements were under 300 meters and that the heavy calibers were often overkill. The Germans were the first to realize that the smaller cartridges in their STG-44 allowed for lighter weight, decent lethality, and superior firepower. The U.S. didn't catch on to this until they accepted the 5.56mm ammunition and the M-16A1. Meanwhile the Russians like you said created the AK-47 and before that the SKS rifle. But back to HMG's, they still are occasionally moved on foot but they try to move them in vehicles unless they can only move it into position by foot. The idea is to be able to move swiftly and not get bogged down hauling around a big heavy machine gun with questionable effectiveness in close range firefights compared to lighter machine 5.56mm. For that reason the M2 is usually classifed as a company support weapon and usually mounted to vehicles. Anyhooo I agree with you. It's not realistic having an individual soldier carrying it around like a regular machine gun. Chris G. aka-Miles Teg<GD>
  19. miles teg

    Carrying a m2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Delenda @ May 31 2002,19:24)</td></tr><tr><td id="QUOTE">dude, i am way ahead of you started thinking of this a long while ago. I am working on turning a laser designator into a .50cal so you will be able to take it with you. very usefull for AA. -- Ever see Pearl Harbour<span id='postcolor'> It is used for AA purposes, but if you tried firing it without a tripod it would be like firing a very large and very powerful jack hammer. You'd most likely smash your face or shoulder trying to fire it on a sandbag like in that movie. You would only do that in an absolutely dire emergency if you couldn't find the tripod. However normally whereever the weapon goes, the tripod and spare barrels go with it. The tripod is quick and easy to set up and offers a nice solid firing platform for more accurate and controlled shooting of both ground and air targets. For really precise shooting there is also a T&E (Traverse & Elevation) mechanism that attaches to it, but that's for more deliberate long range firing. But if some of you want to make it because it looks cool that's fine. It's not realistic, but I guess it would be fun and look cool carrying around that huge gun....kinda like Arnold carrying around that minigun. Chris G. aka-Miles Teg<GD>
  20. miles teg

    Carrying a m2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Benze @ May 25 2002,18:20)</td></tr><tr><td id="QUOTE">It can be carried. One person carries the gun, the other person carries the ammo. I wonder if it can be done with scripts. I also wish it could be put in a real bipod position, not the standing please-shoot-me one. Â <span id='postcolor'> I've fired the M2 a few times and once for one training session was an instructor on it shortly before I left the Army. I can assure you that it is NOT a weapon that can easily be fired from the hip. Aside from the immense weight of the weapon, the recoil from it is tremendous and unless you wanted a broken hip I wouldn't advise attempting to shoot it from the hip. There are no bipods made for the M2. I can send you links to the Army manuals on the weapon if you don't believe me. It shows all of the accessories used with the M2, and a bipod is not one of them. However, I should add that in real life, the tripod is NOT that high for the M2. The M2 is normally fired from a tripod that required the gunner to fire it from a kneeling, or sitting position. M2 firing positions are also normally fortified with sandbangs with the gunner often standing in a trench unless the position is a hasty firing position. The M2 can be carried but it's not something a single soldier goes running around with on the battlefield. A dedicated HMG team is a 2 to 4 man team usually with each member of the team helping to carry parts of the weapon (barrel, reciever, tripod, and ammo). The M2 is normally not used with light infantry except on the mounts of vehicles like the Humvee or in static defensive positions. That's what the M240 (FNMag) is for...and at closer range the M249 Squad Automatic Weapon (SAW/Minimi). The M2 is intended more for long range fire suppression and for destroying vehicles and some light armor. It's also used for air defense as well. It's an excellent weapon. Very robust, very accurate, and it makes big holes in people (although technically you're only supposed to use it on their equipment that they're carrying. Chris G. aka-Miles Teg<GD>
  21. miles teg

    Hey boyz, about the cargo plane

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Adammo @ May 31 2002,10:18)</td></tr><tr><td id="QUOTE">Hi guys.. The C130 is a lot more work then I ever imagined. Like Miles was saying I need to finsihed the internal cargo texturing and remove the "missles and MG"  hehe The plane doesnt have a very good turning radius on the ground at this time and Im not sure how to improve it. I think the problem is because of its size.. its all relative to the size of the model. In other words an AI can taxi it down and take off from the small run ways.. because the turn from teh taxi ways to the runway is to small.. but if placed properly it would be a great tool  in a mission. anyways.. I don't give up on it.. I'm still working it.. Capt Moore<span id='postcolor'> Hmmm... well I suppose for taking off, the plane can just be positioned at the part of the runway where they begin to take off. But landing...landing I guess would be rather difficult at least getting the planes off the runway so that others won't smash into them. Hmm... I can only hope that by tinkering with the flight characteristics will produce something that's a reasonable compromise. But like you said, even if the problem can't be fixed it would still make for a good addon for missions starting off in the air or starting off with the planes taking off at the start of the runway (so they don't have to taxi anywhere). Keep up the good work Captain! Chris G. aka-Miles Teg<GD>
  22. miles teg

    F-16 falcon finished and released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ May 31 2002,16:09)</td></tr><tr><td id="QUOTE">I agree, there has been a lot of bugs in the plane, and im trying my best to fix them. The reason being, is that this plane was rushed into release due to a lot of requests for it.<span id='postcolor'> Yeah that's understandable. As far as scripting goes you might put an add for help on that afterburner in one of the "scripting" sections of this forum. I'm sure there are good scripters out there who would be happy to help you with the afterburner. But to me whether it stays on or off is not a big deal, although personally I'd rather have it off as the plane only uses it during takeoffs or for sudden speed increases usually because the afterburner burns A LOT of fuel. But yeah, take your time fixing it up real nice. I'm just happy to play around with it for now until the final version of it is released. Thanks for the hard work..same to the G8 guys who helped you out on it. 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 (Paratrooper @ May 30 2002,19:21)</td></tr><tr><td id="QUOTE">Or Other Pics<span id='postcolor'> Yeah looks like the unarmed MH-6J Little Bird Special Operations helicopter. The real thing actually seats 6 externally along with a pilot and one passenger in the front seat. Some versions also have a FLIR mounted on the nose as well as the brackets for mounting up to 2 motorcycles as well. They can also be equipped for fastrope insertions. That would be VERY sweet for OFP. I already created a massive "Blackhawk Down" mission in which I used the Kiowa Warrior helicopters to simulate the MH-6 and AH-6 Little Birds. The AH-6 is the one with the rockets and miniguns. The MH-6 carries 3 troops on either side. But I'm not complaining if this addon only seats 4. That's cool with me. I just hope they also make an AH-6 with a rocket pod and a minigun to go with it. Chris G. aka-Miles Teg<GD>
  24. miles teg

    New f16 model

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ May 30 2002,22:06)</td></tr><tr><td id="QUOTE">No, quiet YOU. Ever since you entered these forums, you have been all but logical. The forums are meant to express one's opinions, but not offensive crititism. Dont blame it on me, because i did not choose the weapon load outs. I will not state the person's name because he is my friend. And you better watch your mouth when you are talking to a talented modeller like Vixer. If you want correct weapon loadouts, Â you can request it politely please. Â <span id='postcolor'> Amen to Scorpio! To the other guy who's rather rude to Scorpio, I also requested a realistic weapons load but I did it in a polite but straight forward way because that F-16 must have been A LOT of hard work for Scorpio and the G8 MOD crew to do. I've tried some modelling myself and it's very difficult and really takes some talent to do well. Guys like Scorpio and Martin (the creator of the UH-1) get really fed up with people demanding things rather rudely and making rather nasty criticisms of their hard work without a word of praise. However both of them and also other mod makers like Capt. Moore (Adammo) have been very polite to me and have shown me respect because I try to give respect to them. Give credit where credit is due. This is only the first F16 and it has been rushed into release status due to the heavy demand for it. But like all addons it will be tweaked until it's a fairly usable and realistic aircraft like the AMX fighter-bomber which now I find quite enjoyable to fly (although still maybe a tiny bit unstable if I'm not careful). Rather then give negative criticism, give positive encouragement and constructive feedback that will motivate mod makers to do even better and truly make their addons into really high quality ones. So far I think the F16 is great. It just needs a little bit more work on gun sounds (to match that of the AMX gun sound which is very realistic) and realistic weapons loadouts (within the limitations of OFP) and it could be excellent rivaling those made by BIS! I'm looking forward to future versions! Max Res to Scorpio and the G8 crew! Chris G. aka-Miles Teg<GD>
  25. miles teg

    Hey boyz, about the cargo plane

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (frk19732001 @ May 31 2002,00:04)</td></tr><tr><td id="QUOTE">yeah what happened to the c-130 that was under development????<span id='postcolor'> Guys...Adammo (aka-Cpt. Moore) has a life. Last I heard he only works on that addon on Wednesdays. He's been working on that addon for months so be patient. He'll have it out sooner rather then later as the last thing I heard from him was that it was in it's final stages of completion and that it should be released in a few weeks. The main thing is that it's actually flying well according to Adammo. He's just working on the interior textures right now. Chris G. aka-Miles Teg<GD>
×