nyles
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Everything posted by nyles
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Afaik, it wasn't. Back in the early nineties, the last remaining of these were used to simulate OPFOR during large exercises.
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Big plea for a small addon - custom birch tree
nyles replied to begorra2's topic in ADDONS & MODS: DISCUSSION
There might be some very good looking birches with the next release of Finmod (1.3). -
I would pay for all changes that are going into the OFP xbox in the shape of a new addon for OFP pc. This would include model/island updates, engine updates and the mulitplayer changes. Something around 10-30€ to update 1.96 to this new version would be absolutley fine for me, no matter if it would be an online buy or a real package I could pick up from the nearest store.
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Most likely not for 1.3, but one of those Rauma class small frigattes would be nice. The only thing that needs extra detail would be the bridge, where "driver", gunner, etc. would be located. Additional ride in back spaces could be on deck, saving the work to make some interior detail.
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An improved Leo2 would be really nice, yeah. However I think it won't show up any time before 1.4. Maybe once M.M.P. releases their improved one over the old BWMOD leo, there is a chance to get clearance to use their model. Would be nice to have the Mg3 visible on top.
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Heh, perhaps all this stuff about classified information, which for sure has come with the creation of VBS and the connections to real military branches, has made BIS forget (at least a bit) about how do deal with content they want to sell to the broader public. Maybe I just don't see the whole full story - the larger picture or marketing strategy behind all this, but from a customer's point of view, the lack of information looks like a gigantic, please forgive the term, PR catastrophy. It is just frustrating and slowly reaches a level where I assume some people might actually consider to break away from Flashpoint and search for alternatives, because of all the uncertainty of what to expect. Sorry!
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Instead of a flamethrowers, the Russians are using the RPO-A with thermobaric warhead nowadays
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Heh, as I've just learned about these new OFP4XBOX screenshots, I gotto add another small bit. In the XBox incarnation of OFP, many of the current OFP models are getting revamped and polished up a bit. The *new* Soviet soldiers however seem to are now wearing completely differently coloured pants. The top part still seems to be either KLMK or KZS based, but I have absolutley no idea about those pants. They look too blury to be of the same leaf pattern. Can anyone identify these uniforms?
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I've done my own little research about this a while ago and my conclusion was the following: The Soviet soldiers in OFP are using an oversuit called KLMK: It is a one part costume, which was mainly issued for Spetznaz, snipers and VDV troops to be worn over the monotone Soviet uniforms that were issued 'til the mid eighties. While the OFP Spetznaz are wearing just the suit, the regular OFP Soviet grunts are additionally wearing the KZS oversuit: It has the same camouflage as the KLMK but features a different coloration for the leaf pattern. During the eighties, more and more units adopted this type of camouflage when the Warsaw Pact realized the return of camouflaged uniforms that were rarely seen since WW2. It was the same time the USA introduced the woodland pattern uniforms over their Vietnam era green monocolour uniforms. From this image made by BIS, it can be seen that they too researched this as it shows a BIS employee wearing said clothing: However, it is unclear to what military branch the Russians in OFP belong. From the black berets of the officers, one could assume they are Naval Infantry, as VDV would have blue ones. I take it that they were meant to be generic Soviet forces and were not meant to belong to any specific branch, though. In the mid- to late eighties, the Soviets introduced a new BDU with camouflage pattern, thus making the KLMK and KZS obsolete. They might still have remained in use though amongst some units as can be seen from this present-day Ukranian border guard: Information about this successor BDU to the Afghan War era monotone uniforms is hard to get, but I assume that it had this camouflage pattern: Hard to say, but there might have been variations in the exact coloration. This might be the uniform, Beagle has seen before the GDR was disbanded. The last image I uploaded shows a number of Soviet soldiers during the mid eighties in Afghanistan: (Link) Starting from left to right, you can see a Russian soldier, most likely paratrooper or spetznaz, due to the special forces t-shirt, who has a old Soviet mono-colour uniform. The next soldier seems to be a paratrooper or spetznaz as well, however he features the new BDU with new Soviet Woodland pattern. The third soldier again looks special forces, as he has an AKS74. He is wearing a KLMK oversuit over his uniform and a flakvest again ontop of the oversuit. The KLMK leave pattern looks more brownish, almost like on the KZS, although this might either be simply a variant or a mistake by the painter. The fourth soldier seems like an Afghan soldier put in place and equiped by the Soviets. The last soldier obviously is a pilot - most likely a helicopter pilot. He is issued a pilot dress with the new camo pattern like the second soldier. Hope this helped to clear up some things. If I made some mistakes during my research, please feel free to correct me. Â
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Hehehe, beware though! You guys at BIS might be trialed as well because you encouraged us to do this by not releasing new OFP2 information. It is all partly your fault Â
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Ah ok, but troops not involved in Chechyna would still have a dedicated grenadier only, when having field exercizes or has this changed TO&E wise? You can very often see this doctrine with Third World armies, where the RPG-7 is still always manned by soldiers who don't have any assault rifles. So if anyone has some reliable info about weapon loadouts, etc.. around platoon level and below, it would be nice to share.
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Does anyone have some recent Russian ORBATS? I think that compared to the old one used in FM 100-60, several things might have changed. For example the RP-Grenadier during Soviet times was dedicated and only had his launcher and a pistol. I would like to know if he has an assault rifle nowdays or if it is just practice on some units that for example an officer lends his rifle to the grenadier as he won't be in combat that much. Things like that would be nice to know.
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Thx for adding the weaker TOW for the early Bradleys. One thing I noted is that on some variants, the bushmaster chaingun uses 2 rounds for a single shot and sometimes it uses single rounds per click. Is that intentional? Have you considered to lower the armour a little bit on the non reinforced applique armour IFVs? Would be really great if you would make this, like I suggested previously. Furthermore the suggested adjustment of the ammo loadout (230 HE and 70 AT per reload each) would be really great. Keep up the good work!
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Sure the older TOW still is an extremely powerful weapon. I didn't say it ain't. The problem however is that the old TOW isn't as deadly as the latest version. I think that a damage value close to the OFP's CarlGustav is perfect for an older TOW. It still manages to cripple anything up to a T72 without ERA with one hit and will badly damage any other tank. This is a very powerful weapon still, but makes a difference to the "über-TOW" that is in use with modern bradleys. I don't ask to castrate the TOW, I just want an older and an modern version with different values so you can use the Bradleys properly in an eighties conflict where the vehicle wasn't as tough, powerful and lethal as it is right now.
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Sorry Lee, but I partly disagree. The latest Bradley might indeed be powerful enough to have an equal chance fighting and surviving a T72, due to latest TOW warheads being used. However, the A1 (speaking: the bradleys that were around till the late eighties/early nineties or so) should be considerably weaker. They should have another early TOW variant loaded, with a weaker warhead, which should have its problems with destroying an ERA uparmoured T72. For that reason this early TOW version's damage should be around the standard OFP's CarlGustav level. The A2/ODS versions of course should have the latest in TOW warheads fielded, therefore the extremely powerful TOW that is used right now in this pack, would be absolutley fine for these versions - but not for the basic/A1 variants. It is the same thing with the Bradley armour. The older models should not be tougher than a BMP or only a bit tougher, so they might survive a RPG-7 hit most of the time and survive a RPG-7V hit (using Keg's stats), although a hit by the latter should cripple the vehicle and render it immobile or kill some of the crew. Only the A2+ versions which feature applique armour should be able to take a full OFP RPG/LAW hit like a T72, the way it works now. I think it is important for the sake of game balance to have the basic/A1 and A2+ versions differ much more from each other. It is an IFV and not a MBT, afterall!
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I could agree on having a slightly increased armour than the OFP bmps, but it should only prevent the vehicle from blowing up. The damage should still be enough to disable either the tracks or maincannon or kill many of the crew. At least the pre A2 versions should not survive a direct RPG hit and continue fighting like a M60 or T72 can in OFP. Its a IFV and not a tank afterall. Balance calls for that imho. The A2 and above versions however should be able to to act like that in eating a RPG and continue fighting, like it is right now. As for the A3: Didn't know it the commander sight was fixed like that. Too bad. Still an A3 would be great in any upcoming release as the sight would still allow the commander a better field of view (higher) as on the A2. Too bad BIS didn't add the option for a tank commander to tell the gunner to face a certain direction like you can do as squad leader for your squad members, like I suggested when Resistance was released. Would have been easy to do and the effect would have been amazing. Afterall almost any TC can override the turret control or at least tell his gunner to turn the thing.
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Some more constructive criticism : I just compared the different versions included in this pack, and I must say while I really like the toughness of the more modern versions who have the steel applique armour added (A2?), but on the older models I think for the sake of balance and realism, the thing should not withstand more than one BIS RPG/LAW. Speaking of the more recent versions, I think it would be sweet to add the commanders independent optics, who are located in that small cone atop the turret with a 360 degree rotation and several degree elevation capability to A3 models in a future release.
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Well it might be that the total loadouts have changed or differ from my source, but there should still be reloads grouped in 70 rounds for AP and 230 rounds for HE ammo as the ammo box can only hold that amount at the same time. The reload should take half a minute or so. Oh and the bushmaster chaingun rate-of-fire could be increased a bit. I think it is not as fast as Russian chainguns but I think it is a bit faster than right now.
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Mhh seems my question about the ammo loadouts got lost, which I posted further above. Rudedog, will you consider changing the ammo loadouts to be more realistic? Oh and btw: Could you tone up the coax mg sound a bit? It is not loud enough for my taste.
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No virus present, it really seems to be the addon, causing the reboots. I will try the no-script thingie. About realism: I would suggest to alter the ammo loudout a bit. The Bushmaster chaingun should have 230 HE rounds loaded with further 460 (two reloads) and 70 AP rounds loaded with 210 more (3 reloads) stored. The chaingun is fed by two belts simultaneously afaik, therefore I'd would make it two different weapons and not just one weapon which can reload the ammo type. This would also make rearming easier. I've heared that the coax has a ammo ready-box with 800 rounds and carries additional 1400 rounds in the back for reload. I would suggest to maybe increase this to 1600 and thus allow two coax reloads. The reload time for the coax should be really long though, as it takes some time to stuff the new belts in.
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A really great addon pack! Nice work! However I have played around with them the last 2 hours or so and my pc rebooted twice while middle in the game. I have failed to reproduce this but I fear it might be related to the addon somehow.
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If I understand the matter right, you want to change the name of the admin, when someone is kicked, etc? Name being the string before the ':', right? You can easily do so by creating a new user profile (/ofp/users/yourname) with separate userinfo.cfg file. Upon server start, you should add the "-name=yourname" parameter to the ofpr_server.exe, thus changing the console's name to that of the userprofile which was just loaded. You can also use multiple userprofiles that way, to start the server with different settings. Like one profile which has the crosshair or externalview disabled in the userinfo.cfg, another which has them enabled, etc.. Hope it helps. Â
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I'm with Miles Teg on this one: Balance should be the overall goal. Engagement ranges are part of that just like damage/penetration values. Those VDV troops are one amazing piece of work, but to really bring them in line with 90% of the other OFP addons, they need to be toned down (a bit) on said areas. If not, they are only attractive for mission makers which use other addons with similar statistics. If you really think that your values are so much better, you should bother to release a number of opposing forces so that the overall balance is not biased towards the VDV. They might be elite, but they still need to follow certain guidelines that most other addons are following.
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interesting indeed.
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You mean the other way around. It is still present with DirectPlay but was not converted to work with Sockets. My OFP2 suggestion about improved comms can be found here: (link)