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Noose_ITO

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Everything posted by Noose_ITO

  1. Noose_ITO

    Tank Fire Control Systems

    Outstanding work! One bug though: Teamswitching to other player controllable T-72(player as a commander) I couldn't lase anymore. Lase, FCS and dump was completely gone from the menu. Did not test this with M1 yet. In 0.1 version I had lase problem also if I did a save load cycle. Both T-72 and M1.
  2. Noose_ITO

    Tank Fire Control Systems

    Have you forgot to reset tracking after shot? For me it is "Alt" key.
  3. Great addon! Now only if we could have realistic meter adjustment for iron sight rifles. (100, 200 ... 600m) This meter adjustment would be best to do for NonWonderDog's realistic ballistics mod. Not for default ArmA.
  4. Noose_ITO

    ArmA Rated one of the HARDEST GAMES OF ALL TIME

    I can confirm that, ditched the game because of the racing mission   What are you guys talking about? Driving in Mafia was easy and relaxing compered to GPL (which is on the list btw.) I completed that racing mission with second try. First time computer crashed. I actually drived that race afterwards several times for fun. Of course I used steering wheel. It was a pleasure! Altogether Mafia is one of the best games I have ever played. Hope there is similar games coming future.
  5. Noose_ITO

    ArmA Rated one of the HARDEST GAMES OF ALL TIME

    I can confirm that, ditched the game because of the racing mission   What are you guys talking about? Driving in Mafia was easy and relaxing compered to GPL (which is on the list btw.) I completed that racing mission with second try. First time computer crashed. I actually drived that race afterwards several times for fun. Of course I used steering wheel. It was a pleasure! Altogether Mafia is one of the best games I have ever played. Hope there is similar games coming future.
  6. It would be nice if AMOS fire sound would be tuned down a bit. Now it sounds as loud as if it was 400m away when the unit is actually 4km away. I'm using this at the moment to balance loudnes. Not perfect but it is a start. sound[]={"\sfp_ssg120\sounds\amos_fire.wss",db-7,1}; General sound volume tweaking would be nice too Thanks for a great addon btw !
  7. Noose_ITO

    Coc unified artillery 1.0 released

    Dinger: Sounds very promising  Now only if someone nice person could make the actual units (models etc.)  BTW. Thank you too all involved for a magnificent addon !
  8. Noose_ITO

    Coc unified artillery 1.0 released

    I wonder if UA can support AMOS (Advanced Mortar System)? This twin-barrelled 120mm mortar has very high rate of fire ( up to 26 rounds/min ) and has a MRSI (multiple rounds simultaneous impact) capability of 14 rounds. So it can generally send ammo to different trajectories to hit same point simultaneously. http://members.surfeu.fi/stefan.allen/AMOS.html
  9. Noose_ITO

    Mt-lb pack release 2 !

    It's online again.
  10. Noose_ITO

    Finnish defence forces

    Maybe with this new 25.6 km thing someone could fit Ahvenanmaa (or most part of it) to Flashpoint. As a place maybe not so interesting or typical Finnish nature like but it would be interesting to see it in game.
  11. Noose_ITO

    Apilas v1.1 and kasapanos 5kg  v1.1

    cam0flage: Are you now in SA int. service? ...just making guess of your signature? I was 2/95 SPOL-AU in KymITR. So SavPr(Mikkeli) was my main training place. Off topic: Is there any other previous SPOL "student" from SavPr when Yliluutnantti Utriainen was main " instructor"?
  12. Noose_ITO

    Apilas v1.1 and kasapanos 5kg  v1.1

    Too bad that Flashpoint does not support firing AT weapons in prone position(which is recommended for almost any shoulder fired AT weapon). Btw. fireing Apilas in knee position would perhaps end up firer finding it self belly up beacause of "bang" to face(for shock at least). There is definitely use for the face mask and cheek padding found in Apilas although manual says it's recoiless. Good work with those weapons!
  13. Noose_ITO

    Real crap car :}

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JAP @ Sep. 30 2002,16:58)</td></tr><tr><td id="QUOTE">Maybe Vaz is Lada<span id='postcolor'> Vaz is Lada. Original name is Vaz but it's sold in western countries under name Lada. Lada is name of the factory if I remember correct?
  14. I have done some tests with custom LAW M72A3 sights I made and it seems to that I can not get it right. If I match range to target and visual size of sight then flight scanning field of rocket is wrong(doesn't hit right). If I match ballistics to those sights then rocket will come too slow. 4s to 200m. That's only 50m/s and way too slow. If I tune rocket ballistics to mach real one (~150m/s) and scale sight size and zoom to match on different distances correctly. Then visual size of sight is wrong. Here is some pictures to understand better what I meaned. Pictures presents situation "if fired it would hit" Sight visual and real distance matched, wrong ballsitics(too slow rocket). Target at 200m: Sight visual and real distance matched, wrong ballsitics(too slow rocket). Target at 300m: Correct ballsitics, visual size of sight is wrong. Target at 200m. Aimed a bit front for clearnes: Correct ballsitics, visual size of sight is wrong. Target at 300m. Aimed a bit front for clearnes: I have played around these variables: thrustTime thrust maxSpeed simulationStep opticsZoomMin opticsZoomMax It didn't find variable "maxSpeed" to affect on rocket? Any suggestion for this "problem"? BIS?
  15. Noose_ITO

    Custom law sights and ballistics

    Yes. Physics in OFP seems to eliminate the use of realistic sight. If I do compromises I can make sight to work up to 200m range perhaps(first two pictures). Then any target over 200m range... no way to hit if sight visuals are used (too flat scanning field of rocket, or so it seems to?). So whats left if "right" LAW rocket ballistics are used(correct speed)? I can make sight that is totaly imaginary and it will fit OFP physics. That's not going to look realistic but it's functional. Or I can use that realistic sight and just change range values. By doing that sight will look similar than real one but range values will be very high and sight's own visual range detector(curved line) wil not match at all after some range. Or I can use that small sight which makes current range numbers in sight to make sense(last two pictures). Downside is that it needs a lot of zoom. It means that visual range detector lines in sight will not work at all and that exaggerated zoom looks funny for totally non optical sight. It seems to that if I flatten out that real sight vertically it will fit perfectly. Doing so the ratio of real sight dimensions will become distorted and we are in that imaginary sight thing again. BTW. I used very low "thrustTime" in my experiments. Like real LAW the rocket burning time is very short(burns inside tube only, so it's not actually a rocket). That means quite high "thrust" values. It caused some oddities in gameplay. Sometimes rocket exploded 10m behind me or rocket dropped 1m front of me. Playing with "simulationStep" value gived some stability. I would like to hear your opinion of these things. And for sure I would like to hear opinion from BIS guys . Is this the reason why realistic sights were left out of the game?
  16. Noose_ITO

    Custom law sights and ballistics

    arkadeyevich: Yes, I know. Actually imaginary sight is easier to do than match real looking sight. I want real looking LAW sight so imaginary sight is not an option now BTW. That sight I use is straight from LAW M72A1-3 manual if not clear yet.
  17. Noose_ITO

    .50 cal rifle

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ April 08 2002,)</td></tr><tr><td id="QUOTE">The conventional armour of a T72 is about 500 mm. Add ERA to that.<span id='postcolor'> Perhaps I should quote myself: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> T-72 M1 front of hull: 240mm side of hull: 80mm front of tower: 500mm side of tower: 120-300mm from www.mil.fi (technical data finnish only) <span id='postcolor'>
  18. Noose_ITO

    .50 cal rifle

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (www.verruckt.org @ April 07 2002,08:40)</td></tr><tr><td id="QUOTE"> ...Also it ( SLAP round ) can penetrate enemy armor 19mm thick @ 1900m Imagine how far it could go when youre only 500m from the armor, thats about 75mm or armor, enough for any type of APC or old type MBTs....<span id='postcolor'> The document you pointed says that 19mm @ 1500m. Not 1900m. Typo? That 75mm @500m penetration you estimated. Is there any documentation of that? www.fas.org says that SLAP round penetrates 34mm @500m: http://www.fas.org/man/dod-101/sys/land/cal50evol.gif Example of an "old" MBT. Sides of T72 are 80mm thick.To reach that bullet has to go between wheels.
  19. Noose_ITO

    Fn minimi (m249 saw) updated version!

    WKK Gimbal: Thank you! Whole thing cleared up for me now.
  20. Noose_ITO

    Fn minimi (m249 saw) updated version!

    Good work Gimbal ! Â What's the secret behind those custom ironsights? I'd love to know that for my own purposes
  21. Noose_ITO

    Uce's finnish army addons

    I updated that uce_rk76.pbo to be compatible with Dynamic range sound addon. Download here if interested. http://stardesk.staroffice.com/www/Noose_ITO/uce_rk76.pbo
  22. Noose_ITO

    Can anyone explain the scope for the law?

    Here is a simple sitting target(not moving) I hope that BIS will correct LAW sigths to look like a real one. Fligh distance is perhaps too long also. Now you can hit targets up to 1000m range. Not moving of course
  23. Noose_ITO

    .50 cal rifle

    Someone asked about armour thickness in MBT's. Well here is T-72 M1 values. front of hull: 240mm side of hull: 80mm front of tower: 500mm side of tower: 120-300mm (from www.mil.fi) Thickness is not everything. Shape and angle matters a lot. That side thickness is not that simple. There is train of wheels for tracks front of that.
  24. Noose_ITO

    Grass for ofp

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Antichrist @ Mar. 29 2002,11:44)</td></tr><tr><td id="QUOTE">Its gonna take ages trying to add 100 m2 grass field to OFP using the editor  <span id='postcolor'> No. It's quite easy. Just use copy paste and create bigger and bigger arrays to duplicate. Problem is that it is extremely heavy for computer to use eaven one hectare filled with hasen gras and gras kentucky blau. You can imagine what several hundred separate objects do for framerate (actually looking around is okay but moving is constant stops. 2m forward 5 sec pause etc...)
  25. Noose_ITO

    Grass for ofp

    In case someone doesn't know how to use that grass just put TCgras.pbo in ADDONS folder and place various grass objects in mission editor. (empty - objects - xxx)
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