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Satchel

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Everything posted by Satchel

  1. Satchel

    Flashbang

    Hmm, why not.... could be usesfull in a scenario where you are need to save hostages from some evil clutches, where a grenade might not be the best choice and long range sniping is not an option. It´s however not only done by implementing an flashbang addon, the AI would also needed to be reprogrammed, to  react accordingly to a flashbang.
  2. Satchel

    Satchel's OFP soundpack

    Konyak, usually there are much more sounds that would play into when turning a turret, such as gear grinding when applying turretbrakes. The actual recording you hear is a sample of an  real M60 Turret operating from the interior perspective, the high pitched spin up tone are the hydraulics of the maingun ( elevating), the lower tone is the actual turret spinning servo (turning left/right). As i can only apply one turret sound for the whole turret and not for the maingun, i used the complete sound. It won´t play continiously, means if you only elevate the maingun a couple of cm, you´ll hear only the correct high pitched elevation sound a couple of ms or a sec. It was the best compromise i could find, to implement an "all-in-one" turret sound. If it were possible to apply an own servosound to the maingun seperated from the turret, then it would be 100% authentic, but OFP is a world of compromises. There can also be no seperated sound samples for interior and exterior perspectives as far as i know, so again it´s always a compromise. The tank crew hears other things than one would if standing next to a tank, or even 100m away.
  3. Satchel

    Satchel's OFP soundpack

    It´s coming, but i want it as perfect in regards of realism, completeness and soundquality as it´s withing my possibilities, because it´s going to be very large. The new Soundmod exceeds the size of the beta Soundmods by far, with over 20MB it´s twice as large. Almost every action you can imagine now is covered by audio. All hand-held weapons are completely revised with realistic sound effects; it goes this far that i took an old tape recorder and recorded sounds from the process of a hand grenade throw of an german DM 58 practise grenade (pulling safety pin, handle snap, impact of the bolt ) or loading procedures of the G36, MG3, P8, SigPi etc.. Grenadelauncher, rifle grenades... everything has his own authentic sound plus loading procedures. When moving you will hear equipment rustle, boots squeaking; standup, crouch, prone, general position changes... everything is accompanied by sound with large varieties. If a medic treats a wounded you´ll hear openeing of an first-aid packet (standard Bundeswehr edition...don´t had an american ) and the applying of tissues and bandage, while the wounded  breathes irregular, groans and screams. When moving in forests e.g. twigs crack, when going up ladders a metallic stairs sound with equipment rustle. Now there´s more variety to ricochets, giving you more the feeling of being under fire, semi, burst and full auto have their own sets of ricochets. During a parachute jump you´ll hear flapping of the chute and the impact when hitting the soil. Vehicle classes have their own GET in and GET Out sounds, e.g. it sounds different  whether one boards a helicopter or a battle tank. Almost all sounds of vehicle are revised, with authentic original samples of most types whereever they had been available. Emphasis was on realistic portraying armoured vehicles, Turrethydraulics/Servos, commander hatches, engine....With wheeled vehicles one will possibly hear driving over gravel/grass/tarmac sounds, depending upon ground condition, whereby I am still operating on this part and cannot promise this specific feature will be contained. Here´s some sounds out of the pack, focusing on the T-72. You´ll hear in the following order: operation of Turret Servo/Hydraulic, Commander Periscope operation, engine sound and at the end an engagement of M1´s. Forget about the voice you´ll hear.... it´s me introdcing what sound comes next, as i made this preview for the german forum, sorry . T-72.mp3 Got nothing to do with sound, but I did a custom Reticule, which is based on genuine scope  optic, in the first case i´ve done it for myself, but if you should like it, i will implement it in the soundpack too. The white T beam and line are replaced with this. It performs better under different Light conditions than the original one imo, here some pics: Daylight conditions: Night/poor visibility conditions: Tell me if you like it and it will come with the soundpack.
  4. Satchel

    AI Behavior Complaints Discussion(ABCD)

    Some observations: [*] AI reacts slowly to threats in the immediate surrounding; sometimes they seem to take like 5 seconds to aim at me, when i´m only 5-10m away. They just turn in and stare at you in combat stance. Happens to me everytime i play the "Clean Sweep" Mission. [*] AI doesn´t use fire modes (trigger group selective rate) correctly, most of the time they seem to be in burst mode when the weapon supports it. I don´t remember seeing an AI soldier using semi auto (single shot) instead for accuracy and ammo conservation (especially when there are only a few rounds left)....except for the MG´s , there AI seems to prefer ripping of single shots . [*] AI A10 LGB pilots have serious problems releasing bombs on a laser designated target. The AH´s don´t have this problem though, when i´m marking a target it will be hit accordingly in short time. [*] AI soldiers in unarmed, unarmored vehicles don´t seem to react to threats, like to get out and commence combat- or drive away..... they prefer to stay in the car instead waiting to get shot.
  5. Satchel

    Grenades

    Yupp, i agree on hand grenades in OFP being pathetic and annoying. I can´t count how often i got killed while trying to throw a grenade while standing close to an object like a wall, with the grenade exploding against it right in my face. In MOUT being able to throw grenades at short distance is essential, like into a doorway, window, etc. In OFP however this is hardly possible, because if you do you will die too of the blast caused by immediate detonation. Hand grenades don´t necessarily have to bounce (this will for sure get messy- having the OFP objects in mind that jump like 10m high even when tipped slightly), a simple delay would be already sufficent for me.
  6. Satchel

    Blackhawk Down - Delta Force Choppers

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ALDEGA @ Jan. 21 2002,20:04)</td></tr><tr><td id="QUOTE">hmm I thought ah-6 was a "little bird"<span id='postcolor'> AH=Attack Helicopter OH=Observation/Scout Helicopter These are only variants of basically the same type of Helicopter, the AH-6C / AH-6J (armed variant) and MH-6J (Transport variant) are referred to as "LittleBirds" according to FAS, the old unmodified OH-6 is designated "Cayuse".
  7. Satchel

    Calling all voice actors...

    How about someone with sound equipment and american nationality redo all standard ingame voice commands, with a bit more combat flair and emotions (nah not what you think,lol )?
  8. Satchel

    small arms vs choppers

    I think the problem really emerges from to too few hitzones and according damage modelling. For example a fatal hit in the tailrotor would ground all helicopters, making them uncontrollable. A hit in the avionics, hydraulic, electric systems would make flying extremely hard if not impossible. It´s either destroy the vehicle completely or it keeps nailing you, there´s not much inbetween except maybe the tank cannons that can be disabled. There´s too little taken into account, that´s why i think damage display has more in common with command&conquer than with anything else, not at least because of the  allround "health bar", makes me really feel like i´m really playing a arcade game. I know OFP isn´t a vehicle sim in the first place, but i hope modders will get rid of this as soon as the tools are released, going from arcade to more serious Simulation for vehicles.
  9. Satchel

    small arms vs choppers

    You have a very good chance of knocking down pilots in all western choppers, as the cockpit glass is portrayed non bullet resistent in OFP for western A/C. General airframe structure is also weaker for western units. Trying to take down a MI-24 with 0.50 or even lesser calibre is almost useless in OFP, a waste of ammunition. For reality; according to Janes the AH-64 is as armored as the Hind, with slightly better crew survivability (in case of fatal hits) and more system redundancy.
  10. Satchel

    For what game are you realy waiting

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wobble @ Jan. 20 2002,03:19)</td></tr><tr><td id="QUOTE">Im waiting on an ultra realistic Combat sim focused on aircraft of the 50s and 60s..<span id='postcolor'> For the 60´s-70´s time period there´s Thirdwire´s Project 1 coming up.
  11. Satchel

    For what game are you realy waiting

    * Falcon 5 * Lock on: Modern Air Combat * Project 1 * H&D2 * Doom 3 * Jedi Knight II
  12. Satchel

    Leaked games

    MOHAA, Unreal Tournament 2, Blackhawk down (movie)........... They´re all available on the net.
  13. Satchel

    First Development Tool in February!

    OFP is not the only title SDK/Tools are going to be released for in January, just read it: Ghost Recon (eta 29.01.02): - MAPS Editor/Plug Ins - QOB Editor (Weapons) - CHARACTERS Editor - POB Editor (Vehicles) - New RSB Plug-ins RTCW (now) - SDK is now released
  14. Satchel

    What I want in next patch!

    I don´t see a disadvantage with attachable charges neither, as it could be only placed on a vehicle while it´s stopped. If an enemy soldier manages to get this close to your tank in MP, you made something wrong anyway...and why shouldn´t the opponent have the possibility to destroy your vehicle if he showed some skill by sneaking up undetected to the tank to place a charge? This would work very good in urban areas or woods, places every tank crew fears. Does all AT weapons also go against the whole meaning of having tanks........ well that´s the idea behind them, hahahaa
  15. Satchel

    Buying a joystick

    Alone for the metal casing and F-16 controller replica it would be worth for me buying, knowing that tm always delivered quality, although the price is usually higher than for other sticks: http://us.thrustmaster.com/products/hotas.php3?skin=Hotas# Controller software: Thrustmaster Cougar features: Replica US. Air Force F-16 block 52 controller (Stick and Throttle) Full metal casing including base, handle, and buttons 28 programmable buttons Multiple programmable hat switches 5 to 10 axes Adjustable resistance for throttle, afterburner, and idle detent Long travel coolie hat 18 pound springs for solid resistance Easy to use Foxy programming software with pre-programmed functions Full speed USB connection delivering responses 8x faster than classical USB plugs 16k of internal memory for quick access to programming files Flash upgradeable hardware to ensure long term compatibility High definition digital axes for gaming graphics at high resolutions Compatible with standard analog rudder pedals
  16. Satchel

    The accuracy of the sniper rifles...

    I find the Sniper rifles also good portrayed in OFP, it´s not as easy as in other games, where you simply have to point and click on your target. If you turn the elevation knob (often referred to as zoom on this boards) of the M21 according to target distance , that is target fits exactly between upper and lower horizontal reticule bars, you successfully calibrated the scope to counter for bullet drop caused by gravity, air friction ( temperature, humidity) and rifle/bullet specs/ballistics for that distance (of course in OFP that is a very simplified automatic all in one step, many real world data is not taken into account), means theoretically the bullet would travel where the aiming point is. Theoretically because wind is not taken into account, while we have vertical elevation knobs, there are no horizontal windage adjustage dials. So it´s always a bit of luck that plays into when shooting on extended range, as you have no clue how windy it is and the direction it blows from. In reality you could place a little streamer/flag, watch the trees bend or throw some hay/grass up to get an idea about the wind factor and necessary horizontal adjustments. the SVD is easier and faster to handle than the M21 imo, as it doesn´t require you to play around with knobs, but has already a range scale and according deflection shooting markings. BTW AFAIK OFP only renders about 500m, where is the need to shoot at 1000m when you can´t see anything beyond 500m...excluding you are not using setviewdistance in all of your missions, but i guess we´re talking about the standard here.
  17. Satchel

    Hind AT6 Shoots Over Target?

    ATGM´s (Anti Tank Guided Missiles) all have a min. Standoff distance, but also mid and max ranges with according hit probability. In real Life the 9M114 "Shturm" aka AT-6 for example has a minimum firing range of 400m (distance to target), below that the missiles hit probability goes lineary to zero. Generally towards both ends of the range scale (min and max) you will have the lowest probability of a hit, whereas it´s close to 100% at midranges, where the weapon is most accurate. Try 300m or more distance from your target, the missile should hit exact then.
  18. Satchel

    Unreal Tournament 2

    If the first total conversions of UT2 ala infiltration are showing up, i´ll be definitely checking it out.
  19. Satchel

    Operation Flashpoint - Making Missions

    Lol, that was a good laugh Go here for an extensive, and most importantly FREE editing tutorial: <span style='font-size:15pt;line-height:100%'>Operation Flashpoint Mission Editor Uber Reference Guide</span> 11mb - Adobe PDF& MS Word Formats http://www.planetannihilation.com/mercile....torials This guide is a vast 302 page compilation of many of the net's best Operation Flashpoint tutorials, guides and "how-to" lessons. If you want to create single player or multiplayer missions, this guide is a must have to help you create missions much easier! Also get Lustypooh´s Command reference guide and check out http://www.ofpeditingcenter.com/ for additional tutorials, example or help.
  20. Satchel

    HOW do you fly in ofp?

    Normally i would use the CH F-16 Combat Stick, but as it already have been said throttle control is extremely sensitive. By moving the throttle wheel only a couple of millimetres i begin climbing like a rocket, also i can´t center the throttle exactly, so that i´m either descending or ascending, but never level. I use mouse and keyboard therefore currently, it works better than the stick in OFP for me.
  21. Satchel

    sidearms?

    For the game you won´t get this close to employ a knife attack, even when humping them from behind in sneaky walk mode, they´ll turn around before you are in striking range. Try to sneak upon a guard facing you with his back. I guess in reality most, even a special forces member, would choose a silenced pistol over a knife, cause there are many things that can go wrong during a knife attack, such as the target could get into a handfight with the attacker, making it impossible to take him down using firearms when he´s wrestling with one of your teammembers, unless you want to get rid of your buddy, if that happens your stealthy approach is spoiled anyway. If he detects you before you can reach him, you armed with a knife and he with an assault rifle, it doesn´t take much imagination who will win this fight. A well aimed shot into the head at close distance is easier and faster, without the risks you are taking with a knife attack.
  22. Satchel

    Human Rights for Guinea Pigs

    More rights for them too:
  23. Satchel

    sidearms?

    IMO= In My Oppinion IMHO= In My honest Oppinion CQB= Close Quarters Battle
  24. Satchel

    sidearms?

    I see some room and usage for a silenced secondary weapon. While realistically it´s way off that every soldier is running around with a pistol, not to speak of a silenced one, it would be useful for switching between the "fireworks" aka your normal unsilenced AR and a suppressed pistol. So when you have the opportunity to take down a guard silently, why giving away your presence to early by firing your AR´s? Of course that´s CQB only, especially useful at night or in villages.
  25. Satchel

    More Pointless Crap...

    I missed the any combination option, but nevermind, i would have listed the stuff anyway.
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