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Silver Falcon

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Everything posted by Silver Falcon

  1. Silver Falcon

    Mission Editing Competition 2004 - missions

    Well it was more meant to hide bodies, then just shoot everyone in right order. With knife, its a must, but can be done.
  2. Silver Falcon

    Mission Editing Competition 2004 - missions

    I´ll PM. Anyway, if another player would like to discuss plans, please enter munchstudios.wz.cz web and search for supprt/support guestbook. If we miss it (mean we wont react quickly enough), you can post email request to: munchstudios(a)centrum.cz ((a) means @)
  3. Silver Falcon

    Mission Editing Competition 2004 - missions

    You shoul listen to Spider's plan more carefuly. He suggests you to aproach from east side (there is garage) and then go trough whole garden to get to your objective. (Of course I wanted player to go trough longer way, so its impossible from main entrance.
  4. Silver Falcon

    Mission Editing Competition

    Tahnks god, thanks Placebo, thanks judges
  5. Silver Falcon

    Mission Editing Competition

    Well, what about deadline? It easy and no brutal force is needed. If someone wont vote in time he is out of process - how simple. I guess that someone who is not able to vote in time dont take it seriously and jus slow down the voting process (there was enough time to test top 10 missions from any angle of view possible).
  6. Silver Falcon

    Mission Editing Competition

    Hope I'll see some good news about it in monday Flashnews. It can't take too long to choose one of ten allready tested missions Â
  7. Silver Falcon

    Mission Editing Competition

    When the results (public and judges) will be officialy published? The voting period just ended, but we still dont know who won and when we will know.
  8. Sorry If I am wrong, but I think that original thread changed to information source about doctrines, tactics and so on, no more TDG... So please don´t post your solutions here, it would make a bit chaos here. Hellfish - is it possible for you (as a moderator) to make unsticked TDG thread and transfer all posts that are related to TDG to new thread (and delete here)? Anyway when I write this message, I will comment the solution from my viewpoint (not soldier, just "military airsofter"). You left very suitable defensive posts even before enemy seen you. Note that enemy is much stronger than you and the "deadzone" is too small - you kill some soldiers and rest hide in orchard. Enemy have mortars and I believe it to be used against MG position at least. Enemy will have good chnce to flank east (in cover of forrest) and your MG would be trapped and crossfired (orchard and east forest). However, at least you have good withdraw route for rest of squad. I dont belive this tactic to have ideal delaying effect on enemy. It may work better than Gandalfs plan as he have too few force to advance - I am not sure but the rest two teams are blocking points or what Im not sure if that means squad. However - theoreticly its not bad idea since he make much space to continuosly delay and withdraw. But I wouldn´t belive he would make these positions in time and also the red team should be seen. I would stay with my plan wrote at begining - it would crush the front of enemy column and make good chaos to enemy commander. Also, enemy wouldn´t have good covering positions which would endanger me. I would belive enemy fo fall bit back, taking cover, find what happend and then use mortars and flank. I would keep my positions and firing enemy until he gets to cover and than withdraw - one part to West forrest, second to east forrest. This will mean that enemy will fire mortars on empty positions (from his position he wouldn´t have good watch to me an my moves) and since he tries to flank, I will be ready - continuosly slowing him in forrests or firing from forrest to open ground and than withdraw bit back to avoid mortars. Note that space in middle is covered and enemy shoul expect that. We can debate that trough PM until the new thread is estabilished.
  9. Silver Falcon

    Russian 1985 soldier reskin/remodel?

    Excelent work, that is what we needed. If you plan to expand this addon to more variations I would love 1985 Soviet Naval Infantry (brown woodland, black beret) and Naval SECNAZ and Airborne (VDV) in KLMK or KZS and officer with blue beret). We would like use these units in our campaign. http://flashpoint.bonusweb.cz/operation85.html This version is allready adopted Here are some photos and ilustration i found when I was searching for info about these units in 1980s. KZS -succesor of KLMK used in 85s. http://www.tridentmilitary.com/New-Photos7/kzs1.jpg http://www.tridentmilitary.com/new-photos11/kzss.jpg Brown woodland worn by Soviet naval infantry,naval spetsnaz,80's airborne units. http://www.tridentmilitary.com/new-photos15/brown-woodlandb.jpg http://www.tridentmilitary.com/New-Photos4/scu4.jpg Airborne from 80. illustration (KLMK,KZS brown woodland) [ig]http://munchstudios.wz.cz/RuCamo.gif[/img] Equipment Soviet/Russian: http://www.tridentmilitary.com/Soviet-Field-Gear.htm
  10. Silver Falcon

    Weapon accuracy

    Ooops, maybe we misundrstanded each other a bit. Of course I´ d like improvement in recoil system (at least like in AAO), by the random dispersion element I meant such a minor or random factors like unideal way of pushing trigger, wind, unideal ammo, factors like heating barrel and so on together . Swaying (aiprecision), recoil and prehaps breathing should be simulated quite precisely. However I think that recoil in AAO isn´t that bad - try to fire long bursts with saw and you see you must compensate. BTW: If you want little improvement in OFP1: 1) open FDF (or another) config 2) click on search and write "aimprecision" 3) change these moves aiprecision to those values: Play with FDF mod turned on, test with another weapons with lower recoil (JAM,BAS, Earl&Suchey...) Sniping is fun now from 300-400m. Note that enemy experience counts quite much - experienced AI snipers can kill on 300m-400m by one shot, rookies only waste ammo or hesitate to fire. The ORCS units are good since they are extra sharp - tough and sometimes long firefights on 300m. Try lying aimprecision on 2.0-2.5; crouching 5-6.5; and standing 6-7.5 then tell me what you find the best ballance.
  11. Silver Falcon

    Weapon accuracy

    Sound is not that good since you can hardly hear from what side it blow. We all want the same (decrease the accuracy on long ranges), some of us are just seeking for compromise (trade-off) to implement it well in virtual enviroment and warn about (great) troubles appearing when trying simulate absolute realism there. Funnyguy and Harnu have a point dont you think? I guess AAO is in about 85% best realism/vitrual enviroment troubles trade-off, combined with some (rebalanced) Flashpoint features it would be 95%. Enough for most players I guess rather than "enjoy" V. E. troubles.
  12. Silver Falcon

    Iron sights

    It may be fun on 100m, but I found my accuracy greatly increased with GL by Earl and Suchey (well its a bit different method than adjusting sights, but when you have mark at angle (WAG?) you need do hit target on 250m, you have much better chance to hit it). I think they did great job painting markings exactly on specific ranges on sights. Of course, real muzzle velocity helps too, since in default OFP is bit decreased. I would never dismantle the sights unless fighting in urban area. (Not that I don´t understand the benefits of light, short weapon). True, that since I made my own M16M203 config (real mv), I was able to hit beacause I used parts of ironsights as marks (must train and than remember ranges and parts of sights) but I would realy realy like to have adjustable sights on GL.
  13. Silver Falcon

    Weapon accuracy

    Well I actualy fired both scoped and nonscoped riffles but I am talking about scoped ones since it demonstrates the factors of shooting better. Trough the scope, you see that your swaying of hand is significant when you want to shoot small target for example on 80-100m. From laying position its no problem to hit head or even smaller target when you have time. I guess I would be very very lucky to hit head (not believe that much) at that from standing position due to the swaying of riffle (especialy hunter or sniper riffles are heavy on forward while ARs and so  are better ballanced). I totaly agree that is what I meant to implement breathing... I personaly disagree with the simulation of skills of avatars. It would make an RPG from it. Yes, AI snipers would be better shooters than just common marksmen, but I would left the skills on player - I want to rely on my skills not avatars. If I play sniper I want to be as good sniper as I am, not as avatar is - just let make it harder, the more aimprecision, the harder to use a sniper riffle and the better is MG. So only a good shooting players would be good snipers and the rest would rather choose AR of MG since on higher (far higher than FDF) aimprecision its extremely difficult to hit man on 500m (400 should be considered as effective range/ on 300m its not that hard) with sniper riffle and AR one houndred less. Then the MGs are more effective on higher ranges than AR (about 400m), especialy when have small recoil. I got those facts testing shooting on desert island as on marksman range and the real engagement ranges are 300m and less (on desert island). It is very hard to shoot moving target on that range and the ranges are rather less in chaos of battle. I used edited FDF config for that increasing the values of aimprecision and using JAM (nonHD) and Earl&Sucheys weapons (less recoil; since recoil is generaly multiplied by aimprecision). I tried some BIS missions and found out that the real engagement ranges were about 200-100m and less since shooting moving targets on 300m was wasting af amunition. I was surprised that I can miss lying enemy few times even on 100m when in stress of battle due to aimprecision. It was even worse with sniper riffle in stress. That is what I want to archive while trying to find the easiest way.
  14. Silver Falcon

    Soviet Infantry?

    If anyone interested, I posted some pics/links of soviet 85. uniforms and equipment to the thread that Snactuary linked one post up. A few can be used for textures.
  15. Silver Falcon

    /DRF mod: Specnaz

    I have some nice links since I made a little research. I will realy like new russians from 1985 - especialy specnaz, airborne and naval infantry for our campaign (Project name Op85). KZS -succesor of KLMK used in 85s. http://www.tridentmilitary.com/New-Photos7/kzs1.jpg http://www.tridentmilitary.com/new-photos11/kzss.jpg Brown woodland worn by Soviet naval infantry,naval spetsnaz,80's airborne units. http://www.tridentmilitary.com/new-photos15/brown-woodlandb.jpg http://www.tridentmilitary.com/New-Photos4/scu4.jpg Airborne from 80. illustration (KLMK,KZS brown woodland) [ig]http://munchstudios.wz.cz/RuCamo.gif[/img] >100kb Equipment Soviet/Russian: http://www.tridentmilitary.com/Soviet-Field-Gear.htm
  16. Silver Falcon

    Weapon accuracy

    I have fired a gun a few tims. It was not my gun, however "mistunning" didn´t appeard i ve hit the bullseye. An the time my shot was not so good, it was not due to wind, mistuning or so, it was due to sway of my hand or unideal moment to pull the trigger. Have you some smart and simple idea how to make player to feel the strenght and direction of wind? Until that I realy dont care for wind simulation in ballistics. I guess wind affects accuracy only little in comparsion of shooting skills (not talking about unusualy strong wind). There are many more factors that are hard to simulate, but affects the accuracy only little. Of course it would be more realistic when the accuracy is affected by the way you pull the trigger, but to simulate this you need analog mouse button.  Now tell me would you make expensive mouse to do this? Do you think programmers would waste time on factors that are hard to simulate to affect atmosphere and realism a LITTLE bit? I realy dont like to be affected by "experience" of my avatar in game, I want to influence the accuracy by concentaring to reduce swaying (anitmoves) and wait for the ideal moment and breath to pull the trigger. I see no point in simulating avatar to pull the trigger bad way. Of course, swaing may be done by litle more sophisticated script, recoil should be better (partitialy cummulative, bit more to right and bit random,...) and breathing could influence accuracy too. However its not easy even in AAO to hear the breathing properly in noise of firefight to influence it and till the time of nerve connectors I won´t feel it. The worse with other factors, especialy those minor. By the way, my logics are not to make it unrealistic, but find the right balance between how the feature affects realism or gameplay/ how much work it take. I think you go far over. I think that this part of forum is quite overloaded by such features, however many are wiser. Note that everything cannot be simulated lo last details and focusing on one too much means weaken some other features. I quite agree with Friedchiken. EDIT: Well, not bad idea, but right recoil and aimprecision do nearly the same work (not let you fire as mad on longer distances). Yes, I agree that distortion would be good way to improve realism at low work cost aside of improving basic elements. Weight of bullet would be great too since different calibers have different ballistic curve even when have same muzzle velocity and it means only to update ballistics. (223 -more flat ballistics but loses velocity qicker, 308 - loger range, but curve is less flat)
  17. Czech 4. Fast Reaction Brigade (4. Brigada rychleho nasazeni) Now its "part" of 1.UK armoured division in NATO (ARRC) forces. • 41. mechanizovany prapor (41.mpr) (mechanized battalion) • 42. mechanizovany prapor (42.mpr) (mechanized battalion) • 43. vysadkovy prapor (43.vpr) (airborne mechanized battalion) • 46. delostrelecky oddil (46.do) (artillery section) • 4. pruzkumny prapor (4.pzpr) (reconbattalion) • 4. spojovaci prapor (4.spojpr) (signal battalion) • 4. zenijni prapor (4.zpr) (engineer battalion) • 4. prapor logistiky (4.prlog) (logistic battalion) • 4. zdravotni rota (4.zdrr) (medical company) • 4. rota chemicke ochrany (4.rcho) (chemical company) Objectives in war: - fighting airborne enemy in deep of own territory - destruction of srategic objects or organization and control of small groups warfare - reconnaisence - distruption of enemy command, logistic system, seizing key (strategic) areas and objects and its defence source: www.army.cz (translated from Czech; i removed some symbols in czech words (such as long a, long y a.s.o.) for sake of no bugs on english systems)
  18. Silver Falcon

    Mission ideas

    I would like to add link to informative (sticky) thread on Flashpoint/Editing and scripting: http://www.flashpoint1985.com/cgi-bin....y667780 It contains wery useful information or links to sources. These are Field manuals an so on. This thread is made to give mission editors good informations needed to make realistic missions, briefings and so on. I think it could be useful for OFP2 too - at first for suggestors and at second for BIS mission makers too (perhaps for AI too as it contain manouvers and tactics).
  19. Silver Falcon

    Weapon accuracy

    The mistuning sights/optics are IMHO very contraproductive - it true that snipers rather use their own weapons, but in common shooting you can use anyone´s riffle tuned to him and shoot quite well (in my experience) The real problem is to take good, stabile position and have time to shoot. This would by easily simulated by improved aimprecision (breathing element as in AAO may be involved too). Swaying weapon make you to aim well and it take a bit time and concentraition to hit target - so you can hit target at about 400 meters from sniper riffle by one round when you have time as well as fire half of magazine on running man at 100m hitting just dirt when firing in haste (tested on higher aimprecision). It would be quite well for me. If you suggest some improvements first think what good it brings and HOW DIFFICULT is it to simulate! I dont need wind, muzzle curving due to the temperature after long burst, and such "details". All I want is proper aimprecision in different stances and BIPOD/supported, proper recoil (quite good in AAO) and maybe breathing (like in AAO) rest can be simplified to "random dispersion" (the dipersion that is actualy used in OFP). That would bring enough realism, gameplay an it shouldn´t be so difficult to make.
  20. US TOE (I googled) http://www.fas.org/man/dod-101/army/unit/toe/ Hope I would find czech one, since Im Czech. Crassus, please send some links to soviet/russian ones if you can
  21. Silver Falcon

    Weapon accuracy

    http://club.guns.ru/eng/barnaul.html You can read that its quite possible to make headshots at about 300m with machingun shot with optics (not whole burst of course ). I think that its not much realistic to decrease accuracy just like JAMHD or CSLA did - the riffles are quite accurate. The most critical part is marksman. So I would increase "aimprecision" value to make your hands shake a little bit more so you must aim well to hit on long distances. I did some tests and it realy improves gameplay and realism if not in extreme (note that recoil must be decreased, because high aimprecision multiplies recoil).
  22. Silver Falcon

    bullet penetration

    http://club.guns.ru/eng/barnaul.html something about penetration of russian ammo and accuracy...
  23. Silver Falcon

    Iron sights

    I would like if you can change the sights range on Granade launchers by zoom in an zoom out keys (instead of zooming), so the ironsight picture will change on M203 and the the muzzle will be differently elevated (to hit target at such a range) on GP-25 it would by only elevated... http://club.guns.ru/images/gp25/3.jpg http://club.guns.ru/eng/gp25.html Guess most folks here know how M203 ironsight works I almost forgot - to make it effective, use real muzzle velocities (71-76m/s).
  24. http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=57&t=37228&st=15&entry667749 I posted my suggestion on covering motions to "animations thread". It does not use mouse but keys. Maybe its not so fluid like with mouse, but I thing its far quicker (and so much more practical), easier to implement (i could do this myself in OFP if i can change buttons since I made leaning for myself, well it would take some time), you can change pose and still aim at targets in same moment. Then I found this thred anf found nearly same idea, but harder to implement.
  25. Silver Falcon

    Player animations

    Well I made myself leaning animations for OFP, but i dont have special keys for leaning and so on, so I had to sacrifice back-side movement for it. I guess some covering animations would be good and relatively easy to do having a right buttons. I would be nice and perhaps not too difficult to make such a system: When you touch specific (new) button, then side arrows won't make you move to side, but just lean, back arrow make you lower stance a bit (still staying or in kneel but lower to be covered in window/behind sandbags and forward arrow will make you higher the stance (to fire over higher objects)... and so on. If the AI could do it too it would be even better (great combination with suppresive fire to make enemy cover himself). I liked the covering system in vietcong, so I tought bit about it and I thing this could give you quite same features while its much easier to implement in OFP engine. BTW: I wrote something like that to CQC thread but then I realised this thread is better for it.
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