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ThePredator

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Everything posted by ThePredator

  1. ThePredator

    Sniping

    Hahaha, that's hilarious, nice one. Thanks, Wakner you made my day... SureShot....priceless. I wish ArmA had something like that...dream on...
  2. ThePredator

    Sniping

    You work the wrong way. Start with the basics. Magnification -> target size. If you use a fictional size, you get the wrong results. I know there was someone who said a human in ArmA is 1,50 m tall. So I take that as a fixed parameter. Same is the magnification (which was 10x in 1.02 and now is 14x). The formula was 0.35*[magnification]^-1 = ArmA value But I use a more advanced formula. If the target height is 1,50 m everything works out fine with 10x. Use the formula to calculate the target size with the given parameters...
  3. ThePredator

    Authentic sound & weapon Mod

    It is intended for MP use ONLY.
  4. ThePredator

    Sniping

    The ArmA characters are about 1,50 m tall. With the correct MILDot formula, everything works really well. However, with patch 1.05 the magnification of the M3A scope changed to 14x not 10x. (Target size [m] * 1000) / MIL reading = range The interpolated MIL readings are quite important ! If you use 2.5 MILS if it's actually 2.75 you probably miss the shot ! The PSO-1 SVD reticle is not calibrated at all.
  5. ThePredator

    Authentic sound & weapon Mod

    Yes, they have more than 300 yards viewdistance. Based on the Unreal engine, though.
  6. ThePredator

    Authentic sound & weapon Mod

    I always encounter one major issue: If the FOV is too narrow, the whole scene looks wrong. You zoom in on the target like an eagle-eyed cyborg, even with a fixed FOV for gun view, therefore making the Aimpoint pretty much useless and the weapons look poor too, if you don't see the parts you should see with proper aiming techniques. Different FOV for each weapon will lead to one good and many poor weapons, even if I give a damn about balancing, I know what's going on in multiplayer games. Now, you have a hard time finding targets, but what would be the alternative? The magic zoom? Less combat distance? I opt for latter, because there is NO way I will use any kind of magnification to simulate the human eye in a game, that does not simulate the human in anyway. So be it, less combat distance with a FOV that will require a better player behaviour to engage targets at distance. There is no way to get the FOV of a human eye working with the limits of a computer game. I do know a lot of games with fixed FOV and combat works pretty well.
  7. ThePredator

    Authentic sound & weapon Mod

    This is the kind of feedback I was hoping for, now I can try to work on this specific issue in detail. Just one thing, not related to the mod or the feedback itself, please use center alignment for your text formatting. YOur post is very long not as compact to read (imho) Since I am using a kind of "total conversion" mod method, no other addons will show up. I modified the main config. If anyone knows if the above is really true or has a work-around, please let me know. However I doubt it will work, because I modified the config the addon is based on. A possible solution could be to use a narrow FOV as default and for CQB zoom out to a wide (0.75) FOV. I don't want any kind of zoom, just a fixed FOV, so I have to check what options I have.
  8. ThePredator

    Authentic sound & weapon Mod

    The FOV in the current release is 0.85 for weapons and 0.95 for individuals. As far as I know every explosive ammo does act like that on water.
  9. ThePredator

    Authentic sound & weapon Mod

    Well, the FOV of 0.95 is default in vanilla ArmA with the possibility to zoom to 0.4. In many games the default field of view is around 0.75 to 0.85 (latter was used for rifles) As in the real world (somewhere beyond "windows") combat over greater distances IS actually hard. That's why most engagements take place in under 200 m (and that's one reason why the US of A got the crappy 5.56x45 mm caliber round). A smaller FOV would reduce the CQB efficiency for the Aimpoint. If you take the weapon model as a reference, the FOV is perfect (just the models for the AK and RPG/AT-4 have to be modified). However, if a human is only about 1,50 m tall, you will actually find it difficult to spot and engage "man sized" targets. I played around with the FOV alot and now I am using 0.75 (as seen in the pictures above). I don't want to zoom in any further, since this would ruin the feel of real aiming. If it comes to realism, the human eye could spot a human silouhette at 500 m and arms/legs at 300 m... Well, if this should be the case, no solution would fit in. This is a game, and this mod is intended for multiplayer ONLY. Neither you can spot the enemy nor the enemy can spot you. Zooming ruins the immersion factor. You sit around with your bare eyes and spot enemies over great distances with the zoom, without you have to either use optics or trust on your superior with his binoculars. Nobody said shooting at 200 m with iron sights is easy. Even on 100 m I have a hard time in low light conditions on camouflaged targets.
  10. ThePredator

    Force only pilots can fly?

    Not true for the harrier...
  11. ThePredator

    Authentic sound & weapon Mod

    Well, the general field of view was actually the same as it is now (0.95) but without the zooming in to 0.4 All weapons, except the AT-4 and RPG-7, use 0.85 as their FOV. If I reduce the field of view to, let's say 0.75, the Aimpoint could be a problem in CQB again. I will test different values and take screenshots for you to evaluate. A fixed FOV is my goal, no zooming in/out. Update: Default FOV M9 M16 M4 Aimpoint M240 M249 MP5 PM AK-74 AKS-74U PK As you can see, the AK's viewpoint is too far away. As far as I know, this is a model issue. Same for AT-4 and RPG (latter has completely wrong animations). I hope someone will create better models in the future which I am allowed to use.
  12. ThePredator

    Authentic sound & weapon Mod

    Only when the server has this mod, too.
  13. Modern Warfare Authenticity Modification for Armed Assault This mod is for all hardcore realism fans out there. No balancing, no fancy hollywood sound effects. I still need some help, mainly a good sqf coder for further additions. Previews: Video: West Video: East Night Ops BREAKING NEWS: 0.151 of my sound-only Mod released (v0.151_SO) Get it here: Download UPDATE March 16th, 2007: Beta of my Config-Mod released ! ModWar v0.152_C_BETA Mirror Please send me feedback and criticism for improvements, the config mod has a lot of changes ! NOTE: There will be several issues with firing rate related sounds, because they are tweaked to fit the realistic values.
  14. ThePredator

    Radar...

    I don't want to advertise my work, but if you guys could take a look at Modern Warfare and tell me, what you like or dislike about the missing radar (I made some mistakes, the CRRC for example has now a radar which was intended for the RHIB) I could further improve things. In my opinion the radar, especially for tanks, was a fun killer. You could see unmanned vehicles and objects and you don't even have to see the stuff. Actually, without the radar (and 3rd person view turned off) tank combat is much more intense. You have to stop to listen or turn the head out to hear what's going on.
  15. ThePredator

    Authentic sound & weapon Mod

    Mirrors always on the first page, main post.
  16. ThePredator

    Authentic sound & weapon Mod

    Mirrors always on the first page, main post.
  17. ThePredator

    Authentic sound & weapon Mod

    Actually, this is the way you aim in the real world. I am a competitive shooter myself and felt the zoom was quite disgusting. Sadly the AK-74 model has a wrong eye-relief, so the sights appear too far away. However, Aimpoint and M16 sights are quite good. The MP5, on the other hand, is not close enough to the diopter to show the sight correctly (it is also incorrect in vanilla ArmA). Combat distance for assault rifles is 200-300 m without scope. Like in reality, you will not see the enemy on greater distances. To the add-on issue: You won't be able to use any add-on with my mod. It is kind of Stand-Alone, because of the config changes.
  18. ThePredator

    Authentic sound & weapon Mod

    Actually, this is the way you aim in the real world. I am a competitive shooter myself and felt the zoom was quite disgusting. Sadly the AK-74 model has a wrong eye-relief, so the sights appear too far away. However, Aimpoint and M16 sights are quite good. The MP5, on the other hand, is not close enough to the diopter to show the sight correctly (it is also incorrect in vanilla ArmA). Combat distance for assault rifles is 200-300 m without scope. Like in reality, you will not see the enemy on greater distances. To the add-on issue: You won't be able to use any add-on with my mod. It is kind of Stand-Alone, because of the config changes.
  19. ThePredator

    Shilka kills show up on Commander?

    How to disable scoring? Or the scoreboard? This is something I'd like to add into my mod project.
  20. ThePredator

    Authentic sound & weapon Mod

    BETA of Modern Warfare v0.152_C_BETA released ! Please send me any feedback, there are a lots of changes in the new version. SoundOnly mod will follow soon. Clicky Sorry for the RS thing, my webspace seems to be down and I don't want to pay for any (I can't create good webpages anyway). Please host it on as many Fansites as possible so there are mirrors available. ChangeLog: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ChangeLog v0.152_C - added M2HB 360° rotation - added NTS for Cobra - added air lock for Vikhr - added compass to Sopwith Camel - added laser lock for Hellfires - changed 20mm ammo to only HE - changed AA missile behaviour - changed SABOT to non-explosive - changed TOW optics to 3x - changed firing rates - changed general FOV - changed magazine for M134 in AH-6 to 3000 rounds - changed magazine for M134 to 4400 rounds - changed magnificatons - changed recoil for AMR, M24 and launcher - changed reload times for tanks - changed respawn weapons - changed rocket velocity - changed tracer brightness - increased brightness of lightposts - increased bullet deflection - increased priority for laser targets - modified ballistic data for ammunition - modified damage - modified splash damage - modified v0 for projectiles - reduced Raufoss deflection - reduced wheel armor - removed ejected M24 cartridge - removed lock for rockets und cannons - removed magical zoom - removed radar for pilots (except KA-50) - removed tank radar - simulated Raufoss 12,7x99 HEAPI - tracers only for machineguns - tweaked AI fire rates - tweaked some AI fire distances - tweaked zero ranges ChangeLog v0.152_SO: - added bomb fall & release - changed 5t Truck & Stryker gear shift - changed M134 shots - changed M203 explosion - changed M256 reload & shot - changed M4SD shot - changed MP5SD shot & burst - changed Shell explosion - changed Strela shot - changed ammo explosion - changed machinegun reload - changed rocket explosions - changed tank explosion - fixed sonic crack - increased hearing distance for detonations - increased hearing distance for weapons - reduced volume for M24 bolt action - removed some bullet fly-by effects - removed sonic crack for missiles
  21. ThePredator

    Authentic sound & weapon Mod

    BETA of Modern Warfare v0.152_C_BETA released ! Please send me any feedback, there are a lots of changes in the new version. SoundOnly mod will follow soon. Clicky Sorry for the RS thing, my webspace seems to be down and I don't want to pay for any (I can't create good webpages anyway). Please host it on as many Fansites as possible so there are mirrors available. ChangeLog: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ChangeLog v0.152_C - added M2HB 360° rotation - added NTS for Cobra - added air lock for Vikhr - added compass to Sopwith Camel - added laser lock for Hellfires - changed 20mm ammo to only HE - changed AA missile behaviour - changed SABOT to non-explosive - changed TOW optics to 3x - changed firing rates - changed general FOV - changed magazine for M134 in AH-6 to 3000 rounds - changed magazine for M134 to 4400 rounds - changed magnificatons - changed recoil for AMR, M24 and launcher - changed reload times for tanks - changed respawn weapons - changed rocket velocity - changed tracer brightness - increased brightness of lightposts - increased bullet deflection - increased priority for laser targets - modified ballistic data for ammunition - modified damage - modified splash damage - modified v0 for projectiles - reduced Raufoss deflection - reduced wheel armor - removed ejected M24 cartridge - removed lock for rockets und cannons - removed magical zoom - removed radar for pilots (except KA-50) - removed tank radar - simulated Raufoss 12,7x99 HEAPI - tracers only for machineguns - tweaked AI fire rates - tweaked some AI fire distances - tweaked zero ranges ChangeLog v0.152_SO: - added bomb fall & release - changed 5t Truck & Stryker gear shift - changed M134 shots - changed M203 explosion - changed M256 reload & shot - changed M4SD shot - changed MP5SD shot & burst - changed Shell explosion - changed Strela shot - changed ammo explosion - changed machinegun reload - changed rocket explosions - changed tank explosion - fixed sonic crack - increased hearing distance for detonations - increased hearing distance for weapons - reduced volume for M24 bolt action - removed some bullet fly-by effects - removed sonic crack for missiles
  22. ThePredator

    SJB Weapons Pack

    There are some hints in the weapons3.pbo. Maybe BIS plans to add those and some others (Shotgun, Bizon...)
  23. ThePredator

    Config modding Q&A

    Found out I left the min and maxRange to default (which is 2500 meters max and 1200 m mid). So damage is, as you correctly said, not the only factor. @raedor: Will do, but before I write bullshit I would like to have that stuff confirmed.
  24. Hi folks ! I miss some topic to discuss general config modding issues and discoveries. Would be great if we could start a little knowledge base. The wiki does not offer those answers. I had to find out that the AI choose their weapons by the damage dealt. If the Hyrda-70 is configurated to 277 damage points, the AI prefer the unguided rockets, not the more accurate & damaging Hellfires (850 points by default, Hydra-70 just 110). Now I tried to modify the damage to proper levels and encountered such behaviour. Another thing is the laser target. The AI can spot the tank over great distances but not the laser, therefore the cruicial Recon soldier has no use on the battlefield. Does anyone know of some tweak to prioritize the laser target over everything else? There are some parameters I still don't understand. Those are opticsFlare (or gunnerHasFlares), enableSweep (helicopter related, do those hunt down enemies with sweep enabled?) and backgroundReload. I tried to figure out what the maginification values actually are. So I calculated all night long and found out it is the sine of the fov-angle. FOV of 3,7m @ 100m would be 0.0369 (1/2 FOV/Distance)*2 For 10x scopes (3,7 m FOV @ 100m) this would be [(3,7/2)/100]*2 = 0,037 In ArmA magnifications were quite strange. Any idea if this was intentional or just a issue of balancing ? What is CanSee 30, 31 and 32? 30 enables radar and compass, is that all? what is 31 and 32 then? 1 is Radar, 2 is eye, 4 optics, 8 ear, 16 compass (eye, ear and optics don't seem to have an effect for the player) Does the AI need a radar to spot vehicles or is this just for the player? AirLock has to be true for AA guns to engage those, even if they spot and track them. This enables the lock bracket which I tried to disable for realism purposes.
  25. ThePredator

    Authentic sound & weapon Mod

    The sonic crack was not changed in the initial release. I fixed an error in the config to play the sound properly. The sound itself was changed, the thing I don't really like is the range you hear the crack, If the bullet passes in proximitry to your head, you still hear the sound. I will change the hearingrange for this effect to check if I can get a clean clap if and only if the bullet misses your head. Update: A beta release of my config mod is close. However, I could need someone with the knowledge to change the dirty optics of the AH-1Z, you can't see much in low light conditions which is really ppor for a multimillion superchopper.
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