Stag
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Everything posted by Stag
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"Precious Abrams?" that sounds like a freudian slip. Not my precious Abrams. If I put any item into a game, it will be there because I know that the time has been taken to make the specification as close to real world as possible. If the Russians were to produce a tank with a gun that would kill an Abrams in one shot, I would want it in the game, to find the best way to deal with it. If you want to build Abrams killers, why not just do a model of a concept vehicle, rather than taking an existing design and turning it into something it patently is not? It is a lightly armoured, anti-aircraft point defence vehicle. its missiles have no surface to surface capability, and while its quad 30mm cannon would probably rip a lightly armoured vehicle to shreds, the only thing it would get out of attacking the frontal armour of ANY MAIN BATTLE TANK FROM 1945 ONWARDS would be a bill for the paint job. If you can prove otherwise, post the links. By the way, I can find no evidence that ADATS is armed with turret mounted .12.7mm MG, and again, that Paladin chassis is ridiculously overarmoured. The smallarms DKM produce are excellent, but you cannot convince me that the config of your AFV's exist anywhere outside your wishfull thinking.
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Comparison. I think it's widely agreed that the GAU-8 is the most powerful airbourne gun system in the world, yet as some people have pointed out before, it stll can't penetrate the frontal armour of even a T72. The GAU-8 uses specialised armour-piercing rounds to do the damage it does, so how can you say that explosive/fragmentation rounds would do far more damage? And remember the GAU-8's muzzle velocity has a little assist from the fact that the aircraft is travelling at 400-500mph. I hope I don't sound too harsh here. It's a very fine model that you've created. To do it justice wouldn't you want to make SURE that everything is right with it? Get it right, and it will be in widespread use. Get it wrong, It'll just be another target for the AIRWOLF mod to blow away (No offence to them, either).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gen.Carnage @ Oct. 24 2002,04:16)</td></tr><tr><td id="QUOTE">the 30 mm ammo doesnt really have much power, its in its velocity that really determines how much punch it will have To reach an altitude of 4 km (the max effective range tunguska can use its guns and still have enough power to destroy a plane) you will need a very high muzzle speed, also noting that the 30 mm round allmost weighs a pound.... at close range, this high speed will make it penetrate armor plates, seeing that there will land 40 rounds on roughly the same spot in one second. the principle is like this, the first round bounces off, heating the armor plate up on its impact point, the second, third, fourth  will all bounce off, but in the meantime the armor metal is getting hotter and hotter... and thus weaker and weaker. and about that bmp... i'm not gonna sit next to you evis, when you let a tunguska fire 500 rounds onto your bmp. i dont think you would be able to recognise that it ever was a bmp after that... just debris <span id='postcolor'> Assumption, or can you prove it?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gen.Carnage @ Oct. 24 2002,01:21)</td></tr><tr><td id="QUOTE">do you think quad very high rof guns with automatic shell feeder, radar guidance plus 8 AA missiles are cheaper than a single smootbore gun? come on now!<span id='postcolor'> Yes, but if you are talking about using 30 mikes as ground based tank killer, you really only need the guns, don't you? If you are just hosing, you wouldn't even need any complicated sighting system; just boresight and hose. But nobody does that. Instead, there are dedicated, thin skinned tank destroyers like the American M901, British Striker, or Russian BRDM2S. They all use ATGWs. If they were that good, I'm sure the yanks would have built something packing them for their Airborne or Light Divisions.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Albert Schweizer @ Oct. 22 2002,14:50)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Chill @ Oct. 23 2002,00:16)</td></tr><tr><td id="QUOTE">Good work! Good to see the West now have some threats againts their jets. <span id='postcolor'> SO GODDAMN TRUE. I am anoyed that not even a group of shilkas, planes and choppers are capable to face three F14's. I am realy angry that I cant put the planes into a mission cause they are just tooooooooo strong. From now on modelling for west should be forbidden<span id='postcolor'> LOL! Go ahead and enforce it!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Munger @ Oct. 23 2002,18:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gen.Carnage @ Oct. 24 2002,14:23)</td></tr><tr><td id="QUOTE">the only thing that will be turned down is its armor, its firepower is relative to other tanks as in real life<span id='postcolor'> This problem is really due to the way the OFP engine works. In the game, weapons slowly wear down armour from a fixed value, e.g. the M1A1 has 1000 armour points and every weapon fired at it will reduce these points depending on how many equivalent damage points they do. This is totally unrealistic, yes, but it also means there's no way around vehicles like Shilka's which have extremely fast firing guns, being extremely powerful. Whilst in real life a Shilka's 23mm round would not penetrate Abrams armour (and thus it would take no damage), in the game it will lose however many armour points the 23mm round does in damage. While this damage is negligible if it gets hit once, because of the rate of fire of the Shilka and the number of rounds which will hit the Abrams in a very short time period, the Abrams can be destroyed in seconds. Unless the OFP engine is changed to reflect this inaccuracy (which it won't be), AA vehicles will always be a lot more powerful in the game than they are in reality. Â <span id='postcolor'> I thought about this a bit; the thing to do would be to produce a realism pack in which armour values, AND the damage of dedicated anti-armour weapons is multiplied by at least a hundred. That way, the damage caused by high performance fragmentation/explosive weapons would not be so much of a problem to armoured vehicles. The problem would be getting everyone to agree with it of course.
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Beautiful work, but I have reservations; my intention is constructive criticism. My problem with the Tunguska is the same as with your ADATS; those chassis are just not that strong; they are only lightly armoured. Why go to the trouble of producing such good models, then making their armour so innaccurate?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ Oct. 14 2002,03:25)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ Oct. 15 2002,00:23)</td></tr><tr><td id="QUOTE">The only huey that isn't really covered is the Huey-N, which is still in service with the USMC<span id='postcolor'> well OP GWC have a UH-1N coming as well as ballistics<span id='postcolor'> I know about them. Can you be more specific than "A few weeks?" I have a couple of little jobs for some Huey-Novembers and Cobra-Whiskeys.
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The only huey that isn't really covered is the Huey-N, which is still in service with the USMC
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It's been said, but I'll say it again: AWESOME WORK!
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Home Defence Barbie's homepage? :wandersoffwithheadspinning:
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sadico @ Oct. 08 2002,17:02)</td></tr><tr><td id="QUOTE">Maybe DKM-Mod's FN FAL is better than the one in Resistance...<span id='postcolor'> It is. From some angles on the BIS model, the foresight doesn't appear. It just plain looks wrong.
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What do you think is the best way to edit!
Stag replied to 4C3's topic in OFP : MISSION EDITING & SCRIPTING
Not really up to speed on scripting so I tend to use ingame more. I do use scripts by other people though. When the time comes that I want something to happen which hasn't been done by someone else and can't be done in game, I'll get out the instruction. book. -
How do you make some civilians into enemy?
Stag replied to Rexxenexx's topic in OFP : MISSION EDITING & SCRIPTING
Get Gimbal's tossers, mix them with the civilians, and arm them with something a bit better than rocks. -
Can someone please make a colt 1911?
Stag replied to GodofGunnies's topic in ADDONS & MODS: COMPLETE
http://otw.jmfoz.idv.tw/ -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @ Oct. 02 2002,20:21)</td></tr><tr><td id="QUOTE">Anyone actually USED any of his addons in a mission?!<span id='postcolor'> Yep.
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Weapons, combat vehicles, combat aircraft and helecopters are coming out in droves, so personally I'm sorry to see mechanic go. he was just beginning to bring out ordinary civilian cars which would be fully representative of the victims of "collateral damage." Only want pure military addons? good for you. Personally I'd like the option of being able to add depth to a mission; like things which would be encountered in the real world.
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De-PBO Somalia and replace the textures RWR.paa, PI.paa, and BPL.paa with new ones. Sorted. Download here http://www.3dactionplanet.com/flashpoint/addons/somalia-r.zip
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Who would like to see a futuristic type mod?
Stag replied to matt_zilla's topic in ADDONS & MODS: COMPLETE
Anybody here remmber the old tabletop RPG called 2300AD? seems to me the situation there would be near as dammit perfect. Set after WW3, Mankind has regained and surpassed 20th century technology, but not by much. the big difference is the political picture. Ran would love it; France finally gets to be a superpower. The main action is set on a planet called Aurore, at the far end of French expansion. the enemy is a race called the Kafers. They live for violence, in fact it's the only way they can become more intelligent. when not in a combat situation they appear to be retarded, but once the shit hits the fan, their equivalent of adrenalin hits the system. They are already strong and fast, so this particular potion enhances intelligence instead. All in all, one of the coolest alien species I've ever come across:) You can imagine this makes things a bit brutal -
Sounds like a plan. Miles, Check your mailbox
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JAP @ Sep. 30 2002,19:23)</td></tr><tr><td id="QUOTE">/edit after wardogs post Getting a smile back  <span id='postcolor'> Does that mean it's working?
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Jap, use the link I supplied you. Miles, The zip I constructed this afternoon is probably not in general circulation yet, so hang in there.
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New file is up. If this doesn't work the only thing I can think is that the process of zipping is corrupting the textures somehow. Give it a shot, JAP, let me know immediately if there is still a problem.
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Right. I think the best thing I can do here is create a completely new zip. I didn't do that, because I didn't want to mess with AKA's original work too much. Will make it available to the hosts once the job is done. Placebo, just out of curiosity, did you have any problems?
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Okay, Look in your OFP\Addons folder. You will see a folder labelled Somalia. Open it, click on Somalia.pbo, and hit the keys Ctrl-C. Go back to The OFP\Addons folder and hit the Keys Ctrl-V. Start OFP