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cornhelium

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Posts posted by cornhelium


  1. Hi mates, need a little help here...

    I'm looking at the dispersions for JAM sniper rifles, and am just wondering how they were calculated.

    I'd like to improve the performance of the sniper mags (maybe in a separate "HP - High Precision" class), but don't know what basis to use.

    King Homer's SR25 mag shoots nicely with dispersion .000005, but the equivalent JAM M21/SR25 mag has .00007125 (14 times higher), and the BIS M21 has .00003 (six times higher)...

    The thing is, I don't know how either figures are calculated. From what I've read, OFP dispersion = dispersion in meters / distance in meters. Eg.

    1MoA at 100m is 29.08mm

    Check: 1MoA at 200m is 58.17mm

    Into meters for OFP:

    1MoA at 100m: 29.08 / 1000 = 0.02908 meters

    Check: 1MoA at 200m: 58.17 / 1000 = 0.05817 meters

    Thus dispersion 0.02908 / distance 100 = 0.0002908

    Check: dispersion 0.05817 / distance 200 = 0.0002908

    Thus for a rifle rated at 1MOA accuracy, dispersion=0.0002908;

    Does this look right? Maths never was my strong point... banghead.gifbiggrin_o.gif

    Any advice would be a life-saver.

    Many thanks thumbs-up.gif ,

    CH


  2. Thanks RKSL,

    I've asked on the forum there - hopefully Jag can dig it out.

    Meanwhile, could someone tell me if I've got the formula right please?

    Here goes:

    Base figures:

    1 MOA is 1.047 inches at 100yards

    Check: 1 MOA is 2.094 inches at 200yards

    Thus:

    1 MOA at 100m: 1.047inches x 1.09361 = 1.14500967 inches

    1 MOA at 200m: 2.094inches x 1.09361 = 2.29001934 inches

    Into millimetres:

    1MOA at 100m: 1.14500967 x 25.4 = 29.08mm

    1MOA at 200m: 2.29001934 x 25.4 = 58.17mm

    Into meters for OFP:

    1MOA at 100m: 29.08 / 1000 = 0.02908 meters

    1MOA at 200m: 58.17 / 1000 = 0.05817 meters

    In OFP config terms:

    Dispersion = dispersion in meters / distance in meters

    Thus 0.02908 / 100 = 0.0002908

    Thus 0.05817 / 200 = 0.0002908

    Thus for a rifle rated at 1MOA accuracy, dispersion=0.0002908; huh.gif

    Does this look right? Looks a little high to me crazy_o.gifwhistle.gif

    Many thanks,

    CH


  3. Afternoon mates,

    Just to let you know in advance - I won't have any time to work on JAM3 for the next 2 weeks. Sorry, but we won't be able to make my ETA of late July.

    I'm tempted to say "definitely the end of August", but I don't want to build up false hopes. If only I could have a week to dedicate to it there'd be no problem banghead.gif

    All I can say is that getting JAM3 finished and released is my absolute number 1 priority, after getting the bills payed   whistle.gif

    Cheers,

    CH

    Ps. Thanks MrN for spotting that ReadMe error - fixed. thumbs-up.gif


  4. Quote[/b] ]My problem with the JAM stuff is, that it still use the old, low poly BIS M16+M203. With this great units on nice islands the original weapons look very ugly.

    If you're running a modded config like Y2K3, EECP or Inquisitor's weapons mod, the JAM M16 will inherit the improved models from that config. In JAM2, the M16/M203 is an exception to this rule, but in JAM3 it will be fixed. thumbs-up.gif

    Cheers,

    CH


  5. Return of the Two-Headed King by Big Country:

    Quote[/b] ]

    I know the very ground you walk,

    The colors that you wear.

    I know the love of which you talk

    I know for I am there.

    Let it rise and fall for evermore.

    For I have seen my enemy

    I looked and he was me.

    And I have fed his family

    And he has fought for me.

    Let it rise and fall for evermore.

    For it's a haunted land

    Where we're understood.

    For it's a haunted land

    That we come home to.

    Oh guide me through this wilderness

    my fine two-headed King.

    It's I and you against we two

    And what the tide may bring.

    Let it rise and fall for evermore.

    It's a haunted land

    Where we're understood.

    It's a haunted land

    That we come home to.


  6. Hi folks,

    Hmmm...sorry to say this, but mid-June might have been a bit optimistic.

    Progress has been solid, and now my exams are done I'll get cracking again. Only problem is I have to find a new job before the end of July, and winding up the current job might be absolute chaos.

    So...I'd reset your expectation-o-meters to late July. But don't worry - things are progressing behind the scenes wink_o.gif

    Cheers,

    CH


  7. Hi,

    I had the exact same trouble with the objectives not updating properly. Here's what you need to do:

    * Once the camp is cleared and the laptop found, have a look round to see if you can find anything else (not essential I don't think).

    * Once the time hits 0750, the Navy lifts jamming for 10 minutes. You must stand near your radio operator then check your actions menu - the SATCOM menu will appear there, with an option to update base of the situation.

    All radio messages in Mamba are sent via the SATCOM menu - this appears on your personal action menu (the menu you use to reload mags etc.)

    * The SATCOM menu will only appear when you stand near the radio operator, so keep him alive, and check in every now and then. Once you get the hang of this, the mission and objectives should flow along fine.

    The instructions on this are not clear, at least in the English version. This is about the only criticism I have of this mission. Otherwise I think it is the mission Tonal has been waiting for since October 2003 - well done Chaos smile_o.gif

    Nice things:

    - The location of the mission. Nice open forest, where the AIs can easily move around and keep in formation. The little valleys and road cuttings around the area show just what a well thought-out island Tonal really is.

    - The time and weather for the mission. The lack of rain and fog means you can see a good distance. It's so cool when you see a 12-man enemy patrol coming in the distance, and manage to avoid contact with them. Or get an ambush ready and ice them before they can fire a shot ghostface.gif

    - The use of Mapfact buildings

    - The many little features, like the Rebel radio. Anyone seen the spotter plane yet ? smile_o.gif

    - Quite a lot of randomisation and alternative events.

    - The silencer menu. Brilliant!

    With this, Winters' A Few Good Men, Operation Icare, and now King Nothing's Revolt 1998 campaign on the way, it looks like Tonal is finally getting the great missions it needs.

    Cheers,

    CH

    Ps. Try and keep all your men alive - you will need them for the final scramble to extraction  ghostface.gif


  8. I can confirm in advance that Op Black Mamba is an absolute joy to play.

    Just read the ReadMe, and be ready to check all items for information...play it like Deus Ex.

    It also brings home just how well thought-out Tonal is. It is a really interesting environment to fight in.

    Cheers,

    CH


  9. Quote[/b] ]

    Quote (hardrock @ May 20 2005,12:08)

    Quote[/b] ]I'd really wonder if the don't find a publisher for SUCH a game! I mean, publishers shoul actually be fighting to publish such a game . . .

    Well let´s hope that EA doesn´t come in picture.

    Word. Or Ubi. Please, not Ubi biggrin_o.gif

    OFP2 looks and sounds awesome.


  10. Hi,

    With Armed Assault on the way, I thought it would be fun for the community to get some deathcam quotes together.

    Here's a few for starters, courtesy of my iPod:

    "For I have seen my enemy,

    I looked and he was me

    and I have fed his family

    and he has fought for me."

    Big Country, "Return of the Two-Headed King"

    "Neon lights, Nobel Prize. When a leader speaks, that leader dies."

    Living Colour, "Cult of Personality"

    "Better the pride that resides

    in a citizen of the world

    than the pride that divides

    when a colourful rag is unfurled."

    Rush, "Territories"

    Cheers,

    CH


  11. This is the best news I've heard in a long time.

    One little picky suggestion - make it possible to have randomised projectile fly sounds (like you can for hit sounds).

    For example, the following lines in JAM give an array of sounds that can be played when a bullet hits a building or tree (each given a decimal probability in the " hitArmor[]=" line):

    soundHitArmor1[]={"\JAM_Sounds\soundhit\hit_metal1.wss",0.031623,1};

    soundHitArmor2[]={"\JAM_Sounds\soundhit\hit_metal2.wss",0.031623,1};

    soundHitArmor3[]={"\JAM_Sounds\soundhit\hit_metal3.wss",0.031623,1};

    soundHitArmor4[]={"\JAM_Sounds\soundhit\hit_metal4.wss",0.031623,1};

    soundHitArmor5[]={"\JAM_Sounds\soundhit\hit_metal5.wss",0.031623,1};

    soundHitArmor6[]={"\JAM_Sounds\soundhit\hit_metal6.wss",0.031623,1};

    soundHitArmor7[]={"\JAM_Sounds\soundhit\hit_metal7.wss",0.031623,1};

    soundHitArmor8[]={"\JAM_Sounds\soundhit\hit_metal8.wss",0.031623,1};

    Now, the same setup does not work for bullet sounds. The lines below would simply be ignored and no fly sounds would play:

    soundFly1[]={"\JAM_Sounds\soundhit\fly1.wss",0.031623,1};

    soundFly2[]={"\JAM_Sounds\soundhit\fly2.wss",0.031623,1};

    soundFly3[]={"\JAM_Sounds\soundhit\fly3.wss",0.031623,1};

    soundFly4[]={"\JAM_Sounds\soundhit\fly4.wss",0.031623,1};

    soundFly5[]={"\JAM_Sounds\soundhit\fly5.wss",0.031623,1};

    For fly sounds, the engine will only recognise entries in the following format, which doesn't allow for multiple sounds:

    soundFly[]={"\JAM_Sounds\soundhit\fly3.wss",0.031623,1.4};

    In JAM3 I was working up a separate set of fly sounds for Rifles, Light MGs, Medium/Heavy MGs, Pistols/SMGs and silenced Pistols/SMGs, so you'd hear 7.62 x 51 rounds ripping downrange while a .45 ACP would buzz past like an angry hornet. In 1.96, you can have still have different fly sounds for different bullet types, but only one sound per type.

    The ability to play from a randomised array would give a bit more scope for subtlety in the differences.

    Just a pet want from my inner geek  wink_o.gif

    Cheers,

    CH

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