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Panzer Jager

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Everything posted by Panzer Jager

  1. Panzer Jager

    Iron Front as mod in Arma 3

    Thanks; wasn't sure about if it was reported yet. Wish I could help but I'm mostly a config editor not a modeller; and a quick overview of all the configs showed nothing obvious to me as to the cause. For some reason the "one" uniform works, but it seems to be related to the rig and not the script.
  2. Panzer Jager

    Iron Front as mod in Arma 3

    Hello, I've noticed when wearing any uniform EXCEPT for the "Gefreiter with Rolled Up Sleeves," all Pistols will have misaligned ironsights. I find it unusual that the one single uniform works properly with them. Was this an install problem I had (I installed via Play with Six) or is this a known bug?
  3. M4A1 14.5" barrel with Eotech... (seems unlikely with the ugly AUG-like weapons in the screens..) Mk18 CQBR if there's M4A1s Mk14 EBR I hope muzzle velocities are modelled properly in ArmA3 since Mk18 CQBR produce less than terminal velocity for 5.56mm Ball...
  4. How did you fix the sights? Anyhow. To add it to the Geurilla cache you'd have to convert the .bins to .cpp (there are tools for that), and then edit it in Notepad, or even Visual Studio if you've got that installed.
  5. Panzer Jager

    Bullpup fix?

    You're not buying a car here... not really the best comparison.
  6. In current ArmA 2 and OA, Autocannons and Miniguns only fire at a maximum fixed rate of 1200 rounds per minute, even if the weapon's rate of fire vastly exceeds that. To compensate, the weapons use more ammuntion per shot fired, and deal extra damage on a hit. However, with the newly-implemented Pellet system in the PMC DLC, I'd like to propose a more effective solution to the above-mentioned kludge. Instead of using single, high damage bullets, use multiple "pellets" like the Shotguns: this way, each individual projectile can explode (in high-caliber HE) or hit for a normal value, and this will vastly help the performance of the weapons such as the M134, since 2 shots fired per "ammo" with some extra dispersion has much higher hit-chance than 1 shot fired with extra damage. So what I'm saying is make Autocannons and Miniguns fire a form of "pellets" instead of high-damage individual bullets. It's more realistic since it allows the Gunner a higher hit probability, just like the weapons should have in real life.
  7. Panzer Jager

    realistic carnage

    While I agree with you explosive weapons and headshots can be quite graphic, high-caliber Machine Gun fire (I'm thinking .50) will not tear off legs. It might break an arm off at the thin areas but in all seriousness it's not as horrific as is commonly assumed by those who have never seen .50 Cal wounds. Shots to the leg deal enough tissue damage to typically necissitate amputation, but that is due to the large amount of damaged tissue, not the complete destruction and severing of the limb due to the projectile. Come hits to the body with large-caliber Machine Gun fire, there will be what would seem fairly small entry wounds (1/2 an inch in diameter is not that big if you think about it) but exit wounds can be 2 inches or more, depending on how much yawing occurs - this is a large wound and is fatal 99% of the time, however even machine-gun fire of this volume will not tear a man in two unless you wanted to waste a considerably large amount of ammunition on a dead body. Edit: Below will be a picture of the wound channel of a 12.7x99 Mk211 APHEI in ballistic gelatin, used to represent human tissue. The first block is within the width of a human torso (~20cm) - the blocks following it would only be within the width of a human torso if you were something like 500 lbs. I wish I could've found an image with a man standing beside the block - there used to be one (had it bookmarked), but it seems it's been deleted. However, there are two pieces of information here to use as a mental/visual scale: the fact that the entrance of the channel is 1/2 inch in diameter, and that the first block is 20cm long. As you can see, within your average male target, there is no way a .50 cal, even an Armour Piercing High Explosive Incendiary .50 cal, will break a man in two. If you were strafed horizontally with a large number of Mk211's, you'd be missing a whole lot of your back, but your front and middle would keep you together.
  8. Cooper's voice actor was white, and yes, I do notice it alot, however some black guys (on the rare occasion) sound white. Have you ever seen that show Destroyed in Seconds? Believe it or not the narrator is black.
  9. Panzer Jager

    Headshot didn't kill an AI?

    One time, I hit a Takistan Militant in the leg at about 100m with an M107, and he kept running for about 5 feet, then dropped to the ground, where I had to place another round into him (again in the thigh this time) and he STILL did not die until I shot him square in the torso. As much as it may be realistic that he would not spontaneously die from even a .50 cal, he should've been down and "game dead" right away. If you get hit by a .50, you're not getting up, even if you don't die for a minute or so. I don't really know why this happened but it was in a the Editor, in a short mission I created.
  10. Yea, the old Russian weapons you listed would all fit well into the Takistan faction, and some more 9x39 Rifles/Carbines would be kickass.But alas, this DLC is for a Private Military Company, not Russians or Takistanis. Maybe the next DLC could be for the 'Bad Guys.'
  11. I could've gone for some Mk18 CQBR variations. XM8 is ugly and was cancelled. I don't see why they're adding it but I also don't see any harm in it as it's just a game. I would've liked to have Mk18 CQBRs but I'll learn to live without.
  12. Panzer Jager

    New Behavior Mode: CHARGE

    I agree charge should be implemented into the game. While some may say "ArmA is today's soldiers who are pussies who would just call in an air-strike instead. " I'd like to see the Takistani Militia call in an air-strike. I think of the Takistani Militia as the Taliban - and the Taliban have been known to show no regard for their lives and run in the open.
  13. Panzer Jager

    New Recoil and the AK-74 Series

    The weapon model's voice. If the Russian AKM and the Czech AKM perform vastly different, chances are that they are visually different too - like the Type-56 to the AK-47. So we look at the model which is represented in the game, and what makes sense - who is using the AKM? Well, it's the Russians and the Takistan Militia, therefore chances are it's not Czech. A whole new system would need to be implemented to proplery simulate Terminal Ballistics, and for some calibers in the game the Terminal Ballistics data is not well known - for example, 7.62x54 7N14 Sniper Ball and 9x39. So while it would be nice if the AKM had lower damage against personnel due to the garbage terminal ballistics of the 7.62x39 M43, doing a full system would be really hard - especially when you get to 5.56x45 NATO whose tissue damage depends heavily on velocity, but obviously changing the "air friction" of the bullet not only affects damage but also flight path.
  14. Panzer Jager

    New Recoil and the AK-74 Series

    We're talking mainly about the recoil of the 5.45 (AK-74 it says in the thread title.) So while the AK 7.62 to M16 balance is still important, the initial complaint of the thread is that the AK 5.45 is kicking too hard when it should be even lower recoil than an M4A1, and considerably lower than the AK 7.62. I referenced that on page 1 :) Here is one link. http://www.warriortalk.com/showpost.php?p=838695&postcount=10
  15. Panzer Jager

    New Recoil and the AK-74 Series

    Here is some data for reference: AKM Recoil Energy = 5.3 Ft.Lbs (from east-german tests, one reference here) - lower than what can be calculated due to the muzzle brake AK-74 Recoil Energy = 2.5 Ft.Lbs (from east-german tests) - lower than what can be calculated due to the muzzle brake M16A2 Recoil Energy = ~3 Ft.Lbs (various internet sources referencing books) - roughly the same as what is calculated using a 62Gr bullet, 3100Fps velocity, 26.1Gr charge load.
  16. Here is my suggestion for stuff to be included in the next DLC: -Mk18 CQBR with SOPMOD -SIG P226 -AA-12 -Buckshot ammunition for AA-12 (and ArmA 2 shotguns in OA) Personally I'd love to see these models available in this game. I think adding some current-issue US Special Forces small-arms to OA would be a good idea. These weapons could be available to existing US forces or maybe a new faction such as the Navy SEALs. The AA-12 may not be realistic to have available, but neither is the XM8, MG36, or Mk16. Buckshot has been wanted for a long time - and adding the code for it would also be good for such weapons as the Autocannons, since they could use a "buckshot" style instead of their current fire mode. The current way autocannons are handled is limiting the rate of fire to 1200 RPM and boosting damage for each hit.
  17. Panzer Jager

    Some Infantry-based ideas for next DLC

    I'm not saying this is all that there should be in the DLC. To quote me: Personally I'm starting to think a Navy SEALs faction would be good - these are just some weapons I'd like to see in the next DLC. Why would just 3 weapons and a feature compose an entire pack?
  18. Panzer Jager

    Bullet velocity - inaccurate ?

    Damage drops over distance. 7.62x54 and 7.62x51 weapons in ArmA 2 do not distinguish different types of ammunition (such as 7N14 from Type L or M118LR from M80.) This means that at very long ranges it's going to take multiple shots to kill a target with an SVD or even an M24, as opposed to if one were to add new types of ammuntion such as 7.62x51 M118LR OTM, which creates larger wound channels and suffers less loss in velocity. Since velocity affects how much damage is done by a projectile in ArmA 2, you will find that at 600m or longer ranges, an SVD or similar calibre weapons will need 2 or more torso hits. Large calibre (12.7mm) weapons have practically infinite 1-hit range, and interestingly so does the 9x39 VSS, although it is very difficult to aim beyond 400m. On a side note, ArmA 2 does not properly incorporate muzzle velocities based on barrel length - although ACE has a work-around, the unmodded game has all weapons in 5.56x45 weapons at 900m/s (when weapons like the G36C and XM8 Compact should be firing at a significantly lower ~770m/s.) Similar story with 7.62x51, where the game has very short-barrel weapons like the Mk17 CQC and FAL Para (compared to the M240) which fire at much higher velocities than they should be.
  19. Panzer Jager

    Altering the recoil model

    I know that you cannot edit the actual recoil values used by the weapons. It's some kind of function that takes the recoil used by the weapon, and converts 75% of it into model kicking, and 25% of it into view-kicking (or some relation like that.) You're looking for 100% model kicking. It's either not going to be possible to get this (aka hardcoded in the .exe), or you're going to need to do alot of digging into the beta's files.
  20. Make sure the weapons that extend SCAR-L base do not have their own unique sounds in weapons_e. Also, it might be safer to have M16 extend Rifle which extends Riflebase or something. Better safe than sorry. Oh, AND: Read CAWeapons_E or whatever the new one is.
  21. Panzer Jager

    Silenced weapons

    The SD round hits with 7 at 320 ms while the Ball round hits with 8 at 900 ms. The only difference is really that the SD round might need 2 hits at point blank while the Ball will need only 1, but at 200m ranges they will need the same # shots to kill, except the SD will take longer to get there. The SD also has way less air friction, so *technically* at some point the SD will be doing more damage than the Ball. Interestingly 5.45 SD has the same damage as 5.45 Ball, just different initial speeds, and the SD round again suffers much less air friction. Also, 9x18 SD fired from the Makarov actually does more damage than standard 9x18, and even though the difference is in the decimals, 9x18 SD suffers less air friction. This means 9x18 SD is actually superior at long ranges than 9x18 Ball.
  22. Panzer Jager

    Laser realism

    It's good enough for me.
  23. Panzer Jager

    Silenced weapons

    Subsonic ammunition is usable in ArmA 2 even by guns that do not have supppressors. They do not produce a supersonic crack and AI cannot detect them as easily as normal ammunition. In the game, there are some funny types of subsonic ammunition that wouldn't even be used by the Military - namely 5.56x45 and 7.62x51 subsonic ammo is not used to my knowledge. Subsonic 5.45x39 is used only in the AKS-74UB and 9x39 is used in a few weapons both suppressed and not. What's interesting in ArmA 2 is that, considering that subsonic ammunition flies very slow, the subsonic bullets deal almost as much damage as non-subsonic. Their only real disadvantage is their reduced range and longer time before impact. There is subsonic 9mm ammunition. The bullets weigh 147 grains typically, compared to standard 9mm being in the 112-124 gr range. However, using 9mm subsonic in the MP5-SD is practically pointless as the suppressor will reduce it's velocity to near useless range.
  24. Panzer Jager

    DLC- What do YOU want?

    More small-arms and more variants for existing small-arms. Maybe some more units too (Infantry, Armour, Air, whatever.) Definitely more small-arms.
  25. Panzer Jager

    Small arms aiming realism

    No matter where you hold your gun, when the bullet leaves the barrel it's always going to go in the same direction as if you were holding the gun in some other way. Crosshairs obviously exploit this which is why it's a good idea to turn them off for realism. Does it really matter? You move the same speed between the ironsight mode and not.
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