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Spartan0536

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Everything posted by Spartan0536

  1. Hello everyone, It's been quite a while since I have last posted here. I have been doing some ballistics work for ArmA III over the years, most of it is just behind the scenes primarily with the NIArms team which is a fantastic group. My work on Ballistics in ArmA III will likely continue to be more "behind the scenes" as I reach out to other developers of mods and offer my ballistics code to them. Right now I am finalizing 30-06 Springfield which comes with 5 different rounds, 3 of which are US Military Designated, and 2 that are modern day civilian handloads that follow all proper handloading guidelines. I also am finishing up 6.8x51 Common Cartridge aka .277 Fury which is what the US Military selected as its next gen caliber to serve with its XM7 rifle, the XM250 Machine Gun, and likely future marksman/sniper weapons systems as they are developed, tested, and approved. The 6.8x51 is just a single round, it's the official US Military one which is an EPR style bullet, the information I have on it comes from an unverified source but they did manage to get their hands on a few rounds of it and "test" it so it's the best info I have to go on right now. I hope everyone has been doing well these past few years, and thanks for all the support over the years, I really appreciate it!
  2. IMPORTANT NOTICE, This is a WIP thread for my ballistics code, if you are looking for the final values please visit the link posted beneath this advisory! Ballistic calculation parameters updated (03/17/2024)! Finalized Values Link: http://forums.bistudio.com/showthread.php?173466-ArmA-III-Ballistics-Overhaul For all questions regarding my ballistics work please go to my Q&A thread located here: http://forums.bistudio.com/showthread.php?192752-ArmA-3-Ballistics-Overhaul-Q-amp-A Hello fellow ArmA players/modders, ArmA III is a great game with amazing potential thanks to the efforts of its community and Bohemia Interactive. However the ballistics in ArmA III leave much to be desired especially in some of the more well known rounds like 5.56 or 7.62 where bullets do not do enough damage or penetrate the right amount of barrier material. This is where I have decided to help out, I do extensive research, calculations, and testing to all of my ballistics work to ensure they are as authentic and realistic as ArmA III's engine allows me. Q: Why are your ballistics better than anyone using BI's ballistics? A: BIS default is terribly off base, and many mod makers use their numbers as a base and make some small modifications thus making them flawed. All my work is based off of REAL WORLD BALLISTICS taken from reputable sites and are backed by the ammunition manufacturers. My ballistics information is easily within a 5% margin of error making them as realistic as possible within a "simulator". Q: What about Ruthbergs Advanced Ballistics Mod, are his values wrong, are your values better than his, whats the deal here? A: Ruthberg and I communicate with each other fairly often, we are working cooperatively by different means; my code is bullet specific, where as his mod changes the environment and weapon variables that interact with bullets. Ruthberg's ballistic simulation is far better than mine, however his mod does put a lot of extra strain on the server/system using it, so in heavy firefights you are likely to experience lag issues. Because my code is all based on BI's parameters and code you will NOT see any lag from my work. To make things clear, Ruthberg and I are NOT in competition with each other and we never should be, he covers one aspect of ArmA and I cover another, we both have the same goals in mind, we just go about achieving it in different ways with different results to total realism and client/server performance. Q: What kind of limitations do your ballistics have in ArmA? A: This is a very good question, in recent testing I along with a few other mod developers have confirmed that Body Armor as far as the plate carrier goes, adds armor to the legs, arms, hands, feet, and torso to the body, the helmet adds armor to the whole head, face included. Body Armor does NOT have an "armor check" to it, it simply negates a portion of the damage based on how "heavy" the armor is, this means that a JHP or even a frangible round will do more damage to the target even though it would not have penetrated the vest, this is a SERIOUS problem, and to my knowledge there is no mod available that fixes this. Another big issue is how BIS calculated object/material densities in ArmA III, my favorite example is the "Metal Shed from Hell" test, where I take a BIS default ArmA III metal shed that looks like its sheet metal but has enough density to completely stop a BIS default 5.56x45mm NATO round in its tracks. My ballistics including penetration may be Real World correct however this does not mean that they will interact with ArmA's material environment correctly, this is something that is completely out of my control as different buildings have different densities and there is no standard model or reference to work from regarding this. ArmA III also does not simulate drag realistically, this I figure is due to 2 things, 1 BI did not want to spend more time than they deemed necessary to accurately simulate ballistics, and 2 they wanted the game to operate smoothly across a wide variety of systems. Q: How are your ballistics values formulated, and why are they superior to BIS Default? A:I first research the ammunition in question based on military viability and if the round is not military standardized I go into more of a practical Civilian/Law Enforcement sense. I then take the information from my research including a whole ballistic profile and plug it into JBM's ballistic calculator. I then plug in my standard atmospheric model (see the next Q&A for more information on this) into the ballistics calculator. I then run the calculators and and gather the data for transfer to Bakerman's ArmA III ballistics calculator v2. Once the data is compiled in Bakerman's v2 calculator I manually adjust the Airfriciton value to closely match the real ballistics curve (its simply NOT possible to get it 100% correct using default parameters). Once those ballistics curves are matched according to my specs (see below for additional details on this) I start working on penetration and damage values set by BI protocols. After the penetration and damage values are calculated I check the values and performance in game using SMA's (Specialist Military Arms) test range. If all checks out I then release my data for public use. Q: What exactly does your "Standard Atmospheric Model" look like? A: G1 Drag Coefficient (I do not like using G7's unless the data is there, for sniper based rounds like .300 Win Mag/.338 Lapua/.408 Cheytac I may consider using them, the difference in performance should be negligible in ArmA III) ISA (International Standard Atmosphere) density of 0.07648 lb/ft3 @ Sea Level Ambient Temperature of -2.1 degrees Centigrade or 28.4 degrees Fahrenheit 0% relative humidity 0.0 meters or 0 feet in altitude (hence SEA LEVEL) Barometric Pressure of 28.147 Hg This all matches up with ArmA III's speed of sound being set to 330 m/s and the atmospheric density equating ISA parameters. Q: What is this "acceptable deviation" you refer to? A: ArmA III by default does not fully simulate drag functions correctly, so given that fact I have to establish a "threshold" limit to what I consider the maximum achievable deviation from reality, this breaks down as follows... 0-1% = Perfect 2-3% = Ideal 4% = Average 5% = Maximum Limited Threshold Pistols & Shotguns = 50m Point Target SMG's / PDW's = 100m Point Target Subsonic Rounds (AR/SR) = 200m Point Target Everything else will be hand calculated based on the rounds performance data available. *NOTE: These percentages are based on MAXIMUM POINT TARGET RANGES, any shot taken outside of MAXIMUM POINT TARGET RANGES is not configured in my ballistics calculations, this is due solely to an ArmA III simulation issue. Q: What does your "damage profile" system look like? A: My damage profile system is based on BIS's system but with more detail based on bullet composition and design that covers every bullet profile used in modern times. This is a 10-1 scale modifier which again BIS uses in conjunction with projectile velocity and mass to get a damage coefficient. My scale is listed from 10-1 below. BI calls this "Sharpness". 10 - Depleted Uranium (Large Caliber rounds 20mm +) 9 - Tungsten Carbide (Large Caliber rounds 12.7mm +) 8 - Steel Core (Large Caliber Rounds 12.7mm +) 7 - Tungsten Carbide (Small/Medium Caliber Rounds) 6 - Steel Core (Small/Medium Caliber Rounds) 5 - Full Metal Jacket/Total Metal Jacket (Small/Medium Caliber Rounds) 4 - BTHP/OTM (Small, Medium, & Large Caliber Rounds up to 12.7mm) 3 - Jacketed Hollow Point/ Soft Point (Small/Medium Caliber Rounds) 2 - Pre-Fragmented (Small/Medium Caliber Rounds) 1 - Frangible (Small/Medium Caliber Rounds) *Please note that the higher the damage profile number the less damage to the target but the more penetration the round has. Depleted Uranium and Tungsten Carbide rounds do not deform easily at all, this makes their wound tracts much smaller than a hollow point would thus making them cause less damage to the target, this is not to say a .50BMG with a Tungsten Carbide core would not kill someone, its just that its energy transfer would be less as it would pass though the target. Q: Why is you bullet drop different from reality, can you make the bullet drop more realistic? A: Yes I can, however ArmA III's default ballistics engine is very limiting in the way that it does not generate parabolic arch's like real bullets do, this inherently affects drop. Any arching you might see is based on the zeroing of your weapon. Now you CAN make adjustments for drop by altering the speed and airfriction however this would seriously impact damage and penetration and would not represent realism in that sense, its just too little of a change to justify a massive edit that would make the performance unrealistic for something that most people do not even notice. Q: When are xxx calibers/rounds or where are xxx calibers/rounds going to be made available? A: When they are finished, rounds/calibers that developers are currently working with take precedence, while I realize there may be xxx gun out there using xxx ammo/caliber I do have a lot of work on my plate and I will get to the rounds as time progresses; I do not get paid for my work, its all freeware, and I have to pay my bills. Q: Will you do xxx caliber or xxx bullet? A: I believe the RHS team has the best answer for this, and I use their following algorithm to calculate my answers as well: foreach(var question in questions) { if(question is Stupid) { return "We will consult the spirits"; } } *NOTE THIS IS WHAT RED HAMMER STUDIOS WROTE ON THEIR Q&A, I JUST COPY PASTED, ALL CREDIT GOES TO THE RHS TEAM FOR THIS CODE SEGMENT! I encourage all weapons/ammo mod makers and even BIS if they wish it to use these values for their weapons (please keep the rounds named appropriately to accurately reflect the ballistics). Using this code is FREEWARE, all I ask is if you use this code please give a "special thanks" referencing my contribution in your mod. The code and its values come with absolutely NO WARRANTY what-so-ever, the end user assumes all liability for any and all damages that may or may not be incurred by their use. "Standard Agreement" All I ask is that I am included in the credits to your mod for any work my code as contributed towards your mod, if you win any mod contests or prize money I shall NOT require any payment only a mention of thanks in credit where it is due. Groups/Members that require PUBLIC AUTHORIZATION to use my ballistics code: None at this time.... Groups/Members NOT ALLOWED UNDER ANY CIRCUMSTANCES to use my ballistics code: 1. 2nT Group - Tristen/MrHuachuca
  3. Spartan0536

    NIArms Release Thread

    As some of you are aware NIArms has 2 projects going on right now... the M1941 Johnson LMG which I am looking into re-doing the ballistics on 30-06 to make sure they are up to date with my most recent and stringent standards, but also the much awaited SCAR family. As for the SCAR's I am going to keep my current work on them a secret, but yes it is ballistics work and it's something very special, unfortunately it's not multiple barrel lengths with the same magazine, that is all BI's doing. But yeah, dem SCAR's have something special coming.
  4. Spartan0536

    NIArms Release Thread

    32 years young... I am an old man, I even have a few grey hairs to prove it 😛
  5. Spartan0536

    NIArms Release Thread

    I assisted with ACE3 Ballistics but I did not create them. My ballistics are "basic", they use the BI parameters so there is 0 extra performance hit and I manage to get my ballistics within 3% (max tolerance is 5%, my worst ever has been 3%) of real life velocities. I also watch videos and read technical documents on the wounding capabilities of the round (if available) and use FBI protocol to determine barrier penetration performance. ACE3 has good ballistics but some people do not like the performance hit of advanced ballistics, this is why I still provide mine.
  6. Spartan0536

    NIArms Release Thread

    This is mainly my fault people, Toadie was waiting on me to finish the ballistics work and I have been slacking as I just became a father on Valentines Day. My daughter Athena takes up a large portion of my time these days as I am the "stay at home father" as my wife works as a math teacher. I sent the ballistics data to Toadie yesterday for the C96 and this only comes with 1 round, a WW1/2 milspec ball/FMJ round with ballistics data that came from a personal source that owns a C96 "Bolo", and a book from the 1950's from someone that shot WW2 7.93x25 milspec ammo from a C96 Schnellfeuer. My final tests with the round shows a velocity match out to 100m with a deviation from IRL ballistics calculation by 0.07%. The update should be coming very soon and I apologize for having you wait on me.
  7. Spartan0536

    (SMA) Specialist Military Arms

    Regarding the BTHP in 6.8SPC, it was using one of my earlier ways of calculating ballistics in ArmA and has sense with NIArms been tweaked to reflect more realistic parameters. As for body armor penetration, there is no such thing in ArmA unfortunately, body armor in ArmA III only mitigates damage based on the level of protection it provides, simply put it works like this... 6.8 SPC BTHP bullet = 12 damage Center Mass kit to incapacitate = 6 damage Target body armor level IV = -50% damage Shot hit target center mass = 6 damage = target incapacitated. this is not exactly how it works but it's close enough to give you the gist. This makes for an interesting anomaly where hollow point bullets do more damage than AP even when wearing body armor. Quite honestly as the base game sits the only useful purpose of AP rounds is to go through barriers and POTENTIALLY light armored vehicles to hit occupants inside albeit with reduced impact force. When I started looking into this paradox I figured out why BI's values are "all over the place" they were making general purpose rounds that do everything equally well because of how they simulate personal protection and barrier performance. I have considered going down that same route but what I came to conclude by popular vote was that people wanted options in their loadout even if that meant that body armor would make things less realistic than they might be.
  8. Spartan0536

    NIArms Release Thread

    Update: Toadie2k and I have looked over all of the config data, only a few issues have been detected, mainly dealing with .300 Blackout's TAC-TX round and 5.45x39's 7u1 subsonic round. These have since been corrected and should be updated accordingly, I believe Toadie2k has already pushed the necessary "patch" through.
  9. Spartan0536

    NIArms Release Thread

    Ok so I figured I would report in here before some people end up noticing... There are some errors with the ballistics, the code gets really messy in those configs and you start to see things and mess up.... Some of the ballistic values are not correct, I am working with Toadie2K to evaluate what changes need to be made to remedy this, NO ETA given on a fix at this time. Not all of the ballistics are affected just a few, when I have more details I will let you know.
  10. Spartan0536

    NIArms Release Thread

    Ok since Toadie2k has now cried havoc and let slip those Sig's, here is what you are in for..... *Special Note: The Geneva Convention never specified the use of or ban thereof expanding ammunition, it was the Hague Convention, to which the USA never signed or ratified. However the USA does follow the guidelines despite this with 1 major caveat, in the 1990's due to the advent of modern terrorism the Geneva Convention approved and acknowledges that USSOCOM (All US Special Operations) have an exclusion to the Hague Convention Parameters providing that they are engaged with forces that are non-standard (ie. Terrorists, Insurgents, and other non-national non-recognized uniformed forces). This allows them the use of any ammunition deemed mission critical including the use of explosive, expanding, fragmenting, bursting, ect... ammunition as the opposing forces are acting outside of Geneva guidelines. 9x19 M882 Ball - US Current mil spec ball, anyone that has shot this can tell you it's good for nothing better than plinking (target practice), if you are out of ammo in your rifle, I suppose it's better than throwing rocks. (Supersonic Loaded) Mk243 Mod 0 - US Current mil spec JHP (yes, this is legitimate, used by USCG and DOD), actually a decent bullet based on the Winchester USA9JHP2 bullet, yes it is that cheap Whitebox Winchester JHP I have more than quadruple checked this, it's an ok round way better than that ball crap, see SPOILER for a picture reference. (Subsonic Loaded) .357 Sig FMJ-FN - Full Metal Jacket Flat Nose, based on DoubleTap Ammunition FMJ-FN loading, used for reduced ricochet and helps it do better (slightly) against soft targets, not a bad bullet if you need to use FMJ to meet certain restrictions, and .357 Sig's high velocity makes this FMJ considerably deadlier than it's 9mm counterpart. (Supersonic Loaded). JHP - Jacketed Hollow Point, based on the Hornady Critical Duty LE (pretty much the same as the public Critical Duty, just sold to LE and is FBI approved). This JHP uses what Hornady calls their "FlexLock" design, a very soft plastic "plug" to stop it from getting clogged when going through barriers, due to .357 Sig's high velocity this round is the only one that consistently meets FBI test spec, and it's deadly, one of the most damaging rounds of the new pistols, see the SPOILER for a picture reference. (Supersonic Loaded) .40 S&W MK309 Mod 0 Ball - US Current Mil Spec ball, based on the Federal American Eagle AE40R2. Yes this is for real, again used by USCG and DOD. This is actually a Total Metal Jacket (jacket entirely encapsulates the bullet, not just the front) and it features a flat nose for reduced ricochet, it also helps with soft target performance (slightly). Considerably better than M882 ball in every way, and is a good choice if wanting to meet Hague Convention guidelines. (Supersonic Loaded) MK308 Mod 0 JHP - US Current Mil Spec JHP, based on the Federal Tactical HST P40HST2. Again yes this is for real, used by USCG and DOD. This is one of my personal favorite JHP's in just about any handgun caliber, the wound channels these bullets make is just astonishing, and it does well through barriers, it's only real competition is the Hornady Critical Duty LE, this is easily one of the deadliest rounds in the pack, and it packs one hell of a punch. (Supersonic Loaded) XTP JHP - Civilian loaded Jacketed Hollow Point using the reliable Hornady XTP bullet, ammunition loaded by HPR HyperClean. This round is a follow up to MK308 Mod 0 but it designed for use when noise abatement restrictions dictate the use of special ammunition, see the SPOILER for a picture reference. (Subsonic Loaded) .45 ACP M1911 Ball - WW2 to Modern Production Full Metal Jacket round nose, rather limited in performance and it's age shows, but it is Mil Spec as produced by Winchester as per DODIC ordinance reports dictate. (Subsonic Loaded) JHP - Civilian/LE Loaded JHP based on the Federal Tactical HST in +P loading, yep, now this is where .45 ACP gets deadly. This is one of the best rounds to use if it meets your units specific ROE, great for when noise abatement restrictions are in place. See SPOILER for a picture reference. (Subsonic Loaded) BONUS! H&K 10mm AUTO (Submachine Gun ONLY) FMJ-FN - Civilian/LE loaded, Based on Buffalo Bore's HEAVY 10mm Auto Full Metal Jacket Flat Nose offering. If you are looking for enhanced lethality from an MP5 but looking to meet Hague restrictions, this is definitely an appealing option to consider. (Supersonic Loaded) JHP - Civilian/LE loaded, Based on Buffalo Barnes TACTICAL Low Flash & Low Recoil Barnes TAX-XP JHP bullet. This round is the single most devastating round out of all the Pistol caliber JHP's, it's high velocity and weight allows for massive expansion and it still defeats most FBI barriers, if you are not bound by Hague restrictions this round is an easy choice, however this is like walking into a firefight blasting Tchaikovsky's 1812 Overture finale, sure you have a cannon but it also sounds like one even with a suppressor, not recommended when noise abatement restrictions are in place. See SPOILER for a picture reference. (Supersonic Loaded) I have also re-worked and added new bullets for other NIArms Core weapons such as .300 Blackout, 6.8 SPC II, 5.45x39, and 7.62x39, I would take up the entire forum writing this stuff out, if people have questions regarding the changes to these calibers/bullets I will be happy to reply.
  11. Spartan0536

    NIArms Release Thread

    Thanks to Toadie2k for giving me access to the private testing version of his new Sig Sauer Pistol Pack. Test results are in. There are a TON of P226's and P229's as well as the M11A1 and the MK25 P226 for you Navy SEAL fans. The reload animations are as you would expect from Toadie to be absolutely top notch, with the correct slide racking technique. Multiple interchangeable front and rear sights INCLUDING raised sights for suppressor use. Suppressor list is good and carries both my favorite pistol suppressors the AAC Ti-Rant and Ti-Rant shorty Recoil mechanism seems to be realistic, recoil especially in terms of pistols varies by shooter, stance, and situation so getting recoil "perfect" is literally impossible, either way it fits correctly IMHO. Ballistics, yes there is a difference and you can tell, subsonic rounds confirmed to emit no sonic crack and when used with a suppressor is extremely quiet, great for noise abatement for clandestine operations. Laser modules are here, and yes there are IR laser and Visible lasers Overall the level of customization that has gone into this pack shows the hard work and dedication that the NIArms team has put into this project FOR FREE, this is easily payware quality and takes weapon customization to a whole new level for ArmA regarding pistols, it out does everything BI has done to date. You guys are in for a nice treat when it releases and it should be released.....
  12. Spartan0536

    NIArms Release Thread

    Ah ok, those weapons are done by NIArms at their discretion, and USUALLY involve working with another mod group to produce the weapon system. If you wish to become a patreon NIArms is always welcoming of that.
  13. Spartan0536

    NIArms Release Thread

    All pistol/SMG rounds will feature Full Metal Jacket/Total Metal Jacket as well as Hollow Points and even in MOST cases (NOT ALL) Subsonic rounds comprised of Hollow Points to retain maximum effectiveness against soft targets. .357 Sig & 10mm Auto (10mm Auto is only in the MP5A/10) will NOT have Subsonic rounds, however they do have hollow points and full metal jacket/total metal jacket rounds.
  14. Spartan0536

    NIArms Release Thread

    I am confused as to your question?
  15. Spartan0536

    NIArms Release Thread

    No problem, it's what I do, besides pester developers..... Now if only BI would let me use if = then arguments in their code I could really get a nice project going!
  16. Spartan0536

    NIArms Release Thread

    Well it's done, I have sent of my latest batch of ballistics to the NIArms team as of this morning, it's now entirely in their hands for release. Ballistics list includes.. 9x19mm Parabellum .357 Sig .40 S&W H&K 10mm Auto (SMG ONLY) .45 ACP 5.45x39 Russian 5.56x45mm NATO 6.8x43mm SPC II (yes SPC II, better SAAMI pressures and enhanced performance over the original 6.8 SPC) .300 AAC Blackout (7.62x35mm) 7.62x39mm Russian 7.62x51mm NATO .300 Winchester Magnum (updated some values) Please note that due to popular demand and talks with multiple developers it has been agreed that multiple barrel lengths only make ammunition sharing impossible, so outside of any documented cases all barrel lengths will be uniform to ensure magazine interoperability for field swapping.
  17. Spartan0536

    Night's M8 Weapon Pack

    I am so glad this did not become the next US Service Rifle.... That being said, your models look good, and I know there are a number of fans that love the XM8, for reasons I can't fathom. If you need ballistics let me know, I just got done helping NIArms with their upcoming release.
  18. Spartan0536

    NIArms Release Thread

    Ok so I figure I will need to break the news to you sooner rather than later as a shock... When revising my data for the 7.62x51mm NATO Mk319 Mod 0 (the 7.62x51mm version of the MK318 Mod 0 SOST) it seems that Crane (the developer of the round) failed to produce results and funding was terminated and the project cancelled in 2011 via SOF-SOC McDill AFB in Tampa Florida. The data I received from a member of the US Armed Forces that did a write up on the round stated the following details about Mk 316 Mod 0... Manufacturer: Federal Cartridge Company Designation: MK319 Mod 0 DODIC: AB50 Caliber: 7.62mm x 51mm Instrumental Velocity: 2,920 feet per second (ft/sec) plus or minus (+/-) 30 ft/sec @ 78 feet from the muzzle of a standard 22" 7.62mm Small Caliber Ammunition Test Procedure (SCATP) test barrel. Their goal as marked back in 2009 was 2900 ft/s from a 16 inch carbine barrel and they MASSIVELY FAILED to achieve this. Chamber Pressure: The average chamber pressure of the sample cartridges, conditioned at 70 degrees plus or minus 5 degrees F, shall not exceed 60,000 psi. Max. Effective Range: 600 yards (550 meters) Maximum Range: 4,482 yards (4,098 meters) @ 30 deg. elevation Bullet Weight: 130 grains G1 BC = .277 LAT Accuracy Req.: The extreme spread of any individual ten-shot (10-shot) group shall not exceed 6.0 inches at 200 yards. The average extreme spread of all ten 10-shot groups shall not exceed 4.75 inches at 200 yards. What does this mean? Mk319 Mod 0 SOST is a total CRAP ROUND, and it failed testing for some very obvious ballistic reasons. M80A1 EPR craps all over Mk319 Mod 0 in every single way, and not just by marginal numbers, it literally takes a steamy dump on it. Therefore Mk319 Mod 0 WILL NOT be included in any future update for any modder, it's just such a crap round it's not even worth the selection.
  19. Spartan0536

    NIArms Release Thread

    I have updated my ballistic parameters for all PISTOL based HOLLOW POINTS, this is following 100% FBI spec testing protocols. ALL available JHP/HP bullets in the coming update will be affected by these protocols, this includes both pistols and SMG's alike. REQUIRED PERFORMANCE MANDATE No less than 12 inches of penetration in gelatin test media (under performing) No greater than 18 inches of penetration in gelatin test media (over penetration) *NOTE: All tests have the gelatin in them, the bullet must pass the "barrier" and meet the test requirements within the test media. Any test outside of the bare gelatin and heavy clothing all have LIGHT clothing comprised of 1 layer of cotton t-shirt covering the gelatin. --------------------------------------------------------------------------------- Bare Gelatin - 10% ORGANIC (porcine gelatin @ 10% concentration) --------------------------------------------------------------------------------- Heavy Clothing - 4 Layers of clothing (1 layer of IBA spec heavy denim, 1 layer of Polartec 200 fleece, 1 layer of cotton dress shirt, 1 layer of cotton t-shirt) --------------------------------------------------------------------------------- Steel - 20 gauge MILD STEEL (0.0375 inches / 0.9525 millimeters) --------------------------------------------------------------------------------- Wallboard - 2x 0.5 inch thick gypsum board spaced 6 inches apart, total combined thickness is 1 inch of gypsum wallboard --------------------------------------------------------------------------------- Plywood - 3/4 inch thick AA grade Douglas Fir plywood panel --------------------------------------------------------------------------------- Automotive Glass - Glass panel to be comprised of AS1 laminated safety glass @ 0.25 inch thickness The following calibers have these specifications applied 9x19mm Parabellum .357 Sig .40 S&W H&K 10mm Auto .45 ACP Please note that FULL METAL JACKET/TOTAL METAL JACKET rounds are EXCLUDED from these protocols as they will inherently over penetrate in all tests. This does NOT mean this is how they will perform in ArmA as their material densities are different from real life plus you have to contend with the very rudimentary damage system that is in place in ArmA. These were just the guidelines I used when selecting what bullet for each caliber to ensure a loadout that would likely be used by professional units.
  20. Spartan0536

    RH Pistol pack

    The biggest issue with Armaholic is the download speeds, where Steam Workshop is extremely fast and scales with your download speeds from your ISP, also the workshop installs the mods for you, this allows people whom are less technically inclined to have easier access to mods. That being said if you don't want your work on Steam Workshop then that is the end of the argument, it's your work, you decide how it gets distributed.
  21. Spartan0536

    NIArms Release Thread

    Regarding the new update to roll out when it's ready All weapons will be getting updated with new ballistics code. The new variables will NOT be based on different barrel lengths, they will all be based on maximum effective barrel lengths for magazine interchangeability in the field, with the noted exceptions below... Pistols - most do not have interchangeable magazines Most Submachine Guns - most do not have interchangeable magazines (MP5's will reflect this with 9mm ammo, I have the ballistics for the different lengths, the MP5K will be getting the same ballistics as a full size MP5 however) Light/Medium Machine Guns - Most machine guns have their own box mags that attach via a proprietary system, yes the M249 SAW can use Stanag, however it's very rare that you see that. Sniper Weapon Systems - This is because of the same reasons as previous firearms, usually proprietary magazines, and this will also help ensure the most accurate ballistics I can provide since sniping is a precise science. In regards to the pistols here is what I have worked on.... 9x19mm Parabellum - Using ONLY US Mil Spec ammunition which includes hollow points (we use them against non-conventional forces like terrorists, Hague rules do not apply) .357 Sig - This will NOT come with a subsonic round, as it defeats the purpose of the round, kicks like a 9mm +P+ hits as hard as a .45 ACP .40 S&W - Great general purpose round, has supersonic and subsonic loads based off of my favorite bullets including Federal Tactical HST hollow points .45 ACP - Using the most modern milspec production ammunition and will also feature hollow points from the civilian market These will be the 4 "flavors" you will have the various pistols chambered in, some are great with suppressors, and some not so much *cough* *cough* .357 Sig. H&K 10mm Auto will only be featured in the H&K MP5/10.
  22. Spartan0536

    NIArms Release Thread

    UUGGGHH I just noticed that he has it listed as M855A1 in 7.62x51... it should be M80A1.... gotta talk to him about this pre-update release, other than that its always satisfying to see the amount of detail Toadie and I put into those MG3's and MG42's, it was an interesting project to say the least.
  23. Spartan0536

    (SMA) Specialist Military Arms

    If you are in Florida we can be range buddies, you have some very nice "toys" there....
  24. Spartan0536

    (SMA) Specialist Military Arms

    Unless you are using the optional default ammunition PBO, NONE of SMA's ballistics are default, they are all meticulously calculated by me to match real life performance within a maximum of a 5% threshold of deviation, to which I am proud to say that my worst in this latest update was around 2.8% within the "curve". The "curve" I am referring to is based on maximum point effective ranges based on that caliber, for example the curve for 5.56x45 is 600m with the worst deviation being at 300m, that worst deviation is where I measure the percentage difference from the real ballistics calculator. Once a round goes trans-sonic in ArmA III weird things happen that I have no control over, all of my rounds have the end of the curve based at the round being at Mach 1.1 - Mach 1.2 unless they are subsonic then it depends upon application.
  25. Spartan0536

    (SMA) Specialist Military Arms

    I am not 100% sure on this, but I do not think its possible with BI code to have a sound for suppressed with supersonic ammo and suppressed with subsonic ammo, I would love it if it were possible. The only thing I know that is set by supersonic and subsonic speeds is the projectile itself, and if that projectile is going 330 m/s or more it makes a sonic crack when it goes past you, below that it does not, all of my recent ammunition configs that state subsonic adhere to that rule. If a sound engineer like Laxemann or LordJarhead would care to comment on the viability of this that would help out a great deal.
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