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bakerman

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Everything posted by bakerman

  1. bakerman

    ArmA III Ballistics Overhaul

    Hey spartan, First of all thanks for all the great work you've done thus far and I hope you'll continue. I think a lot of people are unhappy with the hit values of ammo in A3 because infantry armor is broken in its current state. Put simply, infantry armor is simulated as a single piece of kevlar. This approach works nicely for soft body armor, but it fails for hard armor and results in expectations not meeting virtual reality. Add to this an OK-ish health system and you get players who are obviously not impressed. So the folk that don't know will search for a culprit and at some point blame the ammo configs, which in all fairness could be the problem, but in your case it's not. So what to do? You can change the values so that it will meet certain players' expectation in certain scenarios, but that has a ballistics simulation knock-on effect. This is the approach Bohemia takes. They will configure anti-personal ammo for its primary role; which is great when you're shooting people, but then you also get a 9mm round penetrating 10mm of RHA steel. Bohemia can fix this and with the upcoming Marksmen DLC and all the great work they've done so far, who knows (fingers crossed). My suggestion to BI and mod-producers is a simple quick fix for infantry armor. If you add armor materials to specific areas of kit you can simulate hard plates, mixed with the already present soft armor simulation this can produce nice & balanced results.
  2. bakerman

    JSRS3: DragonFyre

    @NyteMyre If you have that issue in SP then it's an unknown bug. If however that occurs in MP then the fix is complete and will be available in the next version.
  3. bakerman

    JSRS3: DragonFyre

    Thanks for reporting this issue. This has been fixed in the internal version, expect it in the public release. :)
  4. bakerman

    RHS Escalation (AFRF and USAF)

    Thanks for reporting. Please keep in mind that beta content will be imperfect and the armor system is going to get a complete overhaul. :) Edit: Damn misty you beat me to it. ;)
  5. bakerman

    JSRS3: DragonFyre

    Thanks for letting us know, this has now been fixed.
  6. bakerman

    MGSR Mod

    Great work! This is exactly what I've been looking for. :D
  7. bakerman

    ArmA III Ballistics Overhaul

    It's not a mod you can download, it's a resource for mod developers.
  8. bakerman

    Real Armor Mod

    Yes, a very big YES. ;)
  9. bakerman

    Armor Improvement System (AIS)

    @frankfranconi With the work we're doing at RAM to get the accurate CE/KE penetration and protection models in game the Titan (Mini-Spike) will be far less effective against tanks. @irfanahmed1979 The root of the problem is the high hit probability of AA missiles, coupled with poor CM simulation and you get the current situation. It needs some work, but that's a story for another day. My new APS script is far more authentic than the original one, it relies on working sensors and launchers. Thus it will only be on vehicles with the required components (Merkava Mk4 & T-80UM2), however it is possible to screw realism and add an 'arcade' APS to any object. So that should enable you or anybody to quickly and easily add an APS to any aircraft you wish.
  10. bakerman

    Armor Improvement System (AIS)

    I have some good news and some bad news regarding AIS. As some of you may have noticed RHS made an announcement that they forgot to ask for my permission when they used AIS prototype code in their Escalation mod. While I'm flattered that they chose to use my armor system, their implementation of my (somewhat broken) code was incompatible with the work I did for AIS & RAM. :( The good news is that I've settled things with RHS peacefully and I'm now cooperating with them to ensure compatibility between AIS, RAM & RHS. I'm also working with Olds on some new features that I'm sure some of you will be very excited to see. :)
  11. bakerman

    Arma 3 Notepad++ Syntax Highlighting

    This thread is pretty much dead, but what the hell. Here's my update. All credits to Nicolas, GossamerSolid & Sanjo. This is the latest version with all the current (2014/12/18) ARMA3 functions and scripting commands. Download Link: https://dl.dropboxusercontent.com/u/63047178/ARMA3%20Notepad%2B%2B.zip http://www.armaholic.com/page.php?id=8680
  12. bakerman

    RHS Escalation (AFRF and USAF)

    I believe it's in the spirit of ARMA to keep things realistic/authentic. The faction names are nothing out of the ordinary if you think about it. You probably already recognize some military acronyms, such as AK and BTR, the acronyms are easy to recognize and use.
  13. bakerman

    RHS Escalation (AFRF and USAF)

    https://www.facebook.com/redhammerstudios
  14. bakerman

    Armor Improvement System (AIS)

    @Spartan0536 No thank you! I am very glad to see you working hard and improving a bunch of mods. @.kju I like anything believable which provides an immerse experience, that includes WW2 and A2, but I don't think I'll ever get back into arma or anything BI related. I really don't mind supporting other people with research, techniques and tools (like the work I did for Spartan). I've had lengthy discussions with Olds about how one could incorporate the work we did on RAM into your projects and beyond, so we can have a talk if you are interested. I played a bit of organised COOP and PVP, mostly in A2. Not that I know of.
  15. bakerman

    Armor Improvement System (AIS)

    I will do a Q&A regarding this mod to clear up the status of the team and project. Why hasn't there been a release in ages? Feature creep. I initially began working on this mod because I enjoyed it. It's fun researching and developing new things, unfortunately completing this process is a tedious process. I started of with a simple active protection system script, after nearly a year we ended up with a team working on improving virtually all aspects of ARMA 3. Let that be a warning to any new modders. Is the mod still in development? No, development has been halted for a few months now. I will still create a new script for something interesting every now and then, but that's the exception. Will the mod ever be released? No, at least not in its full glory. I may decide to release some of the modules depending on personal and public interest, there's a list of all the modules at the bottom of the post. Why won't you complete the mod? It all boils down to the fact that I don't like ARMA 3, I really wanted to, but I just can't get into it for a long list of reasons. I haven't played this game for almost a year, it's simply just no fun for me. I've been holding out for that one super mod (ACE) in the hopes that it will make the experience enjoyable, but that never happened. Why did you go MIA? I was tired. I was really tired of working on, or rather for, this game. All of us working on AIS gave up weeks and even months of our time to work on this mod. After a few months it felt like we were working on fixing ARMA3 rather than modding it, essentially doing Bohemia's work for them. This mental shift was the end of it all. What is the current state of AIS? We joked about renaming the mod to Arma Improvement System, because we were working on everything from brand new infantry weapons to a new flight model, going far beyond the initial scope of improving the in game armored vehicles. It would have been a sort of spiritual successor to ACE and more, we really loved that mod in A2. Because of its size there are several modules all in various states, I will list them below: - blast fragmentation and spalling - accurate simulation of anti-tank and sub-caliber munitions (already part of RAM) - accurate simulation of vehicle armor (already part of RAM) - brand new APS script which operates on threat vector and signature with real world delays and operational+destructible components - - all ammunition and weapons reconfigured and scripted to closely resemble real world counterparts - re-skinned vehicles with higher quality textures - introduced vehicle weak points and sub-components - introduced sensor damage and broken glass on vehicles - introduced vehicle recoil with Newtonian physics (the GAU-8 will slow you down even in a dive) - reworked smoke effects and some other misc particle effects - new infantry and vehicle weapons - a huge grenade pack with over 40 different grenades - introduced simulation of ERA modules - introduced a new flight model (made obsolete by latest patches) - reworked all vehicle load outs and introduced new versions - introduced hit post process effects on vehicles - introduced vehicle FCS with new interface - reworked vehicle physics for greater realism - new environmental effects and particles - a bunch of other misc stuff
  16. I just saw this on armaholic. I don't mind people not crediting me for my work, but taking credit for my work is different. Other than that congratulations on your release. That's all.
  17. bakerman

    Community Ballistics

    Very little response, downloads and use of the tools & info. Everything is still there for people to use if they wish to do so, I just can't continue working on it when I have more important mods to attend to.
  18. bakerman

    Community Ballistics

    I'm dropping support for this project until the need arises for me to pick it up again. I have lots of other mods that require my attention and I cannot spend the little time I have on something that the community is not interested in. I guess the majority of mod-makers simply don't care about authenticity and will continue to mislead users with their bs claims of realism. :bye:
  19. bakerman

    Community Ballistics

    Yes I'm going to add a large moon into the ballistics mod. /s
  20. bakerman

    Community Ballistics

    @da12thMonkey Thanks for the information. :) I guess I should get more sleep or something if I'm missing stuff like that, but that's why I haven't posted it on the first post and that's what this thread is for. Yes the calculator can do exactly what you asking, adjust bullet form for soft targets and caliber for hard target performance. I choose the 123gr OTM because it's the closest thing I could find to the fictional A3 round.
  21. bakerman

    Community Ballistics

    I will try to do at least one ammunition per day, if time permits. Here's the first bullet, a 6.5mm Grendel, which is the closest thing we have to A3's caseless 6.5mm. This specific 6.5mm is a Lapua Scenar 123gr OTM with a G1-BC of 0.527. The final airFriction is the average of the airFriction determined at 100 and 400 yards, shot from a simulated muzzle @ 2750 FPS. Hit was calculated with a bullet form of 5, because it is a FMJ. The high typicalSpeed takes any long barrel into account. Caliber was determined from report one and two that the 123gr 6.5mm is able to penetrate slightly less than a M80 at medium ranges and slightly more at 1000m. class B_65x39_Caseless: BulletBase { typicalSpeed = 900; airFriction = -0.0007195; hit = 11.36283415; caliber = 0.972; }; Any cfgWeapons modders would be interested to know that this article also contains a recoil comparison between the 6.5mm OTM, M885 and M80.
  22. bakerman

    Community Ballistics

    Tests concluded. cfgWeapons initSpeed has no effect on muzzle velocity. I will be amending the first post to reflect this.
  23. bakerman

    Community Ballistics

    Thank you for pointing that out. I will do a proper investigation on the effects of cfgWeapons initSpeed on muzzle velocity. The description I have there is mostly paraphrased from the VBS wiki, so this may not be true for Arma. I will report back with the findings ASAP. @Foxhound Thank you for hosting. :) @Spartan0536 Thanks, I hope it helps!
  24. bakerman

    Community Ballistics

    The acceleration used in the ballistics calculator gets the v0 and v1 of every tick. So every tenth millisecond I take the (new) v0 and v1 and calculate the drag for that time frame. This solves the issue of the drag not being linear.
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