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Streinger

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Everything posted by Streinger

  1. I guess most tank rounds today have some sort of safety system, probably simmilar to Southafrican Milkor MGL 40mm, where a round isn't armed untill it's actually fired. As the 40mm round get's spinned by the barrel's grooves, the round's primer get's armed by it. Oterwise, it's safe and harmless if dropped...
  2. I'm trying to determine what class is my old body armour I used to wear during the war and still have packed in my closet. It's Belgian made Zunblindage armour, with markings 80.05.04. on the inside. I can't tell how meny layers of kevlar it has, but it's aprox. 1.5cm thick, with 6mm removable steel plates both front and back. I did some research, and from what I found, it seems to be a III-A class, capable of stopping even a stronger rifle rounds, such as 7,62x51mm NATO or 7,62x39mm Russian. I have a pic of me wearing the armour, so I can link it here if it helps.
  3. RT-20 and so could this one...but I believe the question a the begining of the thread was about M-16 rifle and it's ability to destroy a tank with a single shot into "a sweet spot"...
  4. I was pondering on that theory for some time, and the only thing I could have think of (and that'a a big, fat MAYBE) is the following; If the tank in question has a round loaded and chambered in it's cannon barrel, and if by some uncanny chance you manage to fire a shot sending the round directly into the barrel, then maybe, just maybe, the rifle round might hit the tank cannon round straight into the detonator located on it's tip, which might trigger it to blow up while still in the barrel. I guess that might seriously damage, if not completely destroy the tank...notice a whole lot of "maybies" here...
  5. Ever bothered to check Operation Stabilise mod? It has about every version of F88 Steyr used by ADF....
  6. And anotherone coming soon....screenshots to be posted shortly!
  7. Happy B-day, little man....
  8. I also have a limited H&K selection...of the top of my head, MP5 (some 4 variants), G3, G3a4, G36, G36K, MG36...
  9. If you need Steyrs for them, let me know...
  10. Same thing in Op. Stablilise, mission 13 (last one)...
  11. I decided to expand the weapon selection of the Canadian operatives featuring in this mod. So here's my attempt on Diemaco C8A1...
  12. Something I did for Canadian operatives featuring in my Mission: Afghanistan mod. I also offered it to the creators of Danish mod, as Danes use both Diemaco C7A1 and C8A1.
  13. As promised, here's my C8A1...let me know if it's needed/wanted in this mod...
  14. Hm..it looks like M4A1 to me..you can see the carry handle is detachable...but then, why isn't the scope mounted directly onto the rifle's flat-top, what's the point of putting a flat-top adapter on top of a (detatchable) carry handle and then mounting the scope ontop of it? The stuff mounted on it seems to be a flash light and a laser pointer...you can see the swtch cable going from the flashlight to the pistol grip. M203 seems to be of M16 type, it seems quite long...those normaly mounted on M4 have a bit shorter barrel...
  15. It looks like I'll have much more modding time this year then I originaly planned; therefore, I'd like to make some weapons for this mod (and maybe I can help in some other way) Apart from my Diemaco C7A1 that I already offered, I'll make C8A1 as well (I have Canadians in my mod, so it will be used there as well). I also have some H&K weapons that seem to be used by Danes, so they might come in handy.. (namely G3, G3a4, MP5...) If the core team is interested, contact me.
  16. Hm...there's M16 ACOG in Op.Stabilise I did, but ACOG is mounted ontop of the handle... There's also Diemaco C7A1 I did, but that one has Elcan scope...I guess if I replace Elcan with ACOG it might be what you are looking for... Check both guns and let me know...
  17. As a man behind Op.Stabilise M-82, and also the RT-20 and MACS-M2 AMRs in my Croatian Army mod, I feel obligated to clear the air here; 1) First of all, all of my AMR guns are coded as GL. The reason for this is twofold; firstly, the hardcoded motions and hand position allows the player to go prone with GL coded weapon, it also allows for more natural hand position on the weapon. If, for example, the AMR rifle were to be coded as AT rocket launcher, the hard coded motion type would make it imposible to go prone with such weapon, and the hand placement would make the character holding the weapon in the wrong way, probably on his shoulder, just as a rocket launcher. 2) Once the GL coded weapon is created, you can modify it to fire any projectile you like. The velocity of the projectile is set in .prj file, as is it's visual explosion type, damage trough walls, mass etc. All this is very important, as here you actually determine if the projectile will be able to destroy a tank or not. GR actually allows projectiles to have 3 types of explosions; AT explosion type (such projectile will destroy a tank), grenade explosion type (will have same effect as GL ) and invisible explosion type. (same as GL, only with no visible or audible explosion). The last two can take out non-armoured vehicles, so I guess that answers the questions from the begining of the thread. Almost anything can be set in .prj file, like the qob model the projectile will use (you can make a custom .qob, but I used 20mm OICW round model for my guns. Initial velocity is set to 850m/sec so no round is visible flying trough the air) You can also set the blast radius...too keep it realistic, I reduced that of my wepons from 1m (for high-explosion ammo) to as low as 1 mm for armour piercing round, so it had to be dead on target to destroy it. To sumise; the AMR rifle itself is coded as GL, that allows the weapn to be used in prone position. Any GL coded weapon fires a projectile; projectile's charactersitic are determined in it's .prj file- including what .qob model is used for the projectile, it's mass and initial velocity, and it's blast radius and explosion type. Explosion type entry determines if the projectile will be able to destroy a tank or not. I hope that cleares it up for everyone
  18. I'm not talking about actor's name...I'm talking about the class name. And it's for single player. What puzzles me, though, is this; if the class name lenght is important and has to be same or less, how come I was able to succesfully re-name "sniper" class (6 leters) to "rifleman" (8 leters), yet when I tried to rename "demo", it didn't work? Again, next to each individual soldier's name, the new class is displayed, but in roster list, they still show as demo. So now I have 10 riflemen and 2 demo listed...that's what I'm trying to solve here.
  19. You can have my Diemaco C7A1...I can easily modify it to C7 (carry handle and open iron sights instead flat top with Elcan scope).
  20. I think the high fatality perecentage might be caused by kill ratio in your combat xml file...try reducing it a bit and see what happens. FYI, I further modified my combat xml and toned down the medium armour resistancy. 7,62x39 is now able to penetrate it at 20m or less...
  21. I agree, on max render it does look a bit bright, but if you check it on in-game s/c, it's a little darker. We want to test it first on desert maps we are using in the mod before we adjust the brightness. @SC, I've seen these things doing 70kmh on roads over here...
  22. A few days ago I announced LOV by Cobaka to be almost done. Today I present you this; based on this:
  23. @Cobaka, sure I will! In fact, that's one of the reasons I wanted LOV in the mod so much; LOV IZV (recoinassance variant) is equipped with RT-20 by default. @Snow, that RT-20 is my early work...I plan to make a new model from scratch...something way more detailed. @Militiaman, you can find more about the weapon here. BTW, that pic Cobaka posted shows Canadian soldier...I think RT-20 was aquired in small amounts by various armies.
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