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View Full Version : Neat little ArmA Fixes



Spyder
25th November 2007, 20:41
GDTModGrenadier - Adds a cross hair to the GL which doesn't look as good as ironsights but is actually accurate

MLK Darker Iron sights/Weapons - Darkens weapons to make them look a whole lot better

NWD Add-ons - Tank fire control systems, scope fixes, and realistic ballistics for all weapons. Also includes a range finder for laser designators.

Q11 Add-ons - Realistic recoil, weapon jams, and realistic ROF

Sound mods - Chammy's, FDF, Fromz, Etc. I think they all should be allowed for personnel preference. Although Chammy's is the best in my opinion.

This is an add-on pack I put together for my unit. Includes a lot of stuff. Please keep in mind I have not updated a few things like the Q11 Jams nor did I add the updated MLK add-ons.

http://files.filefront.com/USM+Addon+Packzip/;9082021;/fileinfo.html

Spyder
26th November 2007, 18:58
Anybody, any comments on these add-ons?

[IRT]Super64
26th November 2007, 19:04
Hhmm.. Odd this did not come up in my new posts search yesterday. Oh well. Ok. I can tell you for now at least the sound pack isnt changing. Unless it was found to cause cross-network problems, resulting in lag.

But some of those other ones do sound interesting. The tank fire control system and ballistics, the Q11 and the GDTModGrenadier sound cool.

I know right now the mod team is beyond busy, so adding new content such as these things might fall lower on the 'to-do' list. But I might download a few and try them out on my own.

[UN]SGen.ViperMaul
26th November 2007, 19:09
GDTModGrenadier <- Interesting. Just need to make sure it does not conflict with the TrueMod's version that we use currently. I still haven't heard anyone provide feedback on the latest TrueMOD updates.

NWD Add-ons <- Already talked about the first release of this one. But the updated release showed promise but no one has stepped up to test it with our mod. To see if the Russian weapons are balanced with the US weapons. Sounds like a big project. Probably too late for Campaign 1.

Q11 Add-ons <- I have no info on this.

Separate Approved Sound mods - verbal discussions have begun on this already. They are client-side only and I found a way to reduce cheating and allow players to choose an AToW approved sound MOD (using signed addon approach). But someone suggested that one officially released sound MOD could provide an unfair advantage over another officially released sound MOD. Since this is not my area of comparing sound mods for unfair balance (example one player can hear a person beathing LOUDER around that building using Sound MOD X compared to Sound MOD Y).

Right now I think Pilots love FFAMM and everyone else loves FDF. So we need to get more feedback here. And this feedback should be started in another thread.

Spyder
26th November 2007, 22:30
I missed on add-on actually that I think is really need

Real M136 - Turns AT4 into a single shot weapon (Hey realism!)

Just wondering about this.

Tracers - 6th Sense Tracers are great, the one that comes with FFAMM really bugs me. Not only is there a tracer for every single round, but the colors are switched. US weapons fire red tracers, OPFOR generally fires yellow ones.

This big improvement would be Q11 with his weapons jams, ROF, and recoil. As well as all of the NWD line of add-ons.

Raptor-6
26th November 2007, 23:18
1/2|Pvt.Dyson;54724']I missed on add-on actually that I think is really need

Real M136 - Turns AT4 into a single shot weapon (Hey realism!)

Just wondering about this.


Sounds great as long as the RPG is tuned the same.

Spyder
27th November 2007, 01:51
You can reload RPGs. But the downside to them is they are less effective.

{UN}.Nurmdog
27th November 2007, 03:54
I think we all understand that an RPG can be reloaded and the M136 cannot. The issue here is more game balance between US and Russia. Are the weapons either equal, close to equal, or do they balance out overall?

If we make the M136 a single shot the RPG and M136 are not equal.
So we can't do that.

So how about the Javelin, is it equal? I have only used it in limited situations (test), it has a range beyond RPG and M136 so that is not balanced. It is not as accurate at long range based on my limited test and opinons I have heard from a few guys here at ArmA-Tow. And worst of all it is a heavy pig with limited ammo. This weapon is not a balance for the RPG 7 either.

That leaves us with either using the M136 as a single shot to keep the realism but make things unbalanced, or leave it as is. I am guessing if we took a vote of the group that game balance would win over realism on this particular point.

I would love to be able to have a realistic multi shot anti tank weapon for the US that is comparable to the RPG, that would be great. What might be even cooler is if every grunt could carry a single shot M136 that is fire once and drop AND we could have a multi shot AT weapon, but that might be unfair to the Russians.

Steveak44
27th November 2007, 10:24
The whole thing is probably just another simple mistake by BIS. The M136 name is a typo. It should have been SMAW and then to add to the confusion they forgot to draw the firing mechanism and sight. ;)

So just imagine your M136 is a SMAW and we are done. AT issue resolved. Am I a problem solver or what? :D

Raptor-6
27th November 2007, 10:51
The whole thing is probably just another simple mistake by BIS. The M136 name is a typo. It should have been SMAW and then to add to the confusion they forgot to draw the firing mechanism and sight. ;)

So just imagine your M136 is a SMAW and we are done. AT issue resolved. Am I a problem solver or what? :D

Nice job Steve. Crisis averted!!! :cool:

BazookaBoy
27th November 2007, 11:12
we can even get Dren or Coolio to reskin them with SMAW written on the side :P

[DI]I|Cpl.Dren
27th November 2007, 12:14
haha... this time i try this answer, never tryed it before..
NO!

SnowBall
27th November 2007, 14:37
Thats OK. In first person you couldn't see the word SMAW written on the side with GIANT red letters. I guess we are going to have to use our E-magination. :P

[IRT]36th|CPL.OV3RLORD
2nd December 2007, 05:48
has anybody made a tracer modd that makes the LAST 3 rds tracers and the rest none tracers in mags? As that would be alot better to tell when ya out of ammo like in real life SF do.

Steveak44
2nd December 2007, 13:57
O rly? Which real life SF do that?

[IRT]36th|CPL.OV3RLORD
15th December 2007, 10:53
the australian SASR do that to tell them when they are narely out of ammo not everyone does it but i think its a really good idea

Steveak44
15th December 2007, 17:24
Hmm. Interesting. I could maybe see it if you were in a defensive situation facing human wave attacks and going full auto mag after mag. Like in a siege. I would have thought that the last thing a specop would want to do it let the enemy know their location and that their magazine is empty.

Make it optional here and I'm cool with it. If you are shooting at me I would love to know where you are and when your mag is empty.

[IRT]36th|CPL.OV3RLORD
16th December 2007, 22:52
well some times the ozzie SAS dont go in silent plus we only really fighting some dam Blue Bunnnies. Oh MGS 1 uses the last 3rds in mag, only game i seen it done on.







This post edited due to Racist comments. Dont let it happen again. and read the Forum Rules.

Spyder
24th December 2007, 01:50
Guys this thread wasn't about what the SAS do or how funny it would be to write SMAW on the side of the AT-4. The original post is what I thought, and then I was wondering what everyone else thought.

Steveak44
24th December 2007, 03:04
Besides what ViperMaul already posted I think there will be huge balance issues with MWD and Q11. Realistic they may or may not be I don't think it would be too far a leap to get to the conclusion that the RedFor would suffer greatly. What would balance the garbage Russian equipment so that there are Reds that still want to play?

Spyder
29th December 2007, 08:12
Q11 adds realistic recoils to the weapons. So there is no advantage anywhere. BIS was smart enough to add the AK74 remember. The MLK darkens the iron sights and makes the weapons look better for the BLUFOR. The OPFOR has the RHS weapon pack.

Steveak44
29th December 2007, 09:53
NWD did a great job on his addons but that is also why they do not fit in tournament play. NWD has so many balance issues it could have a thread of its own. The MBT fire controls systems - you must be kidding. The NWD Ballistics Addon alone would give the BlueFor an advantage. Here is just one of a few quotes that are available in the BIS forums regarding it:

NonWonderDog (creator):
ISSUES:
#Russian weapons are disadvantaged at long range by these ballistics. That's just the way it is. However, US 5.56 mm is simulated as brand new NATO-spec M855 green tip while 5.45 mm ammo is simulated as poorly-performing 1970's style 7N6 because it's the only cartridge I could find definite data on.

I didn't research Q11. Is it based on the same kind of data? If it is I'm guessing now not only will the RedFor be dealing with crappy ballistics but a lot of jams due to crappy weapons and ammo.

Could you expand on your statement regarding BIS and the AK74? I don't understand.

RHS weapons were removed about a month back I believe. They were causing errors.

Can you see how going with realism just is not going to work in most cases, especially when it comes to technology of any kind. BIS exaggerated the problem by matching modern US tech against 1970's-80's Russian tech. We have all seen how well that worked out in Gulf War I & II. Its only gonna get worse in a game. I don't know if BIS is smart enough but they probably didn't put a lot of this stuff in because no one would want to play RedFor thereby destroying PvP.

[DI]I|Cpl.Dren
29th December 2007, 15:57
What i know (Finnish RK95 is based on AK), that AK should fire longer distance, should have more firepower than m4.
And it doesent jam ;)
(atleast my RK64 never did jam and worked like an charm. and yes the model is from year 64)

Spyder
2nd January 2008, 08:40
Q11 created 4 add-ons. The fourth being the most recent. Recoils, rate of fire, jamming, and wind.

- The m16/M4 recoils match close enough to the AK-74.
- The rate of fire just uses real world data on ROF, which really doesn't have much of an impact except on the machine guns.
- Jamming allows for weapons jams. As far as I saw when I took a look in the file most the weapons were pretty close on how frequently they jammed.
- The wind add-on allows the in-game wind to affect bullets in flight.

The tank fire control system is awesome, right now we are using M1A1's for both armies.

As far as the NWD ballistics I really haven't noticed a huge difference when fighting as BLUFOR or OPFOR. Just a little realism for you in my honest opinion.

I know I previously stated that the MLK Weapon Textures would be a good addition but now I like the Aimpoint camo. Although Russian weapons aren't skinned. Any texture artists out there? :)

Other add-ons I like so far is the Proper weapon dexterity from the Proper Mods. It eliminates that feeling of your weapon not under your control. Like it floats there all the time.

I also like NWDs sight fixes. All the scoped weapons as well as binoculars are updated. The laser designator add-on creates a range finder and uses it's own control to mark targets. It also has it's own battery system.

Also stated before the GDT released a grenadier add-on. And searching around you can find grass/ vegetation add-ons that create an increase in client side FPS and lower the tall grass so you can see throughout the island.

Although the grass stuff isn't important if you use the recently updated Iran/ Iraq border map. Looks really cool and is awesome to play on.

Raptor-6
2nd January 2008, 11:02
1/2|Pvt.Dyson;57682']
- The wind add-on allows the in-game wind to affect bullets in flight.


Tell me how do know which way the wind is blowing in the game so that you can adjust for this? I can't find the 7.1 USB fan system to add to my rig yet.

[7]45|JSgt.The_Jag
2nd January 2008, 13:37
2TB|Pfc.Overlord;56716']We only really fighting some dam Blue Bunnnies.

LOLOLOLOLOLOLOLOLOLOLOL (Best edit ever!!!)

Spyder
3rd January 2008, 21:20
Not sure what your talking about with the fan. The Wind add-on use wind already in game. All if does it allow it to affect projectiles. An option is added in your actions menu to display the current wind. It gives you speed and direction. The config allows you to customize how you want it displayed. Take a look it is pretty neat.

[IRT]Super64
3rd January 2008, 21:25
I would be interested in looking at the weapon jamming mod and the wind mod. The recoil was actually made much more realistic in the 1.09 ArmA patch. And the problem with the Tank Fire Control System is the tanks are already pretty good shots and very deadly in the tourny. I don't know if ground guys would like them to be even more effective.

Steveak44
4th January 2008, 00:01
How often do they jam?

[2]TB|Pfc.Waffles
4th January 2008, 04:43
I guess it would depend on how much time you would spend crawling in the sand.

{RET}Snake Raper
4th January 2008, 16:50
The problem with jamming is that there is no real statistic on how often, there are many factors that have to be considered.

The most common being that the mag is not being loaded properly in the weapon or the weapon is filthy. Breakages of parts are relatively rare and cannot be fixed without parts of some kind (may as well just grab another weapon).

Personally I don't like a script determining if each round is a potential stoppage. I have fired hundreds of rounds through a C7 without a single stoppage and even had a stoppage on my first round (more than once). The first example was diligent cleaning and the second was my fault. Not things that really need to be simulated in a game, in my opinion. Besides, the game already has one stoppage that always comes up at the worst time.

[2]TB|Pfc.Waffles
5th January 2008, 04:04
That C7 is quite the lovable thing.

Well, if there's jamming... I hope there's no cleaning mod.

Cryptex
29th February 2008, 04:23
I use Framz sound mod. I love it, good but very subtle changes. Either that or I didn't install it right. :P