Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » 1.13 Item Stats & Requests Thread
1.13 Item Stats & Requests Thread[message #11004] Wed, 07 September 2005 04:28 Go to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Hi Folks :wave:

This post is for everyone who's got an request for a new item, attachment, weapon, ammo, armour, explosive or other gear for use in the 1.13 mod, which allows for up to 5000 items.

Please include pictures (or at least links to pics), stats and a general description of the item you'd like to see added.

Stats should include:

Name
Type of item
Weight
Price
Progress Level (when it appears in the game, 1-10)
# per pocket

For weapons:
Weapon type (assault rifle, submachinegun, pistol, knife, etc.)
Ammo caliber
Mag. Size
# APs to ready weapon
# Shots per 4 turns
# shots per burst
base autofire AP cost
# autofire shots per 5 APs
damage
deadliness
sounds to use
range
# APs to reload

Plus any other relevant bonuses or details of the item.

I'll try and get as many of these into the mod as I can. Anything really fancy will probably require some coding, but once the xml data files are released, you should be able to add most items yourselves Smile

This thread is also meant to be a place for everyone to discuss item stats and act as a general resource for new items for the game.

Cheers,

MM


Re: 1.13 Item Stats & Requests Thread[message #11005] Wed, 07 September 2005 04:58 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
let's see.
i'd like to have the
OC 14 "Groza" (9mm heavy) and AN-94 Abakan ( 5.45mm) .they were both already in mods. i took the info and pics from the Rubicon mod and put them into this .rar file. hope it'll do.
guns.rar
Edit: i've also added another pic borrowed from Rubicon mod, the real VSS (silenced sniper rifle ) to replace the one from UB which is actually a pic of AS Val (silenced assault rifle ) Smile
Re: 1.13 Item Stats & Requests Thread[message #11006] Wed, 07 September 2005 05:07 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
Hi muggsy

thx for this thread, i`ll post the basic list of weapons i have thought of myself

Sig P226
Sig p228
Sphinx
HK USP D
HK MK 23
Taurus raging Bull BR
anaconda US graphic still needed
Python graphic still needed
PM RU
PMM
TT-33
Gyurza
Grach

SMG`s

HK Mp5a3
HK Mp5SD6
Famae SAF
Klin
Kiparis graphic
PP-90
PP-93
Bizon/ Bizon 2
PP Gepard
INTRATEC TEC-9
fmk-3
steyr tmp/ MP9
steyer aug para
Cz skorpion
mpl graphic
aek 919k graphic
pp2000 graphic
HK PDW


rifles

m98 mauser
SVT tokarev
m1 carbine
m1 garand

AR`s


Type 95 6.8mm
AK-100 series
AK 47
AK 47s graphic
AKMS
Sig 550
Sig 551
Sig 552
g36
g36k
g36c
Sa Vz 58
Valmet sako 76
valmet sako 95
FNC
FN 2000
FN Skar graphic in progression
g36
sa 80/ l 85
insas
galil
an-94
aek 971
oc 14 groza
as val
9a91
SAR 21
daewoo k1 und k2
sig 540


sniper some graphics still need to be made

AWM
KSVK/ OSV-96
PGM UR Hecate 2
barrett m82

steyr scout
unique alpine tpg-1
FN Police
saco trg
PGM Mini hecate
psg-90
msg-90
wa 2000
amp-ts-dsr NO1
parker hale m82
fn spr
chey tac intervention
svu
svd
svds
vss
vsk-94
sv-98
sig 550 sniper
zastava m76


LMG`s

RPK
RPG
M-60 graphic
FN Mag
mg36
mg43
PKM
Pecheneg


hehe i know that`s quite a list, however other people will like other stuff so i`ll probably ditch what i don`t have the images ready yet
Re: 1.13 Item Stats & Requests Thread[message #11007] Wed, 07 September 2005 05:12 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
that's quite a list scorpion Very Happy

FN SCAR and in various different calibers even (since there's enough place) is something i'd like as well. Very Happy
Re: 1.13 Item Stats & Requests Thread[message #11008] Wed, 07 September 2005 05:25 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
My wishlist is all WW2 weapons since that is the project I'm working on. Since this is more a specific purpose request I'm really hoping for the data to be externalised since I also want to create WW1, Wlid West, American Civil War, American Revolution and Age of Discovery based weaponmods. I'd basically like to trace firearm development all the way back to the first practical Arquebus and if parameters allow even before this.

I could submit the WW2 list since all these images (crude though some may be) and stats are done but I'd really prefer to do this myself once the aproporiate data is externalised.

Thanx for this opprotunity.
Re: 1.13 Item Stats & Requests Thread[message #11009] Wed, 07 September 2005 05:31 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Scorpion,

These guns are already in there:

-MSG-90A1
-G36K
-G36C
-G36E (next version)
-HK PDW (By this you mean the MP-7, right? If so, it's in the next version)

But good new stats and better pics are always appreciated. Wink

I've replaced the 1.13 G36C pic with the one from UC, and the G36K pic (which was actually a G36E) with the one from NightOps.

BTW, what's the difference between the MP-5A3 and the MP-5A2? And the MP-5SD6 and the MP-5SD3?

Also, since I know you wanted the 7.62mm x 54R ammo: which guns use it? Only the russian ones?


Re: 1.13 Item Stats & Requests Thread[message #11010] Wed, 07 September 2005 05:52 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Madd Mugsy:

Also, since I know you wanted the 7.62mm x 54R ammo: which guns use it? Only the russian ones?
AFAIK that's sniper ammo for russian sniper rifles Dragunov SVD, SVU and SV-98. i could be wrong though.
Re: 1.13 Item Stats & Requests Thread[message #11011] Wed, 07 September 2005 06:39 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
hi muggsy

will you use the pics for the mp-7 that i sent you? are they allright?

mp5a3 has a collapsible stock wihle the mp5a2 has a fixed stock. Maybe there are differences in trigger units as well i don`t know

the mp5sd6 looks imo better ingame (don`t really knwo the differences)

7.62*54R is Russian Long Rifle ammo

Dragunov SVD, SVU, SVT, Mosin Nagant, PKM, Pecheneg use this ammunition

AKM, RPK, SKS use 7.62*39 (aka 7.62 WP in ja2)

there are different versions of SV-98, but yes there is one in 7.62*54R

i won`t have much time in the next days, but i have pictures for most of the weapons ready. Sniper rifles are a bit tricky though, and some weapons themselves just weon`t look good in ja2

(for example the AK 107)

in order to implement the guns on that list, we`d need a couple of new ammo types

7.62*54R
5.8*42 Chinese
.388 lapua
.54 ammo for the raging bull
various pistol calibers for the sig guns, the revolvers and the russian guns
PM and PMM submachine gun ammo

ah, yes, i forgot the PSM compact pistol in the above list
it would have its own caliber as well

also, some large caliber sniper ammo (.50 bmg you have already)
then the ammo for cheytac sniper rifle and the 12,7*105 or so for the OSV-96/ V-94

so unless it is possible to make tons of new calibers, i can forget about most weapons on my list

since you have externalised all data, i could see what i can add myself and not waste your time.

i`ll add a list of attachemnts to my weapons list. and of course the corresponding ammo


assault rifles, submachine guns (in 9mm) and LMG`s come in handy as most of them work with existing ammo types

more of a hassle are pistols and sniper rifles
Re: 1.13 Item Stats & Requests Thread[message #11012] Wed, 07 September 2005 07:19 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Scorpion,

Yes, I got your MP-7 pics. I'm using the big one, but the smaller one was a little fuzzy. I put one in from the NightOps mod that was clearer. (Hope you don't mind) But your big pic was much better than theirs Smile

It IS possible to have a ton of new calibers. I just added one last night, 4.6mm, just using the externalized data files.

We'll need some new sounds for all the different calibers though. We can basically have one single shot sound and multiple burst sounds (one for each # of bullets fired).

The burst sounds are externalized, but the single shots are not (yet). I'll see how much time it'll take to get them out, and they'll either be in the next release or the one after. For now, I'll need to hardcode the new single shot sounds.

But yeah, totally doable.


Re: 1.13 Item Stats & Requests Thread[message #11013] Wed, 07 September 2005 07:27 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
small pics usually need to be ingame tested. I didn`t test it, it sucked... my bad


but to have as many calibers as you want is absolutely great. Believe it or not, this has been a major pain in the back during the whole time we`ve modded ja2

i gotta finde the pics for the ammo though... it`s usually harder to obtain good ammo pics than weapon pics

oh yeah, i`m thining and rethinking about attachment ideas so i might just as well post a list of ideas once i have some new ideas

i guess most stuff will be riflescopes/ laserpointers or some optics like that

this will allow more balancing, because raising the number (of especially assault rifles), the differences between the guns remains hardly visible for the player
so new attachemnts are a way to deal with the loss of differences between guns
Re: 1.13 Item Stats & Requests Thread[message #11014] Wed, 07 September 2005 09:38 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Part of this coincides with my post in the 1.13 Features forum...

Items (non-combat):

Training aids:
-Targets and target ammunition (speeds up Marksmanship training, each adding a slight percentage to the speed, more when used together).
-Weights would increase Str% and, to a lesser extent, Health%.
-Jump-rope would increase Agility% and Health% (lesser).
-Manuals would increase Teaching% and Wisdom% (lesser).
-Speedbag would increase Dex% (unsure about this one).

Non-Training aids:

-Scuba gear would increase swimming speed and make it quieter.
-Tactical harness would decrease AP cost for [accessing inventory**] (**yet to be implemented, no?).
-Climbing hooks/rope would decrease APs for mounting roofs/ would allow access to 2nd floor rooves (might cause more bugs!!).
-Binoculars would increase daytime viewing distance, but only when the merc "shoots" them and even then only in a forward arc (would be silent and might even have different types/ranges).
-Bandoleers/tactical vests that would allow for more ammo to be stored (2 clips more in a large slot) as well as quicker reloads in combat and 2APs less for a grenade toss (tacvest only?).
-Drill would have different bits that would allow a merc to peek through a wall/door in an extremely limited arc and distance and also would "pick" the lock, but very loudly (bits determine what materials it's effective on and cannot be repaired. Also, drill requires special battery).
-Mining lights would allow one to see in the mines, as both NVG and UVG would become useless/less useful in perfect darkness (the head-strap only kind, not the full safety helmet).
-Collapseable Medical Gurney/harness would allow you to drag mercs to safety when you don't have the luxury of waiting (highly dubious on this one...).

More to come!
Re: 1.13 Item Stats & Requests Thread[message #11015] Wed, 07 September 2005 14:22 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Just a small request from a gun nut and former soldier... Could all these great weapons have similar damage values with similar caliber types? This is one thing about JA2 and UB that has always annoyed me. Balance or game play should be second concern to authenticity, at least in many players' perspective. Cartridges from the same family fired in similar weapons should have very similar terminal ballistics. That is, if a M16A2 has a damage of 30, the M4 should have a 30 as well. I can assure you from experience in Bosnia and Iraq that there is no difference in what the guy on the other end feels in a 3-rd burst from an M4 or an M16. I can also personally attest that the M4 has just as good of effective range as the M16A2, as I competed in the US Army's EIC competition (and placed) with the M4 in 2001. The same with the various 7.62 NATO, 9mm, .40 cal, 45 cal, etc. Silenced versions should have much lower performace, to reflect the use of subsonic ammunition and the various suppression devices.

Sorry for the speach(I'll get off my soap box), but I'm not sure that there needs to be any real differences in the guns, other than the preference that the player has. Attachments and limited availability seem like a good way to give playability to the game, without giving up authenticity.

BTW, I love the idea of automatic grenade launchers. The MK19 is not exactly portable (it sports over 150 lbs with tripod and ammo), but its effects are simply devistating. Again personal experience talking here, but one of these with lots of ammo can dominate an area 45 degrees wide to 1500 meters in range. Those 40-rd belts are very heavy, and the weapon can be finicky on the lubrication. This weapon would truly unhinge the ballance in the game tho....If there is a way to have a static emplacement (like Silent Storm), this would be somewhat realistic to use.
Re: 1.13 Item Stats & Requests Thread[message #11016] Wed, 07 September 2005 15:31 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Dan a static emplacement is very intersting idea, i suppose if you take a sector you can mount ya .50 cal's, auto nade launcher etc.

That would be like jumping into a car (as far as programming) - that means u could have like 2 people needed to use a mounting or 3 or whatever?
Re: 1.13 Item Stats & Requests Thread[message #11017] Wed, 07 September 2005 15:58 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Yea, stationary emplacements would be very cool. Semi-portable (that is to say M2 .50 cals and light Howitzers, etc.) would be even better. Even if they were tied to specific sectors it would be better than not having them.

I have a workaround that uses switches that trigger explosions but because you have to write the explosion grid number right into the map sector it's very unweildy. At the very least, being able to have a machine gun spray as a trigger item would be cool for superimposing this feature.
Well, this sort of blurs into the tilesets area but just thought I'd mention it as an existing possibility.
Re: 1.13 Item Stats & Requests Thread[message #11018] Wed, 07 September 2005 16:32 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Scorpion,

Sounds are externalized for the next release.


Re: 1.13 Item Stats & Requests Thread[message #11019] Wed, 07 September 2005 16:56 Go to previous messageGo to next message
SSFSX17

 
Messages:26
Registered:November 2003
Location: California
Here are more code-related suggestions, since we can always put in new guns later:

- Kits for changing the caliber of a weapon, for those weapons which can actually do so (ex: the FN SCAR)

- Each weapon should have its own chance of jamming and its own rating of how much the condition wears out when burst/auto fire is used. That way, the AK family of guns will actually be useful compared to the 5.56mm-using family.
Re: 1.13 Item Stats & Requests Thread[message #11020] Wed, 07 September 2005 22:13 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Dont make the guns wear out like UB mod SOG 69'
that was a complete joke, every bullet dropped it 1%, now when trying t use that machine gun....
Re: 1.13 Item Stats & Requests Thread[message #11021] Thu, 08 September 2005 02:33 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Quote:

Kits for changing the caliber of a weapon, for those weapons which can actually do so (ex: the FN SCAR)
Do you mean like a toolkit that could change the caliber, or an attachment? I can do the attachment easily enough, but a toolkit-type item would require more thought...


Re: 1.13 Item Stats & Requests Thread[message #11022] Thu, 08 September 2005 03:20 Go to previous messageGo to next message
SSFSX17

 
Messages:26
Registered:November 2003
Location: California
I imagine the kits working something like this:

Take an FN SCAR (5.56mm) and combine it with a "FN SCAR 7.62mm kit" the same way you would combine other items.

You get two items out of this: an FN SCAR (7.62mm) and a 5.56mm kit.

You would only be able to do this when the weapon is unloaded, of course.
Re: 1.13 Item Stats & Requests Thread[message #11023] Thu, 08 September 2005 03:58 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Well, if Weapons can have the "combine with X" attribute (not sure of this) then it would be very easy, and could even be done by just modifying the external Weapon and Item data. Basically you'd have two weapons and two kits in the game, combine kit2 with gun1, and you get gun2. Not sure if we could also give you kit1 as a result, but I could look into it.


Re: 1.13 Item Stats & Requests Thread[message #11024] Thu, 08 September 2005 04:40 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
In the current code when you combine two items you get one 'improved' item. This would have to be changed in order to have two come from a combination.
That would be a useful modifacation especially if we're talking ammo conversion and other things which might produce multiple in game objects.
Re: 1.13 Item Stats & Requests Thread[message #11025] Thu, 08 September 2005 04:44 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Yeah, Khor's right, you can't get two items right now. Not sure what'd be required to make it spit out two instead of one.


Re: 1.13 Item Stats & Requests Thread[message #11026] Thu, 08 September 2005 11:20 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Name: Advanced Individual Combat Weapon (AICW)

Type of item: Combination Carbine and Grenade Launcher
Weight: more than Steyr AUG, less than US OICW
Price: High
Progress Level: 9-10 (Very Late)

Ammo caliber: 5.56mm / 40mm Grenades adapted for use in Metal Storm type firing mechanism
Mag. Size : 30rd 5.56mm / 3-4 grenades
APs to ready weapon, Shots per 4 turns, Shots per burst, Base autofire AP cost : all same as AUG
Damage and range: comparable to M-4/G35K/G56 for carbine, same as 40mm for grenade function
deadliness: It's basically a short barrel AUG w/ multi shot talon and electronic sights
sounds to use: AUG and Grenade Launcher
APs to reload: 6-7 (it is a Bullpup design)

Pro's:
- It avoids the weight problem that has stalled OICW (no feed mechanism for GLauncher).
- Uses modified 40mm grenades instead of smaller 20mm.
- Onboard electronic sighting aids (scope).
- eh... H&K is not directly invovled...

Cons:
- Expensive
- Electronics Skill needed to repair
- Balance issues?
- should annoy Stogie (it is an Australian DSTO project) and man named Perko

Sources:
Metal Storm,


Re: 1.13 Item Stats & Requests Thread[message #11027] Thu, 08 September 2005 15:42 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
@Wil
http://www.securityarms.com/20010315/galleryfiles/2900/2928.htm

Ok, the 40mm is nice...

http://www.metalstorm.com/pdf/MS%20Build%20Review%20AGM%202004%20Website.pdf#search=\'dsto%20aicw\'

This one's from the R&D dep themselves, so much more accurate. Seems that they focused on the Electronic Grenade system and built the rest around that. Nice.
Re: 1.13 Item Stats & Requests Thread[message #11028] Thu, 08 September 2005 16:45 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
DurtyDan: once the weapon data is completely externalised, you will be able to edit it without any special tools required. You can then adjust the stats to your preference. Heck, you could make it so that there's a total of 10 different guns in the game, which would be a lot more realistic (though I doubt anyone would want to play then...)

Quote:
Originally posted by Patrick K. Wong:
Each weapon should have its own chance of jamming and its own rating of how much the condition wears out when burst/auto fire is used. That way, the AK family of guns will actually be useful compared to the 5.56mm-using family.
I've been thinking about it. Each weapon already has its own "reliability" rating, but currently it is only used to determine wear. It could also be linked to jamming without having to add additional attributes.
Re: 1.13 Item Stats & Requests Thread[message #11029] Thu, 08 September 2005 16:56 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
That would add more diversity yet to weaponmods. It would be great to have this dynamic fully realised.
Re: 1.13 Item Stats & Requests Thread[message #11030] Thu, 08 September 2005 21:04 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Lochmacher's first link resembles the artwork that the Sti's are based off, though the colour isn't quite right (don't remember having to filter any greens). The developmental hardware, as can be guessed, only bears a slight resemblance. However the old concept art based Sti's for Bigitems and Interface are ready to go.


Re: 1.13 Item Stats & Requests Thread[message #11031] Sat, 10 September 2005 03:40 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
There are pics for the AICW in the NightOps mod. It's graphic #23. We'd just need some 40mm clip pics, unless it just loads one grenade at a time.


Re: 1.13 Item Stats & Requests Thread[message #11032] Sat, 10 September 2005 23:21 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
You're talking about a charcoal grey/black bullpup configuration AR right? In my download of Night Ops, there isn


Re: 1.13 Item Stats & Requests Thread[message #11033] Sun, 11 September 2005 01:35 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Quote:

You're talking about a charcoal grey/black bullpup configuration AR right? In my download of Night Ops, there isn


Re: 1.13 Item Stats & Requests Thread[message #11034] Sun, 11 September 2005 06:42 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Then the ones doing the suppressing fire must have been one of the handful of assualt rifles/carbines I'm finding (still early in the new game). Thought high capacity magazines were needed too. Supressing fire is a much better effect than having half the oposition practice suppressing sniper fire (doesn't take nearly as long but has the same effect of scaring mercs). Can't wait till the teams run into LMG equipped AI with a few snipers among them.

I've sent along the AICW/HEM pictures along with a few other ones I've created from concept artwork. I'll repeat some of the descriptions here for debate:

Metal Storm Surf Zone
- SMG proposal from a few years ago, don't hear about it much these days
- 72 rds across a bundle of 6 barrels
- Individually each round has little damage, but has obscene rate of fire ("death by a thousand paper-cuts")
- This seemed at the time more reasonable for a fingerprint ID weapon than Sir-tech's modernization of the 60


Re: 1.13 Item Stats & Requests Thread[message #11035] Sun, 11 September 2005 11:45 Go to previous messageGo to next message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
@Madd Mugsy

I wasn't sure if you got these pics before to look at them. The first folder inside the zip is one I made from combining JA2, UB, Nam and some DL weapons together. The second one is the original Nam pics for consideration. I have a html file that has all the stats for each gun/item, courtesy of Snap's guncharts utility.

The one Nam item I liked the most was changing the mortar into a radio and using it like a forward observer calling in an artilery strike. The mortar shell was the Enrico paper icon, but call it something like Target coordinates. It's still aimed and fired like a mortar, but it needs a much bigger blast radius and deadly zone.

@Azrael

Please make your Strategic Map Editor recognize the 1.13 .exe so we can edit where the mines go, sector income, enemy and reinvasion data.

www.geocities.com/modprograms/JA2Supply2.html

Nighthawk
Re: 1.13 Item Stats & Requests Thread[message #11036] Sun, 11 September 2005 12:44 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
John, wouldn't do a whole lot of good at this point, as the 1.13 executable still has alot of revisions to go through, and will be changing from time to time, so modifying any tools at this time, would be a waste.


Re: 1.13 Item Stats & Requests Thread[message #11037] Mon, 12 September 2005 03:33 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
wil473,

If pic #23 in nightops is a TAR, then what is pic #25?

And what's better: a bennelli m3 super 90 or a m4 super 90? (We've got a bennelli m3 super 90 in 1.13 right now, but I've got a nicer looking pic of the m4 super 90. I'm inclined to swap out the M3 for the M4)


Re: 1.13 Item Stats & Requests Thread[message #11038] Mon, 12 September 2005 05:10 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Night Op's Beta (got it here in the forums) Pic # 25 is a Fabrique Nationale Herstal F2000 with Fire Control and 40mm grenade launching modules.
- Grenade launcher by FN, takes western 40mm's, is designed not to upset the balance of the whole weapons system too much when attached (mfg claim)
- I think that's the electronic fire control module, the thing is too bumpy to be just a basic optical sight**
- Lightweight, Balanced, Ergonomic, out-of-box Ambidextrous (forward case eject), Modular... I suppose this is as close as one gets to a politically correct AR...

http://www.fnherstal.com
** http://www.world.guns.ru/assault/as41-e.htm

There used to be a forum thread on Night Ops, with a link to their page with weapons listing/picts/descriptions (in Russian). Something happened to it some months ago?

Did you get my last email?


Re: 1.13 Item Stats & Requests Thread[message #11039] Mon, 12 September 2005 05:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Yes, and thanks.


Re: 1.13 Item Stats & Requests Thread[message #11040] Mon, 12 September 2005 06:52 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Good to hear. Things start to look odd when shrunk down to the size JA2 uses.

Sorry about the FN link, didn't realize it led to html errors. Fixed now, just the plain FN Herstal page now.


Re: 1.13 Item Stats & Requests Thread[message #11041] Mon, 12 September 2005 06:59 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
@wil473..

That fire control module they are talking about on the F2000 is basically a miniturized version of the HUD (head up display) on a jet fighter, or the GPS (gunner primary sight)on a modern main battle tank. Basically, it uses a laser to "paint" the target, then returns a range to a miniture ballistics computer, which then adjusts the aim point reticle to compensate for the projectile drop at that range. Tanks use a much more complex system that takes into account wind direction/velocity, barometric pressure, propellant temperature, target movement, etc.

It basically takes range estimation out of the shooting/targeting process. Since the rifle-launched grenades are low-velocity weapons, the range calculator would be a huge improvment for long range, first-round hit probibility. With a conventional grenade launcher, it is best employed in pairs- a spotter observes the first round impact, the shooter then reloads quickly to re-engage, with a corrected range applied to the flip-up ladder sight.


Good stuff here (but VERY expensive, i'm sure), not sure how to input it into JA.
Re: 1.13 Item Stats & Requests Thread[message #11042] Mon, 12 September 2005 07:08 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Didn't even think about this, but... anyone want STI's, maps or any other resources from Wildfire? Since it's not as widely available as other versions and mods?


Re: 1.13 Item Stats & Requests Thread[message #11043] Mon, 12 September 2005 08:08 Go to previous messageGo to previous message
rayski
Messages:4
Registered:September 2005
Location: Canada
hi everyone, this may be a weird request & i don't even know if this is the right place to post it but pls bear with me, i'm a noob. i'd like to ask Madd_Mugsy if he still have a 1.13 pre-xml version & if you have, can make it available for dload as well. thanks
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