View Full Version : SDP Shilka and Tunguska cannon fix
Sudden Death
Jun 11 2009, 11:53
If you rember "SDP Vehicles" you know whats comming next. To all the others: Did you notice that "Shilka" and "Tunguska" always fire with only one cannon. Now, two little scripts and a replacement-config later a bullet-transmission simulates the fully working 4x23mm and 2x30mm cannons.
http://www.armamdb.de/SDP_mcannon_fix.jpg
The addon is a replacement for the original BIS ZSU-23 (CDF), ZSU-23 (INS) and 2S6M Tunguska.
Youtube video:
http://www.youtube.com/watch?v=kegGU7v7yuY
Update 2009-06-16 version 1.1
ADDED: smoke effect to ZSU-23 barrels
ADDED: smoke effect to 2S6M right barrel
ADDED: missile transmission to right pod every second launch
ADDED: smoke and flash effect to right missile pod
FIXED: config wont forcing an entry within the mission.sqm (thanks to kju)
FIXED: turret offset
IMPROVED: maths for bullet transmission
known issues:
- in slow motion you can see for 1 frame that 2S6M missile comming out at left missile launcher and is transfered to right launcher
- if the tank isn´t standing at flat terrain, sometimes missile position is wrong
Link:
ARMAMDB.de (http://www.armamdb.de/phpkit/include.php?path=content/content.php&contentid=1441)
Mirror:
Armaholic.com (http://www.armaholic.com/page.php?id=5929)
arma2base.de (http://arma2base.de/include.php?path=download&contentid=200)
If you want mirror the addon, please refer to www.ARMAMDB.de!
Hell_Toupee
Jun 11 2009, 12:08
they need a bit of dispersion to, these guns are supposed to be more a shotgun blast.
Looks like BIS is intentionally overlooking this bug (was in A1 and now they even get it in A2?!) :(
Anyways, thanks for releasing A2 version of this fix!
scubaman3D
Jun 11 2009, 13:11
It was in OFP as well, but its not a bug. It was designed that way.
.kju [PvPscene]
Jun 11 2009, 13:22
Thanks for the update!
Not possible to use the config only way Sakura Chan found?
Foxhound
Jun 11 2009, 13:24
Cool :cool:
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=5929).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=5928)
SDP cannon fix (http://www.armaholic.com/page.php?id=5928)
OverDawg
Jun 11 2009, 13:28
Does this mean the sounds would also have to be altered?
It was in OFP as well, but its not a bug. It was designed that way.
Oh, didn't remember that, long time since I last played OFP, thanks for info.
but why the hell would they design it like that anyways? Maybe some kind of gameplay balance?
Sudden Death
Jun 11 2009, 13:46
can´t tell why BIS make it this way. The FFAR-Launcher can fire with one weapon from two different positions.
Also the bullet transmission isn´t perfect at all strange posibilities. Maybe BIS decide to make it right or leave it.
@<hidden>
can you send me a pm (German) with more details for "the config only way Sakura Chan found?"
@<hidden> El nino Foxhound
If you want mirror the addon, please refer to www.ARMAMDB.de!
:rolleyes:
Sickboy
Jun 11 2009, 14:20
Thanks for the addon, SDP makes tracer-shows that much cooler :)
Oh, didn't remember that, long time since I last played OFP, thanks for info.
but why the hell would they design it like that anyways? Maybe some kind of gameplay balance?My best guess would be the amount of bullets flying due to these High RPM weapons.
With many of the higher RPM weapons, they also cheat by adding the power of 3 bullets to 1 bullet iirc and then reducing the amount of bullets flying :)
Foxhound
Jun 11 2009, 15:45
@<hidden> El nino Foxhound
:rolleyes:
How many times should I refer to that site?
2x in the news, 2 times on the download page. Is that not enough?
Sudden Death
Jun 11 2009, 16:13
Thanks, it´s allright.
rstratton
Jun 11 2009, 16:56
they need a bit of dispersion to, these guns are supposed to be more a shotgun blast.
i put the m163 vulcan from arma1 into arma2 and the bullet spread on the m168 is insane
Armored_Sheep
Jun 11 2009, 17:01
Original Shilka/Tunguska do fire from one place because ArmA engine cannot fire more than 1 bullet per frame from a single weapon. Real guns have very fast rate of fire that with average 20-25fps cannot be simulated. Therefore we have set that single simulated bullets represents 2x-3x strength of one bullet fired in correct FPS. Modmakers should revise ammo definition in case they try to fire more bullets in time otherwise those weapons will be overpowered.
Sudden Death
Jun 11 2009, 17:19
@<hidden>
FFAR-Launcher fires one rocket from the left pod and the next from the right pod. Why didn´t use the same effect for the AA-guns?
S.
Binkowski
Jun 11 2009, 17:21
Sweet thanks for this.
Old Bear
Jun 11 2009, 17:21
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&id=2566):
http://www.armedassault.info/mirrorgen2/9761023.gif (http://www.armedassault.info/index.php?cat=addons&id=939)
We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=83)
If a release or contact information is missing, feel free to drop a PM, it will then be added.
colossus
Jun 11 2009, 17:33
How is this modification built? Does it make duplicate bullets or are they dummy bullets (just visual)?
If this was an official fix by BI I would think the common player wouldn't have any criticism against it, even though it's sort
of wrong as Armored_Sheep mentions.
thegunnysgt
Jun 11 2009, 17:39
Any chance of BI implementing this little fix into the game, having only one working set of guns doesn't make much sense. Thought it would be fixed in A2, when it was present in A1 and never fixed with the exception of the SDP fix.
Sudden Death
Jun 11 2009, 17:41
How is this modification built? Does it make duplicate bullets or are they dummy bullets (just visual)?
its only offset the bullet position to the other cannons, its the original bullet, no duplicat no dummies.
rstratton
Jun 11 2009, 20:23
any way to do this with the rockets fired from the tunguska as well?
Raficoo
Jun 11 2009, 21:35
Nice work! only thing that would make it perfect is to get the same effect for Missiles and to get smoke coming out of the right pod as well
and the only extra the Shilka needs is for smoke to be coming out of the lower two turrets.
Armored_Sheep
Jun 11 2009, 22:27
@<hidden>
FFAR-Launcher fires one rocket from the left pod and the next from the right pod. Why didn´t use the same effect for the AA-guns?
S.
From the game point of view the visual improvement is not that important until we find a way how to fire more than 2000 bullets per minute from a single weapon.
ANZACSAS Steve
Jun 12 2009, 00:01
Thank you Sudden Death.
Also,
Thank you to Armoured Sheep for answering a question publicly that i know for sure has been on hundreds of ppls minds for years.
Personally, i would much prefer to sacrafice fire rate on AA weapons to enable multi barrell/multi tracers.
Steve.
CarlGustaffa
Jun 12 2009, 05:02
@<hidden> Death: Unable to test it. But, are the Ural_ZU23_nnnn also fixed, the two barreled ones on the trucks?
http://www.armatechsquad.com/ArmA2Class/vehicles/Wheeled/full/Ural_ZU23_Gue.jpg
@<hidden>: It adds so much to night fighting ambience. I see no reason it shouldn't be included in an official patch.
Maddmatt
Jun 12 2009, 05:06
I see no reason it shouldn't be included in an official patch.
Probably because it uses scripting.
Would be nice to see it supported by the engine, but it's far from the only thing I could think up.
Sudden Death
Jun 12 2009, 06:47
@<hidden>
I´ve made scripts for the UH1-Y Venom and the Ural ZU-23 too, but didn´t use it. The offset between the two barrels of the zu-23 is to small to see a significant difference.
The Venom (in manuell fire mode) shows muzzle flash only on the left mg, so i think atm its only the left gun firing.
I noticed the smoke-thing, but doesn´t find a solution yet.
I´ll check the missle-thing as well
Greetz
S.D.
Sudden Death
Jun 13 2009, 07:54
updated version wip:
- added smoke effects to barrels - finished
- added tunguska missle firing to right pod - finished, but known isues
New Version will be released next days.
PS: Can someone give me a short explaination how to get a binarized p3d-model shown in Oxygen2. I want to check some config references ("memorypointmissle") at the model.
Maddmatt
Jun 13 2009, 10:27
PS: Can someone give me a short explaination how to get a binarized p3d-model shown in Oxygen2. I want to check some config references ("memorypointmissle") at the model.
You can't. Hopefully BIS will release source models at some point.
If you want to find out where a memory point is, you can use the 'selectionposition' command.
Thanks for this. It's now a permanent addition in my addon folder.
Abs
[GLT] Legislator
Jun 15 2009, 05:32
@<hidden> Death:
Thanks for the addon, but can you apply you tiny fix? Your addon is forcing an entry within the mission.sqm files. It's very annoying to delete them for mission publishing issues.
If you use an addon when making a mission it will be required. Dont know if thats what you mean? But if an addon is not meant to be in a mission then make the missions without. You always make missions where you dont use any addon in them - completely without any addons loaded. So that others dont need to download and use them as well.
Maybe i misunderstood you though.
Alex
Sudden Death
Jun 15 2009, 06:23
@<hidden>
note this too yesterday, trying to fix it. Any idea?
@<hidden>
as a replacement this addon should work as a original BIS addon without a special entry in th mission.sqm, so all players (with or without the replacement addon) can use the same missions.
[GLT] Legislator
Jun 15 2009, 06:51
Sorry Sudden, I'm no modder .. no idea :o
@<hidden>:
Sudden got it right. You could compare it to an effects mod. You can load it, build missions and it still won't do an entry in the mission.sqm because it runs only on the clientside.
.kju [PvPscene]
Jun 15 2009, 07:04
class CfgPatches
{
class SDP_mgun_fix
{
units[] = {};
weapons[] = {};
requiredVersion = 1.01;
requiredAddons[] =
{
"CAData",
"CACharacters",
"CACharacters2",
"CATracked",
"CAWeapons"
};
};
};
Please correct EH use:
class DefaultEventhandlers;
..
cfgVehicles
{
...
class UnitClass: ParentClass
{
...
class Eventhandlers: DefaultEventhandlers
{
...
};
};
};
Sudden Death
Jun 15 2009, 08:53
thx.
Is the first part to fix the mission.sqm-entry problem or only to simplify overview the config?
.kju [PvPscene]
Jun 15 2009, 09:21
To fix the load problem.
You only ever and always add classes to the units array, IF you define new *cfgVehicles classes.
Sudden Death
Jun 15 2009, 10:47
thx a lot
Frederf
Jun 16 2009, 08:37
Original Shilka/Tunguska do fire from one place because ArmA engine cannot fire more than 1 bullet per frame from a single weapon. Real guns have very fast rate of fire that with average 20-25fps cannot be simulated. Therefore we have set that single simulated bullets represents 2x-3x strength of one bullet fired in correct FPS. Modmakers should revise ammo definition in case they try to fire more bullets in time otherwise those weapons will be overpowered.
I don't see why the rate of fire limitation has anything to do with the number of bullet origins. Why wasn't the vehicle weapon made to shoot from all 4 barrels, regardless of its engine-limited RoF?
Sudden Death
Jun 16 2009, 14:46
updated version 1.1 out now:
ADDED: smoke effect to ZSU-23 barrels
ADDED: smoke effect to 2S6M right barrel
ADDED: missile transmission to right pod every second launch
ADDED: smoke and flash effect to right missile pod
FIXED: config wont forcing an entry within the mission.sqm (thanks to kju)
FIXED: turret offset
IMPROVED: maths for bullet transmission
Link:
http://www.armamdb.de/phpkit/include.php?path=content/content.php&contentid=1441
Lee_H._Oswald
Jun 16 2009, 15:31
Very good work, big thanks!
Btw. someone released the ArmA1 Littlebirds:
http://www.armaholic.com/forums.php?m=posts&q=6880
Can you please make a fix for them too?
MfG Lee :)
Foxhound
Jun 16 2009, 15:32
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=5929).
http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=5928)
SDP cannon fix v1.1 (http://www.armaholic.com/page.php?id=5928)
.kju [PvPscene]
Jun 16 2009, 15:34
good job :)
Sudden Death
Jun 16 2009, 15:45
Very good work, big thanks!
Btw. someone released the ArmA1 Littlebirds:
http://www.armaholic.com/forums.php?m=posts&q=6880
Can you please make a fix for them too?
MfG Lee :)
Yes, we´re in contact.
Lee_H._Oswald
Jun 16 2009, 16:34
FANTASTIC!
MfG Lee :yay:
Sudden Death
Jul 15 2009, 16:23
No problem. Have fun with both addons!
Kind regards
GJ as always.
What about CBA compatibility? And ZU-23 static and Ural carried?
Sudden Death
Aug 21 2009, 14:04
CBA will be the next step with improved maths.
The differences between the two barrels of ZU-23 static and carried is to small to make a appreciable effect. Its possible (scripts is here) but IMHO it makes no sense.
CBA will be the next step with improved maths.
The differences between the two barrels of ZU-23 static and carried is to small to make a appreciable effect. Its possible (scripts is here) but IMHO it makes no sense.
Can't wait for it :yay:
Sudden Death
Nov 5 2009, 06:14
Sorry folks, but at the moment I don´t have enough free time to spend 1 hour or more and continue the work for BIS games. A CBA version of the addon wont be released in 2009. Maybe in Q1 or Q2 of 2010 the situation is changing.
If there is anybody out there, who want to (and can) make a CBA version "on the fly", you have the unrestricted permission to do so.
Kind regards
S.D.
CBA version: below this post :)
.kju [PvPscene]
Nov 5 2009, 19:00
There you go:
http://www.filefactory.com/file/a09g08f/n/sdp_mcannon_fix_pbo
Changes:
Based on XEH (CBA required)
Both scripts get pre-compiled at game init.
Scripts get spawned instead of execVM (I think its better).
Added private definition for local vars in the scripts.
Improved coding a bit in the scripts.
Improved formatting of the scripts.
Untested. Please provide the rpt if its not working.
Once confirmed working, a signed version will be out.
---------- Post added at 21:00 ---------- Previous post was at 20:52 ----------
@<hidden> Robalo_AS
You may not name the vars the same (3x ZSU_CDF_fired). This will cause XEH to malfunction.
kju: It's impossible to download from filefactory for me (bastards can't free up a slot), could you please rehost it to another web? Filefront/Megaupload/Rapidshare/Mediafire/ifile.it ...
Thank you.
.kju [PvPscene]
Nov 8 2009, 14:36
sdp_mcannon_fix.pbo (http://proper.arma-creations.com/download/temp/sdp_mcannon_fix.pbo)
In return tell me if it works.
Functionally. In addition a FPS comparison would be great (old vs new).
Place like hundred or more AAA units at the same firing on some air units.
@<hidden> puppi22
Yes.
Doesn't seem to be working.
There's a single impact point (judging by the impact effect on ground), single line of tracers, and it takes a longer time to empty all the ammo (approx 6 seconds longer) then with the original version.
And the .rpt is FULL of this:
Error Zero divisor
File SDP_mcannon_fix\SDP_tu_mg.sqf, line 6
Error in expression < _this select 0;_ammo = _u ammo (_this select 1);_b = nearestObject [_u,_this >
Error position: <select 1);_b = nearestObject [_u,_this >
Bellum Eternus
Nov 8 2009, 16:12
sdp_mcannon_fix.pbo (http://proper.arma-creations.com/download/temp/sdp_mcannon_fix.pbo)
In return tell me if it works.
Functionally. In addition a FPS comparison would be great (old vs new).
Place like hundred or more AAA units at the same firing on some air units.
@<hidden> puppi22
Yes.
I installed it and for some reason it doesn't work. I just get the stock single fire from the left, on both vehicles. Same with missiles. I triple checked by removing all other addons etc. and made sure I had XEH running with the new version. Help?
.kju [PvPscene]
Nov 8 2009, 16:53
Thanks for testing and sorry for the trouble.
Fixed version available at the same link.
Appears to work fine here now.
A mass scale FPS comparison would be still nice. :)
Thanks, this seems to be working alright.
Unfortunately, my PC isn't strong enough to handle 100 AAA vehicles + air enemies (not even on Utes). FPS rarely goes above 10.
.kju [PvPscene]
Nov 8 2009, 17:57
What about the former version? Or both the same?
Yep, it's the same with both versions.
It's not depending on any addons, without any mods (beta 59928) I get just like 3-4 fps more. Too much AI for my machine to handle at the same time I guess.
.kju [PvPscene]
Nov 8 2009, 18:39
Thanks Cole :)
larsiano
Feb 25 2010, 16:17
Great little mod :D Does anybody stil use this? I tested it today and the Tunguska does not seem to fire with both launchers anymore. The weapon smoke and other stuf works fine but not the launcher mod. Maybe its because we are at patch 1.05? hope someone can me help out with this!
I would be interested if this addon has been included in ACE2?
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