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Thread: Problem with recoilless rifle config

  1. #1

    Problem with recoilless rifle config

    Hi all, I'm trying to make realistic recoilless rifles in OFP. The vanilla Carl Gustav was pretty disappointing since it fired a missile rather than a true recoilless rifle round, so deigned to make my own version for the AFP mod; the M67 90mm Recoilless Rifle of Korean/Vietnam War fame.

    CHANGES: I tweaked the hit value from 800 to 850 to take into account the larger diameter of the round. The simulation was switched from "shotmissile" to "shotshell" to get rid of the smoke trail. The sound of the 73mm tank gun was used instead of the weak FLOOMP of the original. The model of the round was changed to "shell" instead of "LAW" and finally, the round's init speed was changed to the M67's real world muzzle velocity of 213 m/s.

    The model itself is a BIS Carl Gustav with its front end lengthened while the rear flanging has been shortened. It's not exact, but it won't be confused with the CG anytime soon.

    RESULT: It looks and feels great, but still missing several elements like large backblast and whatnot. Is it possible to put in a tank-like blast behind the launcher?

    PROBLEM: Even with the range values untweaked, AI using the M67 move within 180 meters before engaging armored targets. I tried switching it back to shotmissile but the problem persists. Anyone have any idea what I did wrong? I'd rather not change the muzzle velocity back to the painfully slow vanilla.

    here's a copy of the config

    Code:
    class AFP_M67Mag: CarlGustav
    	{
    		displayName ="90mm M67 Shell";
    		displayNameMagazine ="90mm M67 Shell";
    		shortNameMagazine ="90mm Shell";
    		hit=850;
    		model="shell";
    		simulation="shotshell";		
            sound[] = {Weapons\gun73,db+20,1};
            reloadMagazineSound[] = {Weapons\reload,db+20,1};
    		soundHit[]={"Explosions\explosion_large1",100.0000076,1};
            soundFly[]={"objects\bulletnoise",0.0316228,4};
    		initSpeed=213;
    	};
    	class AFP_M67Launcher:CarlGustavLauncher
    		{
    		model="\afp\m67\m67.p3d";
    		modelSpecial="\afp\m67\m67.p3d";
    		modelOptics="optika_CarlGustav";
    		ammo="AFP_M67Mag";
    		displayName="M67 Recoilless Rifle";
    		displayNameMagazine="90mm RR";
    		shortNameMagazine="90mm RR";
    		magazines[]={"AFP_M67Mag"};
    		};
    "New? You must be joking! Future Force Warrior has been around since OFP; it's called Cadet mode."

    Unofficial WW4 Anim Tweak

  2. #2
    Quote Originally Posted by sevensixtytwo View Post
    Hi all, I'm trying to make realistic recoilless rifles in OFP. The vanilla Carl Gustav was pretty disappointing since it fired a missile rather than a true recoilless rifle round, so deigned to make my own version for the AFP mod; the M67 90mm Recoilless Rifle of Korean/Vietnam War fame.

    CHANGES: I tweaked the hit value from 800 to 850 to take into account the larger diameter of the round. The simulation was switched from "shotmissile" to "shotshell" to get rid of the smoke trail. The sound of the 73mm tank gun was used instead of the weak FLOOMP of the original. The model of the round was changed to "shell" instead of "LAW" and finally, the round's init speed was changed to the M67's real world muzzle velocity of 213 m/s.

    The model itself is a BIS Carl Gustav with its front end lengthened while the rear flanging has been shortened. It's not exact, but it won't be confused with the CG anytime soon.

    RESULT: It looks and feels great, but still missing several elements like large backblast and whatnot. Is it possible to put in a tank-like blast behind the launcher?

    PROBLEM: Even with the range values untweaked, AI using the M67 move within 180 meters before engaging armored targets. I tried switching it back to shotmissile but the problem persists. Anyone have any idea what I did wrong? I'd rather not change the muzzle velocity back to the painfully slow vanilla.

    here's a copy of the config

    Code:
    class AFP_M67Mag: CarlGustav
    	{
    		displayName ="90mm M67 Shell";
    		displayNameMagazine ="90mm M67 Shell";
    		shortNameMagazine ="90mm Shell";
    		hit=850;
    		model="shell";
    		simulation="shotshell";		
            sound[] = {Weapons\gun73,db+20,1};
            reloadMagazineSound[] = {Weapons\reload,db+20,1};
    		soundHit[]={"Explosions\explosion_large1",100.0000076,1};
            soundFly[]={"objects\bulletnoise",0.0316228,4};
    		initSpeed=213;
    	};
    	class AFP_M67Launcher:CarlGustavLauncher
    		{
    		model="\afp\m67\m67.p3d";
    		modelSpecial="\afp\m67\m67.p3d";
    		modelOptics="optika_CarlGustav";
    		ammo="AFP_M67Mag";
    		displayName="M67 Recoilless Rifle";
    		displayNameMagazine="90mm RR";
    		shortNameMagazine="90mm RR";
    		magazines[]={"AFP_M67Mag"};
    		};
    Try using "shotRocket" instead of "shotshell" otherwise look at the LAW settings the two weapons functions alike in reality as fare as I understand.
    STGN

    OFP addons:SOPMOD M4's Black OPS WW4 textures WW4 reload Animation Diemaco SFW
    "The M4 is flat out the best Assault Rifle in the world...period...the end." - rgrgordo

  3. #3
    Second Lieutenant JdB's Avatar
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    Edit: never mind
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  4. #4
    "shotrocket" didn't work. It just gave the shell a smoke trail.

    I found that the the AI doesn't like to compensate for drop when firing AT weapons. They close to 180 meters because that's the range that the shell begins to drop, since the shell has no thrust, just muzzle velocity. There might not be a work around for the AI.

    Thanks anyway.

  5. #5
    What happens if you increase muzzle speed? Muzzle velocity is an avarage you can easily get away with being on the high end if it betters performance
    Also try playing around with the
    distanceZoomMin=100;
    distanceZoomMax=100;
    settings for class AFP_M67Launcher as that is the effective zero range for OFP weapons.
    STGN

  6. #6
    No joy. Doubled the distancezoom to 200 but AI still closes to 180 meters before taking a shot. I found the same problem with the BW Mod (I think) Panzerfaust 3 (has low range in itself) and the Falklands Mod Carl Gustav (uses buffed RPG stats.)

    On a fun note: I discovered Laser's Carl Gustav had guided rockets. LOL.

  7. #7
    Where is the cfgAmmo section of your code? I never had this problem with my Carl Gustav. The smoke trail can be disabled when using shotMissile.

  8. #8
    Yes, actually, the CfgAmmo was my missing segment. Stupid noob, me. xD

    The problem with the AI engagement range is resolved. They snipe with the RR just fine now. I had to ditch the magazine system though, in favor of simply doing the AFP_M67Launcher weapon and AFP_M67Launcher as its ammo instead of having multiple magazines.

    New code

    Code:
    class CfgAmmo
    {
    	class Default	{};
    	class AT3: Default {};
    	class LAW:AT3 {};
    	class CarlGustav: AT3 {};
    	class AFP_M67Shell: CarlGustav
    		{
    		model="shell";
    		displayName ="90mm M67 Shell";
    		displayNameMagazine ="90mm M67 Shell";
    		shortNameMagazine ="90mm Shell";
                    sound[] = {Weapons\gun73,db+20,1};
                    reloadMagazineSound[] = {Weapons\reload,db+20,1};
    		soundHit[]={"Explosions\explosion_large1",100.0000076,1};
                    soundFly[]={"objects\bulletnoise",0.0316228,4};
    		maxspeed=0;
    		thrust=0;
    		thrusttime=0;
    		};
    	};
    
    class CfgWeapons
    {
    	class Default	{};
            class LAWLauncher: Default {};
    	class RPGLauncher: LAWLauncher {};
    	class CarlGustavLauncher:LAWLauncher {};	
    	class AFP_M67Launcher:CarlGustavLauncher
    		{
    		scopeWeapon=2;
    		scopeMagazine=2;
    		weaponType=16;
    		magazineType="2 * 		256";
    		model="\afp\m67\m67.p3d";
    		ammo="AFP_M67Shell"
    		//modelSpecial="\afp\m67\m67.p3d";
    		modelOptics="\afp\m67\m67_optic.p3d";
    		displayName="M67 Recoilless Rifle";
    		displayNameMagazine="M67";
    		shortNameMagazine="M67";
    		initSpeed=213;
    		opticsZoomMin=0.18;
    		opticsZoomMax=0.18;
    		distanceZoomMin=400;
    		distanceZoomMax=400;
    		};
    };
    I also got rid of the smoke trail when I set the thrust to 0. Now it acts like a man-portable tank gun (which is essentially what a real-life RR is.)

    New problem. The real-life M67 has a muzzle velocity of 213 m/s and is zeroed in at 400 meters as this sight indicates

    http://upload.wikimedia.org/wikipedi...ia_picture.png

    However, the weapon is currently zeroed in at 100 meters. I need to sight a target 200 meters away at the 600 meter mark just to hit it. Changing DistanceZoomMin/Max to 400 does nothing. Is there any other way I can tweak the optic so that the center hair is truly sighted at 400 meters? Maybe offset the optic to the weapon?

    AI can hit a tank 300-400 meters away at 75% chance. For now, each AT rifleman can carry 3 rounds (combat load for one RR) unless I can make an ammo-bearer unit for MP. Each round is comparably more powerful than the BIS Carl Gustav, but is unguided and gravity must be taken into account.

    Still don't know if a backblast is possible?

    Thanks for all the replies.
    Last edited by sevensixtytwo; Jul 2 2012 at 15:04.

  9. #9
    Master Gunnery Sergeant Zulu1's Avatar
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    Still don't know if a backblast is possible?

    Thanks for all the replies.

    Sevensixtytwo,

    Here is a backblast script from the multiplayer community. (Thanks to Harkonin from VetSquad)

    backblast.sqs
    Spoiler:


    It's activated in missions by an eventhandler like this:
    this addEventHandler["fired",{(_this + ["RPGLauncher"]) exec "Effects\Units\BackBlast.sqs"}];

    You should be able to work this into your addon.
    Last edited by Zulu1; Jul 2 2012 at 18:12.
    [Abit Fatal1ty + Intel 630 P4 3ghz + 3gb DDR2 ram (PC4200 Dual Channel) + eVga GT240 512mb DDR5 (Overclocked) + Sound Blaster Fatal1ty x-fi

  10. #10
    Quote Originally Posted by sevensixtytwo View Post
    I had to ditch the magazine system though
    I don't think this is your problem. This is (was) probably the problem:

    Code:
    class AFP_M67Mag: CarlGustav
    Try inheriting from CarlGustavLauncher and not CarlGustav.

    As far as zeroing the weapon, you will have to alter the size of the reticle and the zoom in the config until things match up. It's probably better to create the reticle based off some shooting in the editor as opposed to trying to make the config match the reticle.

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