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| ArmA 2 - ADDONS & MODS: DISCUSSION This forum is for discussing addons or mods that are currently work in progress, as well as for discussing ideas or requests for addons. As soon as content is released even if Alpha state, the thread should then be moved to A&M:Complete (PM a moderator with the link). |
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#1 |
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Gunnery Sergeant
Join Date: Aug 2009
Posts: 451
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DPICM Artillery Addon
I am currently working on an artillery addon that adds the option to fire DPICM and ECM rounds to the ingame artillery. The ballistics are kept and at a certain deployment altitude above the target the submunition grenades are dispersed and fly to the ground (and not just setpos-ing them right next the target) at whatever angle the delivering projectile had with a little dispersion.
Maybe someone has additional ideas what to include. And here with tracers to visualize the submunition trajectories: The MLRS uses M26 tactical rocket with M77 submunition. Each M26 contains 144 M77 shells (644 in reality). The BM-21 uses 9M27K projectiles (actually for BM-27, but to keep ingame balance) The M119 uses M916 projectiles and M80 submunition grenades. I have found no online info on the names of DPICM projectiles for the D-30. Anyone familiar with their names? Cheers
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Arma2 Projects in Development : Artillery Plus & UrbanPack Released Arma2 Projects :The Undead Mod &TroopMon 2 Last edited by Charon Productions; 09-30-2009 at 01:04 AM. |
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#2 |
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CWR
Join Date: May 2007
Location: Indiana, USA
Posts: 1,713
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Looking good! Can't wait to see it in game.
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![]() ![]() ChDKZ. |
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#3 |
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Master Sergeant
Join Date: Feb 2009
Posts: 717
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That looks diabolical, I love it.
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#4 |
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Lance Corporal
Join Date: Jun 2009
Posts: 42
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http://www.globalsecurity.org/milita...ions/dpicm.htm
According to this article DPICM is only fired by MLRS and now probably GMLRS
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#5 | |
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Lance Corporal
Join Date: Jul 2007
Posts: 59
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Quote:
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#6 | |
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Lance Corporal
Join Date: Jun 2009
Posts: 42
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Quote:
here is the list of know munitions for the D30, and only two ICM canisters are known, 1 Israeli and 1 chinese. M335 (CL 3153) and Norinco Cargo respectively. There is 1 other, egyptian but name not known.
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#7 |
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Gunnery Sergeant
Join Date: Aug 2009
Posts: 451
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@Lunatic:
Thanks for helping. I am sure the russians manufacture their own DPICM munition though. Will ask some russian friends to do a cyrillic search for it ![]() Just wanted to name the munition correctly in the config, maybe i`ll just keep generic names for now. Apart from DPICM submunition, there will be Artillery Delivered Expendable Jammers (AD/EXJAM) to disrupt enemy communications: 9M519 122 mm Radio-Jamming Unguided Rocket Projectile 3RB30 152 mm VHF radio-jammer cargo projectile D-20 XM867 AD/EXJAM low-cost, gun-rugged, broadband barrage transmitter Could be fun in MP, when suddenly your radio stops working and you have to track down the jammer to destroy it and bring up the comm again especially when clans are fighting with each other. Usually these jammers have a radius of 700 meter and battery life of 1 hour. Will make it something like 10 minutes for the game variant. Also working on an ECM protoype submunition that basically barrage jams radar-based ground vehicles in that vicinity. So it can be used to jam anti air enemy vehicles. First test are promising, the aa when jammed can not lock on any missiles or fire the cannons at longer ranges than visual (~1000 meter). If attacked by land vehicles they are however able to use their cannons effectively against ground threats. Test with 7 enemy aircraft: Jammed Tunguska: Unjammed Tunguska (just for comparison):
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Arma2 Projects in Development : Artillery Plus & UrbanPack Released Arma2 Projects :The Undead Mod &TroopMon 2 Last edited by Charon Productions; 10-01-2009 at 06:25 PM. |
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#8 |
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Join Date: Oct 2001
Posts: 5,793
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Pretty cool stuff. Especially FX and sounds are great too!
In the end thats most important - without the right feel, it is only half the story.
Last edited by kju; 10-03-2009 at 05:35 PM. |
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#9 |
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Gunnery Sergeant
Join Date: Aug 2009
Posts: 451
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@kju: You are right. I am adding custom sounds too, because the ingame artillery sounds are only "half"
![]() Does anyone else also believe that the ingame Mortar HE damage and impact effects are way to "blown up" ? I think they look like heavy bomb impacts rather than mortar shell impacts. Have the idea to size them down to an accurate level. Also all HE in the game uses the same impact sound, which gives a wrong impression about the ammo strength. EDIT: I went ahead and did it and it looks much more closer to the real thing now. Demonstrates more realistic sound effects too:
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Arma2 Projects in Development : Artillery Plus & UrbanPack Released Arma2 Projects :The Undead Mod &TroopMon 2 Last edited by Charon Productions; 10-04-2009 at 01:55 AM. |
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#10 |
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Corporal
Join Date: Apr 2009
Location: Canada
Posts: 72
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Is that an incoming artillery sound I hear? Nice. The impact effects look better, the damage radius also seems better.
Would it be possible for you to do any work on 60mm mortar rounds? They would be fantastic additions to the game, an easy platoon mobile mortar piece (rather than the 81/82mm mortar, more of a Company piece). |
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