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Old 2017-05-19, 09:02   #11
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by Allahu Akbar View Post
Will it be changed if someone re do zeroing?
Probably would end up having both, a normal and a CS version as I dont know what the British and French use. But ye, if you want to redo animations and physics etc, feel free.

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2017-05-19, 09:24   #12
Allahu Akbar
Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by [R-DEV]Mats391 View Post
Probably would end up having both, a normal and a CS version as I dont know what the British and French use. But ye, if you want to redo animations and physics etc, feel free.
France orders additional AT4 CS anti-armor weapons | AWIN content from Aviation Week
http://saab.com/about-saab/sites/eur...on-for-france/
Quote:
The Roquette NG range provides anti-tank capabilities through a weapon tentatively designated AT4 CS ER HP, anti-structure and breach capabilities through Saab’s AT4 CS AST weapon, and anti-personnel capabilities through the AT4 CS HE weapon. The weapons utilizes the same trainer and logistic support.
British Military Weapons - ILAW Rocket Launcher
Quote:
UK forces use the CS variant of the weapon which is optimised for urban warfare and has less of a back blast. In theory the CS should be firable from within buildings.
So is there documentation on how to adjust zeroing?


I just got through looking at Chinese HAT:
Code:
rem *** Generated with Bf2Editor.exe [created: 2006/1/4 7:47]
GeometryTemplate.setSubGeometryLodDistance 1 0 10
GeometryTemplate.setSubGeometryLodDistance 1 1 15
GeometryTemplate.maxSkip3pLods 0
GeometryTemplate.setMaterialReflectionScale 0 0 0 0.25
GeometryTemplate.setSpecularStaticGloss 0 0 0 0.15
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm chat_pf98
ObjectTemplate.creator Happy
ObjectTemplate.modifiedByUser "Happy"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\chat_PF98.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\antiTank.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 222
ObjectTemplate.weaponHud.altGuiIndex 20002
ObjectTemplate.weaponHud.disableOnSprint 0
ObjectTemplate.weaponHud.hasRangeFinder 1
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0/0.027/0
ObjectTemplate.fire.showWeaponAfterReloadDelay 1.6
ObjectTemplate.fire.dropWeaponAfterFiringDelay 1.5
ObjectTemplate.fire.busyUntilButtonRelease 1
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 2
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 8
ObjectTemplate.ammo.minimumTimeUntilReload 1.2
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
ObjectTemplate.ammo.reloadWithoutPlayer 0
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
include ../../common/recoil.con "antiarmor" "lat"
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
include ../../common/deviation.con "antiarmor" "lat"
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp:DefaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 1.5
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 0.306
ObjectTemplate.zoom.changeFovDelay 1.5
ObjectTemplate.zoom.mouseSpeedMod 0.2
ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
rem ---EndComp ---
ObjectTemplate.geometry chat_pf98
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.aiTemplate at_heavy_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_chat_pf98_Fire1P
ObjectTemplate.addTemplate S_chat_pf98_Fire1P_Outdoor
ObjectTemplate.addTemplate S_chat_pf98_Fire3P
ObjectTemplate.setPosition 0/0.027/0.7085
ObjectTemplate.addTemplate S_chat_pf98_BoltClick
ObjectTemplate.addTemplate S_chat_pf98_TriggerClick
ObjectTemplate.addTemplate S_chat_pf98_SwitchFireRate
ObjectTemplate.addTemplate S_chat_pf98_Reload1P
ObjectTemplate.addTemplate S_chat_pf98_Reload3P
ObjectTemplate.addTemplate S_chat_pf98_Deploy1P
ObjectTemplate.addTemplate S_chat_pf98_Deploy3P
ObjectTemplate.addTemplate S_chat_pf98_Zoom
ObjectTemplate.addTemplate e_muzz_at4
ObjectTemplate.setPosition 0/0.02703/0.32419
ObjectTemplate.addTemplate e_rifle_Prone
ObjectTemplate.addTemplate e_rifle_from_prone
rem -------------------------------------
ObjectTemplate.animationSystem1P objects/Weapons/Handheld/chat_PF98/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P objects/Weapons/Handheld/chat_PF98/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate pf98_missile
ObjectTemplate.keepProjectiles 15
ObjectTemplate.velocity 205
ObjectTemplate.itemIndex 4
ObjectTemplate.delayToUse 8

ObjectTemplate.activeSafe Sound S_chat_pf98_Fire1P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_eryx/sounds/eryx_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1.0
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_chat_pf98_Fire3P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_eryx/sounds/eryx_fire_3p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0.027/0.7085
ObjectTemplate.minDistance 15
ObjectTemplate.halfVolumeDistance 40

ObjectTemplate.activeSafe Sound S_chat_pf98_BoltClick
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_TriggerClick
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_trigger.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.49
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_chat_pf98_SwitchFireRate
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_Reload1P
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.39
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_Reload3P
ObjectTemplate.modifiedByUser "Owner"

ObjectTemplate.activeSafe Sound S_chat_pf98_Deploy1P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.39
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_chat_pf98_Deploy3P
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/chat_PF98/sounds/pf98_deploy_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.42
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1

ObjectTemplate.activeSafe Sound S_chat_pf98_Zoom
ObjectTemplate.modifiedByUser "Owner"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uslat_at4/sounds/at4_aim.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.8
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
Velocity 205

http://www.military-today.com/firearms/pf_98.htm
Quote:
Muzzle velocity 310 m/s
This should be easy fix by changing scope reticle.

Velocity of 205m/s may have been for balance when it flew forward without affected by gravity, but now it is affected by gravity.
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Last edited by Allahu Akbar; 2017-05-19 at 09:49..
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Old 2017-05-19, 09:54   #13
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

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Default Re: French AT Riflegrenade disporportionate damage

205 m/s might be cause its hard to find proper data on anything chinese. I have no idea if 310 or 205 would be more close to what it really happens. I mean they claim the thing has effective range of 2km.
For zeroing you have to play around with something like this until you get the angles and distances you want.
Then adjust the animations to be at that animation.
Then go in game and test.
Then rage that it is not working cause calculation does not always give correct values. Then try and error until you have it right.

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2017-05-19, 11:54   #14
PLODDITHANLEY
Supporting Member
Default Re: French AT Riflegrenade disporportionate damage

The IRL problem with the FAMAS grenade is the recoil, the french have had to make a special way to hold the rifle and even with that it's a nose breaker.


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Old 2017-05-19, 11:58   #15
[R-CON]​Aleon
PR:BF2 Contributor
PR Server License Administrator
Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by [R-DEV]rPoXoTauJIo View Post
Those values are based on AT rate of fire, and not so systematic. We'll probably ask zwilling to rework AT system aswell
Way too soon

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Old 2017-05-19, 16:02   #16
[R-DEV]​mectus11
PR:BF2 Developer

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Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by Aleon View Post
Way too soon
but muh realism




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Old 2017-05-19, 16:36   #17
[R-DEV]​rPoXoTauJIo
PR:BF2 Developer
Supporting Member

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Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by PLODDITHANLEY View Post
The IRL problem with the FAMAS grenade is the recoil, the french have had to make a special way to hold the rifle and even with that it's a nose breaker.
I guess for realism part we should add damage to shooter when firing

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Old 2017-05-19, 22:47   #18
Allahu Akbar
Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by [R-DEV]Mats391 View Post
205 m/s might be cause its hard to find proper data on anything chinese. I have no idea if 310 or 205 would be more close to what it really happens. I mean they claim the thing has effective range of 2km.
For zeroing you have to play around with something like this until you get the angles and distances you want.
Then adjust the animations to be at that animation.
Then go in game and test.
Then rage that it is not working cause calculation does not always give correct values. Then try and error until you have it right.
I'm sure if you fire it at 45 degrees it might reach out to 2km and kill someone!
(HATillery is do-able in-game?)
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Old 2017-05-19, 23:05   #19
X-Alt
Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by Allahu Akbar View Post
The one in game is AT4-CS.
It's an intentional buff. Non-CS ballistics with the name slapped on, it used to be 220 a long while back.
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Old 2017-05-20, 02:23   #20
Allahu Akbar
Default Re: French AT Riflegrenade disporportionate damage

Quote:
Originally Posted by X-Alt View Post
It's an intentional buff. Non-CS ballistics with the name slapped on, it used to be 220 a long while back.
A buff no one asked for, because 290 is better than every other LAT that does similar/less damage.
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