Rate Of 30mm. Fire on Warrior/Scimitar

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BloodBane611
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Post by BloodBane611 »

Alright, I've done some messing with the Rarden for the Warrior. Here's a short video:

http://www.youtube.com/watch?v=QH_wVwwXjiA]YouTube - Current PR rarden vs 90 rpm 6 round clip Rarden[/youtube]

The first 10 seconds are the current firing mode - 60 RPM with a large mag size. The following 20 seconds are as follows:
  1. 6 rounds (1 magazine) HEI fired
  2. 10 second reload time
  3. 6 more rounds HEI fired
Now the sound is still off for the fire rate of the modified ROF, but that's a more complicated setting and I was just making a small demonstration. The reload time probably needs to go down, but overall I think this is an easy proposition to change it up. So I'd appreciate input from all sides, but mostly I want to know this: If I make it right, are the DEVs interested in it? I'll fix it for both warrior and scimitar, along with sound (once I figure that out), but not if there's no interest.
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Pain
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Post by Pain »

Why not make apc guns semi automatic like a pistol?

You will get limited mag size with 10-12 rounds and more mags in the apc for each ammo(10-15 clips each ammo type) and a reaload time of 10-15 secs between clips?

You can single shot then and if you want rapidfire you have to pull the trigger(or push your mouse ;) ) multiple times.
strima
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Post by strima »

I say leave the settings as they are.

http://www.youtube.com/watch?v=lVDhoC99gNQ[/youtube]

Not the best video but that's what it's like in the real world.
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Rudd
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Post by Rudd »

BloodBane611 wrote: Now the sound is still off for the fire rate of the modified ROF, but that's a more complicated setting and I was just making a small demonstration. The reload time probably needs to go down, but overall I think this is an easy proposition to change it up. So I'd appreciate input from all sides, but mostly I want to know this: If I make it right, are the DEVs interested in it? I'll fix it for both warrior and scimitar, along with sound (once I figure that out), but not if there's no interest.
I think its excellent, but wont ppl just stick the higher rates of fire?
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nedlands1
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Post by nedlands1 »

Jonny wrote:Needs to be modelled as a shotgun, have a look at the code for it and try to move it over to the rarden. I would do it myself but am busy with coursework, so I can only give you a few pointers.
That's right. Make it reload 3 rounds at a time too.

EDIT: Had a think, can/would you reload the 3 round clips when it is still firing? If it was setup with 6 round magazines it would have to stop to reload ingame.
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Eddie Baker
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Post by Eddie Baker »

[R-CON]nedlands1 wrote:EDIT: Had a think, can/would you reload the 3 round clips when it is still firing? If it was setup with 6 round magazines it would have to stop to reload ingame.
No, it has already been stated that you cannot reload the feed chute while the weapon is firing. The feed chute holds 5 and 1 in the chamber.
BloodBane611
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Post by BloodBane611 »

Alright, I'll work on doing the shotgun system. I'll report back here when I'm done.
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fludblud
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Post by fludblud »

strima wrote:I say leave the settings as they are.

http://www.youtube.com/watch?v=lVDhoC99gNQ[/youtube]

Not the best video but that's what it's like in the real world.
firing on a range is slightly different from fighting for your life against a horde of insurgents with RPGs
Burlock
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Post by Burlock »

fludblud wrote:firing on a range is slightly different from fighting for your life against a horde of insurgents with RPGs
the current rof is fine against troops but it just suxs against armour, im sure he brisitsh do currently use it on a much slower rof because its more effective that way for the type of weapon they have, but how often do they come up against a enemy APC or TANK? if they did im sure they would not fire the way they do if thay have a good chance of nocking it out and a good shot on it, they would fire off everything and hit cover or just run away. they wouldent just sit there slowly firing it and get pummeled
V4.SKUNK
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Post by V4.SKUNK »

fludblud wrote:firing on a range is slightly different from fighting for your life against a horde of insurgents with RPGs
Hi!!!
This is my first post.
Any way in the British Army (3yorks)
We use Warriors, they are designed to support infantry.
They can have 6 rounds(2x3) loaded into the Rarden, the reason for this is so you can mix and match ammo as needed.
In reality Warriors are nearly immune to RPG's except the newer ones with tandem warheads, all others simply bounce of the armour. Warriors can also take mines and ieds, but EFP's are lethal.
I hope this helps....
PS/ i can't wait to play project reality!!! I've spent all night DLing 0.7 only to find out i have to DL the map pack :roll: I'll join you all in about 5 hours when the DL is done :mrgreen:
BloodBane611
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Post by BloodBane611 »

They can have 6 rounds(2x3) loaded into the Rarden, the reason for this is so you can mix and match ammo as needed.
Are these rounds always loaded as 3 round clips? Or does mix and match mean that they can be loaded singly?
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Gyberg
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Post by Gyberg »

'[R-DEV wrote:Rhino;567813']It is loaded with 2x 3 round clips, which I have a pic of here:
Image)
Picture and text taken from the first page of this thread.....
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Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
BloodBane611
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Post by BloodBane611 »

Oh wow gyberg, I never saw that before, thanks!

/sarcasm

My question was whether a loader can ONLY drop in 3 rounds, or if it always is topped off to 6 rounds. TBH it would make my job easier if the loader always made sure that the feed chute is full, and it wouldn't make sense to drive around with only 4 or 5 rounds in the chute if you already are limiting your rate of fire for reloading time.

Believe me, I'm not retarded, and I have done WAY more thinking about this subject than you have. I don't ask idle or meaningless questions.


*EDIT* Some more rarden info, which I'd like confirmed/denied if possible:
[quote="'Rarden - ARRSEpedia']the first round (6 can be loaded in one go) having to be handcranked into the breach.[/quote]
Last edited by BloodBane611 on 2008-02-06 13:22, edited 1 time in total.
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BloodBane611
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Post by BloodBane611 »

I hate to double post, but it's for a good cause, I promise.

Here's my updated rarden:
http://www.youtube.com/watch?v=As9w4D-f3Vw[/youtube]

Vid contains the following:
  • 4 rounds fired
  • reload - about 3 secs
  • 2 rounds fired
  • reload - about 2 secs
  • 6 rounds fired
  • reload - about 4.5 secs
Based on some info from V4.SKUNK and what has previously has been posted in this thread, I think that's as close as it's going to get. There are no commands that control the amount of ammo that can be reloaded at a time, so there cannot be a 3x reload for a 6x magazine. Also, reloading cannot be interrupted mid-cycle, so you must reload all the rounds you can. But this does effectively represent at least a few limitations of the rarden:
  • Rate of Fire - 90 RPM
  • Reload Time - 2 seconds for 3 rounds, 4 seconds for 6 rounds
  • Limited Magazine - 6 rounds
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Masaq
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Post by Masaq »

That looks pretty good. How quickly can all six shots be fired off?

Also, ARRSE is pretty accurate on technical facts; it's maintained by squaddies and they filter out imposters with a passion I've not seen since the last time I saw a fat bloke in a donut shop.

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BloodBane611
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Post by BloodBane611 »

'[R-MOD wrote:Masaq']That looks pretty good. How quickly can all six shots be fired off?
Max ROF is 90 rounds per minute, which is what I found for max ROF after a google search and some reasonably reputable sites.
'Jonny' wrote:did you try
ObjectTemplate.ammo.reloadAmount ??????
Yes. ObjectTemplate.ammo.reloadAmount only dictates whether you are using a magazine or not. When set to 0 (or not present) each magazine you see on the HUD counts for the full mag size as given by ObjectTemplate.ammo.magSize. When set to 1 each magazine in the counter is only 1 round, as in the system above. Any values other than 0 make it act as if the value is 1. It's designed to distinguish between weapons that are going to have multiple reload animations (aka shotgun reloading multiple rounds) and ones with only a single animation (aka everything else).
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