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
Excellent work! I hope this gets implemented ingame - giving the option of deliberate single fire or where required firing all 6 rounds - just like in the real thing.
Posted: 2008-02-07 23:25
by Gyberg
BloodBane611 wrote: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:
Sorry for trying to help... If you wanted a better answer you should have asked a better question. I did not mean to offend you in any way so there is no need for you to act like an ***....
watch ther video on the right at the end it shows a warrior firing its a lot faster then the current ROF and it sounds a lot different.
that thing says it has anti Helicopter capability to so the current ROF could not hit jack
Posted: 2008-02-08 03:26
by BloodBane611
Sorry for trying to help... If you wanted a better answer you should have asked a better question. I did not mean to offend you in any way so there is no need for you to act like an ***....
Indeed, my comment was a bit unnecessary, and for that I apologize.
What about magsize to 3 and batchsize to 6 or 7?
No dice. I don't really understand how batchsize works, but I haven't been able to get it to affect the mag or the reload point at all.
Posted: 2008-02-08 03:32
by GR34
Why not just add a fire selector on to it with an over heat after 6 rounds. Like mode 1 is How it is not and Fire mode 2 is up 2 six rounds fired off really fast with a heat up 1/2 the way after 3 then all the way after 6. So a pause after the first 3 will simulate the reload of the next "Clip" or a longish cooldown time after firing all 6 to simulate the reload of all 6 rounds!
Posted: 2008-02-08 06:26
by nedlands1
GR34 wrote:Why not just add a fire selector on to it with an over heat after 6 rounds. Like mode 1 is How it is not and Fire mode 2 is up 2 six rounds fired off really fast with a heat up 1/2 the way after 3 then all the way after 6. So a pause after the first 3 will simulate the reload of the next "Clip" or a longish cooldown time after firing all 6 to simulate the reload of all 6 rounds!
Excellent idea. Apparently if you fire all your six rounds off at once it takes quite a while to feed a new round into the barrel. Might I suggest that the 30 mm cannon be only fired in semi-automatic. You still can put a cap on the ROF but it will take extra skill to fire fast and continuously.
Posted: 2008-02-08 14:09
by V4.SKUNK
Yeah , the new fire model is **** on.
The Warrior now needs to be adjusted so it's can't effectivly fire on the move.
Warriors are also very heavily armoured, RPG's simply don't do anything to the vehicle unless it goes through an open hatch and kills some one, or the visual equipment gets hit, or the tracks blown off.
They also can take mine strikes with out destroying the vehicle and ied's. Although EFP,s(explosivly formed penatraters) are lethal and will KO the vehicle.
The idea is for a Warrior to stop in a position and provide fire support for it's infantry.
Only one Warrior has ever been destroyed!!! By an estimated 500kg ied, the vehicle was apparenty opened up like a sardine can.
The Iraqi's in Iraq also said the Warrior was "blessed by Allah" or so my CO's say.
It'd be good as well if all apc's could re-supply infantry when they jump inside.
Posted: 2008-02-08 15:17
by BloodBane611
I forgot to mention that the cannon is already set to semi-auto (which solved the sound problem), and the fire rate is currently only limited by the max ROF of the rarden itself (90 RPM). So the shots in the video are me furiously clicking the mouse to fire, more like CLICK-CLICK-CLICK-BANG than the BANG------BANG------BANG you're seeing.
As far as stabilization goes, I've found it pretty challenging to fire on the move at all regardless of which APC I'm in, unless I'm on a very flat road, so does it still need to be less effective while moving?
For those who don't really know what they're doing:
this goes into bf2/mods/pr/objects/objects_server.zip/vehicles/land/gb_apc_warrior
Make sure you make a backup if you're dropping this into your regular PR directory!
Posted: 2008-02-08 16:44
by Masaq
BloodBane611 wrote:Max ROF is 90 rounds per minute, which is what I found for max ROF after a google search and some reasonably reputable sites.
Ah, so just to confirm - the firing in the second vid is at 90rpm, yeah?
Posted: 2008-02-08 17:02
by strima
V4.SKUNK wrote:
Only one Warrior has ever been destroyed!!! By an estimated 500kg ied, the vehicle was apparenty opened up like a sardine can.
I'd love to know where you get your info from, there have been a lot destroyed over the years. Warrior isn't some form of mystical beast, it's a 22 year old AFV designed to operate on the German plains against Russian opponents not small groups of insurgents in an asymmetric battle.
Posted: 2008-02-08 17:39
by Masaq
strima wrote:I'd love to know where you get your info from....
is a pretty good brief description of the warrior.
First thing that sprung out to me was - 3 belonging to the 1st Staffordshires were destroyed in Kosovo.
Admittedly, by Mavericks from A-10s firing them on friendly forces, but still, they were destroyed.
Myth : BUSTED
Posted: 2008-02-08 19:08
by V4.SKUNK
strima wrote:I'd love to know where you get your info from, there have been a lot destroyed over the years. Warrior isn't some form of mystical beast, it's a 22 year old AFV designed to operate on the German plains against Russian opponents not small groups of insurgents in an asymmetric battle.
It might be 20odd years old, but at the end of the day only 1 has been completely destroyed. Obviously others have been damaged beyond repair but the fact of the matter is hardly any one has been killed using the vehicle, except the bomb i stated and the odd efp getting passenegers inside.
IMO for this mod the warrior should have to stop to fire it's weapons.
Posted: 2008-02-08 21:56
by strima
The two hit by the A10's on Op Granby weren't exactly in good condition, I should know as I did the final clean before they went to RARDE for evaluation. But this is detracting from the thread.
I think this mod is pretty spot on, for an accurate shot the vehicle has to be stationay as in real life. You can still fire on the move but you waste a lot of ammo before getting a decent hits. IMO the only thing that needs sorting out is the engine noise as it sounds like the pathetic old MK1 FV432's which were petrol, IRL the Warrior growls and always makes me smile when I put my boot down.
Posted: 2008-02-09 03:16
by nedlands1
BloodBane611 wrote:No dice. I don't really understand how batchsize works, but I haven't been able to get it to affect the mag or the reload point at all.
Batchsize > 1 makes buckshot. Reload amount changes how much it reloads at a time. Use it in conjunction with "ObjectTemplate.ammo.firstShotExtraTime" and
"ObjectTemplate.ammo.lastShotExtraTime", IIRC, to get the desired 3 rounds loaded at a time.
Posted: 2008-02-09 04:07
by Liquid_Cow
So let me get this straight...
The Brits use APFSDS rounds in a rifled gun for their MBT and a hand loaded "auto" cannon on their IFV... it is 2008, right? no wonder they lost their empire
Seriously, thanks for all the info from the experts, sometimes I hate reality. Serious question, IRL how does the 30mm perform vs the 25mm of the US guns? Would you be able to take on a serious armor threat from older MBT's? I've heard that the Bradly successfully engaged T-72's in the 1st Gulf War (from side and rear).
Maybe we need to bring the Swedes with their CV9040 as the ultimate IFV
Posted: 2008-02-09 04:31
by BloodBane611
That was the impression I was under for batchsize nedlands, what made me question it was jonny's idea that it would be able to affect mag size. Good to hear I'm not nuts. As far as "ObjectTemplate.ammo.firstShotExtraTime" and "ObjectTemplate.ammo.lastShotExtraTime" go, they simply allow you to align the animation correctly with the reloading counter. First shot extra time is to allow a shotgun to be moved upwards in order to be loaded from below, while last shot time is to allow it to be moved back into position to fire without being able to actually fire.
Posted: 2008-02-09 04:54
by nedlands1
BloodBane611 wrote:As far as "ObjectTemplate.ammo.firstShotExtraTime" and "ObjectTemplate.ammo.lastShotExtraTime" go, they simply allow you to align the animation correctly with the reloading counter. First shot extra time is to allow a shotgun to be moved upwards in order to be loaded from below, while last shot time is to allow it to be moved back into position to fire without being able to actually fire.
Yeah. That's what it says in the CommandDescriptions.xls file. I think if you set the reload time to "0" and put the first shot extra time to say "3" you will reload all 3 rounds at once after 3 seconds which is what you want instead of individual rounds.
Posted: 2008-02-09 12:59
by nedlands1
Jonny wrote:I could really use that XLS file, sounds a lot better than the MDT site.
C:\Program Files\EA GAMES\Battlefield 2\bf2editor\Help. Need the editor installed I think