[ATGM] 9K111 AT-4 Spigot

Making or wanting help making your own asset? Check in here
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

[ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

There is not many more details, but I'd like to discuss it on the forum.

The 9K111 Fagot (Russian: Фагот; "bassoon") is a second-generation tube-launched SACLOS wire-guided anti-tank missile system of the Soviet Union for use from ground or vehicle mounts. The 9K111 Fagot missile system was developed by the Tula KBP Design Bureau for Instrument Building. "9M111" is the GRAU designation of the missile. Its NATO reporting name is AT-4 Spigot. it is officially used by Russia and Ukraine in present time.

it was actively applied in the war in Chechnya by chechen separatists. Appliend by a lot of groups of rebels and terrorists in Sirya Civil War.

I have conceived to make this model especially for Militia faction. They have tanks, APCs in an asset, but shoot from old SPG-9. This AT-4 Spigot is something intermediate, between SPG-9 and ATGM of new generation. The Militia faction is on many maps, for her regularly plays many people and many face such problem that SPG-9 is useless in some cases. Of course to fractions of Hamas and Iraq Insurgents have to stay with SPG-9. But Militia deserves have ATGM of old generation like AT-4 Spigot. (sorry for my english)

The moments with which there can be difficulties

1.shooting is lying
2.specific sound before start of the rocket
3.before start of the rocket, the pipe cover opens
4.During a shot left and right of a pipe the red flame escapes

Some photos and screenshots:

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

There are many types of missle

9M111 Fagot (NATO: AT-4 Spigot and AT-4A Spigot A) Entered service in 1970. Maximum range 2,000 m (6,600 ft; 1.2 mi), minimum 70 m (230 ft). Warhead 400 mm versus RHA or 200 mm towards armour inclined at 60?[6]
9M111-2 Fagot (NATO: AT-4B Spigot B) Slightly improved version.
9M111M Faktoriya (Trading post) or Fagot-M (NATO: AT-4C Spigot C) Improved motor, longer guidance wire. Maximum range 2,500 m (8,200 ft; 1.6 mi), mimimum 75 m (246 ft). Improved single HEAT warhead; penetration 400 mm versus RHA or 230 mm towards armour inclined at 60?[6][7][8] (some publications claimed 9M111M to have tandem HEAT warhead).

Image
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [ATGM] 9K111 AT-4 Spigot

Post by anantdeathhawk »

Looks like a promising ATGM with very low profile,means it will be harder to detect at distance and under foliage. :razz:
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

And it will be possible to include this complex for militia faction ?

I am concerned by these moments whether really will be to carry out them. Especially to me the first two points are important how to make all this?

1.shooting is lying
2.specific sound before start of the rocket
3.before start of the rocket, the pipe cover opens
4.During a shot left and right of a pipe the red flame escapes
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: [ATGM] 9K111 AT-4 Spigot

Post by Mats391 »

Nice stuff. There already is a AT-4 model floating around from POE2. Not sure what is up with it and if we have permission to use..
From your list everything seems possible. Not 100% on 2., but should be possible.
Image

Mineral: TIL that Wire-guided missiles actually use wire
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: [ATGM] 9K111 AT-4 Spigot

Post by Jacksonez__ »

[R-DEV]Mats391 wrote:Nice stuff. There already is a AT-4 model floating around from POE2. Not sure what is up with it and if we have permission to use..
From your list everything seems possible. Not 100% on 2., but should be possible.
But is

2.specific sound before start of the rocket

really that needed? I mean every rocket has that rocket motor sound before that actual launch and that sound is not featured in PR.

https://www.realitymod.com/forum/f388-p ... -atgm.html

This guy was modding 9M1133 Kornet but I think he isn't working on that no more. When you compare these two, they are pretty much alike.

9M133 Kornet (NATO: AT-14 Kornet
Image

9K111 Fagot (NATO: AT-4 Spigot)
Image

Fagot (circa 1970) is around 20 years older than Kornet (circa 1998 ). But why not have both.
Last edited by Jacksonez__ on 2016-05-26 16:10, edited 3 times in total.
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: [ATGM] 9K111 AT-4 Spigot

Post by Mats391 »

Jacksonez__ wrote:But is

2.specific sound before start of the rocket

really that needed? I mean every rocket has that rocket motor sound before that actual launch and that sound is not featured in PR.
To be fair most ATGM have some sound before launch and we do not represent it in game, so probably wont do for this either.
Kornet and Fagot are two different generations of ATGM. The Kornet would be more for Russia and Fagot for Militia i suppose. At the end of the day we cant have enough of these so we can finally remove HJ-8 from some factions. :)
Image

Mineral: TIL that Wire-guided missiles actually use wire
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

https://www.youtube.com/watch?v=dIDHfr0-JlM

Sound at this complex very distinct and ringing, but if it takes away too much time and forces, then it is possible to forget this point. But I ready do that if me told how to change a sound
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

Edited tube
Image
Image

thickness of the lower pipe is various, depends on rocket type
Image
Image
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: [ATGM] 9K111 AT-4 Spigot

Post by agus92 »

Lookin' sharp!
User avatar
Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: [ATGM] 9K111 AT-4 Spigot

Post by Mr.VdHeide »

I agree, looks like a good model!

Keep up the good work,




Dj.
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

Image


I decided to stop at this point , would be to add a few small parts , but decided do not . Soon, I proceed to create the UV
User avatar
Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: [ATGM] 9K111 AT-4 Spigot

Post by Mr.VdHeide »

Could you maybe give us some wire frame screenshots? There are some on the 1st page and the model looks pretty good there but it would still be good if we could have a look at it before you start UV mapping. Even though the UV maps usually change well when making modifications in polygon mode.

Also, how is your triangle count? There is no such thing as a polygon in BF2, only triangles as you may know.


Keep up the good work,




D.J.
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

Image
Image
Image

I need to consult with rPoXo, I for the first time hear about "triangle count"
Madar_al_Fakar
Posts: 225
Joined: 2015-04-02 20:28

Re: [ATGM] 9K111 AT-4 Spigot

Post by Madar_al_Fakar »

This will be a great asset man, nice job :)
User avatar
Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: [ATGM] 9K111 AT-4 Spigot

Post by Mr.VdHeide »

Tri count says something about how many triangles there are in your model. For example; A model consisting out of 100 polygons with each polygon having 4 corners, will have a triangle count of 200. Simple math:

Image

But don't worry, tri count is something you can just set up in 3ds Max 9 really easy. Here is a little how to:

Image

Image


MAKE SURE TO CHECK THE 'show statistics in active view' BOX!


When we know the triangle count of your model we can say something about how well optimized the model is. I guess your tri-count is about 10.000. now. Which is sort of high compared to the other stationary ATGM's in game which all have about 4.000. triangles.

So you will probably have to optimize this model a little more. Just a couple of things I see:

1. The cylinder is very round. If you would give it less sides you will save many triangles. Same goes for most of the round parts in your model, you should give them less sides to save triangles.
2. The sections I marked red are completely useless, they are a waste of triangles and should be removed. I see them on the launch tube, but also on the smaller parts. Remove them.


Image




Good luck,




D.J.


PS: next time give us some close ups for more detailed feedback.
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

Ok, I will
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [ATGM] 9K111 AT-4 Spigot

Post by CaptMiller »

p3d.in - 9K111 some shit with shadows on this site
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [ATGM] 9K111 AT-4 Spigot

Post by Mineral »

Those 'shadows' are issues with smoothing on your model. You can read some info in this recent thread on that: https://www.realitymod.com/forum/f388-p ... ndard.html
Image
Post Reply

Return to “PR:BF2 Community Modding”