[QUOTE=noobcake;29920870]Having multiple weapon packs that fuck with ammo types in their own different way makes me sad because inconsistencies :saddowns:[/QUOTE]
Whaddaya mean?
The ammo types in my pack are correctly named and go to their proper weapons, so there's no oddity there
Glock please!;D
[QUOTE=joeapache;29921621]Glock please!;D[/QUOTE]
Any preferences for a particular make or caliber?
Ugmm I'd like to see a glock 17 which is a 9mm, or a glock 23 which is compact .40 cal. :D
[QUOTE=Jackarunda;29921326]Whaddaya mean?
The ammo types in my pack are correctly named and go to their proper weapons, so there's no oddity there[/QUOTE]
I mean where StriderMinigun may be renamed to 9x19MM Parabellum in one pack, and be renamed to .50BMG in another.
[QUOTE=noobcake;29922366]I mean where StriderMinigun may be renamed to 9x19MM Parabellum in one pack, and be renamed to .50BMG in another.[/QUOTE]
Oh damn....... well, I just went with the way the ammo types are listed on the Garrysmod Wiki
[url]http://wiki.garrysmod.com/?title=Ammo_type[/url]
So IMHO I think my designations are the most justified, but yeah I see what you mean :/
[QUOTE=Jackarunda;29922829]Oh damn....... well, I just went with the way the ammo types are listed on the Garrysmod Wiki
[url]http://wiki.garrysmod.com/?title=Ammo_type[/url]
So IMHO I think my designations are the most justified, but yeah I see what you mean :/[/QUOTE]
I'm pretty sure the wiki's just like that because someone who used Mad Cow's weapon base didn't realize the magic of Language.Add.
[QUOTE=Blargh123;29931764]I'm pretty sure the wiki's just like that because someone who used Mad Cow's weapon base didn't realize the magic of Language.Add.[/QUOTE]
Lol, I think you're right.
Still, seems like the first step to establishing some kind of standard, no?
[editline]19th May 2011[/editline]
I mean, do [i]you[/i] have any idea how I should name them?
I'm not opposed to renaming all my ammo types, if there's some more accepted designations out there or something...
If you're taking requests, have you ever thought of doing a Colt M1911 pistol?
Facepunchers go crazy for that gun, for some reason.
[QUOTE=ROFLBURGER;29934465]If you're taking requests, have you ever thought of doing a Colt M1911 pistol?
Facepunchers go crazy for that gun, for some reason.[/QUOTE]
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU---
ROFLBURGER
ok.... ok.... calm down..... ok....
*sigh*
look at the previous page, last post (by me)
:)
[QUOTE=Jackarunda;29915197]Oh... I had kinda forgotten about that, I think I'll get to work on it now after I'm done adding the .22
Sounds fun :D[/QUOTE]
Hahaha, fair enough. Can't wait to see it.
OOH, can you make it so you can only fire while crouching? Kinda like a LAW?
[QUOTE=Lol-Nade;29944491]Hahaha, fair enough. Can't wait to see it.
OOH, can you make it so you can only fire while crouching? Kinda like a LAW?[/QUOTE]
Well, why?
Because of the recoil? I 'spose I could do that...
It's going to be a soft-launch system, of course unless you're using it in unguided mode, I never thought the recoil would be bad on things like that... but then again I've never fired a shoulder-held AT weapon IRL :V
[editline]20th May 2011[/editline]
Right now the hardest thing by far is the velocity and force calculations for a homing missile that leads it targets, taking its own speed into account to put itself on a collision path with its target... gosh damnit, I can't even [i]imagine[/i] what kind of genius it must take to construct a missile like this in real life because I'm doing it in gmod and it's hard as fuck o_O
[QUOTE=Lol-Nade;29944491]Hahaha, fair enough. Can't wait to see it.
OOH, can you make it so you can only fire while crouching? Kinda like a LAW?[/QUOTE]
Well technically its not impossible to fire one while standing, its just that the recoil will blow you away and you wont hit anything, unless the sky counts of course.
[QUOTE=elowin;29961244]Well technically its not impossible to fire one while standing, its just that the recoil will blow you away and you wont hit anything, unless the sky counts of course.[/QUOTE]
Y'all don't seem to understand a thing about military anti-tank hardware.
It's a ROCKET - LAUNCHER it just GUIDES a rocket as the ROCKET takes off. [b]The rocket propels itself[/b] and therefore does not ever throw significant recoil forces to the launch tube or consequently to the user. You're just holding it in a tube (to point it at things) until it ignites its motor charge and takes off [i]under its own power[/i]. It's not like you're throwing an inert 6 kg projectile with force alone. It's not a cannon.
This is a quote from a previous post of mine:
"I never thought the recoil would be bad on things like that.."
I wasn't about to say NO because I know I've been wrong in the past, but my basic ability to judge the operations of weaponry in regards to physics has not failed me this time. Upon further research, I have found that it is indeed the case that shoulder-fired rocket and missile systems do not have significant recoil.
[editline]21st May 2011[/editline]
And I've already constructed my missile launcher to be one of those neato soft-launch systems (think Javelin)... but even in this case, the missile itself has its [i]own[/i] "throwing" charge to chuck itself out of the launcher. IRL they do this for 3 reasons:
1: make the dangerous backblast of the missile's motor ignition farther away from the user.
2: the since the missile's actual ignition occurs some 10-20 feet in front of the user, the misderection can be useful in preventing the enemy from backtracing the missile's smoke trail to its origin.
in my SWEP, I did this for those two reasons, and for two more:
1: the missile needs to align itself with its proper flight trajectory free of obstructions before it takes off
2: it just looks so fucking cool -->
[url]http://www.youtube.com/watch?v=S3iA5KCa16s[/url] skip to 0:27 to see him fire that motherfucker :D
[url]http://en.wikipedia.org/wiki/Recoilless_rifle[/url]
Basicly modern AT weapons have backblast that make the recoil slim to none
[QUOTE=laxplayer77alt;29963991][url]http://en.wikipedia.org/wiki/Recoilless_rifle[/url]
Basicly modern AT weapons have backblast that make the recoil slim to none[/QUOTE]
'eeyup.
[QUOTE=Jackarunda;29961780]
[url]http://www.youtube.com/watch?v=S3iA5KCa16s[/url] skip to 0:27 to see him fire that motherfucker :D[/QUOTE]
Oh wow
BIS must have pulled the sound for their man-portable AT weapons from this video; that's like exactly the same sound they make in Arma2
[IMG]http://i51.tinypic.com/16hjn77.jpg[/IMG]
I CONCLUDED BASED ON THIS ANALYSIS
that the mortar needs more power, and that the missile will have about as much explosive power as the grenade.
yes the missile is the biggest, but once you see what it can do you will understand why so much of it has to be filled with electronics. I opted for "precise-and-high-performance-with-a-smaller-than-average-explosion-radius" as opposed to "slow-and-imprecise-with-a-big-explosion-radius" because that's just the way JI does things.
that's why I'm going to make the mortar more powerful. You need precision ordnance on target, but you don't need to be [i]so[/i] insanely precise as would require a ridiculously high-tech JI Missile? Then use the mortar. It makes quite a boom.
If any of y'all disagree then comment. If no comments I will assume everyone's alright with this.
The missile will be hi-damage low-radius, for precision punching through armor of moving targets, right?
[QUOTE=noobcake;29980699]The missile will be hi-damage low-radius, for precision punching through armor of moving targets, right?[/QUOTE]
I was thinking actually that instead of modern missiles (which are only used against vehicles, mind you) in that they are mostly HEAT to punch through armor, my missile will have a simple fragmentation charge for anti-personnel use. There really aren't any vehicles in gmod, but I'm thinking I could have multiple missile types. One with large explosion radius for anti-personnel, exactly like the M67, and one that's more like the DetPack with a small explosion radius and high prop-dewelding-destruction capabilities for punching through people's contraptions (like armored cars)
I also have a kinetic missile variant up and working (kinetic missile oxymoron lol).
It's cheaper than the frag missile and MUCH cheaper than the HEAT missile, so it's used for practice and for SUPER PRECISE killing of individual targets, because my missile is already accurate enough to nail you square in the chest when you're flying through the air. All it is is a heavier missile that doesn't explode, and it has the same flight characteristics as the other two. Just kills you with impact damage. Would also smash your car half-way across the map better than the frag missile.
Try to recreate a HEAT rocket. Might be hard, but make the explosion pierce metals.
[QUOTE=zombini;29980822]Try to recreate a HEAT rocket. Might be hard, but make the explosion pierce metals.[/QUOTE]
Perhaps not the explosion per-se, but I'm thinking of (first checking if the material is thin enough, and of course taking into account the actual material the thing is made of, and then) firing a cone of bullets through the other side and making a small explosion on the other side of the prop.
Or maybe I should just make HEAT the only type of missile available... what do you guys think? I mean because you already have the grenade and the mortar for both near-and-far anti-personnel use, perhaps the missile should just be for penetrating bunkers and armored vehicles (and fucking up any player you decide to lock it onto)
[editline]21st May 2011[/editline]
That's what a HEAT projectile does pretty much, it explodes in such a manner that it cuts a hole in the target with molten metal and sprays it through the other side
[editline]21st May 2011[/editline]
And speaking of explosives, how are you all finding the JI Fuzing Kit?
You realize that with it you can just spawn a bomb, right click on it, then left click to explode; it's really convenient and fast
and you can customize the triggering conditions all over the place if you want to
[editline]21st May 2011[/editline]
I mean, you know now how incredibly simple it it to create a minefield (or will be, once I release the lastest update in which I've already given all the det types an option to arm-on-signal)?
[QUOTE=Jackarunda;29980918]Perhaps not the explosion per-se, but I'm thinking of (first checking if the material is thin enough, and of course taking into account the actual material the thing is made of, and then) firing a cone of bullets through the other side and making a small explosion on the other side of the prop.
Or maybe I should just make HEAT the only type of missile available... what do you guys think? I mean because you already have the grenade and the mortar for both near-and-far anti-personnel use, perhaps the missile should just be for penetrating bunkers and armored vehicles (and fucking up any player you decide to lock it onto)
[editline]21st May 2011[/editline]
That's what a HEAT projectile does pretty much, it explodes in such a manner that it cuts a hole in the target with molten metal and sprays it through the other side
[editline]21st May 2011[/editline]
And speaking of explosives, how are you all finding the JI Fuzing Kit?
You realize that with it you can just spawn a bomb, right click on it, then left click to explode; it's really convenient and fast
and you can customize the triggering conditions all over the place if you want to
[editline]21st May 2011[/editline]
I mean, you know now how incredibly simple it it to create a minefield (or will be, once I release the lastest update in which I've already given all the det types an option to arm-on-signal)?[/QUOTE]
The fuzing kit is pretty awesome, at first I thought it was there just so wiremod illiterate people could do something with the explosives, but damn it is nice.
You could try improving how you use the mortar, maybe add an indicator of how far and how high the shell will go, so you just use the binoculars to know the distance and them adjust the power and inclination to suit your needs.
Hey Jack, do you think your weapons would conflict with Siminov's WWII sweps? The fact that they both run off a modified Mad Cow base & all...
Right now the only reason I have his and not yours is that his has a motherfucking tommygun, not to mention a garand and... Well, this is not the place to discuss this. My question remains, because I would like to have both.
[QUOTE=filipegroh;29986818]You could try improving how you use the mortar, maybe add an indicator of how far and how high the shell will go, so you just use the binoculars to know the distance and them adjust the power and inclination to suit your needs.[/QUOTE]
Since the mortar's inception I wanted a ballistic calculator to go with it, but finding out gravitational acceleration in gmod has proven very difficult so far. There are some variables and coefficients I need in order to make the formula you see, but I'll work on it.
[editline]22nd May 2011[/editline]
[QUOTE=noobcake;29989723]Hey Jack, do you think your weapons would conflict with Siminov's WWII sweps? The fact that they both run off a modified Mad Cow base & all...
Right now the only reason I have his and not yours is that his has a motherfucking tommygun, not to mention a garand and... Well, this is not the place to discuss this. My question remains, because I would like to have both.[/QUOTE]
They shouldn't conflict, no... perhaps I will try them out regardless.
And honestly, I don't want any weapons from a bygone era in the pack, sorry. The M1911 is only here because it's the only WWII weapon still in widespread use and has modernized versions (Kimber etc). If WWII weapons are your cup of tea, that's just fine :)
[editline]22nd May 2011[/editline]
The next firearms going into the pack are going to be two MP5s and an M14 just so y'all know.
[QUOTE=Jackarunda;29991854]Since the mortar's inception I wanted a ballistic calculator to go with it, but finding out gravitational acceleration in gmod has proven very difficult so far. There are some variables and coefficients I need in order to make the formula you see, but I'll work on it.
[editline]22nd May 2011[/editline]
They shouldn't conflict, no... perhaps I will try them out regardless.
And honestly, I don't want any weapons from a bygone era in the pack, sorry. The M1911 is only here because it's the only WWII weapon still in widespread use and has modernized versions (Kimber etc). If WWII weapons are your cup of tea, that's just fine :)
[editline]22nd May 2011[/editline]
The next firearms going into the pack are going to be two MP5s and an M14 just so y'all know.[/QUOTE]
A bygone era as it may be, coach guns are still in production today, and if you added one of those to the pack I'd swap back in an instant, but the choice is yours.
I found a glitch with the viewmodel for the M9. After reloading once, a black spike looking thing shows up on the back end of the gun, and i'm using a fresh install.
[QUOTE=zombini;29995895]I found a glitch with the viewmodel for the M9. After reloading once, a black spike looking thing shows up on the back end of the gun, and i'm using a fresh install.[/QUOTE]
Hurk.
Press F12 in game, then upload the pic and post the link, 'cause I don't what you mean :S
I'm about to release an update too. The Missile Launcher won't be done for a good while because there's so much to be done for it. However I did add 3 new pistols and one new ammotype and a mortar ballistic calculator and new fuzekit features and better recoil and new ammo spawnicons, so I want you guys to have those things to play with while I work on the missile launcher.
[editline]22nd May 2011[/editline]
Update out.
...
...
...
Alright, if you want to screw around with the 5% complete missile launcher, type "give weapon_jack_launcher" in the console. Don't tell me about any problems with it because it's 5% complete.
Thanks for not addressing my post. :colbert:
I hope you don't take the path of Teta Bonita and die for a few years, only to return for a few days for a couple fixes.
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