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#3472834 - 12/12/11 03:12 PM Re: Future Weapon 02: XM-25 [Re: Avimimus]
Meatsheild Online   content
Member

Registered: 03/31/08
Posts: 609
Loc: Peoples Republic of Yorkshire
one thing i did notice tao, is that if you laze a person you see a little puff of blood comeing of em biggrin

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#3475080 - 12/15/11 08:39 PM Re: Future Weapon 02: XM-25 [Re: Taosenai]
Taosenai Offline
ArmA Mission Maker/Tactical Thursday
Member

Registered: 03/29/11
Posts: 616
Loc: U.S.A.
Yep, a side effect of the invisible, no damage bullet. Sometimes it will also cause them to sway backwards violently. seehearspeak

I have decided to try to make a mod version of this with a more true-to-life GUI interface. Going to take my sweet time on it though. It's been a long time since I've done any 3D modeling or texturing, and I'm not much of an artist. Plus I have to figure out how I can create a dynamically moving reticle based on the ranging... I know it can be done; there's a lovely version of the XM-25 for VBS2, according to YouTube videos.

I think the scripting won't be too hard though. Most of what is complex in it now is simply workarounds for having to use scripts instead of a mod.

I will release the scripts version, limitations and all, for anyone to use in few weeks after it has seen a little more testing and refinement on the server. As of right now it's working peachy-keen though, but new issues could crop up in different mission scenarios.
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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#3480941 - 12/24/11 10:47 PM Re: Future Weapon 02: XM-25 [Re: Taosenai]
Taosenai Offline
ArmA Mission Maker/Tactical Thursday
Member

Registered: 03/29/11
Posts: 616
Loc: U.S.A.
A brief update on the mod progress, since I'd rather work on it than talk about it a ton.

The ranging and sighting system is now fully working, with true ballistics (including air friction) taken into account by the targeting computer. What a pain! I can only imagine the formulas used in the real one, which also computes for the velocity changes due to powder burn rate variation based on temperature and altitude. It is extremely accurate out to 500m, as it should be. Beyond that, due to the required barrel elevation it is no longer possible to see the scope picture and the target, so it becomes a very heavy M203, but one which can hit with some precision out to 700 and which can lob to about 1050 meters at perfect barrel elevation.

The interface looks as much like the real scope picture as I can determine from published images and videos. Things that are not implemented, and will not be implemented in the first release: working battery (I cannot find battery life data), programming multiple range memory storage.

The airburst mode is also working well, though I need to continue tuning the shrapnel pattern and damage to be more correct. I am going to see about implementing Window mode, where it explodes after penetration. Need more info on ArmA's penetration model.

I have not started on the 3D model, but I have collected a lot of reference imagery. I will make a beta release with an early model as soon as I have something at all.

Progress has slowed down while I work on a top secret SimHQ project, but I expect to be putting that out very soon and getting back to the XM-25.
_________________________
"It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses."
-- Ueshiba Morihei

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