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EGM<P>



Joined: 17 Feb 2008
Posts: 136
Location: ENSCHEDE-NETHERLANDS

PostPosted: 2008-06-06 12:38:57    Post subject: Reply with quote

Carpetsmoker wrote:
Quote:
Do military boots really do such a loud and clean noise like a step-shoe?


I know for a fact that Dutch ones don't.

ha it would certainly piss me off, if my position would be given away by shoe noise, at night sounds usually travel further because alot of daytime background noise isnt there, so you could hear people walking over hundreds of meters, stealthy behavior becomes a necessaty then
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EGM<P>



Joined: 17 Feb 2008
Posts: 136
Location: ENSCHEDE-NETHERLANDS

PostPosted: 2008-06-06 12:42:36    Post subject: Reply with quote

this kinda reminds of the boots from WW2 used by the wehrmacht they had steel nails or so under the sole, made alot of noise.
absolutely not stealthy Very Happy
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-06-06 14:43:05    Post subject: Reply with quote

Time for a short context switch:

I got to work on the M4A1improvements mutator (still without official permission - so don't expect this on a server anytime soon) and found a backup irons aim position that seems acceptable to me. It's shown in the pictures below:
- the first indicates the point of aim using backup irons.
- the next four show the impact of the bullet when aiming with irons. You'll notice, that the impact wanders up with range, which most probably is due to the shift of line-of-sight - I'm not sure if I could correct this and even less sure I actually want to, since at close range it works fine, and if you're not using your ACOG at ranges above 50m you probably should have taken irons in the first place.
- the last four pictures show the (unchanged - I admit I was a tad nervous about this) point of impact when aiming with the ACOG. All deviation from the exact center are caused by poor marksmanship of mine Mr. Green.

On a sidenote I must admit that exchanging a weapon (with attachments, that is) is a lot more pain in the ass than I thought at first, but I'm pretty sure I now found a way, that eliminates most problems and yields the expected results.
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"Anything you do can get you killed, including doing nothing."

"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009


AimView for Backup Irons on M4 with ACOG. Impact, Irons, 15m Impact, Irons, 25m Impact, Irons, 50m Impact, Irons, 100m Impact, Scope, 15m Impact, Scope, 25m Impact, Scope, 50m Impact, Scope, 100m
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Psychomorph



Joined: 21 Jan 2008
Posts: 384
Location: Europe

PostPosted: 2008-06-06 22:45:35    Post subject: Reply with quote

Looks good enough for me. Maybe the backup sight aim could have the gun closer to eye?

What weapon position value did you use?
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-06-07 06:39:02    Post subject: Reply with quote

Psychomorph wrote:
Looks good enough for me. Maybe the backup sight aim could have the gun closer to eye?

Shouldn't be a problem, though that will make the view more obstructed.

Psychomorph wrote:
What weapon position value did you use?

Uhm, weapon position value? If this is the variable called AimView then it's basically the same as in Carpets original release just a tad higher, and a slight touch to the right IIRC. Otherwise: weapon position value? (in case you thought I'm a competent modder this delusion is now taken from you Mr. Green)

Edit: The variable is of course called AimViewOffset. The values used are: (X=-0.350,Y=0.040,Z=0.260). The pictures below indicate a change of the X-Variable, the first being -350, the second -400 and the third -450.
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"Anything you do can get you killed, including doing nothing."

"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009


Iron sight view (X -350) Iron sight view (X -400) Iron sight view (X -450)
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2008-06-07 10:35:35    Post subject: Reply with quote

EGM<P> wrote:
Carpetsmoker wrote:
Quote:
Do military boots really do such a loud and clean noise like a step-shoe?


I know for a fact that Dutch ones don't.

ha it would certainly piss me off, if my position would be given away by shoe noise, at night sounds usually travel further because alot of daytime background noise isnt there, so you could hear people walking over hundreds of meters, stealthy behavior becomes a necessaty then


Actually, this is because the wind is different, during the daytime the sun heats the ground and air, causing the air to rise and then go sideways.
During night, the air cools, and goes down and then sideways (along the ground).

This is why sounds are louder during the night.
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EGM<P>



Joined: 17 Feb 2008
Posts: 136
Location: ENSCHEDE-NETHERLANDS

PostPosted: 2008-06-08 10:53:40    Post subject: Reply with quote

Carpetsmoker wrote:
Actually, this is because the wind is different, during the daytime the sun heats the ground and air, causing the air to rise and then go sideways.
During night, the air cools, and goes down and then sideways (along the ground).

This is why sounds are louder during the night.


ehm the environment in wich you are is also a big factor and of course the actual weather conditions may affect the sound level too
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Psychomorph



Joined: 21 Jan 2008
Posts: 384
Location: Europe

PostPosted: 2008-07-06 11:26:58    Post subject: Reply with quote

Carpetsmoker wrote:
EGM<P> wrote:
Carpetsmoker wrote:
Quote:
Do military boots really do such a loud and clean noise like a step-shoe?


I know for a fact that Dutch ones don't.

ha it would certainly piss me off, if my position would be given away by shoe noise, at night sounds usually travel further because alot of daytime background noise isnt there, so you could hear people walking over hundreds of meters, stealthy behavior becomes a necessaty then


Actually, this is because the wind is different, during the daytime the sun heats the ground and air, causing the air to rise and then go sideways.
During night, the air cools, and goes down and then sideways (along the ground).

This is why sounds are louder during the night.

Sounds are also traveling further when cold, that's why in cold mornings in the desert you'd be heared farther away.
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Psychomorph



Joined: 21 Jan 2008
Posts: 384
Location: Europe

PostPosted: 2008-07-06 11:30:07    Post subject: Reply with quote

TODO entry

We descussed with Carpetsmoker, that the real P90 has a build in laser, which could be coded into the game.

We also discussed that it maybe would be possible to shorten the charging handle pull on the P90 after a dry reload, which takes longer than necessary.
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spm1138



Joined: 28 Apr 2008
Posts: 49

PostPosted: 2008-07-06 12:23:13    Post subject: Reply with quote

Do they all have a built in laser?

I thought it was just the P90LV and IR that had lasers (visible light and infra red respectively)?
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2008-07-06 20:31:10    Post subject: Reply with quote

From wikipedia (Yeah, I'm lazy):

Quote:
The firearm is produced in several variants. All of them can mount certain optional accessories such as tactical slings, empty case collector bags, bayonets, visible and infrared laser aiming modules (LAM) and tactical flashlights.
[...]
The P90 LV and P90 IR add an integrated visible laser pointer or infrared pointer respectively. Both units are manufactured by the Australian company Laserex Technologies. The lasers have three internal settings: "off", to prevent accidental activation, "low-intensity", for combat training and extended battery life, and "high-intensity" - for maximum visibility. The laser's power switch is a green button located under the trigger grip. The battery compartment is located below this button.
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Stogie



Joined: 28 May 2008
Posts: 13
Location: Upper Austria

PostPosted: 2008-07-18 22:47:34    Post subject: Reply with quote

Hi all

I`m new to this forum, but i`ve played with some off you on the Coop2 server. I should take more time to play INF, it`s always fun with you
I have a suggestion for a new INF version:
INF 2.9.1
INF 2.9 ( or an Update ) with all mutators (especially M60 Mut Very Happy ) and Fixes that have been realesed after Ver. 2.9

And one important question, i`ve seen 2 INF screenshots where it shows an MG74/MG3 and a L85 (can`t remember where i saw that sry Sad ). Where do i find those Weapon Muts plz ??????

Greets Stogie
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Chuckus



Joined: 22 Jan 2008
Posts: 36

PostPosted: 2008-07-23 04:35:43    Post subject: Reply with quote

What's up guys,

been a while Very Happy I just wanted to request that stink add the other cadpat uniforms to the server packages. I got bored with the one I've been using all this time and I just realized the other more relish looking one is more accurate than the one I've been using Razz
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-07-23 05:50:40    Post subject: Reply with quote

Stogie wrote:
And one important question, i`ve seen 2 INF screenshots where it shows an MG74/MG3 and a L85 (can`t remember where i saw that sry Sad ). Where do i find those Weapon Muts plz ??????

As per my "knowledge" there are no such weapon mutators. I remember a L85 being in a late development state but with no real chance of it ever being finished. As for a MG3 I never even heard one was being made.
_________________
"Anything you do can get you killed, including doing nothing."

"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 221
Location: Germany

PostPosted: 2008-07-23 12:44:38    Post subject: Reply with quote

Chuckus wrote:
I just wanted to request that stink add the other cadpat uniforms

Other cadpats? Link please.
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