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Author Topic: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)  (Read 38711 times)

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UberDemon

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Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« on: February 04, 2012, 08:41:14 PM »

Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
------------------------------------------------------
by UberDemon/danzigzag
adapted from MAXHO's Jeep with .50 Cal machine gun

(DiffFM version - This was only tested with UltraPack 3 RC 4, but should work with Dark Blue World, and ModAct)

(This is the version of DiffFM that I use for UP -> http://uberdemon.net/dzzmods/UPDiffFM.zip )

WARNING: This MOD was created primarily for all-including super packs like UltraPack and Dark Blue World, because they already include all the weapons necessary for this mod to work...  I cannot guarantee proper performance in the very flexible Mod enablers such as MODACT because you may not have all required weapon types installed, or vehicle added classes.



















This is a "for-fun-only" Mod to allow you to experiment with different weapons, turning a Jeep into a weapon's platform, from small caliber MGs to Medium Flak, to rocket launching and even SAM (using AIM-9 Sidewinders)

For firing rockets, the rocket points to the last location fired.  The same goes for firing the AIM-9s.  For them to work as intended, you need to fire a salvo of two at a time.  So 20 AIM-9s really mean 10 working shots, most of the time.  The US Chaparral SAM system used AIM-9s for its missiles.

Enjoy,
UberDemon/danzigzag

Super Thank you for MAXHO's work.

-----------------------------
DOWNLOAD LINK:
http://uberdemon.net/dzzmods/JeepSuperGunDIFFM.7z

To install, extract contents of archive to a temporary folder, change the name of the "[ModsFolder_#UP#_#SAS_#DBW_or_MODS]" folder to the proper Mods folder for your installation.  Now move contents to IL-2 1946 folder, overwriting if asked.

You have to have the 4.10 DiffFm mod for this to work, which is located at:
https://www.sas1946.com/main/index.php/topic,12169.0.html

Add the contents below to the configuration files, as instructed.

[YourModsFolder] is:
#UP# for UltraPack 3 RC 4
#SAS for SAS ModAct
#DBW for Dark Blue World
MODS for other activators
(Note I have not used or tested with Histomod).


AIR.INI File (located at [YourModsFolder]\STD\com\maddox\il2\objects)
-------------------------------------------------------------------------------
Code: [Select]
JeepGunner    air.JEEPGUNBOAT 1              NOINFO usa01 SUMMER

PLANES.PROPERTIES/PLANES_RU.PROPERTIES (located at [YourModsFolder]\STD\i18n)
-------------------------------------------------------------------------------
Code: [Select]
JeepGunner    Jeep Super Gunner Experiment

WEAPONS.PROPERTIES/WEAPONS_RU.PROPERTIES (located at [YourModsFolder]\STD\i18n)
-------------------------------------------------------------------------------
Code: [Select]
#####################################################################
# JeepGunner
#####################################################################
JeepGunner.default              1x.50 Cal w/1000 rnds
JeepGunner.gun100               1x.30 Cal w/4000 rnds
JeepGunner.gun101               1x7.62mm ShKAS w/4000 rnds
JeepGunner.gun102               1x7.7mm Type 99 w/4000 rnds
JeepGunner.gun103               1x7.9mm MG-15 w/4000 rnds
JeepGunner.gun104               1x7.92mm MG-17 w/4000 rnds
JeepGunner.gun105               1x7.9mm MG-81 w/4000 rnds
JeepGunner.gun106               1x.50 Cal w/3500 rnds
JeepGunner.gun107               1x.50 Cal AP w/3500 rnds
JeepGunner.gun108               2x.50 Cal w/3500 rnds
JeepGunner.gun109               4x.50 Cal w/3500 rnds
JeepGunner.gun110               1x12.7mm UB w/3500 rnds
JeepGunner.gun111               1x13mm MG-131 w/3500 rnds
JeepGunner.gun112               1x20mm MG-FF w/3000 rnds
JeepGunner.gun113               1x20mm MG-151/20 w/3000rnds
JeepGunner.gun114               1x20mm ShVAK w/3000 rnds
JeepGunner.gun115               4x20mm Flak38 w/3000 rnds
JeepGunner.gun116               4x20mm Flack C30 w/3000 rnds
JeepGunner.gun117               1x23mm VYa 2/3000 rnds
JeepGunner.gun118               1x25mm Zenith w/3000 rnds
JeepGunner.gun119               1x25mm Japanese Flak w/3000 rnds
JeepGunner.gun120               3x25mm Japanese Flak w/3000 rnds
JeepGunner.gun121               1x30mm MK-103 w/2500 rnds
JeepGunner.gun122               1x30mm MK-108 w/2500 rnds
JeepGunner.gun123               1x37mm NS w/2500 rnds
JeepGunner.gun124               1x40mm Bofors w/2000 rnds
JeepGunner.gun125               2x40mm Bofors w/2000 rnds
JeepGunner.gun126               4x40mm Bofors w/2000 rnds
JeepGunner.gun127               4x45mm NS w/1500 rnds
JeepGunner.gun128               Rocket Launcher 50x132mm ROFS
JeepGunner.gun129               SAM Battery 20xAIM-9B
JeepGunner.gun130               SAM Site Defense 50xAIM-9B
JeepGunner.gun131               SAM Battery 20xAIM-9D
JeepGunner.gun132               SAM Site Defense 50xAIM-9D
JeepGunner.empty                Empty

---------------------------------------------------------------------------

Best Regards,
UberDemon (AKA danzigzag)
www.uberdemon.net


******************************************************

For a 4.09 version of this mod see this reply  #85 by Ta183Huckebein.

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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

BT~Tarik

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #1 on: February 05, 2012, 12:45:09 AM »

Cool 8)
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fritzofpeace

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #2 on: February 05, 2012, 08:21:32 AM »

Installed this in my 4.101m SASmodact 3.0 setup, and she comes up, and works, fine in QMB.   :)However, the loadouts are only available down through the double 50 call setup. :'(
Same in FMB.
Anyone else have this?
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Kant

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #3 on: February 05, 2012, 08:28:09 AM »

At me too most half of arms is loaded only.
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Hangman

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #4 on: February 05, 2012, 09:47:11 AM »

Nice Jeep I got all the loadouts but when I have shot all rounds like all 2000 rounds in 40mm bofors with unlimited ammo jeep get on fire even if I have invulnerability 'ON'
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slipper

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #5 on: February 05, 2012, 09:56:38 AM »

Uberdemon,

Have not got access to my game at the moment to try this, but was wondering if the AI can use the jeep and weapons?

Cheers

Slipper
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UberDemon

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #6 on: February 05, 2012, 10:18:31 AM »

AAAAAhhhh... Crud...

Makes sense... sorry about the problems with MODACT.... this was built and tested with the mega packs UP and DBW... and those packs already have all the weapons accessed installed (Sidewinders for example)...  Because I was experimenting with a new programming technique to load weapons dynamically in the code, it makes sense that if the code does not encounter a particular weapon, it will skip it.

I'll have to put a disclaimer concerning MODacts vs UP or DBW... sorry about that.

UD/DZZ
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

UberDemon

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #7 on: February 05, 2012, 10:21:45 AM »

Nice Jeep I got all the loadouts but when I have shot all rounds like all 2000 rounds in 40mm bofors with unlimited ammo jeep get on fire even if I have invulnerability 'ON'

Let me figure this out... i find that invulnerability is not exactly what it means...

Actually the 40 and 45 mm are the heaviest weapons I can mount on the Jeep.  I tried the 85mm and it sinks on the ground and explodes after first shot.

The best thing will be to eventually design heavy flak from stcratch with a more resilient body.

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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

352nd_Hoss

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #8 on: February 05, 2012, 10:57:42 AM »

Try using one of the mechanized AAA guns for the A2A missile, like the ZSU, or Crusader, GAZ AAA, Correlian, Werblewind...sp.... something with a traversing turret.  IF IT's Possible.

nice gun mod... your Sidewinder dude would get fried though... screen should go black when he fires it.... suicide MANPAD!................ ???

Docholiday

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #9 on: February 05, 2012, 11:28:13 AM »

Nice MOD  ;D


It`s the right medicin agains base campers in online play !   ;)


THX

Doc
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Hangman

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #10 on: February 05, 2012, 11:41:02 AM »

Nice Jeep I got all the loadouts but when I have shot all rounds like all 2000 rounds in 40mm bofors with unlimited ammo jeep get on fire even if I have invulnerability 'ON'

Let me figure this out... i find that invulnerability is not exactly what it means...

Actually the 40 and 45 mm are the heaviest weapons I can mount on the Jeep.  I tried the 85mm and it sinks on the ground and explodes after first shot.

The best thing will be to eventually design heavy flak from stcratch with a more resilient body.

So this problem is possible to fix that 85mm could have been really funny  ;D
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352nd_Hoss

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Re: Driveable Jeep Super Gunner Experiment (4.10 / DiffFM)
« Reply #11 on: February 05, 2012, 11:59:33 AM »

too bad there isn't a recoiless Rifle to mount on it
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