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-   -   The Blue Sun Mod (http://forum.fulqrumpublishing.com/showthread.php?t=14745)

Xiola 08-20-2010 09:25 PM

Hi guys and R@S, just to confirm, the missions Assasins Creed will not finish when you choose the 'kill them all' option. I just tried again. This time the guys spawned in again, but I managed to kill them all. Still the mission is active, no enemies left on the training ground map.

Please dont think I am complaining, just trying to help with the bug fixing on this awesome mod and game!
Does anyone know if it is possible to edit a file to force this mission complete please? I didint really want to start again if possible as I have carried on and left the mission hanging. Maybe I should have gone back to an earlier save before I took the mission and waited for the next version of hte mod, but its too late now :/ I just did the much discussed convoy defence mission and I didnt really want to do that again if possible! :D

Kyle 08-21-2010 07:09 AM

Differences in .45 ACP rounds and "Mission's..."
 
Other than price and ammo box art, what are the differences between the Golden Saber .45 ACP (at $84/box) and the cheaper Remington version (at $48/box)? Are the numbers accidentally reversed, or...?

Thus far, I've noted that there are a couple of missions that have the spelling wrong for when it's declared to be finished. Fisticuffs and A Woman Robbed both have the apostrophe missing, it should say "Mission's complete," or some other such variant.

Xiola, thank you for confirming the bug. That's one I want to avoid.

Also, where can I locate the field radio to order my troops to reinforce an area that I conquered? If the field radio is only made available after a certain event, could someone tip me off as to which one?

Thanks in advance!

Vader 08-21-2010 11:48 AM

First: in games that relate losly to the Quen of games JA2... there are mostly two kinds of distinguishly colored sorts of amo. RED and BLUE. Red is the FMJ, the Copkiller amo...
Blue is the JHP amo and is intended for soft targets as non protected humies and animals (havent seen a kevlar protected wildcat for a while^^).

in 7.62 there are also amo sets of subsonic amo and also low grade amo, produced in palinero. this palinero product is considerably lower in quality which results in getting your weapons faster dirty an thus damaged/ worn...

but since money isnt in short suppy and weapons come and go so fast and new, sometimes there is no point in buying high end amo. despite the penetration value of palinero vs high end amo the palinero packs quite a punch and is situated in between aformentioned red and blue amo. so if you are using cheap amo, two bullets willrest the enemy in peaces´, while the good amo might need only one bullet... but who cares when the gun is set to burst^^

Xiola 08-21-2010 02:24 PM

The damage value of the weapon goes up when you load it with better quality ammo.


However i also find the numbers on the bullets confusing. They make it seem like the palimino ammo is better than the more expensive ammo (higher numbers for hp/shock)

Kyle 08-21-2010 03:16 PM

Need field radio info, & normal ammo in suppressed firearm...
 
Vader,

Your disclosure regarding the different types of ammo was VERY helpful; thank you for it.

The reason why I'm so focused on the .45 ACP is due to my just acquiring the HK UMP 45 along with a suppressor for it. Since I've been overthrowing local governments left and right, and since I have yet to figure out where the filed radio is to control my militia, every time I have to reenter a location I previously conquered, I end up finding out that the locale has been retaken by the prior forces. Which means that I can't even simply walk across a street to complete a mission since no one will talk with you while a battle is being waged. :(

Yeah, it's ironic that I'm playing a tactical war-game and I don't want to fight all of the time, but it's become a major headache for me, so I see two possible solutions:

(1) Finally find the all-important field radio to control my troops to secure areas that I've conquered
(2) Enter areas not secured by my militia at night, and then use suppressed weaponry to get through the fight more quickly and efficiently (or so I hope!).

But I remember reading a brief posting about the sub-sonic ammo for suppressed weaponry, and I have to ask: when I fire normal ammo through a suppressed weapon, it produces a suppressed firing sound. Does this mean that the AI have a difficult time determining where the round is coming from, or do they "hear" it as loudly as a normal round being fired from an unsuppressed weapon?

Or, does firing normal ammo through a suppressed weapon reduce its volume some, but not as much as if I was using sub-sonic ammo?

Or...?

There's no point in me pursuing this nighttime-with-suppressors strategy if the AI have just as easy a time locating the "suppressed" firearm because normal ammo is being used.

Xiola 08-21-2010 03:40 PM

hi Kyle, I used the UMP45 constantly and now the UMP.40 S&W both silenced. Very often I would shoot at the enemy crouched, at low light, and they would not even respond after being hit.

The silenced weapon with normal ammo is definitely effective.

I would think that the sub sonic ammo is even quieter. But I found the normal ammo fine with a silenced UMP.

I love the BSM silenced UMP, incredible damage and good accuracy. Far more valuable than in the stock game.

MoreDread 08-23-2010 11:52 PM

i would think that the silenced ammo doesn't require a silencer to be almost silent. i don't know about that tho...


the field radio can be obtained by talking to the guy at the new arrival zone (the map that was formerly the first ambush with the bus blockade and 3 wimpy enemies.

if i remember this properly, there is a guy with a cowboy hat who will give you a mission to conquer the radio hill sector... after doing that he will give you the field radio. it really is a great addition to the game.
note that doing this mission (or conquering a sector in gerneral) will raise your cgl to 8.. so if its the first thing you do, your enemies will recieve quite a boost. training enough militia to defend the sector requires alot of cash as well...

good luck in getting it.

Kyle 08-24-2010 02:56 AM

Suppressed rounds and that field radio again...
 
Quote:

i would think that the silenced ammo doesn't require a silencer to be almost silent.
Hah! After ALL of these years spent on the original Operation Flashpoint's forums, reading one debate after another as to whether or not sub-sonic ammunition is needed to work with a suppressor to ensure the quietest firing of a round, I never once thought about what it would sound like if the sub-sonic round was fired without a suppressor! Intriguing!

My own conclusions, after reading a lot on firing a suppressed weapon is this: normal rounds fired through a suppressor still produce a terrific sound signature, although the flash is significantly reduced. Sub-sonic rounds are designed not to break the sound barrier, but I always inferred that to mean that it was only in combination with a suppressor, which due to its design of direct physical contact with the escaping round, and by capturing the necessary gases, ensures a significantly quieted round. But your observation throws all that I've read right into the wind! Does anyone know the answer on this, as a scientifically observable certainty?

The overwhelming majority of the articles that I've read about sub-sonic ammo is that the round maintains its lethality due to its redesign, and this is in spite of the fact that it's moving slower, and that it's range is significantly reduced. If my memory serves me correctly, while sub-sonic rounds are just as lethal as regular ones, they do not have the penetration power (I'm assuming that this is due to its shape, or..?). So, its lethality is equal to a normal round against unprotected flesh.

In regards to the field radio... While I remember a man wearing a red hat in the last build, he was not present in the latest build (and I never interacted with him to even see what he was there for! Duh!). :oops:

What I stumbled upon yesterday is the whole "raising funds" and "giving your money to train a good soldier" aspect of conquering a territory. This dialogue is triggered by speaking with the mayors AGAIN, which is something that I hadn't done till late last night. So, I ordered them to increase the defense budget to $233,000, although I have no idea where they'll be getting these funds from.

What's strange though, is that the dialogue options with these mayors are:
1) Increase the budget to 2880 (a VERY small number that is so tiny I can't make sense of it)
2) I want...blah blah blah...to $233,280 (a more believable amount, but where it comes from is beyond me).

So, I've ordered two mayors to proceed with raising the defense budget to $233,000 and I have given each money to train several decently trained soldiers. Time hasn't yet passed to see how this will work out for me though.

But in any case, I've yet to get a field radio, as I've yet to meet anyone who offers it to me in the most recent build.

Am I missing something obvious here, or...?

skrzacik 08-24-2010 10:38 AM

BUT WHER I CAN FIND THIS GUY WITH COWBOY HUT???
where is this sector ?
i play BSM and i didnt see a location with bus and 3 wimmpi guys?!?!?!
please help mi with this

MoreDread 08-24-2010 11:54 AM

well i just came back from my vacation.. it worked the way i described it in the previous build, but i'm not up to date...

things might have changed.. it'll take some time for me to get back into it.

especially since i have been recruited as a character modeler for the zeitgeist mod (source engine)

i'll let you know if i find out anything new....

about the ammo: i have no idea if this is realistic.. but i remember that in the game 'boiling point' you were able to buy 3 different types of ammo.. normal/AP and sub-sonic... there were no silencers in the game but using sub sonic ammunition had the same effect.

EDIT:
taken from wikipedia:
In weapons firing supersonic bullets, the supersonic bullet itself produces a loud and very sharp sound as it leaves the muzzle in excess of the speed of sound and gradually reducing speed as it travels downrange. This is a small sonic boom, and is referred to in the firearm field as "ballistic crack". Subsonic ammunition reduces this sound, but at the cost of lower velocity, often resulting in decreased range and effectiveness on the target. Military marksmen and police units may use this ammunition to maximize the effectiveness of their silenced rifles. While the range may be decreased when using subsonic rounds, this may be acceptable for specialized situations, where the absolute minimum amount of noise is required.[14]

However, the numeric effectiveness of subsonic rounds is, again, misrepresented by media. Independent testing of commercially available firearm suppressors with commercially available subsonic rounds has found that .308 subsonic rounds decreased the volume at the muzzle 10 to 12 dB when compared to the same caliber of suppressed supersonic ammunition.[7] When combined with suppressors, the subsonic .308 rounds metered between 121 and 137 dB.

http://en.wikipedia.org/wiki/Suppres..._versus_volume


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