[Weapon] Carl Gustav M3 [WIP]

Discussion pertaining to the PR Australian Forces.
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Weapon] Carl Gustav M3 [WIP]

Post by anglomanii »

Darkpowder wrote:Great bit of modelling work, personally because of the warhead used in the CG and the calibre, it should perhaps be classified as light-at?

But if the weapon is described as having the "FFV751" It seems doubtful an australian army would deploy against insurgents or taleban with this round. Too risky (especially in PR).

HEDP or HE would seem like a better option, which would imo, take it to the level of an AT-4 or equivalent.

Not sure about the SRAAW deployment thesedays, any US units still use it?

Main reason to have it as a HAT, is the slow loading time, compared to a disposable AT.

On balance, i think we need to ensure that every "new faction" "community faction" at least has the potential to become a full-on full scale large-scale deployed army, it would be a shame to limit anti-armour capability by nerfing the HAT.

Final thought is you use the -same- CG for HAT and LAT, simply designating a different round-loadout for each.

FFV751 Tandem for HAT
FFV502 for LAT
ADF personnel can load and shoot 6 rounds in one minute, it's a requirement of qualification. that's six rounds a minute.

the heat 751 is used by the ADF and it is used in theater. (see below) ADF use all the current munitions available.
Final thought is you use the -same- CG for HAT and LAT, simply designating a different round-loadout for each.
that's actually a really good point i cant see why this cant work. with the HAT variant using the 751 and the LAT the HE 441D.

all that being said and done though the ADF does use javelin's today, it only needs to be brought in game by the devs

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Last edited by Tonnie on 2009-06-28 10:03, edited 1 time in total.



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Rudd
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Rudd »

all that being said and done though the ADF does use javelin's today, it only needs to be brought in game by the devs
well, I think the only hope there is if CA can put it in to a form that the DEVs can accept.

I don't see the problem with having a huge lock on time in order to balance it.
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anglomanii
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by anglomanii »

i think the problem might be that they are fire and forget.



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Darkpowder
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Darkpowder »

anglomanii wrote:i think the problem might be that they are fire and forget.
That's not a problem for the Tandem RPG used by the Militia or the Russian forces, its a HAT fire and forget too.

Glad there is some support for the "Same Recoilless Rifle - different ammo" idea for LAT and HAT.
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Weapon] Carl Gustav M3 [WIP]

Post by anglomanii »

Gus gets stuck in @42sec. watch the dust up.

Last edited by Tonnie on 2009-06-30 13:36, edited 1 time in total.



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [Weapon] Carl Gustav M3 [WIP]

Post by anglomanii »

nice loading and unloading
still trying to find one with only a single crew

http://www.youtube.com/watch?v=jRiNMBGb ... re=related
Last edited by anglomanii on 2009-07-08 11:49, edited 1 time in total.
Reason: bloody you tube



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Chuc
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Chuc »

Can't wait to animate the bugger
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anglomanii
Posts: 701
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by anglomanii »

how do you think you will be able to animate it with one person as the operator, i looks kind of fiddly.

oh also i found out how the ammo is transported. the rounds come in a plastic container that holds two similar rounds side by side. i just cant find a decent picture.

what do you think of the hat/lat idea?



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Scot
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Scot »

anglomanii wrote:how do you think you will be able to animate it with one person as the operator, i looks kind of fiddly.

oh also i found out how the ammo is transported. the rounds come in a plastic container that holds two similar rounds side by side. i just cant find a decent picture.

what do you think of the hat/lat idea?
Similar to Mortar rounds I think if thats what you're describing...
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Tonnie
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Tonnie »

[R-DEV]Chuc wrote:Can't wait to animate the bugger
well there sitting here ready for you mate ;)

Just remember tho we can fire accurately 6 rounds a min so keep that in mind with reloading animations and such.

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Chuc
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Chuc »

10 second reload is more than enough I reckon.
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anglomanii
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by anglomanii »

are we still going to be stuck to one round? reloads? ;) ;)



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D2v0n279
Posts: 41
Joined: 2009-08-21 23:27

Re: [Weapon] Carl Gustav M3 [WIP]

Post by D2v0n279 »

'[R-DEV wrote:Tonnie;678030']was talking to Nedlands last night on msn... He said that he would like me to start on this model, reason being that we need it along with the styer and prob the bushmaster to get the greenlight... The model has only been worked on for about 1 1/2 hrs now so yer... working on sight atm... Anyway here is my Carl Gustav M3 Model.

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I like. Is that? Hat or LAT?
ReconAus
Posts: 199
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by ReconAus »

From my understanding the scoped version will be the HAT and then the iron sights will be the LAT.

Recon
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Tonnie
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Tonnie »

will be both... Iron sight for LAT with a High explosive round then having the HAT a penetrable explosive round so there for more effective against tanks and the like

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Chuc
Retired PR Developer
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Chuc »

We'll play around with it, first we gotta get these assets ingame :)
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Tonnie
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Tonnie »

ingame waiting on animations ;)

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Warpig-
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Warpig- »

Not going with the LAW for the lat kit? I guess that kinda makes sense though
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Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
Jimbom
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by Jimbom »

So is the current idea to use the Iron Sight 84 with a HEDP or HE type round as the LAT and the Optic Sight with a HEAT or HEAT-RAP round for the HAT?

Would it be at all possible to give the HAT kit several different ammo natures so have 1 HEAT round and a selectable HE (or HEDP) and/or Smoke round to reflect the versatility that this weapon has to offer in the fact that it is reloadable and comes with a variety of different rounds?
The 303, killing things since 1901!
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bakehouse
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Re: [Weapon] Carl Gustav M3 [WIP]

Post by bakehouse »

Jimbom wrote:So is the current idea to use the Iron Sight 84 with a HEDP or HE type round as the LAT and the Optic Sight with a HEAT or HEAT-RAP round for the HAT?

Would it be at all possible to give the HAT kit several different ammo natures so have 1 HEAT round and a selectable HE (or HEDP) and/or Smoke round to reflect the versatility that this weapon has to offer in the fact that it is reloadable and comes with a variety of different rounds?
+1 for this idea
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