RPG-7 Tandem Warhead
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RPG-7 Tandem Warhead
This has been in the pipeline for some time to make and I decided today I would get it done and out the way
Still needs texture work etc, only has a flat base colour right now but other than that pretty much done after a few a few hrs of work (most of which was retracing the RPG export scene)
refs:
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Still needs texture work etc, only has a flat base colour right now but other than that pretty much done after a few a few hrs of work (most of which was retracing the RPG export scene)
refs:
[CENTER]
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I can do a lot of different things modding wise, but if I'm a god depends on how many people worship me, do you worship me?BloodBane611;bt2387 wrote:Sweet rocket rhino. Are you some sort of multi-purpose god of modding?
It will do more "damage" as such but wont work the same way it dose in r/l, BF2 engine simply can't do that kinda stuffBringerof_D;bt2390 wrote:will it work? i mean will it explode twice and get through that cage armor i saw on some of the vehicle renders some months ago?
looking great btw
The issue being what excatly, the r/l one has more spoke bits? Ye I noticed that too when I was modelling but that part of the model is excatly the same as the normal RPG and didn't change it since it wasn't worth the extra polys + would need to redo the UVs etc.
EDIT: to try and explain it better, Kat most likley didn't put them in originally since it very much depends on the amount of sides the model has, since they are extruded from the model otherwise there would be zfighting issues etc if they where just shoved on the side. From what I can gather the r/l one has 6 thins, where our model has 4. The model has 16 sides in total, and 6 dosen't divide into 16 well, where 4 dose. Would need 24 sides to the model to make the realistic amount of thins well and that would drastically bump up the tri count of the rocket, which you would also want the RPG to also have the same amount of sides too.
Little pic to show the thins better and how they connect with the model:
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hmmm, if i recall someone mentioned making the cages work "properly" i dont know what that means but if i guess correctly then it should mean they get destroyed after being hit while the vehicle itself is fine right? in which case would it not be possible to make the launcher fire 2 consecutive projectiles the first being only just strong enough to destroy the cage, and the next following the exact same trajectory would hit the vehicle armor. they'd only maybe be separated by half a meter.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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so I may be totally wrong about this but heres what I remember reading a while back,
this rpg7 warhead is actually the same as the warhead used in the rpg29, however the rocket motor is much smaller in the rpg7 version. since this is a much larger heavier warhead than the standard rpg7 it has much less range and more drop as it flies. if this is true, can this be modelled too in pr?
this rpg7 warhead is actually the same as the warhead used in the rpg29, however the rocket motor is much smaller in the rpg7 version. since this is a much larger heavier warhead than the standard rpg7 it has much less range and more drop as it flies. if this is true, can this be modelled too in pr?
known in-game as BOOMSNAPP
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correct, PGO-7V3 optics for RPG-7 has reticle marks only up to 200m for tandem and thermobaric warheadscharliegrs;bt2399 wrote:
this rpg7 warhead is actually the same as the warhead used in the rpg29, however the rocket motor is much smaller in the rpg7 version. since this is a much larger heavier warhead than the standard rpg7 it has much less range and more drop as it flies
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Its pretty simple how we have our "cages" (which aint currently in the mod) work. Basically on the normal hull of the APC or w/e, it would have normal APC armour and then the cage will have its own col mesh material, which will be a heavier armour. If a projectile hits the cage armour, it will do less damage to the tank than if it hits the normal armour, much like hitting the rear of the tank will do more damage than shooting its front armour.Bringerof_D;bt2396 wrote:hmmm, if i recall someone mentioned making the cages work "properly" i dont know what that means but if i guess correctly then it should mean they get destroyed after being hit while the vehicle itself is fine right? in which case would it not be possible to make the launcher fire 2 consecutive projectiles the first being only just strong enough to destroy the cage, and the next following the exact same trajectory would hit the vehicle armor. they'd only maybe be separated by half a meter.
So basically this Tandem warhead will do far more damage than a normal RPG warhead, and if you hit it on a cage it will still do less damage than if it hit the normal armour, but it will still do more damage than if a normal RPG round hit the cage.
I dunno if that's correct but we can look into it. Cheers!charliegrs;bt2399 wrote:so I may be totally wrong about this but heres what I remember reading a while back,
this rpg7 warhead is actually the same as the warhead used in the rpg29, however the rocket motor is much smaller in the rpg7 version. since this is a much larger heavier warhead than the standard rpg7 it has much less range and more drop as it flies. if this is true, can this be modelled too in pr?