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View Full Version : Weapon modding


Thatguy
07 Dec 06, 21:17
This is sort of a forgotten area of OOB modding in my opinion. Since so much of it is basing new weapons off of existing systems, I think there's something lost when it comes to more complicated "solutions" to getting certain weapons in the game. I'm not sure whether this better fits within my "Break the Game" thread or whether it really deserves a thread unto itself, but since I have a question I want to ask, I decided to make this thread.

However, before I ask it, I will share a thought process of mine that created an interesting aircraft weapon. I find that aircraft weapons are the hardest to mod, because of the large possibility that you don't know exactly what the thought process was for existing systems in the OOBs and that there's such a wide variety of them.

In my case I had the desire to create the 8 40mm grenade launcher setup found in the belly of the AP-2H strike aircraft. While it would have been possible to use existing high velocity GLs that existed in the OOBs, this would've meant that the weapon would've been forward firing. These 8 GLs fired downward at various angles.

My solution: cluster munition. This decision was based on the anecdotal note that the system could saturate an area the size of a football field with a three second burst from 3,000 feet. I took an existing GL weapon (one that I had already modified to be similar to the M75/M129 that made up this system), and increased the HEK using an expanded version of the multi-weapon formula found in the MOBHack reference manual. The greatest multiplier in that description is x4, so to achieve a x8 I had to do some very ad hoc calculating. In the end I also gave the AP-2H unit I had created 3 of these "cluster bombs" to simulate the 3 second burst. In reality, 2 might be more accurate, as 100 meters of saturation in length is closer to the football field reference than 150.

So, having shared that, how would people think it best to go about creating cluster incendiary weapons? The one in particular I'm considering is the M36, which contains a number of 4 lb thermite (or maybe its thermate/TH3) bombs in a shell. Of WWII vintage, it was later used in Vietnam as well. There's a "CBU incendiary" in the OOB now, but I'm not sure what this is meant to represent, so if anyone has any thoughts on that as well, I'd be interested. Otherwise, I'm trying to decide whether their decision to make it a napalm weapon is the best given the circumstances.

My other current theories are to create a cluster munition with a low HEK by a higher HE pen value, to similar the fact that thermite/thermate pretty much burns through anything.

Any thoughts?

Vas FURY
08 Dec 06, 02:23
this is actually a very good point, as the game doesnt model some of these very important weapons, like for instance the CBU-55 (i think thats the right one) which has about ten times more exploding force than a 2,000 pound bomb and was thus successfully used in Iraq (they said it was for mine clearing... mine clearing my ass...!). It would be good to see some of these weapons featured. I cant wait to get my hands on a aircraft-delivered-tactical nuke... :D

mr_clark
08 Dec 06, 12:48
Problem with such "ueberweapons" is that it can seriously ruin gameplay on smaller maps. So it's just good for scenario designers anyways, IMHO.

Apart from that especially with "Daisy Cutter" style bombs or even nukes it will be very hard to implement into the game, regarding damage effects, costs etc.

Double Deuce
09 Dec 06, 02:23
I found that any "specialty type" weapons are good to have in a rarely used OOB, then designers can include them without anyone overwriting or messing with their base (read, commonly used OOB's).

Thatguy
09 Dec 06, 10:51
well that really is the beauty of WinSPWWII vs. WinSPMBT. Because MBT has so many nations already, it can't have a third generic OOB.

But since the CBU incendiary is at least in the game in name does no one have any input as to how they would tackle a TH3 cluster bomb?