Magazines should be proxies within weapon P3Ds.
|Affected ArmA II version:||First affected ArmA II version:|
|Reproduced by another DH user:||Yes||Single / Multi Player?:|
|I am using some Mods:||No||BIForumURL:|
|I am using:||NGUrl:|
|Reproducible for you:||No||WIKIurl:|
|Related to content of DLC:|
Also see "bug" #1926.
Weapon models since OFP have had a standard magazine modeled onto them. This works wonders when a weapon only takes one kind of magazine, but makes for a bit of silliness when weapons can take multiple magazine types (e.g. a C-mag attached to a G36 appears as a 30 round epoxy mag, or a 30 round stanag on an Australian F89 appears as a 100-round bag).
Future iterations of the ArmA 2 engine should have magazines appearing as a proxy within the weapon P3D. I imagine that points can be defined within the weapon memory LOD to define where the magazine attaches to the weapon.
It would be great to see this introduced in the future; imagine, you could even choose between an orange fibreglass or black plastic AK74 magazine! Wow! /sarcasm.
It would also be nice to see the relevant weapon performance characteristics based upon magazine (and by extension bullet fired) rather than the weapon. This would allow the simulation of different ammunition ballistics, for example, match ammo vs. standard, AP vs. HE-IT, SABOT vs. HEAT. All of these examples, if my memory serves, are currently not possible, because ballistic performance is currently defined by weapon, not ammunition (magazine).
Updated by CameronMcDonald almost 5 years ago
...if my memory serves, are currently not possible, because ballistic performance is currently defined by weapon, not ammunition (magazine).
What I'm referring to here, for those I've just confused, are things like muzzle velocity, rather than damage.
Updated by kju almost 5 years ago
- Status changed from New to Assigned
- Priority changed from Low to Normal
- Target version deleted (
Updated by mr.g-c almost 5 years ago
Like one clearly can see with the related tickets, the whole weapon handling in the engine, based still from OFP1, is absolutely antiquated and needs strongly a overhaul.
I hope this is a field BIS will look into, before they brought out the last Product of the series....
Here is my 2008 Suggestion from BI-Forums: http://forums.bistudio.com/showthread.php?t=70456
Updated by kju over 4 years ago
- Affected ArmA II version changed from 1.06 BETA to Please select...
- Size of OS swap file set to Please specify!
Updated by CameronMcDonald over 4 years ago
Well, Operation Arrowhead is still affected by this problem, and I have my page file disabled. Is there some way I can change those parameters? I can only change the target version, assignment and % done.
Updated by kju over 4 years ago
- Affected ArmA II version deleted (
Version does not matter for features.
It is always assumed valid for the latest if not resolved/closed.
Updated by BigDawgKS over 4 years ago
I just want to add that this feature, if implemented, could be used as much better alternative to the still very limited modelSpecial command, and with the addition of fixing/adding animation controllers on launcher weapons (isEmpty in this case, see #12244), could allow more variety in RPG-7 like weapons (ex: any combination of launhcer and warhead model).