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shadows lod now about 5-6 times smaller than lod0
I found out which addon was causing the conflict. with this one
With that one and + JSRS then I got a problem When fire 105 mm gun No sounds
Is there any problem with any sound mods?
@kiba3x no it isn't
Now shells inherited from vanilla, and if something unique is needed, I need an example of how to do it.
Тumber of ammo can always be changed through init on eden, all commands for this were provided by bohemia
Thanks for your implication and the attention tou give us !
https://youtu.be/tuEJGyHrSlM?si=kfli83DOhRba2r4L
I've checked the us army manual but could not find any detail on the load past the fact it can carry 18 round (8 Fire ready and 10 in storage) and those round are the one listed in my first message.
https://armypubs.army.mil/epubs/DR_pubs/DR_a/pdf/web/ARN3238_ATP%203-21x91%20FINAL%20WEB.pdf
You also have this guy saying without source or reputation to confirm it. That the load is higly versatile depending on mission caracteristics. Wich make sense
https://www.quora.com/What-is-a-typical-ammo-load-for-a-M1128-Stryker-MGS-Mostly-HEAT-with-some-HEP-and-a-few-Canister-and-M900-shots
It is logical but given the mission of the MGS, APFSDS is not it's main armement
Depending in situation it should be HEP-T or HEAT-T dominant load. Canisters and sabot being there for special events.
HE flies slower and accordingly should have larger deviation
I've read that you've planned to had the dragoon variant of the stryker, that's even better !
Alsaw is it planned to make the ammo load realistic ? The stryker MGS use HEP (HESH rounds) as it's main ammunition. It also can shoot canisters
I've seen that the common load of the stryker for combat is
4 HEAT-T
2 APFSDS-T
2 Canister
10 HEP-T
I'd love to be able to fill it with this ammunition load.
Thanks again !
Stefanzo i have plans and model, but don’t know when I’ll make it
If you have info about the actual size of ammo, I can adjust it.
Now the armor implemented in such way that crews will die only together with vehicle. It wasn't planned, but I don't know how avoid it without causing even more problems.
When it gets hit by a APFSDS round, all the crew inside is almost always killed instantly, while the vehicle ammo almost never cooks off.
On the other hand, when it gets hit by a shaped charge (anything from RPGs, tank HEAT rounds, ATGMs, etc.), the ammo almost always cooks off instantly, but the crew is never injured/killed from the penetration, but only gets set on fire.
I don't think it's supposed to be like this?
I'm not interested old vehicles
where will the car be available page ?..
in your plans or are you already making some model of equipment for Arma-3 ?...