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Guest Raden

Correct Allignment of Muzle Flash in IDF Merkava MK1

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Guest Raden

 I DL-ed previously the IDF Merkava MK1 from MarcFighters. Its turret-top machine gun does not shoot when attacked by enemy jet fighters/attack choppers of mine (IAF, USAF, TNI-AU, and EAF) from close range/low alt.

 

So, I 'canibalised' its tank_data.ini by ADDING some lines re machine gun from an American modern battle tank. And now the MERKAVA shoots back! 

 

But the Muzzle Flash is not correctly aligned with that of the stock machine gun atop its turret.

 

Can someone help me with the issue?

 

My thanks to u all.

 

 

Edited by Raden

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Guest Raden

 I DL-ed previously the IDF Merkava MK1 from MarcFighters. Its turret-top machine gun does not shoot when attacked by enemy jet fighters/attack choppers of mine (IAF, USAF, TNI-AU, and EAF) from close range/low alt.

 

So, I 'canibalised' its tank_data.ini by ADDING some lines re machine gun from an American modern battle tank. And now the MERKAVA shoots back! 

 

But the Muzzle Flash is not correctly aligned with that of the stock machine gun atop its turret.

 

Can someone help me with the issue?

 

My thanks to u all.

 

 

 

Re the above, I would be grateful for Wrench's input on the issue. And here is the "new" statements I added in the Merkava)data.ini

 

 

[MissionData]

NationName=ISRAEL

ServiceStartYear=1971

ServiceEndYear=2010

GroundObjectRole=TANK

Availability=VERY_COMMON

Exported=FALSE

 

[GroundObjectData]

DamagedModel=

DestroyedModel=Tank_Destroyed.LOD

DestroyedEffect=VehicleFireEffect

EmptyMass=47600

Component[001]=Chassis

Component[002]=Turret

 

[sound]

EngineSoundName=TankEngine

MovementSoundName=TankTrack

 

[DetectSystem]

TargetType=Air_And_GROUND

DataLink=FALSE

OpticalSight=TRUE

NightSight=TRUE

VisualRange=2000.0

ViewportPosition=0.0,0.0,2.80

MaxVisibleDistance=7000.0

RadarCrossSection=10

 

[WeaponSystem]

TargetType=Air_And_GROUND

GunRange=1800.0

PitchAngleRate=16

MaxPitch=20.0

MinPitch=-10.0

DefaultPitchAngle=0

YawLimited=FALSE

YawAngleRate=24

DefaultYawAngle=0

ReloadGunAtAngle=FALSE

GunRecoil=100

GunStabilization=FALSE

GunRadarTracking=FALSE

RangeFinder=5

BallisticComputer=4

YawModelNodeName=turret

PitchModelNodeName=gun barrel

 

[MovementSystem]

MaxRoadSpeed=13.33

MaxOffRoadSpeed=8.33

PowerAvailable=559275.0

MaxTurnRate=16.0

MaxDeceleration=5.0

SuspensionConstant=30.0

MovementEmitterName=TrackedVehicleDustEmitter

MovementEmitterPosition=0.0,-3.07,0.50

 

[Chassis]

ModelNodeName=hull lowrez

EffectSize=1.0

MaxExtentPosition= 1.76, 3.25, 1.99

MinExtentPosition=-1.76,-3.40, 0.00

HasArmor=TRUE

ArmorMaterial=STEEL

Armor[FRONT].Thickness=225

Armor

.Thickness=76

Armor

.Thickness=76

Armor[REAR].Thickness=51

Armor[TOP].Thickness=25

Armor[bOTTOM].Thickness=25

SystemName[001]=Engine

 

[Turret]

ParentComponentName=chassis

ModelNodeName=turret

DetachWhenDestroyed=TRUE

EffectSize=1.0

MaxExtentPosition= 1.26, 1.78, 3.02

MinExtentPosition=-1.26,-1.80, 1.70

HasArmor=TRUE

ArmorMaterial=STEEL

Armor[FRONT].Thickness=250

Armor

.Thickness=140

Armor

.Thickness=140

Armor[REAR].Thickness=57

Armor[TOP].Thickness=25

Armor[bOTTOM].Thickness=25

SystemName[001]=GunBarrel

SystemName[002]=KoaxialMG

SystemName[003]=FlaMG

 

[Engine]

SystemType=ENGINE

MaxExtentPosition= 1.06,-0.59, 1.75

MinExtentPosition=-1.06,-2.84, 0.00

 

[GunBarrel]

SystemType=GUN

GunTypeName=105MM_M68

MuzzlePosition=0.00,5.68,2.06

MaxAmmo=63

EjectShells=FALSE

 

//[KoaxialMG]

SystemType=GUN

GunTypeName=30CAL_M2

MuzzlePosition=-0.30,1.75,2.21

MaxAmmo=1000

TracerLoading=6

BurstAmount=12

EjectShells=True

 

//[FlaMG]

SystemType=GUN

GunTypeName=50CAL_M2

MuzzlePosition=0.52,1.42,2.80

MaxAmmo=1000

TracerLoading=6

BurstAmount=12

EjectShells=True

 

[MachineGun1] -------------------------------->> taken from an American battle tank, Megach perhaps I do not recal its spellings

SystemType=GUN

GunTypeName=7.62MM_M60

MuzzlePosition=0.492 , 0.366 , 2.83

MaxAmmo=2000

TracerLoading=6

BurstAmount=12

EjectShells=True

 

[MachineGun2]

SystemType=GUN

GunTypeName=7.62MM_M60

MuzzlePosition=0.041 , 2.341 , 2.508

MaxAmmo=2000

TracerLoading=6

BurstAmount=12

EjectShells=True

 

[MachineGun3]

SystemType=GUN

GunTypeName=7.62MM_M60

MuzzlePosition=-0.696 , 0.031 , 2.684

MaxAmmo=2000

TracerLoading=6

BurstAmount=12

EjectShells=True

 

 

Thanks Wrench

 

 

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Guest rscsjsuso5

the answer to your problem is that you will need to edit and change the muzzle positions and if applicable the light positions if in the data it has it plus you need a proper gundata.ini , remember for example positions are for x,y,z = x is left and right and y is forwards and backwards and z is up and down . also read the kb , so many useful things in the kb try it out , i hate saying this over and over again.

Edited by rscsjsuso5

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WHERE did you get that data ini?? It is seriously f***ed-up; all the armor values are WAY off!! Safe to assume you're not using the corrected one that's in the IsraelME Targets upgrad pak...cause that one above sure ain't mine!!

 

The callouts for weapons engagement (AIR_AND_GROUND) should NEVER be applied to the main gun. Only be applied to the co-ax in the commander's cupola. If you want to add the ranging or anti-infanty MGs, they'd be placed on the main gun mantlet and/or the front hull. (their RealLife ™ positions excape me at the moment ... if it was an M-48/M-60 I could tell ya)

 

here's the CORRECT data in for the Mk.1, minus the coax MGs

 

[MissionData]

NationName=Israel

ServiceStartYear=1979

ServiceEndYear=2045

GroundObjectRole=TANK

Availability=VERY_COMMON

Exported=FALSE

ExportStartYear=

ExportAvailability=

 

[GroundObjectData]

DamagedModel=

DestroyedModel=Tank_Destroyed.LOD

DestroyedEffect=VehicleFireEffect

EmptyMass=50800.00

Component[001]=Chassis

Component[002]=Turret

 

[sound]

EngineSoundName=TankEngine

MovementSoundName=TankTrack

 

[DetectSystem]

TargetType=GROUND

DataLink=FALSE

OpticalSight=TRUE

NightSight=TRUE

VisualRange=2000.0

ViewportPosition=0.0,0.0,2.66

MaxVisibleDistance=4800.0

RadarCrossSection=10

 

[WeaponSystem]

TargetType=GROUND

GunRange=1500.0

PitchAngleRate=16

MaxPitch=20.0

MinPitch=-9.0

DefaultPitchAngle=0

YawLimited=FALSE

YawAngleRate=24

DefaultYawAngle=0

ReloadGunAtAngle=FALSE

GunRecoil=100

GunStabilization=FALSE

GunRadarTracking=FALSE

RangeFinder=4

BallisticComputer=1

YawModelNodeName=turret

PitchModelNodeName=barrel

 

[MovementSystem]

MaxRoadSpeed=43

MaxOffRoadSpeed=35

PowerAvailable=650

MaxTurnRate=16.0

MaxDeceleration=5.0

SuspensionConstant=30.0

MovementEmitterName=TrackedVehicleDustEmitter

MovementEmitterPosition=0.0,-5.25,0.50

 

[Chassis]

ModelNodeName=Body

EffectSize=1.0

MaxExtentPosition= 1.8, 2.7, 1.85

MinExtentPosition=-1.8,-5.1, 0.00

HasArmor=TRUE

ArmorMaterial=STEEL

Armor[FRONT].Thickness=410

Armor

.Thickness=95

Armor

.Thickness=95

Armor[REAR].Thickness=65

Armor[TOP].Thickness=25

Armor[bOTTOM].Thickness=45

SystemName[001]=Engine

 

[Turret]

ParentComponentName=Chassis

ModelNodeName=Turret

DetachWhenDestroyed=TRUE

EffectSize=1.0

MaxExtentPosition= 1.20, 0.3, 2.7

MinExtentPosition=-1.20,-1.2, 1.6

HasArmor=TRUE

ArmorMaterial=STEEL

Armor[FRONT].Thickness=300

Armor

.Thickness=250

Armor

.Thickness=250

Armor[REAR].Thickness=150

Armor[TOP].Thickness=50

SystemName[001]=Barrel

 

[Engine]

SystemType=ENGINE

MaxExtentPosition= 1.2,-1.2, 1.75

MinExtentPosition=-1.2,-2.4, 0.70

 

[barrel]

SystemType=GUN

GunTypeName=105MM_M68

MuzzlePosition=0.00,4.90,2.00

MaxAmmo=64

EjectShells=FALSE

 

Use this to replace the screwed up one.

 

The next thing, is RESEARCH the vehicle, find out WHAT and WHERE the coax's are, THEN start adding them, one at at time, and dail in the muzzle flash and bullet location. You'll need a 'tanks test mission' where you have 2 opposing forces, close together, so they can engage with main guns AND coax MGs

 

You'll have to add gunner stations for EACH weapon (up to 3 weapons per gunner -BUT as the top coax is designed for air defense AND ground target engagements, keep it seperate from all others, weapons statements for EACH gun, etc and so forth.

 

LOOK at the data inis from the tanks in the DesertStorm Mod; you'll see how it's done. It DO take a LOT of time to dail in the muzzle flashes for MGs ... so expect to be spending HOURS and HOURS doing it.

 

wrench

kevin stein

Edited by Wrench

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Guest Raden

WHERE did you get that data ini?? It is seriously f***ed-up; all the armor values are WAY off!! Safe to assume you're not using the corrected one that's in the IsraelME Targets upgrad pak...cause that one above sure ain't mine!!

 

The callouts for weapons engagement (AIR_AND_GROUND) should NEVER be applied to the main gun. Only be applied to the co-ax in the commander's cupola. If you want to add the ranging or anti-infanty MGs, they'd be placed on the main gun mantlet and/or the front hull. (their RealLife ™ positions excape me at the moment ... if it was an M-48/M-60 I could tell ya)

 

here's the CORRECT data in for the Mk.1, minus the coax MGs

 

 

 

Use this to replace the screwed up one.

 

The next thing, is RESEARCH the vehicle, find out WHAT and WHERE the coax's are, THEN start adding them, one at at time, and dail in the muzzle flash and bullet location. You'll need a 'tanks test mission' where you have 2 opposing forces, close together, so they can engage with main guns AND coax MGs

 

You'll have to add gunner stations for EACH weapon (up to 3 weapons per gunner -BUT as the top coax is designed for air defense AND ground target engagements, keep it seperate from all others, weapons statements for EACH gun, etc and so forth.

 

LOOK at the data inis from the tanks in the DesertStorm Mod; you'll see how it's done. It DO take a LOT of time to dail in the muzzle flashes for MGs ... so expect to be spending HOURS and HOURS doing it.

 

wrench

kevin stein

 

Thank u SUS and WRENCH.

 

 

Wrench, I never said the data_ini was/is urs. Thanks for ur data_ini for the Merkava MK1.

 

Smile OK? :grin:

 

 

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