Added: 4 years ago
From: NonWonderDog
Views: 16,075
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  • 0:34 nice shoot

    i have NWD FCS and hope for next versions with gunners auxlary sight, and TC vievable GPS, and also FCS for SmurfC converted M2a2

  • Is there going to be one for Arma 2?

  • ACE2 needs this for the M1A1

    Other games with modern tanks need to clone Steel Beasts' FCS and gunery systems

  • It would rock to have this mod for ArmA2.

  • The is Abrams

  • what game is this?

  • Hey dog, do you plan to fit your addon for the ACE mod ?

    This mod is awsome, it now needs you ;)

  • What mod gives you those tracers?

  • Does this mod effect AI accuracy at all? Looks really cool.

  • ...those are not correct engagement techniques

  • Hey, I'm not a tanker. Anyway, I was more concerned with showing how the reticle slews around than showing engagement techniques. I wrote the mod, after all, not FM 3-20.12.

  • im sorry but the tracers look more like fireballs and less like tracers. but great mod otherwise!

  • Yep they do. But i was testing this addon yesterday within a vanilla ArmA, and i think those fireballs shown here belong to some tracermod. I'e got the usual ArmA laserbeam-tracers, not a single fireball appeared ;)

    However, awesome addon!

  • I use the ArmAEffects mod with this one, and it looks pretty nice in how the tracers and explosions look with regards to the realism of the fire control system.

  • hey m8 amazing mod there! can u tell me what mod gives those machine gun bullet the tracers?

  • great mod, amazing! btw. i've noticed the crackling and poping noise in your game, do u have a x-fi installed? I hear the noise in my game too:( or is it caused by the CSM?

  • Do you mean the crickets? I always assumed they were crickets.

    I've got a Turtle Beach sound card, not an X-Fi. I don't get along much with Creative.

  • Fucking hell. When I get ARMA I gotta get this mod.

  • this would be handicap on cti match

  • Amazing!

    Are the A.I. able to deal out punishment with the same accuracy?

    Also, have you implemented the correct turret traverse rates and slew speeds?

  • Bloody amazing! Good work, reminds me of M1 Tank Platoon 2. :)

  • M1TP2 did not feature a horizontally floating reticle when adding dynamic lead to the GPS, so in some respects this is better. All we need now is TIS, GAS, manual range entry, proper TC station with gunnery override and proper reticle scaling that's incremental. With these features SB PRO PE would become obsolete for gaming purposes.

    BIG kudos to NonWonderDog for spending his time implementing a FCS of such high caliber into ArmA.

  • you forgot the armour model.

  • nice

  • very nice

  • That's the script slewing the gun to lead the target. Maybe not like in reality, but you have to admit it's a DAMN good start on a script! Well done!

  • uhm sorry, but why is the reticle moving off the center of the screen? is that a simulation of the computer assist mode or something?

  • The reticle slews around because General Dynamics was too cheap to put a two-axis headmirror in the M1A1. As a result, the sights always point in the same direction (laterally) as the gun. In order to apply automatic lead, the reticle moves. That's how it works in a real M1A1.

    This was changed in the M1A2, which has a two-axis headmirror and a fixed reticle.

  • nice

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