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Author Topic: Backblast script  (Read 3662 times)

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Marsuitor

  • Guest
Backblast script
« on: 28 Aug 2002, 02:15:22 »
Is it possible to write a script to simulate dangerous backblast from recoil-less weapons (LAW, Carl Gustav etc etc).

You shouldn't be able to fire the carl gustav out a house window and live to tell the story of it, and neither should the squaddies who are positioned behind you either... ;D

Jakerod

  • Guest
Re:Backblast script
« Reply #1 on: 28 Aug 2002, 05:06:29 »
Especially not the squadies, i was thinking about this before might be possible... It would work great for having an enemy tank infront and an enemy man behind you. Rocket kills the tank, backblast gets the guy. Thats when you realize there is a whole tank platoon, five more infantry squads around you, and you are totally out of ammo.

tai mai shu

  • Guest
Re:Backblast script
« Reply #2 on: 28 Aug 2002, 08:25:15 »
i remember on the history channel of sumthin, they were doin an episode about taliban soldiers.  taliban soldiers think that they are created by allah as holy warriors, thus they never train, and hardly even fire their weapons.

and they were talkin about this one taliban in the afghani-russian war.  a mi17 flew over his head, so he aimed and shot his rpg straight up.  the blackblast tore off his legs. that sucks.
« Last Edit: 28 Aug 2002, 10:15:47 by tai mai shu »

tai mai shu

  • Guest
Re:Backblast script
« Reply #3 on: 28 Aug 2002, 08:29:41 »
oh yeah, rpgs and LAWS CAN be fired indoors
same goes for even high powered recoiless rifles such as carl gustavs, and dragons.
in Somalia, they were shooting em from inside their homes.

anti-tank recoiless weapons are often placed within bunkers.

just think of it this way, the blast that comesout the rear of the rocket, as it leaves the barrel, has almost as much force as the backblast. tthis jet hits the firer right in the face. yet it doesnt do much to him.  the backblast is only dangerous because of the firing components that can shoot out the back.  its very unlikely that it would ricochet and hit the firer.

its like saying a claymore is deadly to enything behind it.  yes, it poses a threat, as missiles could hit friendlies in the vitals (nuts, or eyes lol) but is it likely? no.  do you want to be 10 feet behind a claymore? no.  but id much rather have a claymore blow up in front of me than get overrun...
« Last Edit: 28 Aug 2002, 08:30:25 by tai mai shu »

Marsuitor

  • Guest
Re:Backblast script
« Reply #4 on: 28 Aug 2002, 12:07:48 »
Well, if you fired the thing from indoors you'd be hit by the shockwave from the charge detonating, and not necassarily by the hot residues.
If it was a well ventilated room with lots of open windows and some doors in it, i'd probably do it in an emergency (But only then).
I heard of someone who had fired the carl gustav from a pretty enclosed room. He was carried from the firing position with blood coming out from just about every opening in his head. He had suffered a major concussion and died later that day.

If you've ever been a loader on a Carl Gustav, you'll know that firing even from an outside position gives you about the same sensation as being punched hard in the head... Gunner isn't that bad, you know when the bang is coming and can brace for it better.  

But point is, if it hurts in the open, imagine indoors...  ;D

BTW, If it is possible, could you perhaps use the "tank fired barrel smoke" to simulate backblast visuals?

mikeb

  • Guest
Re:Backblast script
« Reply #5 on: 28 Aug 2002, 14:24:41 »
I fired a LAW HEAT round from inside a large bunker once.  If did have openings all around, however.  Anyway I lived!  You do get hit be the shockwave and as you're in a confined the biggest worry seem to be the combination of the wave with the projecvtile fumes.  This displaces most of the oxygen around the rocket's source (i.e. you!) and if you're in a confined space you may get winded by the blast which makes you want to breathe.  If there is no air around, you're going to find that quite difficult!

M

tai mai shu

  • Guest
Re:Backblast script
« Reply #6 on: 29 Aug 2002, 02:40:10 »
yeah supposedly napalm works the same way.

my dad was tellin me about when he was in vietnam.

his company walked into a huge L-ambush

                         |
==========>     |
your forces          |     enemy forces
                         |
------------------
enemy forces.


well, they pulled back, and my dad (he was a forward observer/radioman)

called in air support.  they sent in a group of Sandies (prop driven planes with rockets, guns and napalm)

the napalm didnt directly hit the enemy lines, but the intense flame and heat of the napalm sucked up all the surrounding oxygen, and asphyxiated the NVA that werent vaporized. thats pretty nasty stuff.

tai mai shu

  • Guest
Re:Backblast script
« Reply #7 on: 29 Aug 2002, 02:46:47 »
they gotta make  new script or addon launcher that creates a LOT more smoke when fired

rpgs and laws (the mainly rocket driven launchers) leave a heck of a lot of smoke when fired, and leave an extremely telltale mark that leads the enmy right back to your position.
firing an rpg at a tank from inside a building or bunker, would pretty much be suicide.  once you fired that thing, abou 3 seconds later youd have high explosive rounds and withering machine gun fire coming straight through that window, and a squad of enemys rushing up the stairwell...

reoiless rifles like the carl gustav are more like bullets thatn rockets.  they attain most of their velocity when fired, not inflight such as laws.  but they do none the less, leave a huge amount of smoke behind.

Marsuitor

  • Guest
Re:Backblast script
« Reply #8 on: 29 Aug 2002, 14:00:20 »
reoiless rifles like the carl gustav are more like bullets thatn rockets.  they attain most of their velocity when fired, not inflight such as laws.  but they do none the less, leave a huge amount of smoke behind.

Just a tiny correction to that :). The AT round for the Carl Gustav is rocket propelled and has a quite high velocity. But the rest of the lot (HEAT, Smoke, Illumination, HESH) get their speed from the initial charge.

A carl gustav leaves a thick smoke trail about 20-25m long behind it when fired, and around 5m to the front.
So as you said, Tai Mai, it's dead easy to see the weapon firing from a distance.

Offline KTottE

  • Former Staff
  • ****
Re:Backblast script
« Reply #9 on: 29 Aug 2002, 14:10:53 »
Just a question, if a projectile achieves most of it's velocity in the barrel, and not in-flight, shouldn't that make for quite a bit of recoil?
Then how can recoil-less weapons not build up their main velocity in flight?

*puts on his moderator cap*
Anyway, back to the topic at hand.
Any one up for creating a script like this?
*takes off his moderator cap*
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

FlidMerchant

  • Guest
Re:Backblast script
« Reply #10 on: 29 Aug 2002, 14:49:11 »
Straight from FM-3-6-11:
The building must be of sturdy construction
The ceiling must be at least 7 feet high
The room must be at least 15 feet by 15 feet
At least 20 square feet of room ventilation must exist, preferably to the rear of the weapon
All glass should be removed from windows
All personel must be forward of the rear of the weapon

So it would be safe to fire a TOW from most buildings in ofp

The firer of a LAW does not get hit in the face by the rocket blast, it uses a 2 stage engine, 1 when it is in the tube, and 1 when it has travelled approx. 20 feet.Not sure about the other weapons, but i would assume it i the same.
« Last Edit: 29 Aug 2002, 15:00:08 by The flid merchant of venice »

mikeb

  • Guest
Re:Backblast script
« Reply #11 on: 29 Aug 2002, 14:57:44 »
You also have to realis that peace time and confilct rules differ a lot.  For the LAw, the min safe ditance to be behind the rocket during training is 100m.  This drops to 25m in a conflict!!!!!

If it's worth the risk, it's often possible.  Of course, rules should be obeyed...

Marsuitor

  • Guest
Re:Backblast script
« Reply #12 on: 29 Aug 2002, 17:28:37 »
KTottE,
Very roughly, the way most RR weapon work is that the blast from the propellant charge going off is directed forwards and backwards out of the weapon, instead of just forwards as normal rifles/cannons.
The force of the blast pushing itself forwards forces the projectile out the front and gives it it's initial velocity.
All in all the felt recoil of firing an 84mm Carl Gustav is about the same as a 7.62 rifle because the blast going out the back weighs up for "whatever" comes out the front.

Here in Norway the only weapon that's allowed to be fired indoors in peacetime is the ERYX ATGM (PM if you want details).
It's a two stage missile, so peace-time safe distance is 15m (2m in conflict). In an extreme emergency, you could probably fire it out the back of an IFV, if you told the squad to hold their breathes and turn away...

1B1KSniper

  • Guest
Re:Backblast script
« Reply #13 on: 30 Aug 2002, 05:36:57 »
Wow, all this discussion and not a single offer for the script.

Offline KTottE

  • Former Staff
  • ****
Re:Backblast script
« Reply #14 on: 30 Aug 2002, 10:11:27 »
I noticed the same, so now, I'll make it official.
Get back on topic or the thread will be locked.
Is anyone up to creating this script?
Does anyone have ideas how the script should be made?
If not, don't post here.

Cheers, KTottE
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

Fishion

  • Guest
Re:Backblast script
« Reply #15 on: 30 Aug 2002, 19:21:59 »
Such a Script should be possibe.
Though I'm not going to write it.
First you'll need a trigger, which will be placed over the
shooter once a shot is fired.
Then you do the following (per Script) with everybody inside
the trigger area:
Is it the unit infantry?
?(trigger_unit distance player < _hurting):blahblah
Is the unit in a cone behind the player, can be done via
GetDir, some sin and cos. by calculating the direction of the
line between the player and the unit.
I think you can assume that every unit is on level ground.
then you do:
unit Setdammage (1 - 0.1*(unit distance player))
(the closer they are the more dammage...)

It's just an idea how to do it, unfortunatly obstacles cannot
really be taken into account.

-Fishion