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Player Manual
Inlägg skrivet av Granquist den 2006-12-20 13:11
Introduction

Welcome to Swedish Forces Pack 4, or SFP for short. This add on pack for the
computer game Operation FlashpointÔ, consists of Swedish military equipment,
weaponry and vehicles that are, has been or are being brought into active service
in the Swedish armed forces.

Swedish Forces Pack was originally started by Shar and granQ, because they
wanted to see a Swedish rifle squad in Operation FlashpointÔ, and after a bit of
work they managed just that, in what resulted in Swedish Forces Pack 1.0.

The story doesn't stop there however, as they both felt that just a rifle squad was
not enough. They continued to work on more projects, more people joined the
SFP crew, and Swedish Forces Pack grew from a rifle squad in 1.0 to a
respectable portion of the armed forces in Swedish Forces Pack 3.0.

Version 3.0 of the Swedish Forces Pack was released in the middle of 2003, and
since then the SFP crew has been working on creating new content and updating
almost all of the old stuff. Now, version 4 is here to kick ass and chew bubble
gum, and it's all out of gum.

This manual is intended for players, and deals with how you use the new
functions and features present in SFP 4.

Explanations, Questions and General Information

We figured we would get this bit out of the way as soon as possible, and it will
probably be updated in the future to reflect the frequently asked questions.

Unit Names - Why are they in English?
The default release of SFP 4 has all-English display names, because it was easier
for us to do. We don't have to worry about non-Swedish speaking people asking
us "What's this?" or "What does this mean?", and therefore it works on an
international market. If there is one...

There will be an alternative SFP 4 config to download, which includes all-Swedish
display names. It will be exactly the same in all other aspects, but the equipment,
units and vehicles will have their proper Swedish names.

This config PBO-file is 100% compatible with the English config PBO-file.

Why is Foobar called Barfoo in SFP 4?
We are anticipating a mass of comments telling us that we've translated the
Swedish names incorrectly, that we should have called it X instead of Y, Z instead
of X and Z instead of X. Which is why we wrote this section in the manual.
The English translations are final. If you find spelling errors we will of course
correct them, but we will not change the names of any units because you feel that
they have the wrong name.
English translations overview
I will not take up everything in this section, but I will give you a short overview of
the different units and what we have chosen to call them in English.





Swedish Name

Luftburna Bataljonen

Ammunitionsröjare

Utlandstjänst

Skytte

Hemvärn

Amfibiebataljonen

Militärpolis

Stadsskytte

BasSÄK/Säkpluton Sjö

Befäl

Helikopterförare

Flygförare

Transportflygförare

Plutonssjukvårdare

Spaning

Ordonnans

Flottist

Prickskytt

FN Soldat

Besättning

Kustjägare

Attackdykare

Fallskärmsjägare

Jägare

Norrlandsjägare

English Name

Air mobile

EOD (Explosive Ordnance Disposal)

Foreign Service

Infantry

Local Defense

Marine

Military Police

MOUT Infantry

Navy Counter-SOF

Officer

Pilot (Rotary Wing)

Pilot (Fixed Wing)

Pilot (Transport)

Platoon Medic

Recon

Runner

Sailor

Sniper

UN Service

Vehicle Crew

Coastal Ranger

Combat Divers

LRRP Ranger

Ranger

Arctic Ranger



As we have mentioned already, these names are not up for discussion. They have
been translated to reflect on their actual duties instead of what they "should" be
named.

New Features in Swedish Forces Pack 4
Swedish Forces Pack 4 is full of new features compared to version 3, and it is
going to take a little while to get used to all of the changes. They are divided here
into separate categories for easy viewing.
Weapon effects and function

Disposable anti-tank weapons
In SFP 4, we see a return of the old Pansarskott M/86, but also the addition of the
disposable anti-tank launcher Robot 57. In SFP 4, these weapons are truly
disposable, they are only usable a single time. Once you fire them, the disposed
tube will automatically be discarded and you will no longer have the weapon in
your inventory.

Time-fused hand grenades
All the hand grenades in SFP 4 are time-fused, which is to say that they are
thrown and after a set period of time they detonate.
Be careful when using these so you do not end up throwing one and then running
forward only to get caught in the blast from your own grenade.

Calibrated M203 leaf-sight
The leaf-sight on the M203 (present on the AK5 GRT and the AK4 GRT weapons)
has been properly calibrated and the distance marks can be used to accurately
aim the grenades from the weapon.
The sight is graded from 50 to 500 meters in 50-meter increments.
However, note that firing at a target that is on higher or lower ground than you
are will affect the trajectory of the round, which means you will have to adjust
your aim. In general, firing at a lower target means you will have to aim shorter
and firing at a higher target means you will have to aim further.

Smoke blocks AI vision
The smoke grenades present in SFP 4 (both as thrown hand grenades, launched
from vehicles and fired from the M203 or Granatgevär M/48) block the AI's vision,
just like in JAM2. This makes smoke grenades actually useful in a game versus AI,
as opposed to just being a fancy effect.

Carl Gustav Granatgevär Ammunition types
The Carl Gustav Granatgevär M/48 has four separate types of ammunition that it
can use. High-Explosive Anti-Tank (HEAT), High-Explosive (HE), Illumination
(ILLUM) and Smoke (Smoke). The HE round is used against unarmoured or
infantry targets, and the HEAT round is used against armoured or hardened
targets.

The ILLUM round is used to illuminate the battlefield in the darkness, and
operates on the same principle as the 'Flare' rounds already present in Operation
Flashpoint. As soon as it is fired it begins to emit a light, which shines for a limited
period of time before going out.

The Smoke round works just like a regular smoke hand grenade, with the
difference that it can be fired a great distance using the GRG M/48 launcher. And
as previously mentioned, the AI will not see through the smoke.

Vehicle effects and functions

Vehicle Mounted smoke-launchers
Some of the armoured vehicles in Swedish Forces Pack 4 have been equipped
with smoke-launchers. These are the same smoke launchers that can be observed
in the WGL mod, and works in the same way.
A salvo of smoke grenades is launched and they form a fog of smoke in the
direction they were fired.

Please note that they are fired in an arc, and the center of the arc is decided on
where the turret is pointing. Not where the vehicle is pointing.

Aerial insertion of combat divers
Some of the helicopters in Swedish Forces Pack 4 (the transport type helicopters)
have the capability to make aerial insertions of the combat divers. What this
means is that when a helicopter is low enough (below 18 meters) and slow
enough (forward speed maximum of 30 km/h, reverse speed maximum of 10
km/h) you have the option of having the combat divers jump out of the helicopter
into the water, where they can then swim off to the shore.
Only combat divers will jump from the cargo hold when this action is performed,
and they will jump regardless of where the helicopter is located. So please don't
do this over land, as we will have to write home to the combat diver's mommies
and explain what happened.

Stridsvagn 122 Sight
The range guidelines given in the reticle are correct if you are using the highest
zoom level.

Rucksacks
We use the same basic rucksack system that WGL does, except we have modified
it slightly to make it fully AI compatible as long as the AI is commanded by a
player.

The way the rucksack works is that you carry bundles of items in your pistolammunition
slots in your inventory, and you have the option of dropping these
bundles onto the ground where they become real items.
So, for example, if you drop a bundle of AK5 magazines, a number of actual AK5
magazines are created on the ground and then players carrying an AK5 can pick
them up and reload their weapon with them.

Some rucksack bundles contain more than one item (such as the AK5 magazine
bundle and the PSG 90 magazine bundle) and will create that number of items on
the ground if they are unpacked from the rucksack. Other bundles contain only
one item (such as the KSP58 magazines), and therefore will only create one item
on the ground when unpacked.

When you are carrying a rucksack and one or more rucksack bundles you will
automatically receive new action-menu items to interact with the rucksack. You
will get one new action-menu item for each rucksack bundle type you are
carrying. So if you are carrying three AK5 magazine bundles you will only get one
new action-menu item for all three.

When you press this action, one bundle is unpacked onto the ground and
becomes usable by everyone in the mission. When you have no more of that
bundle type in your rucksack, the action-menu item for that bundle type will
disappear.

Please see the separate class name listing to see what you can carry in your
rucksack.

Transportable crew-served weapons
Just like in WGL and FDF we are providing a number of transportable, crewserved,
weapons. Just like in those two mods, a weapon is broken down into a
number of pieces with each piece being carried by one man.
The main difference is that our weapons are 100% AI compatible if a player is
commanding the AI.

Common features
This section describes the common features of the four weapons available (Rb 56,
TKSP, GRSP and Rb 70), these things apply to all four weapons.

To break down an assembled weapon, walk up to it and press the appropriate
action to perform that action. You will need to do things in sequence, so you need
to take the weapon off before you take the tripod, and so on.
The Gunner (the man carrying the actual weapon) will automatically take up to
two magazines for the weapon, if he has room in his inventory slots and there are
any magazines present in the weapon.

The magazines that are not picked up by him, if there are more than two or he
doesn't have enough room in his inventory, will automatically end up on the
ground placed in rucksacks. So that if you want to transport more than two
magazines you can have more players (or AI) carry rucksacks with the additional
magazines.

When you assemble the weapon again, you perform the steps above in reverse
order. First the tripod is placed on the ground, then the weapon is mounted on
the tripod. If the man carrying the weapon had ammunition for the weapon in his
inventory it will automatically be added to the weapon.

If you want to add more ammunition to the weapon, or if the man with the
weapon didn't carry any, you simply walk up to the weapon with a rucksack that
has the correct magazine type in it, and load it into the weapon by using an
action.

There's no real limit on how many magazines you may add to the weapon at
once, but you should consider your tactics when you do it. If you're trying to
create a fixed defensive position from where you will fire on an attacking enemy it
is probably a good idea to add as many magazines as possible to the weapon.
That way the gunner doesn't have to worry about running out.

However, if you are setting up an ambush on an enemy or if you are performing a
series of hit and run attacks, then you should probably not add too many
magazines to the weapon. Each magazine added to the weapon that you do not
use up will be placed in a rucksack when the weapon is broken down, this means
that your loaders will have to pick up the rucksacks before you can move off
again.
By only adding the amount of magazines you know you are going to use, you can
relocate quicker after you break the weapon down.

Note that if you place all your remaining "rucksack magazines" into the weapon,
the rucksack will automatically be removed from your inventory. It will be created
again when the weapon is broken down if it is necessary.

Robot 56 BILL Notes
Unfortunatly SACLOS (Semi-Active Command Line Of Sight) is not possible in
OFP. This means that you can not aim directly at a moving target because the
missile will not track the sight line. In OFP the mode of operation is MCLOS
(Manual Command To Line Of Sight), this means that you have to maneuver the
missile to the sight line.

If you move the sight to the right, the missile will take a right turn no matter
where the missile is compared to the center of the sight. This means that moving
targets can be difficult to hit.

There are basically two methods. One is to anticipate where the vehicle will be
when the missile reaches the vehicle, aim a bit before this point and then try to
meet up, this is not that hard to do if the speed and range of the vehicle is
known.

The other is to try to put the missile on the target and follow it to impact, you will
have to aim a bit ahead of the vehicle so you do not have to turn the missile so
sharply to get on sightline. Another good thing is to turn off the crosshair
so you can see the missile and target better.

The missile should be fired at a slight angle. Therefore the initial aim point should
be at the bottom of the crosshair at full zoom. This prevents the missile from
hitting the ground and gives is a more advantageous flight profile.

GRSP Notes
To be able to use the range indicators in the sight you generally have to use a
range 100 meters further than the actual range, the amount you need to
compensate increases with range.

Robot 70 notes
The Rb 70 works exactly the same as the Robot 56, TKSP and the GRSP weapons,
except that the Rb 70 weapon system has an additional piece when it is broken
down and carried. Namely the sight.

The sight is placed on the tripod, then the tube is placed into the sight. And of
course, when breaking it down you first take the tube, then the sight, and lastly
the tripod.

This is the only thing that differs between the Rb 70 and the other crew-served
weapons.
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