WARGAMES TECHNICAL MANUAL
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THE WARGAMES DIFFERENCE
HEART AND SOUL, CONFIGS, SCRIPTING, NEW FEATURES
At the heart of WG is a completely reconfigured game. Every ammunition, weapon, vehicle,
and soldier has been drastically redone to better simulate real life, and through that realism
comes a tremendous amount of new aspects to OFP. Very little remains of the original OFP
config. At least 6 months of research went into the pack's vehicle's alone. Followed by
another 3 months of close testing with current and ex-military personnel who have/had firsthand
experience with many aspects of the game in real life.
WEAPON FX, SCRIPTS & CONFIGS
SMALL ARM AND AT WEAPONS
o 5.56, 7.62, and 12.7 ammunitions reconfigured based on exhaustive ballistic wound
data research
o 5.56mm ammunition generally 50% weaker than in stock OFP
o 7.62mm 10% weaker but with better "stopping power" to knock down troops
o 12.7mm 50% stronger than stock OFP to better represent overall ballistics
o Disposable AT (M72 LAW, RPG22, RPO-A, M136 AT4) can no longer be reloaded after
firing
o Disposable AT now dropped on ground after firing (automatic)
o Realistic recoil tweaked by real soldiers with real weapon experience
o Machineguns that are actually useful
o All ammunition uses real muzzle velocities
o Tracer colors tweaked to be more realistic
o AT weapon ammunition now carried in pistol inventory space to maximize inventory
space
o Rifle magazines now use actual magazine models instead of old goofy pouch
o New sounds on every weapon
o Hand grenades feature 3-4 second fuse and can explode in mid-air
o Lingering smoke after prolonged firing of automatic rifles
o Lingering high-profile smoke after prolonged firing of machineguns
o When shot and wounded, high chance of bleeding out after a minute or two
o Bleeding-out FX with pounding heartbeat and black-outs
o Knock-down when shot by some bullets will knock you off your feet
o Bandages carried by players and medics to stop bleeding (if bleeding out)
o Rocket back blast smoke creates smoke signature after firing
o New AA missile airburst FX that create a flying fragmentation area
o Smoke grenades that don't lag in MP
o Smoke grenades that hide you from AI
o Rifle grenades from M203 and GP25 arm after 10-15m traveled
o Anti-tank rockets now fly at realistic velocities
o AT rounds now drop considerably and realistically
o AT launchers now feature all new realistic iron sight views
o AT launcher iron sights calibrated realistically based on projectile's ballistics
o AT missiles have lower radius to prevent them from being used as anti-personnel (to a
large degree)
o AA missiles feature low-power high-radius fragmentation warhead that isn't very good
against most armor
o AA missiles track with a more realistic twisting flight-path
o AI using machineguns will engage choppers
o ACOG and ELCAN scopes now with true 4x magnification
o Muzzle flashes on all weapons 50% smaller
o M21 zoom range changed from 6-8x to 3-9x
o Satchels weakened
o Mines weakened to be more "track buster" in style
o M82 Barrett features unique side-venting dust and smoke
o Pistols now feature a wide 60 degree field of view
o M4A1 Reflex now features a wide field of view for CQB
o M4A1 Reflex dot now glows at night
RADIOS
o Radios can be detected by scripts and customized by mission designers
o Radio functions can be added and removed to radio based on mission needs
o Radio functions use CRYPTO to keep enemy from using your radios
o Radio operators actually valuable on battlefield
o Radios can not carry heavy items like AT weapons, AT ammo, or crew weapon
ammunition
RUCKSACKS
o Magazines removed from the rucksacks can be used by anyone
o A unit can carry ammunition and supplies for any weapon available, not just the weapon
they use
o Bundles of magazines can be given to other people with rucksacks at any time (swap
them at will)
o Rucksack inventory stays with rucksack if dropped on ground
o Rucksack inventory does not use regular inventory space used by rifle magazines and
grenades
o Rucksack system allows for any combination of items to be carried, space permitting
o Mission editors can customize contents of rucksacks
o Players can customize contents of rucksack while on Planning Screen (before game
starts)
o AI can be commanded to locate and use items from their rucksacks
o Rucksacks can be used to carry pre-packaged AT weapons (M72 LAW and RPG22)
o Rucksacks can also be used to carry an additional AA missile
SPECIAL AMMUNITION FX
o All FX based on realism. Most realistic explosion FX in OFP.
o SACLOS missiles (TOW, AT4, AT5, AT6, etc) are guided by the gunner by hand after
firing
o Enhanced impact smoke on anti-tank guided missiles (ATGMs)
o White Phosphorus (WP) effects that glow white hot and damage surrounding vehicles,
buildings, men
o WP smoke spreads in direction of impact from FFARs
o WP mortars that deliver a large amount of WP for screening and damage infliction
o WP smoke hides you from AI
o Automatic cannons have side-port smoke out of muzzles
o Giant lingering realistic smoke, dirt, and debris cloud after 500 pound bomb explosions
o Low lag realistic FFAR impact explosions
o Lingering realistic debris clouds of various size when mortars impact ground
o Grenade FX on Mk19 and AGS17 that includes 2 second fusing for airburst
o Unique FX on HE-Fragmentation rounds from tanks
VEHICLE SCRIPTS, FX & CONFIGS
GROUND VEHICLES
o HMMWV and BRDM class vehicles with very thin armor
o 12.7mm (.50cal) ammunition now does significant damage to ground vehicles
o UAZ top speed adjusted to be realistic
o Many ground vehicles feature more quiet engines that don't shout "here I am!" from
1000m away
ARMORED VEHICLES
o Tanks now feature most realistic armor settings based on real RHA values and months
of research
o Tank armor significantly weaker the closer to the rear of the tank it gets
o Tank tracks that are much weaker and prone to being disabled by rocket fire
o Armored Personnel Carriers (APCs) now with realistic armor values based on RHA
values
o BMP chassis vehicles now feature armor that stops small arms fire but not much else
o BMP class vehicles now a bit faster
o 12.7mm (.50cal) does realistic damage to lightly armored vehicles
o Smoke screening grenades launched from vehicles via action menu
o Smoke screening from vehicles hides vehicles from AI
o Smoke screening blocks vehicles from IR locking weapons for short periods of time
o Destroyed armor "cooks off" remaining ammunition by exploding it near the wreck
o Tanks burn when destroyed
o Burning tanks can burn soldiers nearby
o Destroyed vehicles leave more debris on ground when they explode
o Smoke plume (low lag) rises high into air from burning wrecks
o Rotary cannon FX on Vulcan and Shilka simulate extremely high rate of fire
o Rotary cannon FX simulating air-bursting AAA ground fire
o Tank rounds now have tracers
o Armor penetrating ammunition does not explode when it hits ground
o HEAT tank rounds have correct damage radius and are not good anti-personnel
weapons
o Russian tanks now include HE-Fragmentation shells replacing the old style HEAT
o Russian T80 and T55M now carry barrel-launched anti-tank guided missiles
o All tanks conform to realistic combat load out
o Tank main cannons now feature shockwave dust on ground
o All new realistic gunner sights on M1A1, M2 Bradley, M60, T72, T80
o New gunner sights are correctly calibrated for the vehicle's ammunition
o Turrets now have corrected range of elevation for gun barrels
o Realistically quiet turret servo sounds
o All ground vehicle speeds reduced or increased to realistic on and off road limits
o Shtora countermeasure system on T80U to protect against TOW, Hellfire, and Maverick
missiles
o Tanks and armored vehicles will engage aircraft with machineguns frequently
HELICOPTERS
o Helo preflight checklist (1 minute)
WARGAMES OFP INTERFACE
o Implemented NATO standard 6 Digit Grid System for in-game island maps
o Implemented NATO standard 1000 and 100m grid sizes for in-game island maps
o New high resolution compass with NATO standard degrees and mils (easy to read!)
o Adjusted binoculars to have 5-15x field of view
o Removed much static from night vision goggles
o Made night vision goggle field of view wider
o Over 380 brand new map icons based on NATO and US standard military icons
o More than 240 preassembled groups accessible through the mission editor
o Groups based on research and playability and assembled for ease of use by novice
editors
o Newly colored topographic lines on in-game island map
o Newly colored roads in in-game island map
o Replaced existing tree icon for more realistic topographic map "look and feel"
o Removed rocks from topographic map
o Removed bushes from topographic map
INFANTRY SMALL ARMS
RUSSIAN WEAPONS
AK47
AK47+GP25, VOG-25 Grenade, Smoke
(red), Smoke (green), Smoke (yellow)
AK74
AK74+GP25
AKS74
AKS74+GP25
AKS74+PSO1
AKS74 SD
AKS74U
AKS74U SD
PKM
RPK47
RPK74
SVD
RPG22
RPG7
RPG7 VL
RPO
9k32 Strela
Tokarev
Hand Grenade
Smoke Grenade (White)
Smoke Grenade (Red)
Smoke Grenade (Green)
MON200
TM62 Mine
5kg Satchel Charge
5kg Timed Satchel
Breaching Charge
Bandages
Binoculars
Night Vision Goggles
Compass
AMERICAN WEAPONS
M16
M16+M203, M433Grenade, Smoke
(red), Smoke (green), Smoke (yellow)
M4A1
M4A1+M203
M4A1 SD
M4A1+ACOG
M4A1+Reflex
M21
M24
M240
M249 SAW
M249 Para+Elcan
M60
M82A1 (300m zero)
M82A1 (600m zero)
M72 LAW
Carl Gustav Launcher, FFV 751 HEAT
M136 AT4
FIM-92A Stinger
M9
Hand Grenade
Smoke Grenade (White)
Smoke Grenade (Red)
Smoke Grenade (Green)
M18 Claymore
M19 Mine
5kg Satchel Charge
5kg Timed Satchel
Breaching Charge
Bandages
Binoculars
Night Vision Goggles
Compass |