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Weapons Mod Stuff
Posted: 01 Nov 2002, 16:06
by KODIAK
Gator,
Could you please send me that Excel file again - it didn't arrive I'm afraid.
Everyone,
If and when anyone gets the chance to look at any of the weapons mods I have mentioned in earlier posts, do be so kind as to send as defined a list as possible of the weapons which impress you and the those you would dearly love to see in OUR Weapons Mod. List them by weapon and mod where they were found and any comments you may have on that weapon. Then send the info by e-mail to myself or Bri, we'll collect that data and do our best to accomodate everyone for every weapon they chose. My gestimate would be approx 25 - 30 kits per category, but that is all Bri's dept I am just here to help collate data, and provide Bri with my findings on certain weapons abilities - just to make his life a living hell instead of a dying one!!
Right Bri?!
Regards, Don
Posted: 01 Nov 2002, 22:10
by KODIAK
And how so, dear chap?
Regards, Don
Posted: 02 Nov 2002, 14:05
by KODIAK
We need to get you into a therapy clinic, you disgusting old perv!
Posted: 03 Nov 2002, 17:40
by KODIAK
I have for the perusal of those concerned (or bothered :lol: ) a copy of the H&K .45 UMP op manual in .pdf format. Although I haven't looked at it yet if anyone is truely interested in the abilities of this little beauty, the manual can obtained from the H&K site. Or you can get it on an e-mail from me.
Regards, Don
maybe I shoulda used "perusal" instead of "collate" would've really got ya goin', heh?!
Posted: 04 Nov 2002, 19:54
by KODIAK
Well, having looked at the H&K UMP.45 op manual (which seems a little short of complete
) it appears to be a very versatile weapon. Good rate of fire, and 4 hardpoints for accessories such as weapon sight, tac light, laser aimpoint indicator. And to finish off a silencer unit facility, which in making the weapon longer a little enhances the accuracy & stability of the weapon.
To turn this into an H&K USC Carbine, you simply add the appropriate barrel length. These two have become firm faves of mine in recent adventures and will be definite proposals for the floor!
And finally, for Bri, an additional list of considerations for the weapons mod. I was wondering if initially weshould make all thesae classy weapons available, and let everyone have the chance to choose their secondary also - then simply send in their most useful choices for each category, and we could then bin the rest:
NMM Mod v2.0:
M4A1 Custom, M249 para, M134 MiniGun, XM15E2/SD, MP7, H&K UMP.45 (& SD version)
101st 2009 Campaign:
M4/M203, M4 SD (sopmod), M4/MasterKey, M16A4 AN/PVS2
Sniper Armoury (Reach out & Touch Someone :lol: )
AMP DSR-1, SV-98, 110 Tactical, ATI-C24, Remington PSS, LIMA-51, BRAVO-51(& SD version), M99, SR-90, AR-15, SR-60, AI AW.50,
AR-10(T), AI AWM 700, XM-107T, SR-338L, SAKO TRG-42. M25,
HECATTE II, ERMA SR160, M70, AR-50
Some of the weapons in the sniper armoury list truely need to be checked out, because we just don't realise what we have been missing as far as that weapon type is concerned. To compare what we have now against this lot I would have to say we are limited to say the least.
Bri? Over to you my friend.............
Regards, Don
Posted: 06 Nov 2002, 09:41
by Gator
Kodiak,
Can you send me/post links to get these mods you mention in your last post? That will really help me nail this stuff down quickly. ... Others won't need to DL these mods after we incorporate the weps into our mod.
-Bri
Posted: 06 Nov 2002, 11:49
by Gator
KODIAK wrote:
Sniper Armoury (Reach out & Touch Someone :lol: )
AMP DSR-1, SV-98, 110 Tactical, ATI-C24, Remington PSS, LIMA-51, BRAVO-51(& SD version), M99, SR-90, AR-15, SR-60, AI AW.50,
AR-10(T), AI AWM 700, XM-107T, SR-338L, SAKO TRG-42. M25,
HECATTE II, ERMA SR160, M70, AR-50
Kodiak/All
Can we shorten this list of sniper rifles? This seems like a lot. It's not a technical difficulty, in fact, it is supremely simple to add all of them. It's just is it too many choices?
-Brian
Posted: 06 Nov 2002, 22:05
by KODIAK
Gator,
The mods Sniper Armoury 1.3 & NMM v2.0 Weapons Mod can both be found in the GhostRecon.net downloads page.
As for the sniper weapons list I will try to go through them again tonight and choose a shgort list of say 10 weapons?
Talking of sniper weapons - is the H&K SL9 SD already in the sniper list? Please don't miss that one out - it's my definitive choice of sniper rifle to date.
Thanx & regards, Don
Posted: 07 Nov 2002, 00:42
by KODIAK
Gator,
I've narrowed the list somewhat, by being really choosy over the recovery time of the sight reticle, and also any weapon which could give a single shot kill when striking any part of the body. Anyway, here's what I think will provide us with the best performance overall:
Sniper Armoury Mod v1.3
AMP DSR-1, 110 TACTICAL, ATI-CT24, REMINGTON PSS, SR-90, AR-15, AR-10(T), ERMA SR100, AR-50
Kind regards, Don
Posted: 07 Nov 2002, 04:00
by Gator
Thanks Kodiak,
That's perfect. I got all the mods you and Steel suggested and started working on integrating thier weapons into ours. Tonight I'll work on subbing the better/more real versions of some weapons into ours and adding the kits for the new weapons.
Also Kodiak, since you have spent some time going through the weapons and evaluating them, would you be willing to provide your impressions and ratings to everyone? Some of us (like me) aren't all that familiar with the various weapons. I would say, we would be interested in knowing the following about the newer weapons.
1) Killability (lethality?)
2) Reticle Recovery (stability?)
3) Relative Range (include zoomability)
4) Weapon type (CQG-SMG, Field-Rifle, etc...)
-Brian
Posted: 07 Nov 2002, 09:42
by Gator
Bri,
I know how to change it. I just don't want to change it across the board. It should be for a particular weapon or weapons. We can get to that after we get the kits set.
-Bri
Posted: 07 Nov 2002, 12:17
by Gator
The way it's done is that for each weapon there's a different accuracy coefficient for
1) Prone-stationary
2) Prone-moving
3) Crouch-stationary
4) Crouch-moving
5) Crouch-running
6) Standing-stationary
etc...
What we could do is make these weapons that you mention have the running and moving values the same or close to each other ... I can't believe that you could shoot as well if you were moving vs. stationary ...
What do others think on this?
Posted: 07 Nov 2002, 18:07
by Hammer
Well, I can see right there the problem is in the game design... Accuracy is dictated somewhat by weapon, but more by training. Even shooting on the move...some troops are trained to shoot on the move, some troops are not. So the problem is that the accuracy is associated with the weapon and not the soldier type... One solution could be to make different kits of the same weapon for different soldiers...maybe one kit for regular, one for veteran and one for elite - and name them that way in the graphics as well as allow them to be slected properly for actors in the missions...
I think some accuracy should be allowed for while moving. Weapons should NEVER be as accurate as being stationary...
Posted: 07 Nov 2002, 22:25
by KODIAK
Yes, correct. That should be self-explainatory, no-one, not even the most highly trained individual is as accurate whilst moving.
Just a thought but could the weapon accuracy be linked in some way with the character - each soldier has "stats" doesn't he?! So surely some of these stats could be formulated to the weapon accuracy, although I admit fully to having absolutely no clue how to do that! :roll:
Regards, Don
Posted: 08 Nov 2002, 14:54
by KODIAK
So, would we as Ghosts receive a pre-ordained level of proficiency, or would we build-up stats during gameplay?
Don
NEW VERSION
Posted: 09 Nov 2002, 17:02
by Gator
Hi All,
DL this when you get a chance.
It is 24MB big (it grew with the additions of new weapons).
Once you download it,
right-drag it to your "
MODS" folder. When you drop it there, choose the option to "
Extract Here" and away it will go. It should create a folder named "WOF_Weapons3" in your mods folder. You should see it listed as version 3 in your mods selection in-game. Activate it at the bottom of any other mods and it should be good to go. If this doesn't work for you, PM me and I can talk you through it. This procedure is the same as the one used for the last 2 versions.
http://wings-of-fury.com/Downloads/Real ... apons3.zip
Posted: 09 Nov 2002, 19:10
by Gator
Just hope it "works" great. Now I can get back to writing missions with Steel and Kodiak. ;-) It should work nicely with other mods ... so we can use it along with other missions and campaigns we DL.
Enjoy!