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Modding in ACR into 1.13, pre-planning[message #250363] Mon, 26 April 2010 09:40 Go to next message
tb87670 is currently offline tb87670

 
Messages:23
Registered:April 2010
So I am planning on making a mod, got some general ideas down after some research on ballistics tables and whatnot. I attempted to balance it out and will post planned statistics below but up here I'll give general overview:

Standard gun is a slightly above average stat 5.56 rifle with an extra pricetag added to it, making it ineffective price-wise compared to similar guns. The price is compensated for in the mods. When modded the gun can be changed for multiple jobs and situations on the fly, though doing so in the field would require one to carry the extra mods. This can be good, as one can switch to the 7.62x39 mod for night-time and then back to 5.56 during daytime. If expected to run into a long distance fight then one can put in the 6.5 mod at cost of clip size. If you need to drop someone with the power of a short-barreled 7.62NATO (like the HK417) then one can put in 6.8SPC mod. The catch for the 6.8 and 6.5 for being so strong is you will never find them in the field, whereas 5.56 you will never run out of mid-game.

Keep in mind I play where enemies drop all items so ammo is common at times and I consider this normal for enemies to drop ammo, personal choice since it don't make sense for stuff to disappear and I enjoy seeing what a guy has if he kicks my a$$ with it. I also would like to know how to, if made, get this mod into the official 1.13 mod-patch. All comments welcome and thanks for the feedback ahead of time.

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Main description:
Bushmaster's new Adaptive Combat Rifle developed by Magpul is a modular weapon with many handy features like polymer construction, interchangeable parts, ambidextrous operation, the short-stroke gas system from the AR-18, M16 type trigger pack, and forward charging handle from the Scar. Watch out for that charging handle by the front grip, it's a knuckle grinder.

Mods for the ACR and quick notes on each:

ACR-WP 12.5"
Ammo: 7.62x39mm WP
Weight: 3.4Kg
Accuracy: 5
Range: 320m
Damage: 32
Mag: 30
Silenced CQC mod using common ammo, fairly quick to aim and does slightly more damage than standard mod with less range. Great for night ops where distance shots are not taken as often.

ACR-556 16"
Ammo:5.56mm NATO
Weight: 3.6Kg
Accuracy: 6
Range: 360m
Damage: 30
Mag: 30
Standard ACR mod. Similar stats to a 416 16" or Scar-L, more accurate and goes further than WCR-WP but least damaging of mods.

ACR-68 16"
Ammo: 6.8mm SPC
Weight:3.7Kg
Accuracy: 6
Range: 450m
Damage: 35
Mag: 25
Similar stats to Barrett 6.8 rifle. Does the most damage of ACR weapons with more range than 556 and WP variants.

ACR-DM 18"
Ammo: 6.5mm Grendel
Weight: 3.8KG
Accuracy: 7
Range: 620m
Damage: 33
Mag: 16
An accurate ACR mod using the 6.5mm Grendel round that combines effective ballistic coeffecient, flat trajectory, sub-MOA accuracy past 600m and packs more punch than standard 5.56 ammo. Not as powerful as 6.8 SPC but more accurate and goes further. This takes the power of a larger round and puts it in a smaller package for use in AR format weapons. Only downside is this round is more rare than 6.8 and you will be hard pressed to find any in the field. Uses 16-rd mag with same exact dimensions of a 20rd STANAG magazine so the gun can be fired prone without clip getting in the way, comes with bi-pod.

[Updated on: Mon, 26 April 2010 09:47] by Moderator

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Re: Modding in ACR into 1.13, pre-planning[message #250390] Mon, 26 April 2010 19:08 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
Nice setup, though the options are a little bit limited. Compared to the SCAR system which has variants all the way through the H and L categories to cover the different barrel lengths and so on you could easily replicate that for the ACR (it's all there in the current 1.13 download).

The addition of 6.5 Grendel is the hardest part as ammo mods are notoriously fiddly. New images will be needed for all the guns and something to denote them as different from each other when barrel lengths are the same. Also images of the 6.5mm ammo too (not as simple as it seems, there is at least 2 variants straight up).

Use the XML Editor and get a basic understanding of where everything is too Wink

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Lieutenant

Re: Modding in ACR into 1.13, pre-planning[message #250431] Tue, 27 April 2010 04:24 Go to previous messageGo to next message
tb87670 is currently offline tb87670

 
Messages:23
Registered:April 2010
The reason for it being limited is so each mod has a specific reason. I could easily just make a 12.5" CQC barrel that comes with foregrip and silencer for each caliber and 16" barrel mod with a reflex sight in each caliber except 6.5mm, as that's a semi-auto only round to my knowledge and will remain DMR only.

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Re: Modding in ACR into 1.13, pre-planning[message #250437] Tue, 27 April 2010 06:46 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
Well seeing as there is already a foregrip ingame I doubt you need to add that into the barrel and bolt swap. I also believe the 12.5" barrel is separate to the silencer, just giving it the ability to mount the silencer would be a valid option allowing people to go loud for CQC barrels if so desired.

The 6.5mm conversion would need to include a different trigger group for it to be changed to semi-auto. That way it gets put in the same league as the Knight SR25 (aka M110 SASS I believe).

The reflex sight is not a fixed part of the gun and the picatinny rails allow much more freedom than being limited to a reflex sight. Hence why I mentioned to look at the SCAR series to see how that was done. This game is all about freedom, and if someone want's to have a 6.8 SPC CQC ACR then why not Wink

Also have a look at WarmSteel's NAS mod. It may allow this to be done a lot easier than the old SCAR's were Smile

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Lieutenant

Re: Modding in ACR into 1.13, pre-planning[message #250513] Wed, 28 April 2010 01:04 Go to previous messageGo to next message
tb87670 is currently offline tb87670

 
Messages:23
Registered:April 2010
Yeah I get the freedom of choice, my original plan was to keep balance but in real life oh well, if you got a good bullet use it how you want. We might need a page in Bobby Ray's just for gun mods, but that's much later on.

I still think silencer would be good on the CQC upper, in a building you can go deaf easily from firing short-barreled weapons and I know this from real life experience and even with high velocity bullets the silencer would prevent ear damage. This is my opinion though.

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Re: Modding in ACR into 1.13, pre-planning[message #250522] Wed, 28 April 2010 04:27 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
Sounds very much like the 6.5" AR57 upper I did. Has an integral Silencer, I just happen to know the ACR doesn't, as it's detachable and usable without it. Sound deafening isn't modelled ingame. If it were I would agree 100% that short barrelled guns would need suppressors when indoors otherwise the mercs would become disoriented fast, losing the initiative for interrupts more etc...

That would also mean that the General in Alma with his G3A3 might need to fit a suppressor too Wink

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Lieutenant

Re: Modding in ACR into 1.13, pre-planning[message #250708] Fri, 30 April 2010 03:14 Go to previous messageGo to next message
tb87670 is currently offline tb87670

 
Messages:23
Registered:April 2010
Alright this is harder than I anticipated, so to start off I'm making a simple mod-kit for the 870 like I used on my real life 870. I am going to call this the "Warhammer" mod as it will turn the 870 into a worthy competitor to the Saiga12k in the game, as with the 12k there's no real reason to buy any other shotgun at the moment really. The gun in the game appears to have the 7rd mag extension already on it.

Real life parts I will use:
http://www.cheaperthandirt.com/SHT120-34.html
http://www.cheaperthandirt.com/55030-1.html

What this will do is the stock will make the gun a slight bit faster and more accurate since you can now hold it like a sniper rifle. The picatinny rails will basically be like the EBR stock for the M14's, it will allow you to mount flashlights and red dots, whatever you want. With enhanced accuracy that will make this a decent slug-gun. Price for the kits will be around $500 in-game.

Stats planned:
Accuracy: 4
Damage: 38
Mag: 7
Range: 16
Otherwise identical to 870

After I get this done I will begin work on the ACR project.

EDIT: OK so I suck hard at drawing on PC. It will look a little rougher than some of the better guns but I'd say my modded 870 looks par so far.

[Updated on: Sat, 01 May 2010 00:35] by Moderator

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Re: Modding in ACR into 1.13, pre-planning[message #250766] Sat, 01 May 2010 03:58 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
There is a lot of data to edit isn't there Wink

PM me your pic of the modded 870 and we'll see what we can come up with Smile

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Re: Modding in ACR into 1.13, pre-planning[message #250778] Sat, 01 May 2010 10:24 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
What's the name of your M870 mod? I would like to see some source pics to base that stock on. The rails are easy, but the stock looks more intricate, and needs a bit more shading Smile

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Re: Modding in ACR into 1.13, pre-planning[message #250808] Sat, 01 May 2010 19:57 Go to previous messageGo to next message
tb87670 is currently offline tb87670

 
Messages:23
Registered:April 2010
PM'd my pic I made last night some time, but here it is for anyone else:

http://yfrog.com/j9m870whg

In my previous post source parts are here:

http://www.cheaperthandirt.com/SHT120-34.html
http://www.cheaperthandirt.com/55030-1.html

I'll likely call this the "Warhammer" parts kit. It would sell in-game for maybe $300-$500 and make the modded 870 the most preferable shotgun for distance. My reasoning is the Saiga is only shotgun anyone would buy stats-wise, all others don't stack up since it's semi-auto and has +2 accuracy with 15 range. Make the modded 870 mount up to an Acog-combo and 16 range with +4 accuracy, you still have a shotgun but it's one that's decent slug shooting and has tactical flexibility.

EDIT: I'm still slowly working, but real life is getting to me and delaying this project. Sorry if anyone is holding their breath for this, just post here if you are and I'll dedicate more spare-time into this.

[Updated on: Thu, 06 May 2010 07:58] by Moderator

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Re: Modding in ACR into 1.13, pre-planning[message #264138] Sat, 02 October 2010 16:53 Go to previous message
ACR is currently offline ACR
Messages:1
Registered:October 2010
5.56
and 7.68
http://www.gunslot.com/files/gunslot/images/3984.jpg

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