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Re: Alpha_Item_Mod_for_WF6.06[message #217917]
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Tue, 26 May 2009 06:44
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Matryoshka |
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Messages:90
Registered:September 2004 Location: New Zealand |
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StarwalkerMatryoshka- Bullpup conversion kits for the SKS and Mini-14
(I don't know how much gameplay effect these kits would have, but they have a nice 'ghetto'/'MacGyver' feel to them, and even with the not-superb DBB graphics, they just look cool.)
The effect would be at least 1 AP less to fire them, under the 100AP-system. The effect would probably not be noticeable under the 25AP-system.
If I can get the full length (preferably in SI-units) and RL-pics of both, I can calculate the actual adjustment to single-shot firing cost and draw cost.
AFAIK, commerical bullpup kits for the Mini-14 and SKS have to comply with U.S. regulations (BATF, IIRC?) and the finished products have to be at least 26" long.
From what I've been able to find through Google, the Muzzelite stock kit for the Mini-14 reduces its overall length to 26.5" (673mm). I can't find many good lateral views of Muzzelite'd Mini-14s, but there's a decent shot (of the wrong side) at the following link.
http://www.mwgco.com/ar-15_accessories/product/MWG-MZ0-014.html
Despite there being a number of voices calling for them, there don't appear to be (m)any SKS bullpup kits on the market at the moment... but for game purposes, we can use the same kit as the Mini-14 (as is done in DBB). From what I've seen, the bullpup-SKS usually edges inside the line of legality at 26" (660mm), but I'm afraid I can't remember where I saw the number.
The following website has some 'okay' photos of the DC Engineering SKS-kit, which appears to have been the model for the version currently found in DBB.
http://www.rifletech.com/bullpup.htm
This (now-defunct) page discusses the status of several other projects aimed at bullpup-ing an SKS as of... 2007, IIRC? AFAICT, they're all private efforts, though.
http://web.archive.org/web/20071016045933/http://www.simonov.net/bullpup.htm
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Corporal 1st Class
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Re: Alpha_Item_Mod_for_WF6.06[message #219819]
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Sun, 07 June 2009 23:28
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Already updated first three rows of the map (that is rows A - C), the file is now available for download: Maps Update Row A-C
Several of these maps now include LBE items and some of the other new stuff. Also changed the civilians in B1 from the unused16 faction to kingpin (got annoying, when you had to do several fights in the sector, as those from the unused16 faction respawn and will cost you loyalty, once they are hostile... pretty hard to get decent loyalty levels in Chitzena that way. I think the respawning won't happen, if they belong to Kingpin... I'm not sure about that, however... feedback would be appreciated). I'll also change several other civilians when I come along the appropriate maps (especially the dude in Balime is really annoying, I never managed to get loyalty in Balime over 8%, because that guy respawned everytime and once I killed him, loyalty dropped to 0... unfortunately the faction system doesn't work as I intended... ah well...)
Also changed the C9 Barinas maps a bit. Especially the alternate map needed some flat roofs in order to make it playable (on insane Barinas gets attacked quite a lot, especially in the early stages and with out good defensive positions, you'll get overrun pretty quickly).
You'll now also find cans of oil in seceral maps, as these are needed to make the Molotov-Cocktails and in my latest game enemies didn't drop them in the early stages (which was quite frustrating, especially because Molotov-Cocktails are best in the earlier game stages...).
The files need to be extracted from the .7z file and copied into the maps folder.
Oh, and don't forget to loot Tony's storage house.
WARNING: This will only work with the latest Alpha_Item Mod and only with NIV.
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Re: Alpha_Item_Mod_for_WF6.06[message #221044]
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Sat, 13 June 2009 23:29
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Newest Project:
Add duplicate weapons for the magazine adapters.
The adapters will no longer be attachments, but instead will now be used as merge items. So far I've already made pics for guns with the 9mm C-Mag: HK MP5A4, MP5N, MP5SD and Colt SMG. Don't think I'll do the C-Mag pics for the other 9mm SMGs, especially the 9mm AUG Para would look pretty stupid. Don't know, if that would even be practical in real life, just found that it was possible in the XML... won't be any longer...
To balance the fact of a higher mag capacity these guns will not longer take the M203 UGL (the mags seem to be pretty big and unwieldy, thus I'd think they hinder access to the UGL).
A tricked out MP5SD for example can now have rod&spring, aiming module MK.1, retractable stock, griplight and the higher mag capacity of a C-Mag. Pretty sweet, I'd say.
I might also do pics for certain 5.56 and 7.62 weapons, but I'm pretty sure, that I won't do it for all possible guns...
Edit:
Just finished making pics for 8 WP guns with drum magazines. Also decided to reduce mag size of the WP drums to the original 75 (which they in fact seem to have, according to most internet sources... don't know, why they were set to 100...). This of course might cause trouble with already placed guns on the maps. Just have an eye on that, once the update is online.
Guns that will accept the drum adapter:
AKM
Ak-47
AKMS
AKS-47
AK-103
AK-104
AEK-973
AKM Tactical
Just have to include these 8 guns in the XML file and add the necessary merges, once done I'll upload the next update.
[Updated on: Sun, 14 June 2009 03:22] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #221077]
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Sun, 14 June 2009 03:29
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Kindred |
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Messages:121
Registered:September 2006 Location: Australia, baby! |
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Awesome. I rarely use the M203 and I've been enjoying using up the massive amounts of 9x19mm ammunition available in the early game by adding a c-mag adaptor to my IMP's MP5.
Edit: Have you thought about making weapons with the c-mag attached cost more to raise due to the weight?
[Updated on: Sun, 14 June 2009 03:38] by Moderator Report message to a moderator
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Sergeant
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Re: Alpha_Item_Mod_for_WF6.06[message #221079]
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Sun, 14 June 2009 04:12
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Kindred
Edit: Have you thought about making weapons with the c-mag attached cost more to raise due to the weight?
yeah.
basically the adapters change the following stats (besides giving you the benefit of bigger mags):
+ 3 weight
-1 reliability
-2 repair ease
+2 draw cost
+8 AP reload (normally those guns have 20 AP, with an adapter they'll have 28)
- ability to attach grenade launcher
already finished adding 5 of the 8 WP guns, hope I'll finish the other three soon.
Edit:
Okay, just finished the guns and already uploaded the update. Alpha20 includes the 12 modified guns, modified data for WP drum mags and all necessary merges to create the guns. Stock up on those adapters and have fun.
Next up will be a selection of 5.56 guns (but as said above, I'm sure I won't do all of them... making the pics for the AKs was annoying enough... the original RPK mag was too small and I had to photoshop a new one... and as I'm far from being an expert, this took quite a while, but I think the pics look alright... tell me what you think).
[Updated on: Sun, 14 June 2009 04:53] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #221094]
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Sun, 14 June 2009 11:20
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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smeagolThe adapters will no longer be attachments, but instead will now be used as merge items. So far I've already made pics for guns with the 9mm C-Mag: HK MP5A4, MP5N, MP5SD and Colt SMG. Don't think I'll do the C-Mag pics for the other 9mm SMGs, especially the 9mm AUG Para would look pretty stupid. Don't know, if that would even be practical in real life, just found that it was possible in the XML... won't be any longer...
It is possible to add a 5.56mm C-Mag to a 5.56mm AUG in real life, I have seen the pics, that's why it is possible in 1.13.
I do see that it would be awkward to use, though
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