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New S^3 Mod "All Uniforms" in development (feedback is welcome)


BlunterII

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I like Thumper smile.png

 

It's like the S3 version of the M82 Barrett. I might suggest toning it down a little bit. That's what I normally to do doors with my engineer and the Bazooka.

 

As far as other weapons in the game, I would really prefer if the default weapons remain unchanged, because I think altering weapons could greatly unbalance the game. I think it would be better to add custom variants of weapons, as you've been doing. That way we have the best of both worlds.

 

I think that's my general rule for missions and weapons in S3: The more the merrier :)

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The Thumper might be a tad overpowered. That's like, half the room gone with just one shot, and it's still got 5 more. Maybe reduce the blast radius? Dunno if that can be done without affecting the MG FF, though, since I think that's affected by the ammo type rather than the weapon.

 

For the possible anti-material rifle, how about a single-shot weapon (like the Big Joe and Little Joe pistols) that has ridiculous amounts of damage and penetration, but cripplingly high AP costs as well? The "Penetrator" is my name suggestion.

 

Lastly, I was suggesting a burst-fire version of the regular Sea Devil, not the Thumper. Might still be OP, though.

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Someone said need voice clips ?

 

:D Well i can record few lines, but here,s some info

 

1.Im Polish can be no problem with that ? :) i can speak similar lines like Jerzey Rozanski

 

Mostly english but little mix of polish, for examples (Team mate misses shot)Lepiej od mojej babci(PL to english Better then my grandma)....WHO,S BLIND

(Pick up item while Fulled Inventory)Podnies to zrob to Im tired of this!(Pick up this do this im tired of this!)

 

2.Sometime few years ago ive recored few lines for Tzar: The Burden of the Crown my friend campain , but my laptop record these voices and when ive listen and they sounds little...childish, but i have almost 20years old :P, so i must know what how fix that problem, ive recored via Audacity program.

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I like Thumper smile.png

 

It's like the S3 version of the M82 Barrett. I might suggest toning it down a little bit. That's what I normally to do doors with my engineer and the Bazooka.

 

As far as other weapons in the game, I would really prefer if the default weapons remain unchanged, because I think altering weapons could greatly unbalance the game. I think it would be better to add custom variants of weapons, as you've been doing. That way we have the best of both worlds.

 

I think that's my general rule for missions and weapons in S3: The more the merrier smile.png

 

Right, I tested the "Thumper" a little more and decided to follow your (and Ecthel's) advice to bring the stats down a bit. Here is the end result:

 

Weapons_Thumper_5%2528redone%2529.png

 

Barrett? Yes, I recall using it in "Estate Takedown" mission in MW2 (it was the only sure way to get rid of those annoying Juggernaughts). A very powerful gun... hmm...

I did create some new ammo for Sea Devil which might help emulate the Barrett (possibly...)

 

I am not into changing the original items either, TR.

My idea was to leave the default weapons alone as well. Just to change their names, maybe... and then:

-------------------

- Create "used", "worn", "rusted" types with lower stats (damage, range, durability, etc.) for the store and regular NPCs to use. (it would affect all the commonly found firearms and melee weapons)

- Give the default weapons "new", "brand new" prefixes (weapons with vanilla stats, for officers and stronger veteran NPCs)

- and then continue making special weapons and ammo for unique loots, unique (named) NPC and as rewards for successfully completing primary missions and various side quests (like the "Castle Linden" encounter, for example)

------------------

What's your take on that?

 

The Thumper might be a tad overpowered. That's like, half the room gone with just one shot, and it's still got 5 more. Maybe reduce the blast radius? Dunno if that can be done without affecting the MG FF, though, since I think that's affected by the ammo type rather than the weapon.

 

For the possible anti-material rifle, how about a single-shot weapon (like the Big Joe and Little Joe pistols) that has ridiculous amounts of damage and penetration, but cripplingly high AP costs as well? The "Penetrator" is my name suggestion.

 

Lastly, I was suggesting a burst-fire version of the regular Sea Devil, not the Thumper. Might still be OP, though.

 

I think I misinformed you guys about the "Thumper" GL. The house I used for the demonstration got easily destroyed by a couple of M-24 grenades as well. (in short: it wasn't the "Thumper", but a faulty structure)

 

Which weapon model do you think would fit the "Penetrator" prototype you described, Ecthel?

 

With the new ammunition I made for 'Sea Devil' a short-burst option might indeed be an overkill.

_______________________________________________________

 

Take a look:

 

Weapons_SeaDevilAmmunition_1.png

 

I've done quite a few experiments with the ammo and clip creation. I feel more confident about the process now.

 

The initial motivation behind this whole idea of creating new and more powerful ammos was the fact that later in the game (it applies both to S^2 and S^3) once the player encountered PKs - whatever weapons they've gotten high proficiency in suddenly became irrelevant...

 

Not any more. With AP and HE rounds one would be able to continue using their weapons of choice (rifles, MGs and some SMGs) without having to rely on some 'alien technology' or heavy weapons. These new additions wouldn't make it a walk in the park either - they'd simply make it possible to damage and destroy the PKs (instead of getting the frustrating 'Ricochet' message all the time).

 

The original 'Sea Devil' wasn't immune to that either.

 

Weapons_SeaDevilAmmunition_2.png

 

(I did slightly modify SD's initial velocity and increased Shot APs a bit to counter the changes the new ammo caused)

__________________________________________________

 

...and then came the AP round.

 

Weapons_SeaDevilAmmunition_3.png

 

The AP round physics were partially copied after TG - ray to ensure almost 100% penetration. It takes around 3-4 shots to destroy Allied PKs, 4-6 for regular TH PKs and 10-15 for Helen's flying PK with (1000 hps)

_________________________________________________________

 

and after that the High Explosive rounds were born.

 

Weapons_SeaDevilAmmunition_4.png

 

These little guys carry a charge that detonates on impact. I didn't add any fragmentation (I could though) just a strong but localized (radius 1) concussion wave. I also added a small explosion effect and a correcponding explosion sound as well. Takes 1-3 for weaker PKs and 6-9 for tougher ones. Human targets enjoy a short flight in a random direction before kicking the bucket...

Some of the blast characteristics are similar to "Bazooka M20 Red" shell.

____________________________________________________

 

At the end of my experiment I thought I'd make a more familiar JHP round using the same colors as the other JHPs in the game.

 

Weapons_SeaDevilAmmunition_5.png

 

A great one-shot one-kill round to use on unarmored human targets. Pretty useless against the armored ones.

_______________________________________________________

 

Now the "Sea Devil" rifle is really something to covet... wink.png

 

_______________________________________________________

 

One other thing: I've read about SmK (7.92x57mm Mauser) rounds (Spitzgeschoss mit Kern) or K bullets.

I could create those to make the German weapons using that ammunition more potent vs. armored targets.

 

M2 .30-06 Springfield rounds are also something I am considering.

(Just imagine "Lady Liberty" making big holes in those Panzerkleins.)

_______________________________________________________

 

I need feedback on this. I am not an expert... wink.png

------------------------------------

[EDIT] - I had to redo some of the screens (the penetration values didn't update correctly after switching between different ammos). Now everything is the way it's supposed to be.

 

_______________________________________________________

(to be continued)

 

~Blunter~

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Great mod. Even though I haven't tried it yet, I can tell this mod has revitalized the game for me. Also, regarding the mod name, will it still be called "All Uniforms" mod with later versions? Just wondering because this mod looks like it's shaping up to be more than just a uniform mod. I'm looking forward to what else you'll cook up for the mod.

 

Thanks, firebolt.

We'll probably negotiate on the new name later on, once the non-uniform content becomes prevalent.

 

Try it out and let me know what you think. And I.. I will get back to cooking smile.png

 

Someone said need voice clips ?

 

grin.gif Well i can record few lines, but here,s some info

 

1.Im Polish can be no problem with that ? smile.png i can speak similar lines like Jerzey Rozanski

 

Mostly english but little mix of polish, for examples (Team mate misses shot)Lepiej od mojej babci(PL to english Better then my grandma)....WHO,S BLIND

(Pick up item while Fulled Inventory)Podnies to zrob to Im tired of this!(Pick up this do this im tired of this!)

 

2.Sometime few years ago ive recored few lines for Tzar: The Burden of the Crown my friend campain , but my laptop record these voices and when ive listen and they sounds little...childish, but i have almost 20years old tongue.png, so i must know what how fix that problem, ive recored via Audacity program.

 

Thanks for offering to help, Flyethemoon. We could certainly use Polish.

However, before we start importing speech (for Dialogs) and Acks (for various character responses) we'll need 2 things:

 

1. to have a solid story with dialogs ready to go

 

2. Microsoft Excel template table for Acks.

 

I already have the dialog template. That's what it looks like:

 

Z_DialogTemplate_1.png

 

Now I need the Acks template. Without it - there is no way of creating new acks without deleting or disabling the original ones. (And I'd rather not modify the original entries at all)

 

Once we have the template we can discuss what kind of acks various characters would say in different situations.

An average merc has ~100 acks.

([Edit] a little over 50)

 

Personally, I'd rather have one's native language dominate the Acks (with only a few words spoken in English) - all that accompanied with the English subtitles.

 

[Edit] The same with dialogs. If there are two Germans speaking - I think the dialog should be in German (with or without the English subtitles)

____________________________________________________________

(to be continued)

 

~Blunter~

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I don't think creating weaker versions would be necessary, since the durability system already simulates the effects of wear and tear on a weapon, and any trained soldier/mercenary/terrorist with delusions of global domination should be keeping their weapon(s) as well-maintained as possible.

 

For the "Penetrator", the Sea Devil's the biggest conventional rifle around, and it's the only rifle in-game that looks like it could concievably bring down a tank.

 

Regarding the AP rounds, I think they should only be made available for rifles and/or the emplaced MGs if possible, since the portable LMGs firing a long burst with them could probably utterly wreck a Panzerklein (and game balance along with it).

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This is awesome, Blunter. Will these custom weapons be available in the store right from the get-go?

 

I also like the "used," "worn," and "rusted" types, and I think it would add another challenge for players who like it hard. To be honest, though, I'd probably never use one myself. As you know, I've made S3 harder by spawning in more enemies :)

 

I'm excited to try out that new Sea Devil ammo.

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I don't think creating weaker versions would be necessary, since the durability system already simulates the effects of wear and tear on a weapon, and any trained soldier/mercenary/terrorist with delusions of global domination should be keeping their weapon(s) as well-maintained as possible.

 

That's a good point, Ecthel. I think I need to develop this idea further.

 

While the elite opposition should probably enjoy decent weapons ('new', 'oiled' or smth), the current arbitrary system of slowly unlocking the next tier of "better" firearms is far from satisfactory. And the fact that access to more advanced models is delayed, something that I think Lt. brought up a while back, doesn't necessarily makes much sense. The pre-WWI models are not even available until much later

 

The idea that the dealer (the guy who's just out for playey's money, the sense I got from him) somehow doses those new models out when the player completes certain missions and objectives does provide an explanation for the current economic scheme - but it is unbelievable (to me at least). If his starting inventory had a lot of various surplus and 'not so perfect' items (after WWII) could rectify that. In fact, those could be the only things he would have for sale all throughout the game, period!

 

Under this model: If the player wants to get their hands on something better than 'average' or 'below average' - they need to go out there and hunt fot it.

 

There could be scripted events when he'd have a rare item he'd offer you but that's it.

 

Note: I am not wedded to any of these ideas. Just expressing my thoughts and observations...

 

For the "Penetrator", the Sea Devil's the biggest conventional rifle around, and it's the only rifle in-game that looks like it could concievably bring down a tank.

 

True. I'll need to change its look a little for that.

 

Regarding the AP rounds, I think they should only be made available for rifles and/or the emplaced MGs if possible, since the portable LMGs firing a long burst with them could probably utterly wreck a Panzerklein (and game balance along with it).

 

Well, with 7.92x57 Mauser rounds I am working on right now (Panzer Patrone (AP), and B Patrone (HE)) all the German rifles (Kar98, Polish versions, G41(W), etc.), their MGs (34, 42, ZB) and Zundapp and Tripod MG34 are going to be affected. I'll probably have to restrict the number of available rounds:

- limited numbers for sale

- a rare find in REs

- not as rare in missions (maybe)???

 

???

_______________________________________________________________

This is awesome, Blunter. Will these custom weapons be available in the store right from the get-go?

 

I am not sure yet. I guess I could add them to the store... Or make some REs containing them (as a one-time loot that won't spawn the next time the player enters it)

 

I also like the "used," "worn," and "rusted" types, and I think it would add another challenge for players who like it hard. To be honest, though, I'd probably never use one myself. As you know, I've made S3 harder by spawning in more enemies smile.png

 

Yes, it would provide earlier access to a variety of weapons as well. (The balancing issues Ecthel brought up will need to be weighed carefully)

 

I'm excited to try out that new Sea Devil ammo.

 

It's awesome! smile.png

(If not overpowered...)

____________________________________________________

(to be continued)

 

~Blunter~

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Say Blunter, you said you do not own Maya right and that we need it if we want to put in new weapons, right? What version would you need anyway, seeing that you have an older computer and whatnot? I said that I would be willing to get Maya for you and I bet you could ask Okim where he got his version from. Its just something I need to know, because older versions should not be that expesive or hard to find. It would make things a lot easier for us you know?

 

One of the reasons why I am pushing the whole Maya thing is, that one of my ideas for the mod was to put in weapons like the Boys Anti Tank rifle or the PTRSD etc. that would be ideal for taking out PKs. It would also mean we could add some weapons in there that I think are missing like the G43 or the Reising M50 SMG.

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Regarding the dealer, I always figured the reason he doses equipment out is because the Sentinels forbid him from selling the good stuff to new recruits. As you complete more of their missions, the one(s) in charge trust you more and the dealer is allowed to sell higher grade items to you. REs don't count towards this because you're just killing random bands of TH soldiers on your own initiative.

 

Keeping the specialist rounds rare works, I guess. For RE and possible mission placement, perhaps give one AP mag to some enemy snipers? I read somewhere that some snipers with certain weapons preferred AP rounds because they were more accurate than the standard-issue ammo.

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I don't think creating weaker versions would be necessary, since the durability system already simulates the effects of wear and tear on a weapon, and any trained soldier/mercenary/terrorist with delusions of global domination should be keeping their weapon(s) as well-maintained as possible.

 

Good point.

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Blunter:

 

I finally had about 30 minutes to play S3 today, and I used the opportunity to play the Castle Linden scenario.

 

I loved what I saw. I wish I had more time, but that will come. The map is gorgeous. I felt overwhelmed by the zombies almost immediately, and I felt like I was using the full firepower of my six-man squad. The map was bigger than I expected, which was a welcome surprise.

 

I'll try to find more time to play it in the coming week and offer some constructive feedback. Off the top of my head I felt like there should be one more MG turret to cover the south/southeastern approach. The turrets available seem to cover mostly west/southwest.

 

I also felt like I wanted some time at the start to set up, grab ammo and take positions before the onslaught began, but perhaps there are breathers in between waves that would allow me to do this -- again, I just didn't have enough time to sink my teeth into the action.

 

Great work! Thanks for enriching the S3 experience for all of us here :)

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Say Blunter, you said you do not own Maya right and that we need it if we want to put in new weapons, right? What version would you need anyway, seeing that you have an older computer and whatnot? I said that I would be willing to get Maya for you and I bet you could ask Okim where he got his version from. Its just something I need to know, because older versions should not be that expesive or hard to find. It would make things a lot easier for us you know?

 

One of the reasons why I am pushing the whole Maya thing is, that one of my ideas for the mod was to put in weapons like the Boys Anti Tank rifle or the PTRSD etc. that would be ideal for taking out PKs. It would also mean we could add some weapons in there that I think are missing like the G43 or the Reising M50 SMG.

 

I don't have Maya.

As far as I know there are only a few plug-ins (for versions 4.0, 5.0 and 6.0). Alias/ Autodesk don't produce or sell them anymore. And if one can get their hands on an older copy - there is a problem of activating it (meaning - we would need 'special' assistance from 3rd parties... How reliable those folks are - is something I am not sure about).

 

I think the PC I am doing it on should be able to handle the process of importing new models (It's Dell Inspiron 530, windows XP SP3, Core 2 Duo 2.4 GHz processor, 4 GB of 800MHz memory and a Radeon 4670HD GPU ). I am not sure if it can handle running Maya for the purpose of creating new models (if I ever decide to actually make them myself)...

 

I am rather hesitant to DL it from certain ??? sources (don't want to lose my work in case of infection).

 

If you manage to find a reliable working copy - I am game...

_________________________________________________________________

 

Regarding the dealer, I always figured the reason he doses equipment out is because the Sentinels forbid him from selling the good stuff to new recruits. As you complete more of their missions, the one(s) in charge trust you more and the dealer is allowed to sell higher grade items to you. REs don't count towards this because you're just killing random bands of TH soldiers on your own initiative.

 

All right, I'll put that idea on a back burner for now.

 

Keeping the specialist rounds rare works, I guess. For RE and possible mission placement, perhaps give one AP mag to some enemy snipers? I read somewhere that some snipers with certain weapons preferred AP rounds because they were more accurate than the standard-issue ammo.

 

Ok, small amounts to select individuals.

Btw, I attempted to manipulate the range (acuracy) through changing various ammo characteristics... to no avail so far. sad.png

___________________________________________________________________

 

Blunter:

 

I finally had about 30 minutes to play S3 today, and I used the opportunity to play the Castle Linden scenario.

 

I loved what I saw. I wish I had more time, but that will come. The map is gorgeous. I felt overwhelmed by the zombies almost immediately, and I felt like I was using the full firepower of my six-man squad. The map was bigger than I expected, which was a welcome surprise.

 

I'll try to find more time to play it in the coming week and offer some constructive feedback. Off the top of my head I felt like there should be one more MG turret to cover the south/southeastern approach. The turrets available seem to cover mostly west/southwest.

 

I also felt like I wanted some time at the start to set up, grab ammo and take positions before the onslaught began, but perhaps there are breathers in between waves that would allow me to do this -- again, I just didn't have enough time to sink my teeth into the action.

 

Great work! Thanks for enriching the S3 experience for all of us here smile.png

 

You are welcome!

 

I would love to hear some more feedback about the "Castle Linden" encounter. (You are the first person to report back...)

I am not entirely sure how to reliably create pauses in between various sequences. Maybe with SleepForTurn() ???

Those waves are controlled by a trigger and they work non-stop. The spawns are also determined by the number of waves... There is a wave counter ticking (you can see that in the console window)...hmm...

Did you manage to escape and save Durand? Just curious...

 

The breathers at this stage are - as long as you haven't eliminated the previous wave the next one won't spawn. Keep one or two zombies 'Motionless' or 'Blind' but alive and go check the loot with a unit or two.

What do you think of the mercenaries. Did you find them helpful?

______________________________________________________________

 

All right people. I am finished with the Mauser special ammos and clips.

Have a look:

 

Weapons_Mauser_AllNewAmmo.png

 

This is just a table with the regular 7.92mm Mauser clips and the ones I created.

B-Patrone is an explosive round and Panzer (PZ) Patrone is an armor piercing round with a massive steel core.

HE stands for High Explosive

AP stands for Armor Piercing

_____________________________________________________________

 

Every weapon in the game has an 'inner clip' - which is, basically, a default ammo clip that particular weapon comes with and reloads with by default. In order to reload a weapon with a different clip it has to be created for that specific weapon, then it needs to belong to that ammo group (10 in this case for 7.92mm Mauser) and a clip group with their own designations. Luckily, most of the rifles use 5-round Mauser clips - so by creating 3 different clips I was able to cover all of them.

 

Weapons_Mauser_AllWeaponsAffected.png

 

[Now, that I posted it I realized that I forgot the FG42 clips completely.

How could I? (Silly...)

 

Well, I'll finish this and then update later.] Corrected now smile.png

_________________________________________________________________

 

Anyway, with the rifles it was pretty straight forward.

 

Weapons_Mauser_Rifle_Regular.png

 

______________________________________________________________

 

The AP ammo improves the performance significantly:

 

Weapons_Mauser_Rifle_PZ.png

 

_____________________________________________________________

 

...and here comes the High Explosive round:

 

Weapons_Mauser_Rifle_B.png

 

The HE rounds for 7.92mm Mauser are not as powerful as Sea Devil's. I reduced the blast damage and the penetrating ability. It still packs a punch but the HE grenade effect attached to the bullet is somewhere in the middle of the road (I called it 'med' in the database for quick reference, while the Sea Devil's is 'high')

__________________________________________________________________

 

Now to MGs:

 

Weapons_Mauser_MG34_Regular.png

 

7.92mm Mauser ammo is good to begin with. But I always thought it could be a little better.

________________________________________________________

 

Well, it is now:

 

Weapons_Mauser_MG34_PZ.png

 

Since the MGs are not as accurate as rifles, for example, I don't believe these rounds make them awfully overpowered. But that is debatable, of course.

____________________________________________________________________

 

...the B Patrone (HE) is fun to use. Very loud, lots of smoke, rivers of tears and blood...

 

Weapons_Mauser_MG34_B.png

 

__________________________________________________________________

(to be continued)

 

~Blunter~

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Right, where were we?...

----------------------

Ok, I created the FG42 clips' textures, made the appropriate models and RPG items, created their clips in the Clips db, hooked them up to the previously created RPG items, registered them in the Clips to Ammos table in the DB. Done! (Still can't believe I missed them initially...)

----------------------

Anyways, on to the emplaced guns:

 

Weapons_Mauser_MG34_Stationary.png

 

I changed the inner clip capacity for the Tripod MG34 as well (it has 100 rounds now vs 50 it used to have).

One problem I encountered was that I couldn't unload their clips. I had to empty them by shooting the default clip they came with before loading the custom ones. I am not certain if it is this way in the editor only. Further in-game testing is required.

They performed very well with the new clips (as I expected). The penetration and damage changes are pretty much identical to the MG34 screens in my previous post. These guys are inaccurate though. I guess it offsets (partially) the extra kick these new ammos add to MGs.

__________________________________________________

 

Now, ZB MG...

 

Weapons_Mauser_ZB26_Regular.png

 

The interesting thing about MGs in Silent Storm is that even though they are all marked the same - "machine gun" in-game, in the database they are divided into different weapon types 'heavy MG' and 'MG' with very different stats for shot preparation, aiming, bonuses to crawling, crouching, penalties to being attacked by melee weapons while holding an MG, etc.

 

Just thought I'd point it out

_______________________________________________________

 

And after we load the Panzer Patrone...

 

Weapons_Mauser_ZB26_PZ.png

 

______________________________________________________

 

All the B Patrone (HE) clips inherit the attached grenade effect's stats - that's why they look similar.

 

Weapons_Mauser_ZB26_B.png

 

______________________________________________________

 

Did you ever get tired of carrying a bunch of 5-round Mauser rifle rounds, cluttering your character's inventory. Well, there is something I came up with when reading the Mauser Page

 

Weapons_Mauser_Rifle_50RndBox.png

 

They were made to resemble the actual 15 round ones they apparently used to pack the 7.92mm Mauser ammo to ship to different destinations. (I thought 50 was a reasonable number, especially for someone carrying a rifle).

--------------------------------

Let's see if I can do the M2 .30-06 Springfield AP rounds for "Lady Liberty" and other weapons using that caliber.

 

Hey, do you guys know if .30-06 Springfield had explosive (HE) or some bullets with fragmentation effect???

 

________________________________________________________________

(to be continued)

 

~Blunter~

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There's one called the Explosive, T99, but it never entered service. Found this page while searching, maybe it'll help: https://cartridgecoll...0-06-cartridges

 

Thanks, Ecthel. Very interesting read.

Besides the T99 which was an observation round, the article also mentions the Pomeroy .30-06 rounds with a charge of nitroglycerin in its tip which was supposed to be a 'true' explosive (whatever that means???). It had a green tip... hmm... maybe I'll try that one and attach a 'low' HE grenade effect to it. I wonder how that would work out.

Do you think adding some minor fragmentation would be an overkill?

 

And how do I mark the boxes if I am to create any? There are no pictures of these rare rounds packed.

"WRA multiball"???

 

Another question that's been bugging me is this: how do all these rifle rounds (available in S^3) compare to each other:

 

- 7.92mm Mauser

- .30-06 Springfield

- 7.62x54Rmm USSR

- .303 British

- .30 Carbine

- 7.5mm MAS

- 6.5mm Manlicher-Carcano

 

Any feedback would be appreciated. Thank you. smile.png

----------------------------------

 

P.S. Oh, and if I am misnaming/ misapplying something or going in a wrong direction - please, let me know. I do tend to get carried away sometimes.

______________________________________

(to be continued)

 

~Blunter~

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I think frag might be a bit overkill (especially on the BAR), and there isn't exactly much of a bullet to turn into fragmentation in the first place.

 

For the boxes... maybe W.R.A. .30-06 Pomeroy Explosive Rounds, or something to that effect?

 

For the rifle rounds, going off their Wikipedia articles, they all had pretty similar performance, except for the .30 Carbine (much lower) and 6.5mm Mannlicher-Carcano (somewhat lower). Might want to ask an actual firearms expert, though.

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I already mentioned way back when that most rifle calibers in WWII had similar performance, because all of these rounds came from the late 19th century where the thinking was that only big powerful bullets can stop soldiers, so performance wise a 8mm Mauser and a 30-06 have similar characteristics.

 

Yes the .30 Carbine round is actually very weak, its only a pistol round at best and only good for ranges up to 250 meters, beyond that range the round is pretty much useless as US Army soldiers found out in the Korea War. It is a interesting fact that the AR15/M16 and the 5.56mm caliber was the result of research done during the Korea war that led to "Project Salvo", the idea to fire short bursts of small caliber ammo at short to medium range. Just as a side note.

 

As for the 6.5mm Mannlicher-Carcano: yeah its an odd round indeed, that is somewhere between a rifle and a carbine round performance wise. It also has very odd ballistics because of the long bullet and the short shell, often resulting in the bullet tumbling through the air after penetrating a body. This odd behavior resulted in the whole "Magic bullet" thing when JFK was shot by Lee Harvey Oswald, then no one could imagine that a single bullet could kill one and wound 3 others sitting in a car like that.

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Thank you, guys. smile.png

 

Why I asked is because those rounds have drastically different characteristics in the game. I don't know what they were thinking???

 

Interesting info about the 6.5 mm, Lt. Made me reread the Oswald story smile.png

________________________

 

I am almost done with the .30-06 Springfield AP and Pomeroy HE ammo - clip - ballistics...

Here is what I got so far (just a sneak peek, really):

 

Weapons_30CalClips_Overview.png

 

I'll run some more tests tomorrow and report back with the results.

__________________________________________________________

(to be continued)

 

~Blunter~

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BTW about Uniforms, its possible select Axis Scout mask ?

 

Because without mods all Axis scouts(except female) had mask matching his uniform

 

Scout masks, gas masks, glasses, moustache, etc. come with the uniform and go with it. As compared to the original where Gunnar, for instance, had that mask stuck to his face for the rest of the game, regardless of the uniform he was wearing.

____________________________________________

(to be continued)

 

~Blunter~

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I think this bug was already stated earlier in the thread regarding the recruit page. Apparently there is one merc labeled "Guards Commander" that can be hired for $100 if you click on Zinaida's profile. She can be recruited with no problems though. I'm not using any other mods.

https://i.imgur.com/RH0oEVz.jpg

https://i.imgur.com/A6Nxx1U.jpg

 

I didn't modify anything in the 'Hiring' template or the game's interface, firebolt5.

 

Let me see..

 

...Oh, ok - in the Pers tab, Camp Leader (NKVD officer) NPC was listed as can be hired = true. Fixed! (I switched it to 'false')

[Edit] I don't think this 'bug' is related to the mod we are working on here...or is it?

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All right, after testing the original .30-06 Springfield and the AP and HE versions - I made several changes and adjustments - primarily reducing the initial values I entered (the first version was a little too powerful)... It doesn't feel right to bore you with all the weapons affected by the change I'll just post a few screens demonstrating the round instead (Overall it is very similar to the 7.92mm Mauser AP and HE versions, just toned down a little)

 

Weapons_30CalClips_1.png

 

'Lady Liberty' is already a very decent automatic rifle and employing AP and HE rounds (see below) makes it even better.

_______________________________________________

 

Weapons_30CalClips_2.png

 

Even though BAR magazine is probably the most efficient way of storing .30-06 rounds (as it takes only one inventory slot) - these boxes are the second best thing smile.png

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Weapons_30CalClips_3.png

 

Would need to make them rare (as well as the Mauser B Patrone...)

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Weapons_30CalClips_4.png

 

"The best goddamn sniper rifle ever made...", Tom Becket (T. Berenger's character from 'Sniper3').

Do you agree? (well, the one shown is not the sniper version but you get the meaning wink.png )

Might need to make a unique version of it just for that reason...

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Weapons_30CalClips_5.png

 

Pretty much the same old story of hit and miss for vanilla rounds (well actually worse, since the vanilla .30-06 is rather weak). The AP and HE rounds correct that situation though...

 

Garand Rifle and Johnson LMG did quite well (frankly, they were good weapons to begin with)...

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Overall I was satisfied with the tests. The new rounds effectively assist in PK destruction without making it too easy - which was the original goal I set before myself.

 

One of the side effects of the explosive (HE) rounds, for example, is their ability to destroy walls more efficiently than regular rounds. Another one is - if you miss your target and land your shot at their feet or somewhere in close proximity - it will still hurt them (because of the blast).

________________________________________________

 

Did you guys read or hear about any Soviet explosive rounds from that time period (AP too)? Maybe I could give those a shot... hmm...

________________________________________________

(to be continued)

 

~Blunter~

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Yes, the Soviets had explosive ammo, the 7,62x45R ammo had a wide varieties of bullets for it. What are you looking for is the B-30 Armor Piercing, B-32 Armor Piercing/Incendiary and the PZ Incendiary Bullet, the last one is also often called a explosive rounds. The PZ round is similar to the B patrone and was actually meant as a artillery spotter round and was actually banned for use against human targets. The funny thing is that the Soviets used the PZ round against the Germans with the Wehrmacht actually reporting this use of PZ rounds as Geneva convention violations and used it for propaganda purposes, all the while using the B patrone against the Soviets, not to mention the whole Komissarbedehl and all the other stuff the Germans did we are all aware of.
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