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And textured. The left hand clips into the 3D mesh of the sensor system (now fixed, just didn't take any pics):






Inline advert (2nd and 3rd post)

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And what is going to be the final version:




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Mod-wise I've moved the eyepoint back some on the 3D ACOGs, giving some sort of peripheral vision (not much) but overall it does help on the sides and still provides good zoom and shooting, of which I've had practice of smile I'm going to add some more bits to the Guided AT4 to help flesh it out a bit, though I'm more than likely not going to do much for the right hand, as that's where the trigger is. I still have to get around to the SOCOM suppressor and get that done, as overall they look almost alike in some regards, but I'm thinking that it's a bit longer than a Mini but shorter than a regular? If so then no problem it'll be easier to modify a Mini in that way to provide some sort of difference to the suppressor look.

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Well the mount works just peachy (a couple test Ifrits can attest to that) and here are some pics:





Note the mounted optic (I just threw on the ACOG for giggles) will take over the main optic for the weapon and you can lock onto a target with it., and dual sighting scopes work as well with it (I used the ACOG-RMR combo) I may lenghten the rail mount for a better look though, but its fully functional. A note though, you have to have the optic moved from say your rifle, to your ruck, vest or uniform, and then onto the mount on the launcher for it to work. I may also add a laser/flashlight mount as well.

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And.... no not totally working. For some reason the rifles seem to work fine (after a quick random check) but the 240s and 249s seem to have the bugged muzzleflashes. For the life of me I don't know what the issue is as the model.cfg is all the same for each weapon, may be a certain order i need to put it in so the game doesn't #%&*$# it up, which may be the culprit, but something to check on tomorrow.

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In other news looks like I spoke too soon on the muzzle flash issue. Some weapons work fine, some don't, and yes I'm beating my head against the desk why... because they're all the same proxies and some variations in the model.cfg. So until I figure it out it'll be as such.

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Oh yeah I did say I would do this, and finally got to it:



It's going to be called a "SCAR-P SD" for giggles since it's a fictional adaptation of the weapon.

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http://steamcommunity.com/sharedfiles/filedetails/?id=381505361

Another "cheap" Insurgency map, this time on Chernarus, which also uses the AFRF faction from RHS as well.

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Well thanks to a surprise PM today:



Right now it's after the weapons pack, just been distracted so the only way to stay sane is to do a skin or so. Still very much WIP but overall pretty generic anyway. I may include it with the Wipeout pack (which it currently is a part of) but since it's the USAF Mod CV-22 reskinned more than likely I'll simply make a separate pack.

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As I mentioned on the BI Forums I'm thinking a bit more on putting the weapons pack on the Steam Workshop. A) It'll make updating easier for some people and also make it more accessible. Sticking points is that it will require ASDG Joint Rails as a dependency, that's a non-negotiable point. Joint Muzzles I may not include but overall I want to reduce the workload on me and I think after over a year, it's well earned. So... if people like or don't like Joint Muzzles as a dependency then let me know and I'll more then likely go with it.

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Here's some SOCOM Suppressor WIP:



Right now it doesn't look like it's any "different" but it is, as far as looks. Also... I'm going to make a fictional .45ACP SureFire Suppressor as I saw a similar type on the M9A3 offering from Beretta. And yes, I'm lazy.

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And the poor man's .45ACP suppressor:



The suppressor is fat enough to look cool but doesn't interfere with the sights of the weapon either.

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Okay as it stands right now given that the opinion is so far in favor for the non- Joint Muzzles I got the pack setup (other than inventory images) for that so far. Still hanging out on Ruthberg's values and what's left so far is the inventory images for a few things (the Glock and the SCAR-P SD) and that's I think it. Overall people keep reminding me about the Barret M468 and I keep on putting it off, but... I'll see about that and so on.

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Eric, has the recent release of CUP changed the assets you want to model in the future?


"Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong remedies." - Groucho Marx

“One of the great mistakes is to judge policies and programs by their intentions rather than their results.” -Milton Friedman

Quem Deus vult perdere, prius dementat
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In all honesty I don't know what CUP is doing so I doubt they'd influence any future decision. I'll check out the topic though but overall their work doesn't influence mine, and vice versa.

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Okay if things go as they are now voting wise, Joint Muzzles will be required. Overall there's less than 24 hours to go. Since Ruthberg is still busy then I'll still release the newer version of the pack tomorrow nightish regardless of the results (which stops 1746 local time (Eastern)) given the ease of working with only one config. I still have to do some inventory images later on tonight but overall things are pretty much set for the next version.

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///////////////////////////////////////////////////////////////////////////////////////////////

New Download Link:

https://www.dropbox.com/s/1krf7wvoa1wt4d1/%40U100RC53.7z?dl=0

//////////////////////////////////////////////////////////////////////////////////////////////////

RC53
- Added the M14 EBR Mod 0, with Spartan0536's new 7.62 x 51mm ammo
- 7.62 x 51mm weapons are now tuned to the new 7.62 and 5.56mm Spartan0536 ammo released.
- Added "Guided AT4" a fictional guided weapon similar to the Titan but smaller and more man-portable. It can also mount various optics and lasers for enhanced or different targeting.
- Added Glock45CL, a fictional futuristic Glock handgun. Weapon is caseless so it will not use ACP-A2 ammuniton.
- Glock sound courtesy of LordJarHead, maker of the JSRS and JSRS: DragonFyre sound mod.
- Added RMR sight for the Glock45CL only.
- Removed "scarh_mag" and "scarhnt_mag" due to the new 7.62mm ammo values. While it's a pain in the ass the new magazines and ammo config will offset the pain of that issue.
- Condensed the TMR Bipod PBO into the main PBO
- Added SOCOM Suppressors for the 5.56 and 7.62mm weapons, photos courtesy of gatordev as well as general technical help.
- Added a fictional .45ACP suppressor for the Glock 45CL.
- Removed RH and also the non-ASDJM configs
- Weapons do not require Joint Muzzles, now only requires ASDG Joint Rails and CBA, TMR is included and is integral to the pack. However users do not have to enable the features if they prefer a different weapon resting feature.
- Finally on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=386148727
-Ammo box fixed

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Thank you for putting it on the Steam Workshop. yep


3 Samsung 27" LED Monitors powered by a Zotac 4GB 680GTX. Set at PCI Gen3. 5760 x 1080 resolution.
MSI z68a-gd80 (g3) motherboard
Ivy Bridge 3770k 3.5Ghz
32GB RAM (all .pbo's loaded into a 12GB RamDisk)
TrackIR4
zboard merc keyboard
Saitek X-52 stick/throttle/pedals
Logitech MOMO racing wheel/pedals
Razer Deathadder 3500 black mouse
Sony receiver for 5.1 surround sound. 5 speakers and powered sub-woofer.
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No problem man, I think after a year I can finally keep it less work-intensive now too smile

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