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In a couple days things to do:

- SureFire 60rd Magazine.
- Some texture path fixing, I found some errors (fixed now) in regards to some filename paths when I condensed everything that I thought I got before the last release.
- RVMATs.... yeah after a while I've finally knuckled down and thanks to Warlord554 for help with that and decided to RVMAT some guns. So here's a test on the IAR:











Overall it's getting to the non-CLP "look" that just drives me nuts in regards to some weapons I see out there, both BIS and 3rd Party so I'm working on that but overall the last picture with the SOCMOD gear is pretty much where it's at now, the previous ones are from last night when I finally figured out how to add that "shine" to it. It's been a long time since I held a gat so getting the effect is there, almost.

Inline advert (2nd and 3rd post)

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Managed to get some model work done for the MRT accessories, and for the M4s I will change the mounting proxy due to the overall position of the PEQ-15 and light combo system as the proxy is setup for just the left hand for no combos but overall it's just a quick fix and make it fairly standard the right side will be the primary mounting point for the rail system. Overall it does work... sort of as I'm just working on configging it (looks fairly simple) so probably tomorrow I should have a working (or later on today as it's midnight now) version... soon.

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Guys/gals if you post on my Steam Page for my mods, don't clutter it up with your screen name. First it looks stupid and second of all... it's just pointless and I'll delete it. Happy Shooting!

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Lack of activity on my topic? I'm doing some custom work so I'll take a "break" and work on that so I'm still monitoring the topic, just not doing any related work to this mod.

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Still alive and kicking, but bogged down for some custom work... it'll be a while before I can update the pack (which needs to be done) so on average for one gun so far (custom rail systems take a bit) it's been about four days and still not complete (even with the time I'm putting in it). Sooo... I figure within a couple weeks or so I may be able to get back to the stuff. Still haven't forgotten about the SureFire mags, but here's some humor anyway:

http://taskandpurpose.com/6-worst-guys-s...ampaign=culture

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Had a guy on the 5th Marines Server almost get me shot by Rotary-Wing (I got lucky though). He had a fair understanding of how to control which was nice, but he needed a bit better self-awareness of what friendies were where. Overall again people. If you're on a public server and there's multiple people running around stop, take a second, open the map and check if you're going to clear rotary-wing hot. And the fact that they disable the text chat (I was a bit too miffed at the stuttering from the Human Rotary-Wings shooting the stuff out of the buildings), equals more lag, took a mag to kill one AAF dude, (good thing I was in the prone). SO again... make sure...

So nothing against the server but a little more situational awareness always helps.

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Took a "break" from some client work to mess with the RVMATs a bit more, and spent some time on Insurgency getting the "shine" right, as well as getting the rail system done as well:






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That looks much better. No more slathering it in CLP!

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Yeah I remember slathering my chamber with CLP in Kuwait before going north man, jammed everytime, cleaned it out and had no problems after that.. But yeah... there's shine but it doesn't need to look like that...

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Okay some other things that I noticed (and fixed) for the next release:

- 7.62mm weapons reference the BIS 6.5mm Suppressor which is fixed
- Thanks to a heads up from Spartan0536 and client work I'll release some 6.8mm SPC values for the Masada so that'll be interesting. Overall as he said it was approximately 25% more than 5.56 so I adjusted that and been testing it and so far it's better than even the MX #%&*$# recoil so... hopefully that'll come out when it does.

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Was talking with a guy yesterday or the day before about the OICW and given the 2035 era... and with a splash of Avatar I came up with this concept based on the real OICW and a Canadian version. Granted a 20mm grenade is a bit large overall I figure three to four rounds would be able to be loaded (more like that "3GL" system) mounted on top of the MCR with a removable (firing is by a cord, etc.) and so on:


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And a quick in-game pic:


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After a half-ass test I realized with that size and a short 20mm grenade I can reliably (with the stuff to make the rounds move and all that semantical stuff) fit in 5 rounds. Overall reducing the GL to 550m/s didn't seem to affect ballistics too much. Remember that it's a 20mm HE grenade and so a direct hit will get a kill. Though testing it on Altis makes door shots quite interesting and so on. I've been thinking of uploading it as is for user testing and feedback (remember it looks like #%&*$# because it's not finished) but may not as the RAS I'm doing is fairly easy this time (why can't they make them simple?). Anyway thoughts from a test I did a couple hours ago. Again the sight is #%&*$# but really, it's not a sniper rifle so if you have a spotter or the personal waypoint is available, use that for ranging, eventually.

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

New Download Link:

https://www.dropbox.com/s/a62f69z7qz1tmj9/%40U100RC53_5.7z?dl=0

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

RC53.5
- Removed RH magazine references I had missed.
- Removed top mount entry in the M8.
- Fixed TMR resting ability for the HK615 as well as for the M24 Desert and Woodland.
- Fixed Suppressor entry for BIS suppressors for the 7.62mm weapons
- Adjusted Masada 6.8 recoil values based on information courtesy of Spartan0536.
- HK41716_mag and HK41712_mag now fire rounds
- Fixed compatibility of the M24 Suppressor for both Wood and Desert.
- AKM, AKMTac, and HK418 has a suppressed sound in semi-auto
- SFLMG_ej and SFLMGT_ej now compatible with all 5.56mm weapons that mount a suppressor.
- SFSOCOM_ej and SFSOCOMT_ej properly added to 5.56mm weapons
- scarhnt_mag and scarh_mag notations are removed (again)
- Black IARs only have RVMATs applied, when I get to it I'll add appropriate RVMATs to all the weapons, sometime.

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Okay I found a texture error on a 7.62 suppressor, going to be fixed.

I've been checking out the Weapon rest topic on the Dev branch side and for all intensts and purposes from what I'm reading it's actually pretty good. I just don't feel like Dev branch (but methinks to stay on top of things I should...) but overall if that's the case then removing TMR will probably be the best thing. Not to say I'd miss it, which I will, but overall that's just less hassle when doing reloads. I'll have to get it installed though and go from there if it requires some notation within the gun parameters.

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Err disregard on the suppressor texture issue, was just my personal pack that was jacked up.

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Finally changed to Dev branch and the resting is actually just as good as TMR's without the bug of mag reloads. I've killed a lot of squads and fireteams with TMR so for now it'll remain in place. If they add weapon resting in the next patch (they should as it's nice) then more than likely TMR will be removed. Nothing against Taosenai but unfortunately it's bugged and he has real world commitments. So as of now it's still going to be until the next game patch.

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As for the recoil and InitSpeed. If I can keep it off the weapon then maybe I can work it that way. Reason is that regardless of ammo type (as for now, Spartan0536 may change the values down the road) the weapon has a set InitSpeed. So an MX will always fire 800m/s regardless of what ammo is shot through it (given that it's only BIS ammo it's not a big deal) but varying ammo for since it;s on mind for the IAR may be a little tricky. If I don't have to specify then I'll do it but overall regarding basic BIS ammo for 5.56 then it may become an issue. Again as I get more familiar with the Dev Branch I'll probably get a more static feel for the ammo.

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Speaking of Warlord554 he's hooked me up with some good accessories, some suppressors and an AN/PVS-22. Since the AN/PVS-22 is an attachment that makes a scope NVG capable right now I plan to just add it to the M3LR optic as that's a 2D optic. I may possibly add it to some of the 2D ACOGs but overall I usually just use reg'lar NVGs and see fine with them. So when I get to a point I can get that working I will, so the M3LR will simply turn into a Day Only scope while the PVS-22 will be Night only.

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Right now since I'm on "pause" (sort of) with client-work, I did manage to apply RVMATs to the suppressors, though methinks the "non-CLP" look doesn't work too well, after some help again from WarLord554 as far as that's concerned. Given that BIS overshines #%&*$# I'll see what I can do to give it a more muted shine. And as far as people using it with the RVMATs... looks good? Works okay?

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