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Lol it's actually still separate but thanks!

Also, was talking with a frend on Facebook and he brought up that (as well as a guy on Steam, No means No, just saying...) my guns fired "like a minigun". Seems that old versions of AGM are causing this issue as well. While I had to fix the RPM (was default BIS) for the AK overall he had an old version that was causing it. Overall most of the weapons are correct and therefore only the AK I had missed over a month ago. Also I had found out the "Stuck on Firemode" is usually caused by two versions of ASDG Joint Rails being installed in your mod folders, so if Verify Cache doesn't fix the issue, that may be the cultprit.

And so you all are aware, I don't make my stuff (with the exception of the heos and the Aggressor stuff and the guns of course) to work with other mods, more or less I test it sometimes Vanilla + Appropriate Mod + CBA + ASDG Joint Rails), so if you're having issues it's simply sometimes other mods are not intentionally taken into account due to the sheer number that is available and it's desgend to work with Arma 3, you know, the game. So support for other mods will probably not happen (nor do I care to for that matter) and workarounds will probaly have to be done. I can aways see about adding various capabiities but the stuff is designed to not require downloading the whole of Armaholic to work, so if I don't need a mod to provide something, I won't use it.

Inline advert (2nd and 3rd post)

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Okay tomorrow the latest weapons pack will get uploaded. As for the helos I need to focus on 3D model work along with some testing some people are doing for the current beta version anyway. Next week I'll look at uploading that based on feedback and so on.

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

New Download Link:

https://drive.google.com/file/d/0B8BGm0Pi3UmtNkcwMXFOWFNTRDQ/view?usp=sharing

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

RC63
- Added some M40 grenade variants, based on some military science ficiton writing. They are higher powered (10m blast radius), also can be thrown a bit farther than normal vanilla RGO Grenades. There also smoke
versions of the grenades, which have a color band to show the appropriate colors (White, Red, Green, Yellow, Blue, Orange, Purple). IR versions are not availble given there are already specific ones available. Other than that
they have the same statistics as BIS grenades, only more compact.
- M38A1 has been fixed, no longer has a "magazine", now is permanently single use, and slihtly larger in mass (config-wise).
- Re-tuned SCAR-L Shorts (Black and Tan) to use HK416 and SCAR-P magazines. Unfortunately you will have to redo your loadouts, I apologize in advance.
- Fixed SCAR-L Short reload sound, to mimic the rest of the SCAR family.
- Fixed RPM of AK-47, onw shoots 600 rounds per minute cyclic.
- Added "PKM Tactical", a fictional PKM variant. The weapon has a set Initspeed of 825m/s.
- Changed Raven Tactical loadouts, removing RGO grenades and using M40 grenades, as well as substituting M40 smoke grenades for the BIS default ones.
- Persian Islamic Front Zafir MG has a similarly equippted PKM instead, and also renamed "PIF PKM MG".
- Added more Initiative characters courtesy of GeneralKong, an Elite Leader, Guard, and Gunner versions.
- Also added Initiative Pawnee, and Hummingbird versions, as well as a Gun Truck
- Faction vehicles now show up in Zeus and can be placed on the map via that tool. Raven Gun Trucks have M40 HE Grenades instead of RGOs.
- Adjusted stock size for the black M27s
- HK MCR is textured and has appropriate inventory icons

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I did some pondering on this one (minor that it is) but I moved the Clan Signs to the doors, to sorta reflect US Navy custom of putting unit insignia's on the doors:




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


New Download Link:


https://drive.google.com/file/d/0B8BGm0Pi3UmtTFFST0RPcElPOHM/view?usp=sharing


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


RC8
- Fixed CTD issue (hopefully) with massi's helicopters, tweaked configs so that when the mods are used together doesn't cause a CTD
- Fixed machinegun proxy errors as well.
- Added MH-60S (Transport) and MH-60S (Insertion) Knighthawks, due to uploading a fix for the CTD issue they are still WIP, so they don't have the proper models for the flare boxes as well as other stuff.
- Due to the fix classnames have changed, bu if needed add "ej_" to the beginning, so "MH60M" becomes "ej_MH60M", etc. The readme will be changed in a few days to reflct the new classnames.

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Spent some time on a "lazy" Sunday and tweaked the stocks on all the HKs (except the MCR and M8), taking a closer look at rescaling and adjusting them:



Things To Do:

Helos:

- Proper antennas for the Knighthawks

- FLIR ball (I think it's because I'm binarzing them that it's doing that...). Once I fix that problem I can add it to the Insertion version of the MH-60S

- Wheels moving

Guns:

- Railed RPG-7

- Proper suppressor for the PK (A Russian one at least)

- I've been really thinking of taking an "artistic" liberty at Initiative Units and making an "Elite Sniper" unit for kicks, as playing the Insurgency mission has yielded some good results anyway. I'm sure you have some ideas on weapon (Barret came to mind but may not, not sure yet)

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Also made some Inert M40s, which "weigh" the same but only pop, and smoke, but don't kill (if needed for training):




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Some initial RPG work, thank God it didn't take that much to get working (only "issue" so far was getting the anim to work, as you can see here). I removed the rear flip sight and left the front one up (just in case you didn't have an optic, at least you have something). I may raise it (probably should) so that if you put an optic on, it will not show the front sight, or the front sight won't get in the way. The A2 version has three types of rounds, so I'll probably get those implemented, as well as probably, likely do a Persian Islamic Faction RPG gunner. Also I was thinking of giving AT4 users the ability to target infantry as well, so that will be tweaked and so on:









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Managed to redesign the optic mount, lowered it and moved it offset a bit so regardless of optic, it won't be blocked by the front sight:




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More work, haven't textured the new mount but pretty much needs some tweaking. I did some research and found out that the -7V is 140m/s, so I'll go with that (actually the same as the -32), but given one has Rocket Assist I may add that one (not sure what designation that is) it's easy to add along with the normal warheads. On the helo front did some model.cfg tweaking to hopefully get some stuff moving, like wheels and the FLIR ball, so if I get those working that'd be awesome as it's been a nagging issue.

RPG work:










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And concept look of Initiative Elite Sniper. In a sense the weapon is "downgraded" but given the relative "SCAR" theme thought it would fit nicely with the current units.


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Okay got more research done, the RPG itself seems to have a "max" speed of 294m/s and a lot more sources are confirming it. Also managed to make an adjustment for the Ibex Launcher Sight, now has a 300m drop compensator for long range shots (and fairly accurate as well):


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Warhead Effectiveness:

Ifrit: 1 x Rocket (7V)

BTR Kamysh: 2 x Rocket (7V)

ZSU-39 Tigris: 2 x Rocket (7V)

Marid: 1 x Rocket (7V)

And if you angle it enough, you can reliably range around 900m

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And a hooked up PKM... Doing some research into this topic shows that it's not entirely confirmed that the Spetznaz has in itself modded (they might, but I can't ask...) PKs but for the most part I see civilians (and watched a couple videos) even with public images, there is no confirmation that there is such a unit-wide configuration in service (if there is then I just don't have the access).


So for now it'll use the SureFire stuff I have already in the pack given it's mainly civilian modification, and not unit-wide (unless it can be reliably confirmed with more than Google) as far as I can tell, as even Spetznaz PKs look like any other (may have rails and stuff but....). So right now that'll be good for government work.


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Just updated to 1.50 and so far the muzzle flashes are still good to go, so that so far is a good sign.

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Just a short video showcasing some PK stuff, weapon sound is BIS so it kinda sucks but so far I've set the weapon at 700 rpm (as Wiki said 650-750 so I thought in the middle would be good)):



Also in the night portion is to show the now visible green tracers (only had to give it a scale and they showed up, for the Russian 7.62x39mm (AK and PK).

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It was brought to my attention by somebody on Steam that my grenades were stepping on other mods grenades... (i.e. you couldn't use other addon grenades, etc.) so tomorrow I'll upload a fix (sometimes stuff like this takes a few hours to knock out) I'll upload a fix for that as while it's not killing people, it's something that needs to be addressed. So you'll get some things (like that RPG) quicker. I had hoped to develop more of the rounds, but instead you'll get the normal HE round for now, as there are a few more I can mess with, as well as other things.

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Okay definitely tomorrow, in fixing one issue I also fixed another with the M38s, so now it won't step on other explosive satchels and the like.

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Also with the new patch, the PIF guys will have some civilian wear as well (general thug look, or the cliche "Freedom Fighter" look, etc.). I had thought of it earlier but overall with the Iranian face, and Caucasian arms... didn't look right. Now that they fixed that (though LODs need to still be fixed). Overall mostly they'll have a backpack, or some web gear like an LBV harness and so on. That'll be for RC65 though, as getting this fix out is more important, etc.

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

New Download Link:

https://drive.google.com/file/d/0B8BGm0Pi3UmtRGlsM00xU0w5UmM/view?usp=sharing

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

RC64.5
- Added a Railed RPG-7, it can mount optional sighting accessories, such as various optics.
- The Ibex Launcher Sight now has one more dot for drop compensation (more or less tuned for the RPG but may work for others), it has compensation for 300m (bottom dot) and in the next version three dots will be visible.
- Added the ability for the PK to mount suppressors, can use US (SureFire)..
- Adjusted the cyclic rate of the PKM to 700rds/min. Also has a specific sound (BIS).
- Fixed TracerScale for the 7.62x39mm Russian round, now green tracers will show.
- Fixed Grenade load for the Initiative AT Gunner, now has two RGOs instead of 1 RGO and 1 RGN grenades.
- Added an "Inert" M40 for training. The grenade will explode but will cause no damage.
- PKM fires correct round, 7.62mm x 54R. Rounds are based on the 57-N-323S cartridge
- Fixed my addon grenades stepping over other addon grenades.
- Tweaked the majority of HK stocks again, making them look more correct and sized correctly.

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