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 Cold War Commonwealth Armies v5 (100% more revolvers) 
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 Cold War Commonwealth Armies v5 (100% more revolvers)
My first large mod pack, this mod adds just the guns used by the militaries of the commonwealth in the period immediately following WWII, and a bit after. I plan to expand it to all sorts of military equipment used by the Commonwealth during the Cold War, up to the Falklands. I'm going for a mostly realistic approach to this, though liberties might be taken for the sake of fun.

As for a backstory? Britain's forces decide to invade this planet to secure Britain's economic interests for King and Country from the communist evil people. (lol I don't know, if you want to write something, PM it to me and I'll add it if I think it's suitable)

I've tried to pay as much attention to detail as possible, the Bren ejects downwards, the muzzle velocities are lower for shorter barreled guns, etc.

Currently, the pack consists of (too many to count) unique-ish weapons!

Firearms:
- SIG 510-4 (not used by the UK, but requested by a friend, commented out)
- M1 Carbine
- M2 Carbine
- No.4 Mk. 2 Rifle
- No. 5 Mk. I"Jungle Carbine"
- De Lisle Carbine
- L1A1 SLR
- L1A2 LMG
- L7A2 GPMG
- L4A7 Bren
- Lewis Gun (not balanced, this thing is a rape machine, beware)
- L42A1 Sniper Rifle
- Sterling SMG
- L34A1 Silenced Sterling SMG
- Owen SMG
- Sten Mk. V SMG
- Sten Mk. VI SMG
- Lanchester Mk. I* SMG
- F1 SMG
- Browning Hi-Power
- Custom Hi-Power (modified sprites, different ammunition)
- Webley Mk. IV
- Webley Mk. VI
- Enfield No. 2
- S&W Model 10 "Victory"
- Welrod (planned, next update)
- Browning Auto-5 Shotgun
- Remington 870

Larger Weapons:
- M2CG recoilless rifle
- M72 LAW (planned)
- 2 inch mortar Mk. VII* (planned, probably will borrow kettenkrad's mortar scripts)

Grenades and other stuff:
- No. 76 SIP grenade
- No. 77 (White Phosphorous) Smoke Grenade
- No. 36M Mills Bomb
- Nobel 808 (planned)
- Composition B (planned)
- Composition C1/C2/C3 (planned)

Custom ammunition options:
- Full tracer belt for all MGs (not realistic but it's fun)
- Hollowpoints and FMJ for SMGs.
- Energa Rifle Grenades for the SLR and No. 4 (planned)

Actors:
- Squaddie (planned)
- Territorial Army (planned)
- Royal Marine (planned)
- Royal Green Jacket (planned)
- RAF Regiment (planned)

Graphical upgrades:
- Glows on tracers (thanks to mehman's pre-equipped for giving me a template)
- Smoking shells (same as above)
- Muzzle smoke (from the coalition sniper rifle)

Gun suggestions are welcome, however I don't want anything that's SA80 era or more recent. Custom variants (L1A1 with scope?) are welcome.

comments and improvements are greatly encouraged, I know this is a WIP.

(Interesting note, the sound for the Sterling/Owen gun is actually that of a L1A1 firing... go figure)

preview:
Image

DL it here!

Attachment:
ColdWar.rte v5.zip [1.4 MiB]
Downloaded 2195 times


OLD VERSION
Attachment:
ColdWar.rte v4.zip [1.29 MiB]
Downloaded 454 times

Attachment:
ColdWar.rte %282%29.zip [1.27 MiB]
Downloaded 413 times


Last edited by trotskygrad on Wed May 16, 2012 4:04 am, edited 33 times in total.



Tue May 08, 2012 4:52 am
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Post Re: Cold War Royal Army (WIP, first release)
Your No.76 .ini still refers to ronin.rte. Upon fixing several errors of that sort, I found that there is, in fact, no sprite for the No.76 included in the file.

I'd recommend testing your mods on a clean install of CC every time, because while your ronin.rte may contain a no76.bmp, you can't guarantee that everyone's does ;)

Attached is my quick fix version of the mod with the missing no. 76 sprite replaced with a reference to the vanilla Coalition Incendiary Grenade sprite and the effect error (a call to fizzle.wav that's actually in ColdWar.rte/items).

Thoughts on the guns:

L42A1: Monstrous kickback, tremendous speed and power on the rounds. For balance, I'd recommend lowering the mag size and/or decreasing ROF, but right now it's got a nice feel to it. I like that the velocity is much higher than the standard bullets.

L2A3 Sterling: Tone down the sharpness a bit and up the unsupported shakerange; right now it's just waaaay too accurate. I'd steal/borrow a recoil script if I were you.

Custom Hi-Power: I love the look of the weapon. It is, well, high-powered, but that might be a function of the number of particles in the round. Try and decrease that or make the tracer hitsMOs=0.

Regular Hi-Power: This feels about right.

Kar98: Feels good; maybe decrease the sharpaimlength a bit due to the lack of optics?

Owen SMG: again, this thing is way too accurate. Power felt about right but the rounds follow the exact same trajectory.

No. 76: actually a beauty. Very well executed piece, albeit a bit instakilly.

edit: actually, one issue: its kill radius goes through solid walls. That's kind of an issue, although not a dealbreaker. Maybe attach the deathy-bit of the script to the gas effect things so that only things they touch receive damage/die?

M1 Carbine: not bad.

L7A2: Saws clean through enemies and terrain. I'd recommend increasing the weight of the weapon for balance and also decreasing sharpness by quite a lot; either that or steal an anti-terrainrape script.

L2A1: Also very sawtastic. Pretty much same as above; I guess having it be lighter and less powerful would be nice.

L1A1: Like an armor-piercing laser beam. Needs to have recoil and to not pierce a meter of concrete quite so easily.

All in all, the feel's not bad, and it's quite worth it for the Hi-Power and the grenade.


Attachments:
ColdWar.rte.zip [1.2 MiB]
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Tue May 08, 2012 3:30 pm
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Post Re: Cold War Royal Army (WIP, first release)
haha yeah I've fixed that No. 76 referencing a Ronin.rte file, I went through the files and searched for "Ronin.rte" in all my guns, but I forgot about the grenade.

I've got a mills bomb in the next update, I'll include it along with balance tweaks and other fixes for the guns, :P

Actors, vehicles (not exactly sure about what I can do here), and more weapons will be in later updates, I'd like to try to stick with commonly issued kit though (though I'll have to get around to making an MP5, probably... EVENTUALLY). Suggestions are welcome!

I'll also probably mess with that M1 Carbine sound, currently it's godawful.

Also, currently the L2A1 fires about 100 rpm slower.


Tue May 08, 2012 6:22 pm
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Post Re: Cold War Royal Army (WIP, first release)
next release!

this one includes a new Mills Bomb, as well as the M2CG recoilless rifle (uses the exact same code as the recoilless rifle in Experimental Dummy Vehicles, don't kill me please).

Resprited the Enfield and Enfield Sniper to be... more Enfieldy (shortened them, altered the design of the magazine well)

All sharpnesses and accuracies have been tweaked for balance.

Also, all dependency bugs should be fixed!

However some weapons have offsets that might need a little tweaking, if you want to play with them and send me the .inis to improve them, that would be great!


Wed May 09, 2012 3:33 am
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Post Re: Cold War Royal Army (WIP, first release)
I've done a lot of testing and fooling around with this mod, probably because I like how the style is not quite as over the top as some other mods. However, I did find a few balancing issues that I think need tweaking. This is just my opinion, but I think this mod could be drastically improved with some of my suggestions.

-Rifle, No 4 Mk 2-
I like the power with this one, but the accuracy is terrible even at medium range. I know this is not meant to be a sniper rifle, but I no longer purchase it just because of the aim. I'd suggest making it 50%-100% more accurate.

-L1A1 SLR-
This gun is pretty awesome, and I end up using it a lot. However, I think it could still use some more power as I often find myself using up an entire clip on just two or three enemies. It also takes quite a few head shots to kill someone. I recommend a 80% power increase. Same goes for the heavy barrel version.

-L7A2 GPMG-
Man, is this gun ever over powered. I can take out a handful of troops and their drop ships and STILL have ammo to spare. I'd recommend giving this one an agonizingly long reload time (which is pretty accurate for one guy operating an MG on his own) and adding a lot more recoil so it can only be used by medium to heavy units who are laying down without getting knocked back, in addition to some added weight. I think those would make for some fair drawbacks to such a powerful gun. It would also mean people would have t use it as a defensive weapon rather then offensive, again much like a real MG.

-M2 Carl Gustav-
The speed of the rocket this launches is simply awesome, but it seems a bit under powered. Even when I hit enemies dead in the chest with it, they often survive. I like the low splash radius, but this weapon could be a lot more useful if it had more penetrating power.

The weapon's I didn't mention I love and think work fine. I especially love the grande, very cool effect and useful for taking out enemies that are bunched up. Keep up the good work, and I look forward to seeing what stuff you add in the future.


Fri May 11, 2012 1:21 am
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Post Re: Cold War Royal Army (WIP, first release)
Mittens wrote:
I've done a lot of testing and fooling around with this mod, probably because I like how the style is not quite as over the top as some other mods. However, I did find a few balancing issues that I think need tweaking. This is just my opinion, but I think this mod could be drastically improved with some of my suggestions.

-Rifle, No 4 Mk 2-
I like the power with this one, but the accuracy is terrible even at medium range. I know this is not meant to be a sniper rifle, but I no longer purchase it just because of the aim. I'd suggest making it 50%-100% more accurate.

-L1A1 SLR-
This gun is pretty awesome, and I end up using it a lot. However, I think it could still use some more power as I often find myself using up an entire clip on just two or three enemies. It also takes quite a few head shots to kill someone. I recommend a 80% power increase. Same goes for the heavy barrel version.

-L7A2 GPMG-
Man, is this gun ever over powered. I can take out a handful of troops and their drop ships and STILL have ammo to spare. I'd recommend giving this one an agonizingly long reload time (which is pretty accurate for one guy operating an MG on his own) and adding a lot more recoil so it can only be used by medium to heavy units who are laying down without getting knocked back, in addition to some added weight. I think those would make for some fair drawbacks to such a powerful gun. It would also mean people would have t use it as a defensive weapon rather then offensive, again much like a real MG.

-M2 Carl Gustav-
The speed of the rocket this launches is simply awesome, but it seems a bit under powered. Even when I hit enemies dead in the chest with it, they often survive. I like the low splash radius, but this weapon could be a lot more useful if it had more penetrating power.

The weapon's I didn't mention I love and think work fine. I especially love the grande, very cool effect and useful for taking out enemies that are bunched up. Keep up the good work, and I look forward to seeing what stuff you add in the future.


yeah, the thing is I tried to do caliber commonality, so the L1A1 SLR, the L2 and the L7 all use the same bullets. I'll probably buff the velocity at which the L1A1 SLR fires to give it's rounds more power.

I'll up the weight and reload time as suggested... thing is ramboing with that gun is just so much fun :P


Fri May 11, 2012 1:49 am
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Post Re: Cold War Royal Army (WIP, first release)
trotskygrad wrote:
yeah, the thing is I tried to do caliber commonality, so the L1A1 SLR, the L2 and the L7 all use the same bullets. I'll probably buff the velocity at which the L1A1 SLR fires to give it's rounds more power.

I'll up the weight and reload time as suggested... thing is ramboing with that gun is just so much fun :P


Admitedly, I did that a lot as well, and it was quite fub, lulz.


Fri May 11, 2012 4:14 am
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Post Re: Cold War Royal Army (WIP, first release)
new release

all 7.62 weapons have been rebalanced, 7.62 is now a 2-bullet particle with half-sharpness. I'm liking how the new penetration has turned out

the GPMG now weighs ~20 ish and takes a LOT longer to reload.

Added the No. 77 smoke grenade in ALL it's glory.

M2CG's shaped charge has now MAJOR upgrade, I can one-shot a dread with that ♥♥♥♥♥ now.

added the browning auto-5 shotgun... that ♥♥♥♥ is FUN. shotgun pellets have perfect penetration imo, they just bounce off everything far away.

EDIT: Actually the shotgun appears to be pretty OP, hahaha. Tell me if you want it nerfed or not. It'll take someone's head CLEAN off at short range, regardless of helmets, and 3-4 shots will destroy a lot of things at long range. Plus it can fire and reload rather fast. But it still is rather weak at long range, so I'm not sure.

For the next release, we're going retro somewhat. WWII guns that continued to be used postwar.

I plan to add:

-Sten (like the sterling with a straight mag)
-Lanchester SMG (like the Sten)
-F1 SMG (like the owen with a curvy mag)
-Rifle, No. 5 "Jungle Carbine"
-Bren (in 7.62)
-M2 Carbine

M1 Carbine's going to get a little bit more love and a buff, Royal Army units used them in Malaysia so it's not as historically inaccurate as I previously thought.

(updated DL in OP)


Fri May 11, 2012 4:37 am
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Post Re: Cold War Royal Army (WIP, first release)
Really nice, good job.
Ever thought of making an Activity for it? A Cold War infiltrate the base and kill Commander/Brain.
Get some Russian weapons and Sprites?
Either way this mod is quite good.


Sat May 12, 2012 12:08 am
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Post Re: Cold War Royal Army (WIP, first release)
URLEFT4DEAD wrote:
Really nice, good job.
Ever thought of making an Activity for it? A Cold War infiltrate the base and kill Commander/Brain.
Get some Russian weapons and Sprites?
Either way this mod is quite good.


it's called Cold War Royal Army for a reason, though I might make a Soviet pack later (you can find sprites for an AK74 and AKs-74u in the folder).

Nah, I'm not good with activities

Also, thinking about making a red balloon (luftballon) that floats... if you pop it bad things happen. (thought maybe that should be for the german pack)


Sat May 12, 2012 1:19 am
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Post Re: Cold War Royal Army (WIP, first release)
new version...

Added:

- M2 Carbine
- No. 5 Mk. I
- Sten Mk V
- Sten Mk VI
- Lanchester Mk. 1*
- F1
- L74A1 (M870)

some balance tweaks

DL in OP


Sat May 12, 2012 6:25 am
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Post Re: Cold War Commonwealth Armies v4 (Now with WP Grenades)
trotskygrad wrote:
URLEFT4DEAD wrote:
Really nice, good job.
Ever thought of making an Activity for it? A Cold War infiltrate the base and kill Commander/Brain.
Get some Russian weapons and Sprites?
Either way this mod is quite good.


it's called Cold War Royal Army for a reason, though I might make a Soviet pack later (you can find sprites for an AK74 and AKs-74u in the folder).

Nah, I'm not good with activities

Also, thinking about making a red balloon (luftballon) that floats... if you pop it bad things happen. (thought maybe that should be for the german pack)
Yeah sorry that is sort of what I meant. Not very good at wording things.


Tue May 15, 2012 9:48 pm
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 Re: Cold War Commonwealth Armies v4 (Now with WP Grenades)
Added:
- Webley Mk. IV
- Webley Mk. VI (try this one out, it's hilarious to use... a revolver in frickin .455)
- Enfield No. 2 Mk. I
- Smith & Wesson "Victory" (sexiest revolver of the bunch, imo)
- Delisle Carbine (sort of OP)
- L34A1 Sterling (like the sten but better)
- L4A7 Bren (like the GPMG with a faster reload and a sexy handle up top)
- Lewis gun (This gun has a crapload of recoil... bursts only)
- SIG 510-4 (commented out, it's not balanced at all. Just a "fun gun")
- New effects and stuff
- New ammunition types for silenced SMGs
- New ammunition types for MGs

Changed:
- Lanchester Sprite
- Balance


DL in OP.

Feedback on what should be added, weapon balance, and ideas are still wanted


Wed May 16, 2012 12:41 am
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
I am still in the middle of testing the weapons for balancing suggestions, but I can tell you this; these guns are a lot of fun. The vanilla CC guns feel a bit wimpy, like you are just throwing bits of metal at your enemies and hoping it kills them, but these guns have some power behind them. I really like what you've done so far.

As for suggestions, actors and craft! I need some guys to shoot these guns, and a way to get them on the ground. But that's just like, my opinion, man.


Mon May 21, 2012 5:54 am
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Post Re: Cold War Commonwealth Armies v5 (100% more revolvers)
I agree Mittens, the guns are nice and powerful and that is why I love them but the M2 Carl Gustav needs a tone down a bit because as lovely and powerful as it is, it is a MEGA terrain raper, I managed to get through the Dummy Assault mission by blowing holes in the walls all the way to the brain.


Wed May 23, 2012 4:20 pm
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