PLR's Realistic Weapons

-All weapons have had damage improved, and damage has been standardized for the most part among calibers, 5.45 and 5.56 guns will do similar...

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-All weapons have had damage improved, and damage has been standardized for the most part among calibers, 5.45 and 5.56 guns will do similar damage, same with 9mm handguns etc. Handguns have had a big damage boost and are no longer useless. an AKS-74U will kill a fairly well armored target with 3-4 shots to the chest with AP ammo and light armored targets like bandits will go down fast.

-All weapons have had their accuracy improved, I used real MOA data where available, for example the AKS-74U will shoot about 1 inch groupings at 50m. I did not have MOA data for all firearms so I used educated guesses where needed, all firearms should perform fairly close to their real life counterparts. I did not have much MOA data for handguns but they all should perform in a believable manner. If you take your time it is very possible to headshot people from 100m with iron sights. The same applies to you of course so stealth is important, to balance this out guns do much more damage with silencers on then they used to to silencer headshots are possible to maintain stealth.

-Weapons no longer auto-compensate themselves from recoil, after a shot you will have to manually readjust the gun to get it back on target, this makes the recoil of each gun a bigger factor when choosing it, adds an additional element of skill to firefights and long range shots, and makes semi-auto much more useful than it was before, firing a gun full-auto will require quick bursts and trying to dump the whole mag will result in the gun going out of control. This would have caused the AI to have lost all ability to recover from recoil, but luckily GSC saw this and had an unused command sitting around that lets you define a seperate cam_relax rate for the AI.

-Muzzle velocities and weight have been adjusted where appropriate, for the most part GSC did a good job on these and they were all accurate, but a few like the SVD and SVU were set at very low leels compared to their real velocities. -Bullets will now travel much farther before the game stops tracking them, this will aid in long range plinking. This may cause an FPS drop in very large firefights though, I cant be certain.

-SVU changed to an SVU-A to make it a bit more different than the SVD, it has reduced accuracy compared to SVD but it has the capability to fire full-auto at 600 RPM incase you have trouble up close.

-New HUD positions as done by Angus McFisticuffs

-Sights have been adjusted so you keep a 90 degree FOV with them raised, this feels much more natural and makes using the sights in close combat a lot easier. -Probably a few other things I'm missing.

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Readme
Realistic Weapons Mod for STALKER V 2.5
by PLR

My goal was to create a set of fairly realistic weapons for STALKER and I think I achieved it.

Installation:
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NOTICE: Please use the lite version if you wish to combine this with a mod with minimal work/problems.

If you wish to combine this with a mod you are already running simply go into the mod's gamedata folder and replace the folders and files in the mod with my own.

IMPORTANT: Do not combine the misc and characters folders with anything other than 1.004 VANILLA. If you are using anything else open your current files and change the values to my own. Not doing so will cause crashes. The same may also happen using the text
folder but this heavily depends on your mod. If you are running a mod which adds ANY new weapons, do NOT use my weapons.ltx. Combine it or do not use it. The following values were changed in the actor files.
bleeding_v
wound_incarnation_v
min_wound_size
wound_immunity
fire_wound_immunity
In the misc, unique_items.ltx file the only things changed are values of sounds for silenced weapons and dispersion values.

JUST using my weapons.ltxs should not cause crashes with any mods and if you are unsure of the above it is best just use these files.

The easiest way to merge is to get winmerge (http://winmerge.org/) and compare my files to your current ones and change the important values.

Otherwise, setup the gamedata folder and install the contents into that folder.

Changes V2.5:
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-Attempted to vary weapon damage between weapons by making small adjustments between similar weapons with different muzzle velocities.

-Adjusted 5.56 and 5.45 firearms. 5.45 ammo has better piercing qualities than 5.56 but 5.56 does more damage.

-Added some new descriptions for different some ammo types.

-Fixed high sound level when holstering PB pistol.

-Added version with compataiblity for Darius6's excellent sound mod.


Changes V 2.0:
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-All weapons have had sound levels for various things adjusted.

-Sound levels of drawing, holstering, and reloading weapons dropped considerably. Pistols draw slightly quieter than rifles especially PB.

-Quietest firing weapons are 9x39 Rifles, .45 Pistols (Due to subsonic ammo) and PB pistol.

-Made small adjustments to pistol accuracy to make them a bit different from each other, I am still holding off till I have MOA data on all handguns.

-All weapons have had hit_impulses lowered a lot.

-Fixed aiming when using G36 with grenade launcher.

-Reduced recoil of SPAS-12 a bit, this should help with it messing up your viewing angle.

-Unique weapons with integrated silencers are now quieter than the standard weapons equipped with a removeable silencer.

-Some other stuff I can't remember since its 2:00am.


Changes:
-----------------------------------------------------------------
-All weapons have had damage improved, and damage has been standardized for the most part among calibers, 5.45 and 5.56 guns will do similar damage, same with 9mm handguns etc. Handguns have had a big damage boost and are no longer useless. an AKS-74U will kill a fairly well armored target with 3-4 shots to the chest with AP ammo and light armored targets like bandits will go down fast.

-All weapons have had their accuracy improved, I used real MOA data where available, for example the AKS-74U will shoot about 1 inch groupings at 50m. I did not have MOA data for all firearms so I used educated guesses where needed, all firearms should perform fairly close to their real life counterparts. I did not have much MOA data for handguns but they all should perform in a believable manner. If you take your time it is very possible to headshot people from 100m with iron sights. The same applies to you of course so stealth is important, to balance this out guns do much more damage with silencers on then they used to to silencer headshots are possible to maintain stealth.

-Weapons no longer auto-compensate themselves from recoil, after a shot you will have to manually readjust the gun to get it back on target, this makes the recoil of each gun a bigger factor when choosing it, adds an additional element of skill to firefights and long range shots, and makes semi-auto much more useful than it was before, firing a gun full-auto will require quick bursts and trying to dump the whole mag will result in the gun going out of control. This would have caused the AI to have lost all ability to recover from recoil, but luckily GSC saw this and had an unused command sitting around that lets you define a seperate cam_relax rate for the AI.

-Muzzle velocities and weight have been adjusted where appropriate, for the most part GSC did a good job on these and they were all accurate, but a few like the SVD and SVU were set at very low leels compared to their real velocities.

-Bullets will now travel much farther before the game stops tracking them, this will aid in long range plinking. This may cause an FPS drop in very large firefights though, I cant be certain.

-SVU changed to an SVU-A to make it a bit more different than the SVD, it has reduced accuracy compared to SVD but it has the capability to fire full-auto at 600 RPM incase you have trouble up close.

-New HUD positions as done by Angus McFisticuffs

-Sights have been adjusted so you keep a 90 degree FOV with them raised, this feels much more natural and makes using the sights in close combat a lot easier.

-Probably a few other things I'm missing.

In Future Versions-
-----------------------------------------------------------------
Expect to see versions of guns using 7.62x39 ammo, these weapons will most likely share models with other guns but will have their own adjusted skins to reflect the change. Most likely Groza-1 Spetsnaz, AKM/AK47, and AKM Krinkov.


Contact-
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If you wish to release an altered version or use this in your own mod/addon. Please email me at Autozam@Gmail.com. I won't deny your request I just want to keep up to date with how my mod is doing and make sure I recieve credit.

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PLR


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Registered 2nd April 2008

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