VBD Tweaks

FIRST IMPRESSIONS, AND AN EXPLANATION FOR MY FIRST ATTEMPT:

First off, let me say that this mod--or, rather, this little collection of tw...

Download

Uploading...
Do not refresh or leave this page!

File Description

FIRST IMPRESSIONS, AND AN EXPLANATION FOR MY FIRST ATTEMPT:

First off, let me say that this mod--or, rather, this little collection of tweaks--is geared towards realism, for the most part... As such, you pretty much won't find any amazingly powerful weapons or armors in it... With that out of the way, let me also say that this little collection of tweaks is far from impressive... I originally started work on this for my own personal use, with no intent to distribute--but, after sharing some information and telling stories about what I was working on over at the Zone Survival Guide board, there turned out to be a number of people interested in the things I was doing...so, after a bit of talking it over, I've decided to put my tweaks out here.

Again, I tell you, there is nothing particularly amazing in this collection of tweaks. All it is, is some simple weapon tweaks(accuracy and power, price, increased compatability with accessories, and what I believe are the most accurate and realistic descriptions and titles), combined with some equally simple armor modifications(slightly increased and staggered carry weights, different prices, slightly adjusted attributes for like one or two suits), plus a few extra weapons based on real-life items and some tweaks to the traders to get all of those new toys on the shelves of the zone's traders... To be perfectly honest, there are also a few alternative textures that you may or may not use, along with a sound file that has been applied to the 7.62x39mm weapons I've worked out...

As far as I am aware, this collection of tweaks should be fully compatible with all versions of the game, it shouldn't require anything more than dragging the "gamedata" folder into your game directory to install it, and for the most part it shouldn't even force you to start a new game(actually, the 'fix' for the Freedom Trader might take a fresh start to function 100% correctly, but it still shouldn't cause any problems if you don't start a fresh game)... I'm currently running version 1.'4, with no other mods except for this little collection... If anyone out there finds that this mod will not work for them, because of version incompatibility or whatever, please, let me know and I'll see about fixing it...

CREDITS, BECAUSE I COULD NEVER HAVE GOTTEN THIS DONE WITHOUT SOME GOOD TEACHERS:

Now, a moment ago I mentioned that this collection includes alternatively textured visual models for the weapons, plus a sound file for three of the weapons... I have to give credit for this stuff, at the very least! So, to get those credits out of the way, here goes: - Retextured USP, PM, PB, AKS-74U, and AKS-74 - By Gohda. - Retextured "Chaser 13" (Winchester 1300? Mossberg Maverick 88? Remington M870? WTF IS THIS THING?!) - By philibuster. - Retextured SVD - By Mattressi. - Retextured L85 and SUSAT scope crosshair - SOMNUS. - 7.62x39mm sound file - By...well, hell, I haven't a clue who did it; I snagged it from one version or another of "Rebalnced"...so, credit goes to the whole bunch who worked on that mod, and by extension everyone they gave credit to...

Aside from the weapon-related visual and audio changes, there are also a few other things I need to give credit for: - For inspiration and guidance, and the files to base the tweaks on when it came down to modding the trader inventories - Athanasios, who put together the EMPORIKON trader modification, on which my work with the traders has been very heavily based... - For the included repair mod - CtV, I believe--and by extension MoDD, as well...

For the total package, I have to give further credit to all the folks who have supported me, inspired me, and guided me in the brainstorming and creation of this little collection of tweaks and changes--so a big shout out to all the folks who hang out on the Zone Survival Guide board regularly - NatVac, Pepe, and everyone else who may not have been modders but who still did help me to figure things out and get things done...and then a big shout out to all the guys who've posted mods on FileFront, here, who have similarly guided and inspired me without ever even knowing or being in contact with me...

INSTALLATION, BECAUSE NOT EVERYONE KNOWS HOW TO GET MODS TO WORK:

Alright, so I mentioned it before, way up top... As far as I know, this should be compatible with all versions of the game, and it should be an extremely easy thing to install... All I have to do to get this collection of changes to work, is stil the "gamedata" folder into the game directory...it goes into "C:/Program Files/Games/THQ/STALKER/" and sits in the main directory, there, right beside the other folders and files, nice and neat, with no mucking around with the fsgame.ltx file or anything else...

THE FINAL WORD, BECAUSE IT IS TIME FOR ME TO SHUT UP NOW:

ANYWAY. Feedback. Yeah. IF anyone tries out this little collection of changes, please, let me know what you think of what I've done. But, please, don't ask me to do any of that super-difficult stuff that I've already said I likely can't do... Modding in more armor shouldn't be too difficult, I should be able to manage that, but those other things--weather and day/night cycles, darker nights, etc, etc, I just don't think I'm qualified to even try to do...at least, not yet. Maybe I will get to that point, eventually--but, please, don't rush it... On the other hand, if any of you other folks would like to put this little collection of changes to work in an even larger compilation, maybe even all the way up to a total conversion or complete overhaul...be my quest! I don't mind at all! I did this bit of work for my own pleasure, and I'm glad others took interst in it! If you see something you like and you want to use it, by all means, go right on ahead! It would be nice to be mentioned in the credits, but I'm not going to jump on your back if you don't mention that I did any of this work. It isn't for profit, so why should I care who uses it, or how they use it? Then again, if I catch wind of anyone using my work for their profit, in a monetary sort of way...THAT might cause some trouble. So, watch it. Take it, use it, play it, have fun with it--but don't you dare charge anyone for it! Also, if anyone could accurately translate my titles and descriptions into other languages, that would be quite nice. As it is, with me being in the USA and primarily an English speaker(though I do know some very limited German), I'm pretty much incapable of accurately translating anything--so all I have ready, here, is an English Language version...sorry, guys.

Peace. Love. Cherry Pie("BOOM, HEADSHOT!"). Victory By Default.

P.S. - I'm a long-winded sonuvagun, ain't I? Sorry about that. Bad habit? I like to explain everything as well as I can, get it all out, finish it all in one go, ya'know? Oh. As far as contacting me goes... You can find me on the Hitman Forum (http://www.hitmanforum.com/forum/) as Victory By Default, and the Zone Survival Guide board (http://stalker.heroesradio.com/Forum/index.php), on Yahoo! Messenger as roger_stryker_usmc, or send me an E-Mail at roger_stryker_usmc@yahoo.com... Be warned, however; I'm not on Yahoo! Messenger very often, and I rarely ever check my E-Mail, so you'll have much better luck--and get a much faster reply--contacting me on one of those forums...and, considering if you're reading this you probably play STALKER, the Zone Survival Guide boat is always looking for good members!

Read More

Download 'vbd_tweaks_v1.zip' (3.63MB)

Readme
Now that all of the credits are out of the way--oh, man, I really hope I didn't leave anyone out--it's time to get down to the business of letting you all know what I've done, here...so, here goes.

CHANGE LIST, BECAUSE YOU'RE CURIOUS ABOUT THE DETAILS:

Statisical Tweaks and Adjustments:
- ALL weapons have been tweaked and adjusted... More weapons are compatible with more accessories, like the G-36 and the M203, or whatever... That said, don't expect every weapon to be able to use every attachment; most of the unique weapons have been "modified in such a way that specializes the weapon in a certain direction", so if the weapon features a rigidly mounted scope, the chances are high that it will not be compatible with an accessory grenade launcher...the reverse is also true... All 9x19mm weapons do roughly the same amount of damage...the same is true for all of the 9x18mm weapons, and all of the .45 caliber weapons... The 5.45x39mm weapons do similar amounts of damage, as do the 5.56x45mm weapons, and then the 7.62x39mm weapons, the 9x39mm weapons, and the 7.62x54mm weapons... Not to say that all of the weapons do the same damage; there is still a noticeable difference between 9x18mm, 9x19mm, .45 caliber, 5.45x39mm, 5.56x45mm, 7.62x39mm, 9x39mm, and 7.62x54mm weapons... You will have to try examine carefully and even try out most of the weapons to really see what all has changed; not only have the damage values and compatibility issues been addressed, but there have also been a few accuracy adjustments... The shotguns have also been tweaked, along with the other weapons; the changes just aren't significant enough to warrant the same depth of explantion detail... Oh, I almost forgot--the MP5 variants(except the rigidly suppressed one) and the sawn-off shotgun fit into the pistol slot, now...I figured, since they're so small, why shouldn't they? I've been having second thoughts about the MP5 variants, but I think the sawn-off shotgun should STAY a pistol slot item...
- ALL armors have been very slightly modified... Every armor now offers some degree of carry capacity increase... Early armors may only add 5kg to the original 50kg/60kg limit, but armors found later in the game may have somewhat more significant increases, similar to how the Toursit Suit had a 70kg/70kg limit(which is now a 70kg/80kg)... Aside from carry capacity, most of the armors have also had their prices adjusted... Some of them may be cheaper than they were before, but there is still plenty of progression to the cost-effectiveness in relation to the expense, I believe...
- ALL ammunition has been slightly tweaked... According to the original visual models(throw a few boxes of ammo down and look at them closely), ammunition count per box has been adjusted to perhaps more accurately represent the markings on the boxes... For instance, most of the pistol loads are marked as being 50 round boxes, but they showed up as only holding 20 rounds; with this modification, they will now hold 50 rounds, as the box says they should... Likewise, most assault rifle loads have 60 round boxes, rather than 30 round boxes... These changes do not modify magazine capacity for the weapons, and not all ammunition types have had the count per box changed... Aside from this count per box tweak, the prices have all been adjusted, as well... You will find that most ammunition is cheaper per round than it was before...mind you, the new 60 or 50 round boxes may not be cheaper than the older 30 or 20 round boxes. Anyway, there is still the feeling of progression, when moving from paying for 9x18mm ammunition to paying for 9x19mm ammunition and so on so on... Some ammunition types have also had their damage and accuracy values tweaked...like I said before about the weapons, you'll also have to try out each different type of ammunition, to tell what all has or has not changed... The single most significant change I've made to ammunition attributes is in the 12 gauge shot shells...instead of the original 10 pellets per shell, the count has been bumped up to 21 pellets per shell, which should not only be more realistic(6mm shot, or #4 shot, should supposedly contain 21 or so pellets, not 10 pellets...read the original description for the ammo, and it says it is supposed to be 6mm shot...), but it should also make the shotguns more potent in close range encounters, as well as more effective out to longer ranges... The larger number of pellets per round means you get a better spread(more pellets impact in more different places in the same field), which means you should be able to land more hits at close range, and you should have a higher chance of making at least a few hits at slightly longer ranges...still, the shot shells should only be used within 30 meters to 50 meters... The slugs have also been tweaked a bit, and do a little more damage than they did before...that said, I don't think I'm satisfied with their lethality, so be on the lookout for a second version of this modification, with another tweak to the ammunition, among other things...
- ALL traders have been slightly tweaked... As is the case in Athansios' EMPORIKON trader inventory mod, each of the traders now has a slightly different inveontory than they originall had... This shouldn't be too much of a bother, as I believe the feeling of progression from one area, one trader, one 'tier' of equipment to the next has remained intact... I don't believe any of the traders offers the full variety of equipment--instead, each of them has their own flavor, or area of expertise... The trader in the Cordon and the trader in the Bar area don't have the same exact things, for the most part... Likewise, the three other traders(Duty's, Freedom's, and the Scientist's) are similarly varied, with the scientists offering mostly pistols and pistol-caliber weapons(plus a 9x39mm weapon and basic ammo for it, and the full variety of shotguns and shotgun shells), along with just their styles of armors, and their Gauss Rifle(don't worry--it's quite expensive, to make up for it almost always being available)...
- Freedom's trader SHOULD have infinite buying power, just like the other traders do... This feature may require a fresh start in order to function 100% correctly--I still haven't tested that fully myself...and no one else has had access to my files, as of yet... I did this tweak entirely on my own, just like the accuracy and power tweaks to the weapons, accuracy, power, and count per box tweaks to the ammo, changes to the armor, and a few other things, and quite frankly I think playing with the actual script files for the NPCs and stuff is out of my league, above my abilities, so if it doesn't work correctly, I'm not surprised... I'll mention it later, but I'll go ahead and say it now, for this thing in particular; if you try this collection out, and find that this trader still doesn't have infinite buying power, please, let me know and I'll see what I can do to alleviate the problem...
- The two main traders(In the Cordon and at the Bar...) can now repair your equipment--for a price... The price is based solely upon the condition of the item being repaired and the item's base price when in mint condition... If the item is badly worn out(completely wrecked), you should end up paying about 80% of what you would have payed when you bought the item...so it the item was only 100 RU, you should end up paying 80 RU... Multiply those two values by about 1000 and you should get a reasonable example of a price for a fresh suit of armor, compared to repairing a similar suit of armor that has been worn all the way down... In my opinion, we should have been able to do repairs and service our equipment on our own, through the use of some sort of repair/service kit or station, but, whatever... So, anyway, you'll be able to use your unique weapons without worrying about wearing them out and making them unusable, and you won't have to worry about having to track down 4 or 5 of whatever artifact to go jump in whichever anomaly to repair your suits...

...and now we get to the really fun part!

New Additions:
- Several "new" rifles, plus ammunition for use with them... 7.62x39mm FMJ(Standard) ammo, 7.62x39mm BP(Armor-Piercing) ammo, plus Tracer versions of both of those(FMJ-T, BP-T), AKMS, AKMSU, Groza-I. "Finally!", right? Well, no, there are several(okay, maybe MANY would be more correct) mods out there that put in either an AK or an AKM...but this mod, here, puts in 3 weapons to use that 7.62x39mm ammunition in! How about that? Does that strike your fancy? Does that make your trigger finger itch? Ahem. Anyway. So, we have the AKMS, which is basically an AKM with side-folding stock, fairly similar to the AK-47 and the AKS-47(if there ever was one of those)--it looks the same as the AKS-74(known in the original game as like the AK 74/2 or something like that)...then we have the AKMSU, which is basically an AKM with the shorter barrel and the same side-folding stock, like the AKS-74U(known in the original game as like the AK 74/2u or whatever)...and then we have the Groza-I, which is basically a version of the Groza chambered for 7.62x39mm instead of 9x39mm... Great, right? Well, maybe not. All these things can pack one hell of a punch, but the AKMS and AKMSU have some pretty serious recoil...the Groza-I I don't recall right off hand whether it kicks like a mule or not... If it doesn't it probably should. I'll check it out and fix it if I think I need to, before I put out the next version of this little collection... Check down below for another notice about weapon textures...it'll start coming up a lot, over the next few sections...
- Several other "new" rifles... First of, we have a .45 caliber MP5 variant, which features a slightly lower magazine capacity... Damage values and the like are also different, compared to the other version...remember what I said about the weapons being fairly balanced as far as similar calibers doing similar damage? Well, that all is true for unique and new weapons, too--not just the old or original ones... Now, I'm not entirely sure they ever really made an MP5 model for the .45 ACP round, but they've definitely made them for 10mm Auto and .40 S&W, and then they've also made models of the more recent UMP for the .45 ACP round, and STALKER originally didn't feature a .45 ACP SMG, so I figured "why not" and put the stuff together to give you access to one... With only 25 round magazines, the slightly higher stopping power of the .45 ACP round isn't too unbalanced, compared to the 9x18mm and 9x19mm versions, I don't think... The second "new" weapon is a "heavily modified" AKS-74U. Sounds kinda unimpressive, right? There are other mods with either 9x18mm or 9x19mm versions--but what about a version that can use both 9x18mm AND 9x19mm rounds? That sounds a little different, right? Well, good. It's based on something called the "Gepard", which is heavily based on the AKS-74U, that supposedly has an incredibly flexible(read: loose) chamber, made to accomodate most any automatic-compatible "9mm" round, from 9x17mm(.380 ACP) up to 9x30mm(NOT 9x39mm)... Tracking down information on the Gepard PDW/SMG/Carbine(three variants, with different length barrels) is a bitch, so if anyone wants to know where I got my info, or they just can't find it themselves, feel free to send an E-Mail, contact me on Yahoo! Messenger, or just get in touch with me on here, or over at the Zone Survival Guide board... Anyway, this "Gepard Prototype" included in the mod is basically just an AKS-74U set up to use both types of 9x18mm ammunition and both types of 9x19mm ammunition... The magazine capacity has been bumped up to 45 rounds, but I'm having some doubts about that, and I'm seriously considering dropping it back down to 30 rounds... The accuracy and power is relatively close to that of the closest MP5 variants. So, the third "new" two-handed weapon is another heavily modified AKS-74U--but instead of it being based on the regular AKS-74U, like my AKMSU and Gepard Prototype, this version is based on Bes' rigidly suppressed AKS-74U... Instead of being chambered for 7.62x39mm, 5.45x39mm, or either of the "9mm" pistol loads, this version is chambered for the 9x39mm loads, and is based on information I've tracked down for a relatively new weapon from Kalashnikov--the AK-9... The AK-9, both in reality and in this mod, is basically an integrally suppressed AKS-74U chambered for the 9x39mm loads, and was designed to compete with the other 9x39mm weapons, like the AS Val and VSS Vintorez. Compared to either of those, the AK-9 is less accurate, but somewhat less bulky, and it features a more compact suppressor... Anyway, whether the AK-9 strikes your fany or not, I figured "the more options, the better, so long as there aren't already 50 options"...
- Several "new" pistols... Aside from the tweaks mentioned above, I've also added a few more of them...and some of them should be quite nice to have. By far my favorite four additions are the Para-Ordnance inspired pieces--there is an unsuppressed and a rigidly suppressed P-14-45, and then there are unsuppressed and rigidly suppressed versions of the P-18-9, as well. If you don't already know, Para-Ordnance is a Canadian manufacturer...the P-14-45 and the P-18-9 are some of their Colt M1911 clones... The P-14-45 is just what it should sound like; a .45 caliber pistol that features double-stack 14 round magazines, instead of the single-stack 7 round magazines of most other Colt M1911 clones... The P-18-9 is a similar weapon, but it is a 9x19mm that features double-stack 18 round magazines, instead. As I said before, these two pistols come in non-suppressable and rigidly suppressed models, just like the Colt M1911 models found in the original game. The P-14-45 is definitely my favorite of favorites. The other "new" pistols are nothing special, but they do add a tiny bit more variety(though it might actucally be too much)... The first of them is a version of the Walther P-99, chambered for the .45 ACP round, known as the SW-99... The SW-99 is a license-manufactured and modified Walther P-99 produced by an American manufacture known as Smith & Wesson. The SW-99 has a nine round single-stack magazine... The second of them is a 9x19mm version of the Sig-Sauer P-220, as there are supposedly both .45 ACP and 9x19mm versions, among others. Compared to the .45 ACP model, the 9x19mm version has one extra round per magazine, and slighlty less stopping power... The third and final "new" pistol is a 9x19mm version of the USP, which, like the P-220 previously mentioned, features a slightly larger magazine capacity and a slight stopping power trade-off as the only major difference...instead of only being a difference of one round, however, the difference is a bit more... Like I said, these last three "new" pistols are nothing special...

...if I'm not mistaken, I think that's all the "new" items... Now on to other notes...

Visual and Audible Tweaks:
- There is one new sound, which is used by the 7.62x39mm weapons. It is really anything special, but it does make it easy to tell that the AKMS, AKMSU, and Groza-I aren't spitting out 5.45x39mm projectiles, if you get what I'm saying here. They definitely sound a little more mean than the 5.45x39mm models... That said, the 9x39mm model of the Groza still sounds meanest of all, I think. Now, I used information I gathered from looking into the Rebalanced mod to figure out the 7.62x39mm stuff, and based most of my work with such weapons and that ammo on their work--but I will firmly say that I did not steal their work. The only thing taken straight from their work is this sound file--everything else was done by my own hands, and not just through the simple copy/paste method... The ammunition is quite similar, and the recoil values are EXTREMELY similar, but after that, everything is different... I haven't used their visual model for the AKMS, and I haven't used the graphic they had for the inventory icons for the 7.62x39mm ammunition... Their work did inspire and guide me, but I know better than to steal anything without giving the proper credit, which I hope has already been done anyway(see above, where I go through the credit stuff)...
- There are several alternative textures for weapon visual models. There is a texture that is used by all versions of the AKS-74 and the AKMS(for a total of 3 weapons)... There is a texture that is used by all versions of the AKS-74U, AKMSU, Gepard Prototype, and AK-9(for a total of 5 weapons, including Bes' rigidly suppressed AKS-74U)... There is a texture that is used by both versions of that damn pump-action shotgun that I can't properly identify(you'll notice the comment up in the credits section, and that in the title and descriptions for this mod, I'm referring to the thing as a Mossberg Maverick 88)... There are textures for both versions of the USP, and then another for the PM Makarov, and then another for the PB1S... There is also a texture for both versions of the SVD... Finally there is a texture for all versions of the L85(for a total of 3 weapons), and a replacement texture that, to the best of my knowledge, should be practically 100% realistic for the SUSAT scopes used on the L85 models and the other weapons that make use of the SUSAT... All of these visual modifications have been credited, previously, and I hope all those credits were accurate...

NOTES AND THINGS TO BE ON THE LOOKOUT FOR, BECAUSE IMPROVEMENT IS POSSIBLE:

Now, originally, I did intend on eventually combining this little collection of changes with a ton of other changes, like adding in the cut-out mutants, blow-outs, sleeping and dreaming, darker nights, more realistic flashlights and nightvision, better sneaking and stealth realism, some tweaks to artifacts, some adjustments to what weapons the NPCs can and cannot use, a few more different varieties of armor(access to the gas mask equipped suits, the different Faction-specific armors, etc...), more realistic weather, skies, day/night cycles, and probably some other stuff...but come on, I have to face it, I'm neither skilled enough nor well enough equipped to do most of these things myself...so, like the title of this section, improvement is still very possible... This little collection of changes of mine is in no way a complete overhaul of the game...and I will likely never have a hand in turning into such a thing. I'm not ambitious enough for that, I don't have the time to do that on my own, I don't have the correct level of intelligence or determination to do that--whatever, ok? 

However, this is by no means the final version that I'm going to put out. Like I said before, I'll likely be making more tweaks and adjustments, and will probably put out at least a few more revised versions of this setup. For one, I have a 7.62x54mm weapon I would like to include, the SVU-A, if I can figure out how to make it work(which, thanks to someone else and their mod, I might have gotten the tip that I needed to do just what I had in mind), and it would be nice to be able to make the different versions of the weapons reference different visual models(the stock visual models, and then retextured visual models, or two different rextextured models, or whatever--so the AKMS doesn't look like the AKS-74, the different AKS-74U derived weapons look different from one another, the 9x19mm and .45 ACP USP versions look different, etc...)... After those two things, however, I haven't currently got a clue what all else I might do.

Anyway, time to get down to business, again--and get on to what this section is supposed to be about. If anyone notices anything related to this collection that I should maybe tweak(specifically, the weapons), please, let me know... The main things I would like people to take a look at would be the accuracy of certain weapons, and the effectiveness of certain types of ammunition... 
- To be more precise, there are two 5.56x45mm weapons that I believe may be TOO accurate...the Balanced L85, and the Marksman's ZM LR-300... Now, these SHOULD be more accurate than their other counterparts, but are they perhaps TOO accurate? I'm talking about in the semi-automatic fire mode, especially. Try to be accurate, take your time with your shots, and try to make them count--go for headshots, even...and compare these modified rifles to their other counterparts... Is there too big of a difference, between them? Are they too accurate, compared to the regular models? 
- The next major thing to be on the lookout for is the effectiveness of the Slugs and Fin-Stabilized-Slugs(Darts) for the shotguns... Are these rounds powerful enough, at short range and at somewhat longer ranges? It is my opnion that a slug or fin-stabilized-slug should be strong enough to take down pretty much anything seen in the zone with just a few shots(short of the Pseudogiant, which should take a few more hits), fairly consistently... On the other hand, is one shotgun in particular too overpowered--the Gravi'd M88, the Mossberg Maverick 88 with the Gravi artifact in the magazine tube? Now, this particular shotgun I think SHOULD be more powerful than the others, but is it maybe TOO powerful...?
- After that, are any of the other weapons too accurate or too powerful?

THINGS TO LOOK FORWARD TO, BECAUSE I'M NOT DONE HERE:

Like I mentioned at the start, and like I keep mentioning--I do intend to work in a few more weapons, a few more tweaks, some more armors, and--hopefully--uniquely retextured versions of certain weapons... It would be nice to see the AKS-74 models either restored to the original vsiual model, or fixed up with some sort of more modern representation(black plastic/synethetic parts, or something)... The AK-9 would probably be nice in a black plastic/synthetic form, as well... The AKMS and AKMSU definitely need to be wood-furnished models, on the other hand... As for the normal and rigidly suppressed AKS-74U, the original visual model wasn't bad, but an orange plastic/synthetic or similar colored wood model wouldn't be bad... As for the Gepard Prototype, well, I'm not sure what should be done with it...a black plastic/synthetic setup wouldn't be bad, but a darkened orange plastic/synthetic setup wouldn't be bad, either... I had also intended to leave the .45 ACP model of the USP with the original dark grey/black visual model, and for the two-tone stainless/black synthetic to be used only on the 9x19mm version... The SVD is currently set up with a decent wooden furniture setup, which is quite nice, but it wouldn't be bad to make the upgraded SVD(the "Farshooter") into a more modern, "lightened", black plastic/synthetic configuration--in other words, to allow the standard SVD to use the wood furnished visual model, but to set the upgraded SVD to the original dark plastic/synthetic model... As for the PM--well, it looks pretty sweet in the darkened form, and unless I decide to introduce a PMM with 12 round magazines to go along with the standard PM with the 8 round mags, I likely won't do another version of it, and so won't need to make use of both versions of the visual model... Same goes for the PB1S--it looks nice in the darker form, and unless I decide to make a unique version(What would I do, make it use a different type of ammo, or make it more accurate...?), I won't need to be able to make use of both visual models for it, either...

Time to detail that one weapon I've said I wanted to work in, that I hadn't managed to do yet--the SVU-A. How about a full-auto-capable version of the SVU? You heard right. It'd kick like a whole pack of mules, but you'd be able to tear through anything up close, if you ever got caught with your pants down by anything particularly tough...like some guys in Exoskeletons, or a Bloodsucker, or a pack of Snorks...or maybe a Psuedogiant... I'd likely set it up with the same 10 round magazines as the standard one, but like the VSS Vintorez, you'd have the option of going full-auto, if you ever needed it... To make the full-auto setting work properly, I'd have to push the rate of fire up, most likely. 

Anyway, moving on to something else...how many of you folks are aware that the AN-94's two-round-burst mode isn't done any justice, in STALKER? Yeah. The two-round-burst mode is supposed to be at a MUCH higher rate of fire than the semi-auto or full-auto modes. Something like 1800 RPM, as opposed to 600 RPM. How? The AN-94 has a two-round chamber. You heard me. A two-round chamber. Meaning what, exatly? Well, it basically has two rounds loaded at once, right beside the other. No, they don't go off at exactly the same time, but it is pretty close. You see, one round is loaded in the actual chamber, and the second round is in a pocket right beside and behind that...whenever the first round is fired, it is pretty much immediately ejected, the second round is pretty much immediately loaded, fired, and then similarly ejected... With a marksman who is truely talented, and in good conditions, the two bullets can supposedly pass through the same exact hole, even out at 100 meters... And the recoil? Well, with the AN-94's unique system, the two rounds are fired within such a short amount of time that the two recoil forces are blended together... You feel one shot, you see one hole, but there are suddenly two rounds less in your magazine, and two spent casings tumbling to the ground beside you... "Yeah, yeah, so what?" Well, the two-round-burst mode in game sucks, compared to what the rifle is supposedly capable of. The mode in game doesn't swap the rate of fire up to 1800--it just stays down at 600...the two rounds are fired with more time between them, and the recoil forces don't blend together...and accuracy suffers. You get two shots, two holes, two less rounds in your mag, and two shell casings tumbling to the ground... That is, er, two too many twos, you see? Yeah, sorry for that poor joke. ANYWAY. Getting to the point, finally. You know the AN-94 that has the rigidly mounted scope? Well, what if I were to make that model into a two-round-burst-ONLY weapon, and kick the rate of fire up to 1800?  I'm wondering, would accuracy skyrocket? I'm wondering, would it be worth trying? I'm wondering, would anyone like to find out, in the next version...? I'll likely try it myself, anyway, just to see if it can even work...

Read More

Comments on this File

There are no comments yet. Be the first!

Victory_By_Default


50 XP


Registered 9th April 2008

3 Files Uploaded

Share This File
Embed File