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Standard Upgrade


Ruin

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Earl, I hope you'll consider a non-sd SR47 for another mod.

You're right, it doesn't really make sense for a standard upgrade mod.

Perhaps and Ultimate Upgrade mod :D

I loved the Sr47/74 for Flashpoint by the way. I finally loaded Resistance and started to have fun with it. Is the SR47 the only weap you have for OFP or are there other gems, and if so where can I grab 'em?

The 6 or so SR47´s that have been made have all been fitted with integrated silencers.

It was due to the fact that the US SF in Afghanistan wanted to use them in the caves there.

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Yeah, and by what I've read, they're not going to be making anymore SR-47s, much less any SR-74s. The gun is just too specialized to warrant mass production. In my opinion, if they want Spec Ops to go deep into enemy territory and interact with people while using the old Soviet ammo, they'll give the soldiers real Soviet guns, that way they can keep a lower profile. I think the only reason the SR-47 was made because of muscle memory, its just like the good ol' m4, so they didn't have to be fooled by different mechanisms when it mattered the most. Not to mention Knight Arms (?) got some business out of it.

I'm not sure what my point is with all this. All I know is that if I was Spec Ops, I see no reason why I'd want a non silenced version of a gun, when I could just as easily have one silenced.

Besides, we can't suddenly start using Soviet ammo regularly, the people who make our good ol' 5.56 mm NATO ammo and so on would be seriously ######.

Edited by spotH3D
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Yepp... but the SpecOps community is allready doing that. Since Afghanistan, there have been some doubts about the killingpower of the SS109 round.

So therefore, they are starting to purchase some new barrels and recievers for 6.8x45mm ammo. The only difference is that the neck have gone thinner (like the 9mm) and the benefitts are many.

What I don´t understand is why they dont just don´t use longer bullets. That would solve some of the stability issues (like the one´s we use in the Swedish Armed Forces).

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Stability in what sense?

You want bullets to tumble on impact. It makes a more damaging wound.

From a strategic view wounding is better than killing, because a wounded man will drain resources faster than a dead one.

While all Sr-47s may have shipped with a suppressor, and even though suppressors have improved, you still can't use one all the time as their effectiveness diminishes sharply with repeated use. That's why they've got threads, so you can put them on or take 'em off as needed. Suppressors also negatively affect range and kinetic energy. But they're really good for sneaking up on that guard with the Ak and beer can :)

fcf36a2d.jpg

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Earl,

I think I may have found what the problem is with some of the M-4's not showing up. I noticed that if I use Ramirez with the M-4SOPMOD, all the other members M-4's show up complete. But if I use Ramirez with the SR-47, all other members M-4's show up broken/ white. Maybe this will help you? Maybe not? ;)

Mast

Edited by Mast
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It may be the number of texture parts the SR47 has - I had a feeling the SR47 was playing a role in this.

I guess that means my fix will include 'sanitizing' all the M4 models, and remapping the SR47 onto just two image texture. Both are relatively easy fixes - I hope to have something out to fix them soon.

I've got an MG3 in the works, but I was hoping to have a bit more ready to warrant a "part two". Maybe I'll just release the MG3+fix sooner so people don't get annoyed with the texture problem.

I'll be adding a bipod and 100rnd plastic drum:

mg3_00.jpg

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What I don´t understand is why they dont just don´t use longer bullets. That would solve some of the stability issues (like the one´s we use in the Swedish Armed Forces).

The reason why you don't want to use a long bullet is because it will not yaw in the typical torso or leg hit. The longer the bullet is the less likely it is to yaw. When the bullet yaws, or tumbles, it flattens and fragments if the velocity is high enough. If the bullet don't tumble, the wound cavity from a 5.56 will be not much more than a puncture wound with very little damage to tissue. It heals up in almost no time and the soldier may be back in combat in a matter of weeks.

The Colt commando and M4 have lower MV than the M16, which will reduce the chances that a bullet fragments, thus giving the weapons a lower PK.

The reason why the Swedish army use a 556er that is longer and less likely to fragment may be because of the criticism against the fragmenting 556er the Swedish left wing of the parlament had. Ironically the Swedish 7.62x51 fragments extremely easily.

(Source: Dr. M. L. Fackler, "Wounding Patterns for Military Rifle Bullets")

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I've got an MG3 in the works, but I was hoping to have a bit more ready to warrant a "part two". Maybe I'll just release the MG3+fix sooner so people don't get annoyed with the texture problem.

Goodie.

The MG3 looks really good.

Hope you can fix it.

Can't wait for the OICW. :devil:

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Earl: ok, stupid little request here. i was just wondering if you could put that m40a3 into GR (the one you did for OFP)? :huh: PLEASE? nobody has ever done that gun for GR. ya, you'd have to lower the polly's but it's just soooooo good. sorry i had to ask. it would be AWESOME if you could find the time to do this :rolleyes:

it could go into your standard upgrade? (even though it goes against everything the standard upgrdrade is) or just as a single gun on it's own?

please, please, please...etc...begs some more...

just so everyone knows what the gun is ther are missing here it is: :o

ofp_m40a3_00.jpg

go have a look at Earl's site for more renders...

Edited by JTF-2
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Well, M40A3 would be good, but only in the hands of MARINE sniper. I guess a good way do it would be to add a new specialist, as said above, a marine sniper equiped with M40A3. This new specialist could replace either mr. Stone, or the lady with SVD.

Back to the missing textures on M4.

Well again they dissapear during the mission, although the everything was ok during kit selecion. However only when used together with SR47.

So as you people said, this must be the case.

But why does it hapen only after some peroid of gameplay. Previously it occured to me in mission no. 4, and now nothing was happening until mission 12. And since that moment no matter what i would do, i cant get those textures back whenever SR47 is in play.

Edited by 9mm
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I think I solved the texture problem by compiling the SR47's nine 256x256 textures into one 512x1024 image. That size is double what I usually use, but remember it's pulled from OFP, and I didn't have time to fix it to a more reasonable level of detail for GR.

I'll pass out a BETA to a few people - if you are online and want to check it out for me tonight (750kb) then email me at earl@baconbomb.com or PM here. I'll check in every once in a while.

-edit-

Bah - I'll just post the link, but beware that it might not work, so only download this if you want to test and report to me. If it doesn't work, it means you'll have to delete your Standard upgrade folder and reinstall v1.0 before the corrected patch will work...

http://www.baconbomb.com/upgrade/files/std..._patch_v1-1.zip

Edited by Earl
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