EricJ Posted August 19, 2006 Share Posted August 19, 2006 (edited) Those of us who regularly use the MR-C know of it's main deficiency: Hitting power. Since I have Mig1's mod and made a 6.8mm version of it. Now it takes two shots instead of twenty to bring down a tango. I gotta figure really out how to get it into a mini-mod but overall it has been working great so far. Overall weapon handling of course hasn't changed, but better than the default one. Not much can be added (although some work will be done). I'll try and add/keep the following: - Aimpoint (once I start it) - Seperate files for the mod - Tactical Reload (in re-reading the LMG11 concept there should be no reason why it can't be tactically reloaded, regardless if it's cased or not, common sense as the rounds are seperate, not on a belt) does work, just tried it out. - 45 round magazine capacity I know there was one out before, but I guess not available or just hidden somewhere? I've been mucking with a more "greener" texture as the original one is too bland, will get screenshots up. Edited August 19, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
JasonFMX Posted August 19, 2006 Share Posted August 19, 2006 if you want to make the MRC more deadly you can do it alot easier then inserting an entire new weapon into the lineup.... unless of course you just wan to have some fun messing around in the files and actually want to do that. increasing damage of course is one... and also increase grouping (reduce spread) and reduce recoill, when firing in three round or full auto only a low number of the bullets actaully hit the target.... if memory servers the MRC has the same damage as the Scar L and the M8 ( damage points 2 ) i look forward to trying your mod when your finished. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 20, 2006 Author Share Posted August 20, 2006 Right now it's just replacing the original one. As far as recoil... I'm keeping it as it is, so there's not going to be much of a change (both values are going to be 0.8 for non scoped and scoped view. And no the basic MR-C has a base damage of 1. Quote Link to comment Share on other sites More sharing options...
JasonFMX Posted August 20, 2006 Share Posted August 20, 2006 yeah i just saw that... i thought it was 2.... thats what staring at these files too long will do to ya. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 20, 2006 Author Share Posted August 20, 2006 Hehe no problem. Well after nearly pulling my hair out, I finally got it working. Thing is though I think I can leave it as 5mm in one file, but the weapon data when in the inventory screen will say 6.8 x 30mm (to reflect the shorter length of it being caseless). But the Aimpoint works, and now to work on textures. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 20, 2006 Author Share Posted August 20, 2006 (edited) Some camo shots of the weapon. Oddly enough the camo works only on the player GL (from the middle picture) and the AI gets the normal textured one. Same file and everything. Perhaps a guru can help me on that one? Oh yeah the EOTech is Lancer's, just made a bit darker (real dark in-game) to kinda give that "fresh out of the box" look rather than it being around since they first came out (and why is it a 551 when it should be like a 557?). Really it's waaaay too dark and have to reduce the layer, but so far I'm happy with it. Edited August 20, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 20, 2006 Author Share Posted August 20, 2006 More progress shots, and a Glock Texture that has Lancer's Trijicon night sights. I found some Trijicon sights for the Crye Ironsights (or if you really want to be real, the GG&G BUIS which can be bought with them as an optional part) and have yet to actually test it out, but will get a shot when it's ready. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 20, 2006 Author Share Posted August 20, 2006 Success , I found the right opacity: Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 21, 2006 Author Share Posted August 21, 2006 Finally got the Trijicon night sights added and tested: Helicopter Ride (Mayday Mayday!): Quote Link to comment Share on other sites More sharing options...
philkilla Posted August 21, 2006 Share Posted August 21, 2006 I wanna try. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 21, 2006 Author Share Posted August 21, 2006 (edited) No probs, give me to the end of the week and I'll send a beta out. Since I'm bothering with weapons: - Improved accuracy and stabilty of the MP5SD6. I PM'd Hatchetforce and he said that it's very accurate. Enough said. Damage though? Should be the same since it is 9mm Subsonic rounds. - Messed around with the "group_manager.xml" and added more people to the enemy and friendly squads. Plus seeing how the enemy in NORAD on the line have "GL" capabilities, Mex infantry and vehicle units have a real "grenadier" (I've gotten blown up three times with this addition, but that's with a little bit of Jason's mod too ) so that should add more flavor to the already played out missions (NO I am not adding missions, would like to, but no...). Note that only dismounted squads are added, not vehicle ones as I'm not sure if the HEMTT can carry more, as viewing it, looks like only so far a team of four. Whether or not that's modifiable, that's a question GRIN won't answer anyways. Also through this file you can set your teammates base weapons for the inventory, and probably even for the first mission. Unfortunately I haven't found a way to change your own but that's not too hard anyways. - Fixed the GL texture issue, apparently I misspelled the filename, and now it worky (thanks Lancer Edited August 21, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
Lancer Posted August 21, 2006 Share Posted August 21, 2006 The MP5SD is very accurate. Mine talks to me. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 21, 2006 Author Share Posted August 21, 2006 LOL mine doesn't which is probably why I had to tweak it... Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 22, 2006 Author Share Posted August 22, 2006 After some testing with the friendly squad composition.. it seems that some of the preset Marines are essential for gunners, etc. Apparently when I ran Quarterback, the part when you finally rescue the President, it kept on crashing. I went back, returned it to four and well well well, it worked, so that's okay though, so far the enemy composition isn't affected yet. But I chatted with the adjusted MP5SD6, plus used it finally with iron sights, and must say it's not bad Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 22, 2006 Author Share Posted August 22, 2006 "final" look. Had to take out my SuperMod and of course double check mainly for still functionality, and get the adjusted (no personal markings, the mouth on the GL is going to come off too) weapon tex shown: Quote Link to comment Share on other sites More sharing options...
JTF-2 Posted August 22, 2006 Share Posted August 22, 2006 Mod looks awesome! can't wait. Also, in your sig, there's a MRC with an aimpoint on it. Will this be in the mod too? Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted August 22, 2006 Share Posted August 22, 2006 I like the idea of amping up the hitting power of the Crye MR-C w/6.8mm but don't you think you should also tweak the recoil and balance of the weapon to reflect the extra weight of the caliber change and chamber? That bull pup config has always seemed to me to be kind of awkward to begin with. Quote Link to comment Share on other sites More sharing options...
Lancer Posted August 22, 2006 Share Posted August 22, 2006 I agree with noquarter. If the round is going to have the effect as the 5.56 it should also bring with it the same recoil. Even for game purposes this is a good thing because it will stop the MR-C being the "uber" fantasy gun and leave people a choice based on visuals rather than as a game hack. Having had a lot of experience with "Bullpups" one of the drawbacks is the time taken for a mag change compared to a conventially set up weapon. @EricJ, I was referring to my real MP5SD mate Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 22, 2006 Author Share Posted August 22, 2006 JTF-2 yes, I just use Mig1s mod alot, and it's pretty much the same configuration. noquarter.. good points, I can increase the recoil some and weight, not sure about balance (may be factored in as a MR-C with nothing is quite jumpy). Recoil is 0.8 for both unzoomed and zoomed modes. Not sure if that's a suitable recoil value, but it does require some aiming to shoot sometimes. Lancer. Some of the Aussies I know who tell me about the Steyr seems like it's just muscle memory rather than clumsiness. Seems akward to me, but I have to do it alot. And sorry, never fired a real MP5SD so I don't know... Quote Link to comment Share on other sites More sharing options...
Jace12 Posted August 22, 2006 Share Posted August 22, 2006 Two things, the MR-C mod, if it looking for realism, might consider the ammo. I recall the other MR-C mod reducing rounds to 45 instead of 50 (this was based on crye info I think), also I hear that case-less rounds should have less recoil? Dont ask me why though. Maybe you could duplicate the gun so we can have a 5mm and a 6.8mm version to choose from. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 22, 2006 Author Share Posted August 22, 2006 The recoil issue: I don't know whether a caseless round has less recoil. H&K got it down with the G-11 by allowing a cyclic rate of 2000rpm on Burst, essentially, you could put bullet on top of bullet, and it could do that. The weapons have a set RPM in GRAW, and now you got a 6.8mm weapon with a 2000RPM. Caseless doable? Oh yeah, but still there's the balance of this weapon outperforming that one, and this and that. Pretty soon it's just like GLs in MP, another hotly used weapon, where individual tastes don't apply. I could try and add it as a secondary selection to the baseline MR-C, and that may be preferable. Also I went off the community members who mentioned that the original mod was 45 rounds, which is what I'm doing too. Also want to throw out how many magazines? I drop mine down to six (plus one already loaded) for more balance. While additional magazines are only three. Again we're getting into caseless weapons, which sadly are just not well used, and H&K got it right with the G11, but unfortunately it never really materialized with probably ammunition manufacturer unpopularity. I don't know is the answer I am going to say on that one. Just like GRIN, I'm taking a stab at it. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 23, 2006 Author Share Posted August 23, 2006 (edited) Jace12... I'd like to really accomodate you on the "standard" versus the 6.8SPC... but I'm crashing GRAW alot. So right now I'm going to just settle on replacing it, not adding to it. I honestly don't know why it's crashing. Down the road maybe yeah, now, no. Oh yeah Lancer: Also as per PM feedback, I'm going to adjust recoil to 0.9 I tested it at 1.0 and it was still manageable but I figure 0.9 is a happy medium between what it originally was and also what it "should be" for 6.8 SPC. And personally I'm going to set the magazines to 6, with one loaded, so really a total of 7. Plus the ammo packs.... I want to go for 4 magazines. GL ammo in general will go for 12 rounds (8 ready to fire, 4 extra), while hand grenades will go to a total of 5. I have to say I like the extra grenade (thanks on that one Jason, I like that too ) Edited August 23, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
philkilla Posted August 23, 2006 Share Posted August 23, 2006 Very cool mods. The extra grenade was nice too, although I didn't need it because my MRC did all the work! Quote Link to comment Share on other sites More sharing options...
Viper Posted August 23, 2006 Share Posted August 23, 2006 A few things; For startes you CAN set different a RoF for semi-auto, burst, and full-auto; just have a look in the \unit\weapons files. Secondaly adding it as a new weapon is not all that hard, do you have some idea what might be the problem? Feel free to e-mail or PM me for help. Clark Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 23, 2006 Author Share Posted August 23, 2006 (edited) Ahh gotcha Viper. The only clue I get is when I enter the inventory screen, after that brother, you got me. The M8 Compact issue was fixed and works flawlessy (inventory name was missing, but now present, a sort of a "my bad"). But I'll PM you back and we can go from there. Thanks Philkilla , most of the other people have liked it to, and maybe because I fired multiple bursts that it rode up quite quickly at 0.9, but I'm going to leave it at there and worry about adding it, rather than replacing it now. Edited August 23, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
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