EricJ 759 Posted January 22, 2015 Well it's accessible but I just don't see how the newer patches are breaking the reload sequence, or any sequence (healing, inventory, etc.) while bipod resting in the prone (other positions seem okay though). Share this post Link to post Share on other sites
gatordev 219 Posted January 22, 2015 For me it's the best weapon resting but given the lack of updates by taosensai it's like "Okay...". Maybe his RL schedule is the culprit but overall its great work. Tao is going through a doctoral program right now, and I'm guessing that's why he's been MIA. Whenever that's done, I'm guessing he'll eventually return. Because he did so much more than just weapon resting, I'm leery of giving it up and going to VTS. For now, I just try not to reload without moving or if I do, I'll pull the mag out of the gun and then reload it. A slight pain, but like you said, he's done some great work. Share this post Link to post Share on other sites
EricJ 759 Posted January 22, 2015 Ahh okay then, no worries as far as his situation. I tried VTS before and it didn't hold the weapon as steady as TMR does, so I'll just go with that. Incidentally I've noticed that by dragging the mag into the weapon via the Inventory screen gets rid of that error, but so far I just move a bit and then reload. Sucks as it wastes some valuable seconds but overall again, it's worth it. I've done some good Urban Sniper with that system and just don't want to get rid of it. Mod-wise I've moved the eyepoint back some on the 3D ACOGs, giving some sort of peripheral vision (not much) but overall it does help on the sides and still provides good zoom and shooting, of which I've had practice of :) I'm going to add some more bits to the Guided AT4 to help flesh it out a bit, though I'm more than likely not going to do much for the right hand, as that's where the trigger is. I still have to get around to the SOCOM suppressor and get that done, as overall they look almost alike in some regards, but I'm thinking that it's a bit longer than a Mini but shorter than a regular? If so then no problem it'll be easier to modify a Mini in that way to provide some sort of difference to the suppressor look. Share this post Link to post Share on other sites
ice_age0815 37 Posted January 22, 2015 like you mission and i see your working on a new at4 nice you gone make the scope so you can take it of and all that ? Share this post Link to post Share on other sites
EricJ 759 Posted January 23, 2015 No but I can add a mount for optics though if it's needed (like a real life RPG), etc. I'll have to get it setup but it may need the sensor system to at least lock on as the only benefit would be to aim it like a regular RPG, etc. ---------- Post added at 20:34 ---------- Previous post was at 19:18 ---------- Well the mount works just peachy (a couple test Ifrits can attest to that) and here are some pics: http://562.50megs.com/Arma3/wip682.jpg (108 kB) Note the mounted optic (I just threw on the ACOG for giggles) will take over the main optic for the weapon and you can lock onto a target with it., and dual sighting scopes work as well with it (I used the ACOG-RMR combo) I may lenghten the rail mount for a better look though, but its fully functional. A note though, you have to have the optic moved from say your rifle, to your ruck, vest or uniform, and then onto the mount on the launcher for it to work. I may also add a laser/flashlight mount as well. ---------- Post added at 21:16 ---------- Previous post was at 20:34 ---------- Okay looks like I solved the muzzle flash issue, so next release they'll be back (was missing some stuff in the model.cfg, now being inputted). Share this post Link to post Share on other sites
EricJ 759 Posted January 23, 2015 And.... no not totally working. For some reason the rifles seem to work fine (after a quick random check) but the 240s and 249s seem to have the bugged muzzleflashes. For the life of me I don't know what the issue is as the model.cfg is all the same for each weapon, may be a certain order i need to put it in so the game doesn't fuck it up, which may be the culprit, but something to check on tomorrow. Share this post Link to post Share on other sites
wansec_6 200 Posted January 23, 2015 Eric, not sure if this has been brought to your attention, your Mk20 currently has a permanent muzzle flash. Discovered it last night while doing some testing. Looking forward to seeing what you come up with next. Share this post Link to post Share on other sites
gatordev 219 Posted January 23, 2015 I still have to get around to the SOCOM suppressor and get that done, as overall they look almost alike in some regards, but I'm thinking that it's a bit longer than a Mini but shorter than a regular? If so then no problem it'll be easier to modify a Mini in that way to provide some sort of difference to the suppressor look. There's three basic form factors for the SOCOMs: 556RC Mini: 5 inches 556RC: 6.2 inches 762RC: 8.4 inches What can be confusing is that there's ALSO a 762 Mini, which is the same length as the 556RC (6.2 in). In-game, the the 556Mini would be the most unique looking just because it's a little shorter, but the 556RC is the actual "issued" suppressor now (though there are of course a ton of NT4s out there still in use). I may be lying to you, but I want to say the 762RC is used on the .300WM for either the Marines or SEALs, but I'm not 100% sure on that. Share this post Link to post Share on other sites
EricJ 759 Posted January 23, 2015 So in other words the SOCOMs would be in the "middle" of the length then? Or is a simple operation now difficult? In other news looks like I spoke too soon on the muzzle flash issue. Some weapons work fine, some don't, and yes I'm beating my head against the desk why... because they're all the same proxies and some variations in the model.cfg. So until I figure it out it'll be as such. Share this post Link to post Share on other sites
wansec_6 200 Posted January 25, 2015 Eric, I have been experimenting with creating my own faction for personal use. I would like to ask your permission to use your weapons to arm the troops in the faction? Share this post Link to post Share on other sites
EricJ 759 Posted January 25, 2015 Just as long as proper credit is given I don't mind. ---------- Post added at 15:15 ---------- Previous post was at 13:23 ---------- Oh yeah I did say I would do this, and finally got to it: It's going to be called a "SCAR-P SD" for giggles since it's a fictional adaptation of the weapon. Share this post Link to post Share on other sites
gatordev 219 Posted January 25, 2015 So in other words the SOCOMs would be in the "middle" of the length then? Or is a simple operation now difficult? I may be misunderstanding, probably because I've lost track of which one you were trying to make (and which one I sent you pics of). The 556RC would be the middle length, yes. All three "iterations" of the suppressor are referred to as SOCOMs, so that's where my confusion comes from your question. Share this post Link to post Share on other sites
EricJ 759 Posted January 25, 2015 Yeah designation is one thing, but practical modeling is probably what I'm looking at as generally the SureFires (other than size) look the same, but that's good I can start cracking on those pretty soon then. Share this post Link to post Share on other sites
gatordev 219 Posted January 25, 2015 Yeah designation is one thing, but practical modeling is probably what I'm looking at as generally the SureFires (other than size) look the same, but that's good I can start cracking on those pretty soon then. Ahh, okay. Then yes, all three look exactly the same except for length (and the 7.62 has a larger hole on the end). Does that answer it? Share this post Link to post Share on other sites
EricJ 759 Posted January 25, 2015 Pretty much, as I'll just make the overall length in the "middle" to show the difference. ---------- Post added at 17:14 ---------- Previous post was at 16:23 ---------- http://steamcommunity.com/sharedfiles/filedetails/?id=381505361 Another "cheap" Insurgency map, this time on Chernarus, which also uses the AFRF faction from RHS as well. Share this post Link to post Share on other sites
EricJ 759 Posted January 26, 2015 Well thanks to a surprise PM today: http://562.50megs.com/Arma3/wip684.jpg (108 kB) Right now it's after the weapons pack, just been distracted so the only way to stay sane is to do a skin or so. Still very much WIP but overall pretty generic anyway. I may include it with the Wipeout pack (which it currently is a part of) but since it's the USAF Mod CV-22 reskinned more than likely I'll simply make a separate pack. Share this post Link to post Share on other sites
jinougaf 11 Posted January 26, 2015 So that's a SCAR-P always wiith silencer on it? And that CV-22 is your next plan? Share this post Link to post Share on other sites
EricJ 759 Posted January 26, 2015 Well it's a fictional idea brought up that works out pretty good, sort of a testbed for using the sound system in 1.38. And yeah it'll be a skin mod but given the current rvmats it won't be too good looking so far with that "USAF" on the rear of the fuselage. Share this post Link to post Share on other sites
wansec_6 200 Posted January 26, 2015 Thanks for the approval Eric. I have been trying to incorporate your Scars into my config and they do not appear to be working properly. The character I have created appears in game armed with one of the Scars as designated, but the weapon accessories are not appearing on the weapon as I have programmed them in the config. I will list below the weapons config section of my config below. Could you please investigate why the accessories do not appear on your weapons. class CfgWeapons { class Ej_scarstandardeglm; class c_Ej_scarstandardeglm : Ej_scarstandardeglm { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "Ej_acogrmrtan2d"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "SFLMGTMini_ej"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "SureFire_ej"; }; }; }; }; Thanks for taking the time to look at this issue for me Eric. I have tried the above config with weapons from other mods and they are working ok. Share this post Link to post Share on other sites
kukaracho 10 Posted January 26, 2015 (edited) People,somebody are or were using a SCAR-L in US military,Navy or air forces? Edited January 26, 2015 by Kukaracho Share this post Link to post Share on other sites
EricJ 759 Posted January 26, 2015 USSOCOM bought the SCAR in hopes to replace the M4A1 and shortly after... they started to keep the Mk18s and M4A1s, though I'm sure the Ranger Ricks use the Mk18s, but I'm not former SF so I can only give a slightly educated opinion. Wansec_6 use these values: asdg_MuzzleSlot_IAR: asdg_MuzzleSlot_556 (replaces the "Muzzleslot") asdg_OpticRail1913_IAR: asdg_OpticRail1913 (replaces the "CowsSlot") asdg_FrontSideRail_IAR: asdg_FrontSideRail (replaces the "PointerSlot") So it would look like this: class CfgWeapons { class Ej_scarstandardeglm; class c_Ej_scarstandardeglm : Ej_scarstandardeglm { class LinkedItems { class LinkedItemsOptic { slot = "asdg_FrontSideRail_IAR"; item = "Ej_acogrmrtan2d"; }; class LinkedItemsMuzzle { slot = "asdg_MuzzleSlot_IAR"; item = "SFLMGTMini_ej"; }; class LinkedItemsAcc { slot = "asdg_FrontSideRail_IAR"; item = "SureFire_ej"; }; }; }; }; It should be noted that "CowsSlot", "Muzzleslot", and "Pointerslot" are not referenced at all in the config. Given that fullerpj and Co. took the time to allow both I may move to that, as well as only one PBO so I can put it on the Steam Workshop, more to think on that. But if people are interested in it being on Steam Workshop, be reminded that ASDG Joint Rails is being on there is completely non-negotiable, i.e. there's no fucking way I'm going to not use it, I like the system a lot and quite frankly can't game without it. The Joint Muzzles I'm more flexible on as it doesn't seem to be that popular, but then again I don't know what people think that's all. Share this post Link to post Share on other sites
wansec_6 200 Posted January 26, 2015 Thanks for the info Eric. Appreciate it very much. Keep up the great work. How are the rest of your projects progressing? Share this post Link to post Share on other sites
EricJ 759 Posted January 27, 2015 Right now everything is pretty much settled, I do have to get the SOCOM suppressors done but overall just hanging out until Ruthberg gets his values added to the config and that's it. ---------- Post added at 17:44 ---------- Previous post was at 16:57 ---------- Okay more thoughts on the Steam Workshop and regular version: - TMR Bipods will be added to the U100 main PBO, as again Steam Workshop only lets you use ONE PBO for the whole upload. So as such since I do like it still regardless of the reload bug, it's going to be a part of it. For those who use VTS or AGM I don't think it will conflict if you don't use it so I should be alright with that. - Again if people don't want Joint Muzzles I can make a poll here and go with it, fair or? ---------- Post added at 17:47 ---------- Previous post was at 17:44 ---------- Fuck it, the poll is up. Right now it should stop polling either on Sunday or next Monday. For the next release I'll incrementalize the updates, such as incorporating the TMR Bipods PBO but the configs will be separate. ---------- Post added at 18:11 ---------- Previous post was at 17:47 ---------- Okay lol checked the results, so far its a flat NO :) Anyway :) here's some SOCOM Suppressor WIP: Right now it doesn't look like it's any "different" but it is, as far as looks. Also... I'm going to make a fictional .45ACP SureFire Suppressor as I saw a similar type on the M9A3 offering from Beretta. And yes, I'm lazy. ---------- Post added at 19:02 ---------- Previous post was at 18:11 ---------- And the poor man's .45ACP suppressor: The suppressor is fat enough to look cool but doesn't interfere with the sights of the weapon either. Share this post Link to post Share on other sites
EricJ 759 Posted January 28, 2015 Looking like so far after a couple days the Non-JointMuzzles will win out, which is fine, as I'm not going to vote on it anyway. Share this post Link to post Share on other sites
EricJ 759 Posted January 28, 2015 Okay as it stands right now given that the opinion is so far in favor for the non- Joint Muzzles I got the pack setup (other than inventory images) for that so far. Still hanging out on Ruthberg's values and what's left so far is the inventory images for a few things (the Glock and the SCAR-P SD) and that's I think it. Overall people keep reminding me about the Barret M468 and I keep on putting it off, but... I'll see about that and so on. Share this post Link to post Share on other sites