lukrop 10 Posted March 4, 2014 (edited) lkr_ammo - common ammo centralized This addon has two goals. The first is to bring the ballistics of several rounds to a realistic level. I'm using Spartan0536's data provided in his thread in the BI Forums, to create rounds and magazines. Big thanks to him at this point! The second goal, for me personally the more important one, is to unify/centralize rounds and magazines. As of now there are several great weapon addons which are all using different types of rounds and magazines, mostly created by the addon itself. To reduce redundancy with the most common rounds and magazines this addon provides a solid base and I encourage every addon creator to use the magazines provided by the addon. To get you started I'll be adding several optional configs for some common weapon addons. We start with 5.56x45 and 9x19, as soon as Spartan0536 provides more ballistic configs I'll add more rounds/magazines. Please note that this mod is incompatible with tmr_ballistics.pbo. lkr_556x45_nato.pbo This addon adds two new rounds and updates the ballistics of the default 5.56x45 round. It also adds the new magazines to several ammo boxes and makes the TRG-20, the TRG-21, the SDAR and the Mk20 compatible with the new magazines. In the words of Spartan0536 regarding the new round types: M855A1 EPR Very lethal against unarmored targets, kills in 1 shot to the chest out to 350m-400m with some variation, armor penetration on level III with SAAPI plates is about 4 shots @ 350m, this round is a general purpose round like its real life counterpart, it has the best penetration rate of all 3 rounds but it is yaw dependent on damage so it also has the lowest hit factor to compensate for this as best as possible.Mk 318 Mod 0 Very lethal against unarmoed targets, kills in 1 shot to the chest out to 400m, armor penetration on level III with SAAPI plates is about 5 shots @ 350m, very similar performance at medium range when comparing to Mk262 Mod 1, like its real life counterpart this round is most effective at ranges from 0-300m and is designed for enhanced performance out of shorter barrel rifles. MK262 Mod 1 VERY lethal against unarmored targets, kills in 1 shot to the chest easily out to 400m, armor penetration on level III with SAAPI plates is about 5 shots at 350m, default 5.56 was killing in 7-8 at the same range Classnames: Rounds: B_556x45_Mk318_Ball B_556x45_Mk262_Ball Magazines: 30Rnd_556x45_Mk318_Stanag 30Rnd_556x45_Mk262_Stanag 100Rnd_556x45_Pouch 100Rnd_556x45_Pouch_Tracer 200Rnd_556x45_Box 200Rnd_556x45_Box_Tracer lkr_9x19_parabellum.pbo This pbo introduces three new rounds, the 9x19 Full Metal Jacket Flat Tip, the 9x19 Jacketed Hollow Point as well as the 9x19 Full Metal Jacket Penetrator +P+. It makes the P07, the Rook40 and the Sting compatible with the new magazines and adds the new magazines to the default ammo box of each faction. Classnames: Rounds: B_9x19_FMJFT B_9x19_JHP B_9x19_FMJP Magazines: 16Rnd_9x19_FMJFT_Mag 16Rnd_9x19_JHP_Mag 16Rnd_9x19_FMJP_Mag 30Rnd_9x19_FMJFT_Mag 30Rnd_9x19_JHP_Mag 30Rnd_9x19_FMJP_Mag lkr_762x51_nato.pbo This pbo introduces two new rounds and modifies the standard 7.62x51 by BIS. The default 7.62x51 is marked as a M80A1 cartridge. One new round is a Mk316 Mod 0 cartridge for more accuracy and the other is the M993 armor-piercing round. The addon also makes the Mk18 and the Rahim compatible with the new magazines. It also adds 5Rnd and 100Rnd magazines for use in different weapon addons. ATTENTION The ballistic information for the 7.62x51 M80A1 and Mk316 Mod 0 cartridges are only estimated (no extensive research/calculations like the work of Spartan0536). We'll have to wait until/if Sparan0536 releases any ballistic data. Classnames: Rounds: B_762x51_Mk316_Ball B_762x51_M993_Ball Magazines: 5Rnd_762x51_Mag 5Rnd_762x51_Mag_Tracer 5Rnd_762x51_Mk316_Mag 5Rnd_762x51_M993_Mag 10Rnd_762x51_Mag_Tracer 10Rnd_762x51_Mk316_Mag 10Rnd_762x51_M993_Mag 20Rnd_762x51_Mag_Tracer 20Rnd_762x51_Mk316_Mag 20Rnd_762x51_M993_Mag 20Rnd_762x51_Stanag 20Rnd_762x51_Stanag_Tracer 20Rnd_762x51_Mk316_Stanag 20Rnd_762x51_M993_Stanag 100Rnd_762x51_Box 100Rnd_762x51_Box_Tracer lkr_545x39_soviet.pbo This pbo introduces the 5.45x39mm Soviet ammunition with 4 new rounds. These are the 5N7 Ball, the 7T3 Tracer, the 7N10 enhanced penetration and the 7N22 armor-piercing rounds. The magazines are designed for use in AK-74 platforms. ATTENTION The ballistics of all these rounds are only estimated to my best knowledge. Classnames: Rounds: B_545x39_5N7_Ball B_545x39_7T3_Tracer B_545x39_7N10_Ball B_545x39_7N22_Ball Magazines: 30Rnd_545x39_Mag 30Rnd_545x39_Mag_Tracer 100Rnd_545x39_Drum 100Rnd_545x39_Drum_Tracer 30Rnd_545x39_7N10_Mag 30Rnd_545x39_7N22_Mag lkr_762x39_soviet.pbo This pbo introduces the 7.62x39mm Soviet ammunition, used in the AK47/AKM platform. It adds the 57-N-231 ball round and the 57-N-231P tracer round. Both of them in 30 and 100 round magazines. ATTENTION The ballistics of all these rounds are only estimated to my best knowledge. Classnames: Rounds: B_762x39_57N231_Ball B_762x39_57N231P_Tracer Magazines: 30Rnd_762x39_Mag 30Rnd_762x39_Mag_Tracer 100Rnd_762x39_Drum 100Rnd_762x39_Drum_Tracer lkr_762x54_r.pbo This pbo introduces the 7.62x54mmR ammunition used in platforms such as the PKM or the SVD. It adds 3 new rounds. The 57-N-323S ball round, the 7T2 tracer round and the 7N1 sniper load round. ATTENTION The ballistics of all these rounds are only estimated to my best knowledge. Classnames: Rounds: B_762x54_57N323S_Ball B_762x54_7T2_Tracer B_762x54_7N1_Ball Magazines: 10Rnd_762x54_Mag 10Rnd_762x54_Mag_Tracer 10Rnd_762x54_7N1_Mag 100Rnd_762x54_Box 100Rnd_762x54_Box_Tracer Optional .pbos The following .pbos make the specific addon compatible with the new rounds/magazines. They also serve as example for mod authors. lkr_ammo_fhq_m4.pbo lkr_ammo_mas_natosfweps.pbp lkr_ammo_r3f_armes.pbo lkr_ammo_rh_m4.pbo lkr_ammo_rhard_mk18.pbo lkr_ammo_u100.pbo lkr_ammo_sud_russians.pbo You can check out the source and track development from GitHub. You can also submit pull requests with whatever changes you might like to propose. :) Download 0.7 Please provide feedback and enjoy! Edited April 4, 2014 by lukrop 0.7 Share this post Link to post Share on other sites
samyg 3 Posted March 4, 2014 Nice, thanks for this. Share this post Link to post Share on other sites
sonsalt6 105 Posted March 4, 2014 New mod or update v0.1 available at withSIX. Download now by clicking: @ lukrop ; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
Guest Posted March 4, 2014 Release frontpaged on the Armaholic homepage. lkr_ammo v0.1 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
lukrop 10 Posted March 4, 2014 New update 0.2: Download fixed string listed twice/missing description fixed base class updates added 5.56 tracers to ammoboxes Btw. somehow the "@" was lost the SIX network. This is kinda weird because the mod gets downloaded into the folder "lkr_ammo" instead of "@lkr_ammo". If possible please fix this. :) Thanks for mirroring Foxhound/Armaholic and Sonsalt6/SIX Network. ;) Share this post Link to post Share on other sites
sonsalt6 105 Posted March 4, 2014 (edited) update v0.2 available at withSIX. Download now by clicking: Edited March 4, 2014 by Sonsalt6 Share this post Link to post Share on other sites
johnnygitarr 7 Posted March 4, 2014 hi lukrop, thnx for this mod. how can fixed the incompatibility with tmr? only by the mod creator of tmr, or is it a on config thing that you can fix? do you plan to add all ammo types calculated by spartan? does all the vanilla weapons work with the actual version, i mean are all ammo types calculated yet for the vanilla weapons? thnx, keep on going with this fantastic mod. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted March 4, 2014 Lukrop, if I use the mag_compactible addon it excludes the lkr_ammo for said weapon or we can have both compatibility with massi´s mags and your universal mags? (I can have both addons activated or either one?) Share this post Link to post Share on other sites
TheGent 10 Posted March 4, 2014 I had just seen these calculations from Spartan the other day and was hoping to see someone make something out of them. You's a good man, lukrop. Hope to see this put to good use. how can fixed the incompatibility with tmr? It's only incompatible with TMR's Ballistics module, because both are trying to rewrite ballistics. You can just disable that module of TMR and the rest of TMR should work just fine. There's not a whole lot that could be done to make them compatible, they both rewrite ballistics so you will have to pick which one you want. Share this post Link to post Share on other sites
johnnygitarr 7 Posted March 4, 2014 hi thegent, thnx for info. how can i choose which one i want to use? only delete the tmr_ballistics.pbo and tmr_ballistics.pbo.tmr_alt.bisign in my tmr/addons folder? i use the tmr alternative mod. or is it better to change the name of the file for exampel .pbo to something like .pbox to disable it? greetz Share this post Link to post Share on other sites
lukrop 10 Posted March 4, 2014 ;2636932']Lukrop' date=' if I use the mag_compactible addon it excludes the lkr_ammo for said weapon or we can have both compatibility with massi´s mags and your universal mags? (I can have both addons activated or either one?)[/quote']You can only use either one of them. As of now lkr_ammo is missing the russian ammo but in a future version there will be support for it too. The ultimate goal is to have one mod for the most common ammo types on which addon authors can rely. I'm thinking about creating separate 20 round 7.62x51 magazines for the HK417, M110 and SCAR H because it's kinda unrealistic now that they all are interchangable with the Mk18 EBR mags. If someone could provide UI icons I would be very glad. ;) hi thegent,thnx for info. how can i choose which one i want to use? only delete the tmr_ballistics.pbo and tmr_ballistics.pbo.tmr_alt.bisign in my tmr/addons folder? i use the tmr alternative mod. or is it better to change the name of the file for exampel .pbo to something like .pbox to disable it? greetz Delete the tmr_ballistics.pbo or move it to a subfolder. Share this post Link to post Share on other sites
Spartan0536 189 Posted March 5, 2014 I do have plans for 7.62x51mm NATO, I know for people who don't prefer the 5.56x45 that this is their general "go to" round. I do also have plans for 6.5x39mm Grendel and I am currently working on 6.8x43mm SPC. Share this post Link to post Share on other sites
chortles 263 Posted March 5, 2014 As far as the 9mm weapons go, I believe that you left out the PDW2000 based on the OP only mentioning the P07, the Rook-40, and the Sting... Share this post Link to post Share on other sites
Robalo 465 Posted March 5, 2014 It's a good initiative, but a friendly warning: if you fix the ballistics, but end up having everyone carrying wrong scopes (with bad ranging/bdc reticles) then the end result is the same. So you need to fix both at the same time: ballistics and optics. I thought TMR did that already. Share this post Link to post Share on other sites
sonsalt6 105 Posted March 5, 2014 New update 0.2:Download fixed string listed twice/missing description fixed base class updates added 5.56 tracers to ammoboxes Btw. somehow the "@" was lost the SIX network. This is kinda weird because the mod gets downloaded into the folder "lkr_ammo" instead of "@lkr_ammo". If possible please fix this. :) Thanks for mirroring Foxhound/Armaholic and Sonsalt6/SIX Network. ;) Greetings, During the initial synchronization of the mod, I accidently forgot to add the @ in front of the mod name within the portal. This has been fixed soon after, thanks to your reports. However for those of you who have downloaded the modification prior to the fix, you have to follow these steps to repair the faulty version. 1. open your windows explorer and browse to the mod folder 3. delete the mod folder 4. download the (fixed) mod again via PwS 5. enjoy you know if you have a faulty version if your modfolder name is "lkr_ammo". Again my apologies for the mistake. Share this post Link to post Share on other sites
160thSixgun 106 Posted March 5, 2014 Any plans to add the .300 Blackout? Do you need ballistic data? Share this post Link to post Share on other sites
Guest Posted March 5, 2014 New version frontpaged on the Armaholic homepage. lkr_ammo v0.2 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
Spartan0536 189 Posted March 5, 2014 It's a good initiative, but a friendly warning: if you fix the ballistics, but end up having everyone carrying wrong scopes (with bad ranging/bdc reticles) then the end result is the same. So you need to fix both at the same time: ballistics and optics. I thought TMR did that already. I am not sure how TMR figured in his ballistics coding, I am fairly confident that he did not go into the level of research detail that I did, I spent 30 man hours alone on just the 5.56x45mm rounds to make sure they are as true to life performance as possible, this includes combat reports, ballistics testing using IWBA and FBI protocols, official documentation from the US Military, extensive in game testing of standardized materials calculated at ranges down to the millimeter (no exaggeration) and testing using a closed alpha/beta team that includes active/reserve/retired military veterans whom most have seen real combat in either Iraq, Afghanistan, or Vietnam. As far as the games coding allows everyone so far has given me at least 1 thumb up for the improvements as no game can ever be as real as life is. Any plans to add the .300 Blackout? Do you need ballistic data? Not sure on the .300 blackout, I know its becoming very popular in the civilian and somewhat in the SOG world, it is something that unless people want to see and if someone made a custom model for it (I know they make full upper AR kits for it) I probably would not introduce the AAC .300 Blackout. Share this post Link to post Share on other sites
lukrop 10 Posted March 5, 2014 As far as the 9mm weapons go, I believe that you left out the PDW2000 based on the OP only mentioning the P07, the Rook-40, and the Sting... Thanks for the hint. It's just missing in the description it actually is modified to allow the use of all 9x19 magazines. It's a good initiative, but a friendly warning: if you fix the ballistics, but end up having everyone carrying wrong scopes (with bad ranging/bdc reticles) then the end result is the same. So you need to fix both at the same time: ballistics and optics. I thought TMR did that already. As far as I saw TMR doesn't change the hit, deflecting, visibleFire or audibleFire. I see your point, the primary goal for me is to centralize the common ammo types, though. Any plans to add the .300 Blackout? Do you need ballistic data? I'll focus on the 5.45×39mm, 7.62×39mm and the 7.62×54mmR, for all the russian weapon mods out there, first. I'll see but probably not as Spartan said. Regarding ballistic data I completly rely on Spartan (or anyone else who does extensive research like him). As I said before, my primary goal is to create a resource of common rounds/magazines for weapon mods to use. This should reduce redundancy and make things easier for the end-user. Share this post Link to post Share on other sites
chortles 263 Posted March 5, 2014 Thanks for the hint. It's just missing in the description it actually is modified to allow the use of all 9x19 magazines.Thanks, should I take this to mean that all four "vanilla game" 9mm weapons are considered compatible with the new magazines and ammo? Would any weapons inheriting from them also be thereby considered compatible? Share this post Link to post Share on other sites
lukrop 10 Posted March 5, 2014 Thanks, should I take this to mean that all four "vanilla game" 9mm weapons are considered compatible with the new magazines and ammo? Would any weapons inheriting from them also be thereby considered compatible? Yep, that's right. As long as you don't overwrite the magazines[] array in the weapon inheriting from them. If you wish to do so, just use the magzine classnames provided in the OP. ;) Share this post Link to post Share on other sites
TheGent 10 Posted March 5, 2014 It's a good initiative, but a friendly warning: if you fix the ballistics, but end up having everyone carrying wrong scopes (with bad ranging/bdc reticles) then the end result is the same. So you need to fix both at the same time: ballistics and optics. I thought TMR did that already. While you're right, and it should be known that it's not a great idea to use these in-game yet, it's not like Spartan/lukrop can't do the ballistics modeling and somebody later on can come along and make scopes to match, so it's not like this is a complete waste of time. But... on that thought, I have some questions. Does the default ranging system (PgUp/PgDown) somehow compensate for these new ballistics automatically? And, to be accurate, we would need different scopes for each calibre, right? I sure do hope somebody has the interest in picking the scope side of this up sometime. My only regret is that I know nothing about 3d modeling nor do I have the time to learn. Share this post Link to post Share on other sites
Spartan0536 189 Posted March 5, 2014 While you're right, and it should be known that it's not a great idea to use these in-game yet, it's not like Spartan/lukrop can't do the ballistics modeling and somebody later on can come along and make scopes to match, so it's not like this is a complete waste of time.But... on that thought, I have some questions. Does the default ranging system (PgUp/PgDown) somehow compensate for these new ballistics automatically? And, to be accurate, we would need different scopes for each calibre, right? I sure do hope somebody has the interest in picking the scope side of this up sometime. My only regret is that I know nothing about 3d modeling nor do I have the time to learn. I have personally modified the RHard Mk18 Mod 1 pack with JSRS sounds and I have it using my 5.56x45mm ballistics, I have used IanSky's scope mod with the reflex sight and the default RCO scope, I have found both of them to be exactly on target at their respective ranges. You have to remember though that 5.56x45mm rounds when fired directly have a standard zero of 300m just like in RL, I suspect that this is why the RCO does so well with my 5.56x45mm rounds. Share this post Link to post Share on other sites
lukrop 10 Posted March 6, 2014 New update: Download 0.3 removed unrealistic ammo/mags added 7.62x51 M993 AP added 20Rnd 7.62x51 STANAG polished CfgPatches I removed several Tracer magazines and bullets since they simply don't exist. Also I want to make things easier and not clutter up everything by adding even more unneeded magazines. Also Khreed made some testing with the 5.56 ammo and various scopes. He found out that currently only the RH ACOG 2D and the R3F Scrome J4 are off by ~100m. Thanks Khreed! BISRCO - 830m LRPS - 1,000m ARCO - 829m FHQ Acog - 830m Leupold Mark 4 ER/T - 1,000m RH Acog(2D) - 830m Off target by ~100m marking @ 600m Zero Acog(3D) - 830m TS-20A2 - 1,000m R3F Diavari Zeiss Scope Scrome J10 Mildot Scrome J4 - 830m - Off target by ~100m marking @ 600m Zero Scrome J8 - 830m Share this post Link to post Share on other sites
samyg 3 Posted March 6, 2014 lukrop, would it be possible to add a version of the 100 rnd 7.62x51 mag belts with red tracers? Share this post Link to post Share on other sites