wansec_6 200 Posted February 19, 2021 G'day @slatts, Looking forward to seeing these in action soon. Share this post Link to post Share on other sites
SpoksLV 0 Posted February 19, 2021 Magazines wells please! Using different mags are so cool! Especially for 5.56... Share this post Link to post Share on other sites
zukov 490 Posted February 19, 2021 On 2/17/2021 at 10:36 PM, slatts said: how to add the vanilla ATGM on the A2 model? By O2 with proxy or with config file? thanks! Share this post Link to post Share on other sites
slatts 1978 Posted February 21, 2021 On 2/19/2021 at 9:13 AM, SpoksLV said: Magazines wells please! Using different mags are so cool! Especially for 5.56... That's the plan! ATM you can use the drum mags from the SPAR rifles on non GL mk16's. I'm looking into how to get it to work with different mods. On 2/19/2021 at 8:38 PM, zukov said: how to add the vanilla ATGM on the A2 model? By O2 with proxy or with config file? thanks! With a proxy in O2. It works the same as vanilla Prowlers but the only downside is proxies cannot be animated. So the missile does not disappear etc. 2 Share this post Link to post Share on other sites
slatts 1978 Posted March 10, 2021 Still chipping away. Most of the work has been setting up inventory icons and fixing magazine placements on the Mk17 to make it compatible with community mags. And throwing in a few ArmaVerse logos here and there 🙂 4 1 Share this post Link to post Share on other sites
slatts 1978 Posted April 9, 2021 Well here we go. A public test release. Please test away and report back any issues or suggestions. https://steamcommunity.com/sharedfiles/filedetails/?id=2444357527 3 2 Share this post Link to post Share on other sites
krzychuzokecia 717 Posted April 9, 2021 (edited) The "big" (not really) issue is that the addon is apparently reliant on CBA Joint Rails and Joint Mags, but neither Steam config, nor addon itself (CfgPatches) seems to have that requirement set. I loaded it without CBA, and when equipping in Virtual Arsenal, I got an error about missing CBA magwell (weapon still fired though), and couldn't equip any scope/accessories. As for the not important things - I love the "Armaverse logo" from the Mk20/ADR (whatever it even says, I think it's "BIS"?). However on BI textures it is "engraved", while on yours it's embossed - stands out a bit. Also, changing the name on receiver from Ex16 to Mk16 would also be a nice touch. Otherwise, I love the "lore-friendly" and "lightweight" solution for SCAR in A3! Edit: just to be clear, with CBA it all works as intended. Edit 2: two other issues. 1. The magazine proxy on Mk16 is way too high - you can see the mag in ejection port, that would introduce a lot of problems in terms of proper feeding and ejection! :D 2. With bolt locked to the rear I can see through the charging handle slot to the other side of the gun. Also, it's not really your fault, but with the added logo, and camo paint, it's obvious that BI reused Mk16 texture for Mk17 - the stretching of the texture is clearly visible on mag well, and near the charging handle slot (one can see the "shadow" of the slot on the texture is not matching the actual slot on the model) - blame BI! Edited April 10, 2021 by krzychuzokecia 1 Share this post Link to post Share on other sites
zukov 490 Posted April 10, 2021 this weapons fit perfectly with vanilla game , good work! Share this post Link to post Share on other sites
slatts 1978 Posted April 10, 2021 Thanks for everything so far folks. Quote The "big" (not really) issue is that the addon is apparently reliant on CBA Joint Rails and Joint Mags, but neither Steam config, nor addon itself (CfgPatches) seems to have that requirement set. I loaded it without CBA, and when equipping in Virtual Arsenal, I got an error about missing CBA magwell (weapon still fired though), and couldn't equip any scope/accessories. Whoops, I'll get on that! Quote As for the not important things - I love the "Armaverse logo" from the Mk20/ADR (whatever it even says, I think it's "BIS"?). However on BI textures it is "engraved", while on yours it's embossed - stands out a bit. Also, changing the name on receiver from Ex16 to Mk16 would also be a nice touch. I'll look into it, I lifted the normal map and texture data from the Mk20 so it should be the same Quote 1. The magazine proxy on Mk16 is way too high - you can see the mag in ejection port, that would introduce a lot of problems in terms of proper feeding and ejection! :D 2. With bolt locked to the rear I can see through the charging handle slot to the other side of the gun. Added to the list! Quote it's obvious that BI reused Mk16 texture for Mk17 - the stretching of the texture is clearly visible on mag well It's better than what it was believe me, I've been adjusting it on and off for the last while. 1 Share this post Link to post Share on other sites
wansec_6 200 Posted April 10, 2021 G'day @slatts, The Mk16s and 17s are looking great. Are you intending in adding a standard length barrel Mk17 to the mod? Keep up the great work. Share this post Link to post Share on other sites
krzychuzokecia 717 Posted April 12, 2021 On 4/10/2021 at 10:49 PM, slatts said: It's better than what it was believe me Oh, I believe you - IIRC the original one was so bad that the hex screws were egg-shaped, instead of round. To be honest: last year I was thinking about porting the Mk17 myself (as a free replacement of the Marksmen DLC Mk-1/SIG), but when I saw how bad it was, I decided I'm not up to this task. So I'm very happy someone took this challenge! :D Share this post Link to post Share on other sites
nkenny 1057 Posted April 14, 2021 I really like this mod. The concept is nice, small and compact. It plays well with existing assets and slots right into the Arma3 metaverse. It looks, performs and shoots good too! The FIA retextured variants are particularly beautiful. Because I snuck a peek into the backend I did notice two small things: 1. It seems like the SCAR mechanical rate of fire should be slightly lower. Most sources list it at 550-650. The version on steam workshop has a reloadTime of 0.07 ~ 857RPM Where it should be closer to 0.092 (adding or subtracting whatever makes it feel nice). 2. EGLM variant rifles do not have reduced handling characteristics through Inertia and dexterity settings. I really like this mod concept and hope to see more of it in the future! Particularly some drop-in Machine guns or other support weapons would be a god send for light-weight joint ops. 5/5 -k 2 Share this post Link to post Share on other sites
slatts 1978 Posted April 14, 2021 10 hours ago, nkenny said: I really like this mod. The concept is nice, small and compact. It plays well with existing assets and slots right into the Arma3 metaverse. It looks, performs and shoots good too! The FIA retextured variants are particularly beautiful. Because I snuck a peek into the backend I did notice two small things: 1. It seems like the SCAR mechanical rate of fire should be slightly lower. Most sources list it at 550-650. The version on steam workshop has a reloadTime of 0.07 ~ 857RPM Where it should be closer to 0.092 (adding or subtracting whatever makes it feel nice). 2. EGLM variant rifles do not have reduced handling characteristics through Inertia and dexterity settings. I really like this mod concept and hope to see more of it in the future! Particularly some drop-in Machine guns or other support weapons would be a god send for light-weight joint ops. 5/5 -k Awesome feedback, thank you so much! Share this post Link to post Share on other sites
slatts 1978 Posted April 18, 2021 A new version is now out. Fixes, additions and now lore! Why wouldn't you want to check it out. A big thank you to those who left some great feedback https://steamcommunity.com/sharedfiles/filedetails/?id=2444357527 4 Share this post Link to post Share on other sites
zukov 490 Posted April 19, 2021 TBH I like more the FIA2 camo than other Share this post Link to post Share on other sites