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24 minutes ago, Maj.Boggie said:

Amazing work with the 416's, would it be possible to make them usable with the RHS foregrips?

I'd imagine that will happen when the RHS compatibility mods are updated.

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4 hours ago, Maj.Boggie said:

Amazing work with the 416's, would it be possible to make them usable with the RHS foregrips?

Already does. there is an RHS compatibility patch for NIArms core and that'll enable their use.

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Hey Toadie,

 

Will all other NIArms weapons (like the AR15's for example) have correct placement of RHS accesoires (top mounted/combo's) on the rails in future as well (Like the amazing 416's)?

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6 hours ago, Foxone said:

Hey Toadie,

 

Will all other NIArms weapons (like the AR15's for example) have correct placement of RHS accesoires (top mounted/combo's) on the rails in future as well (Like the amazing 416's)?

pretty unlikely. kinda explained this in another instance when someone was wondering why the PEQ/Light combos didnt fit the MP7s. its not a weapon thing, its an attachment thing. the(relatively) easy way would require making RHS attachements specifically fit to the NIArms weapons, which is like impossible since they're two different mods, and the hard way would be reshaping/resizing every fricking NIArms rifle to fit with RHS, which is again, like impossible because the RHS attachments belong to RHS and not NIArms.

On 8/19/2018 at 9:41 PM, wsxcgy said:

thats not a bug, thats an engine limitation. the top mounted PEQs will only fit on (RHS) AR15 weapons. as far as the game is concerned there is no "rail" on the top of the gun aside for where the optic attaches to, there is nowhere for that PEQ to truly attach to, the game only registers the side rail as designated on the model. the top-mounted PEQ models still attach to this side rail, but are moved and turned to appear as though they are on the top. the downside to this is that the top's height and distance from the side rail is not always uniform on every gun, which results in the PEQ not always appearing in the right place. the most practical platform to adjust the top PEQs to fit to was the AR15s. the HK416 has a higher rail than the average M4/M16, so RHS has a script that changes the model to one that fits the HK height properly on game initialization, which is a sort of solution to the problem, but results in doubling the number of models and config classes and in effect doubling the amount of work involved, so it is by no means a practical or universal solution. just mount your PEQs on the side of the MP7.

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G'day!

 

sooooooooooooo, I was trying to rearm my AAF dudes (replacement config for the vanilla guys) with your 416s. I am puzzled. They all apear without a visible magazine loaded. It is there, I can shoot, but I can't see it. I am using  the vanilla magazines. Because your ammo setup, although I am sure is more true to life, tends to unbalance fights way too much.

I just for the lols tried to load one your PMags btw. They appear. So my question is: Am I doing something wrong? How can I fix it?

 

thx for your dedication and hard work to bring us such beautiful toys :)

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Nice work!

I have some reference photos if you are still going to work some more on CAG HK416s or accesories. Their guns are now in FDE with every part in a different shade, buttstocks are B5 enhanced sopmods and magpul CTRs in FDE, 14,5 416s are fitted with longer SMR handguards. What is also pretty interesting, surefires are mostly mounted on 7:30 o'clock position without any offset mounts, probably screwed directly to the SMR's vent holes.
https://drive.google.com/open?id=1ZvjGWZQl8QT-OztzLBrtzkHtXbfLz-E2

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12 hours ago, flv*venom* said:

G'day!

 

sooooooooooooo, I was trying to rearm my AAF dudes (replacement config for the vanilla guys) with your 416s. I am puzzled. They all apear without a visible magazine loaded. It is there, I can shoot, but I can't see it. I am using  the vanilla magazines. Because your ammo setup, although I am sure is more true to life, tends to unbalance fights way too much.

I just for the lols tried to load one your PMags btw. They appear. So my question is: Am I doing something wrong? How can I fix it?

 

thx for your dedication and hard work to bring us such beautiful toys :)

 

BI don't have magazineProxys configured for vanilla mags, any weapons using that feature will make them invisible. Either live with it or use toadie mags.

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Thx for the response. that clears up quite a lot. I Guess,  at least for now, I'll have to search for another rifle then :)

 

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29 minutes ago, flv*venom* said:

Thx for the response. that clears up quite a lot. I Guess,  at least for now, I'll have to search for another rifle then :)

 

If you know a little about config writing, it's not difficult to add the necessary parameters (modelspecial and modelspecialisproxy) in to the BIS magazine classes in order to get them to show toadie's, RHS etc. STANAG proxy mag model

 

The big mods using the mag proxy system so far (NIA, RHS etc.) could have done it themselves, but it's always a bit dubious to change BIS assets as part of the core or optionals of such a mod. It is bound to conflict with others doing the same thing like if BIS adds the feature, down the line.

So perhaps better to leave it for people to do with just a small third-party addon.

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great work on these much-needed weapons, but i'm having a problem.

 

if i edit a mission and add a fn fal to someone it pops up some weird error.

 

after that the fal only fires on single fire and will never fire on auto. its the fn fal 50.50 that i tested by the way.

 

i'm not very familiar with the FN line of guns, so i'm not sure if this is intended or not. does only the para version or some other version possess full-auto capability?

 

i'd also like to request some variants of your weapons, specifically the g3, that have a grenade launcher attachment aside from the g3ka4. i'd also like to request FMJ ammo for the guns instead of there only being EPR rounds.

 

thanks.

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Yes, a range of the FAL's are semi-auto only, usually because they are based on British/ Canadian / Australian rifles which did not have full-auto options. The DSA FALS, SLR 'Chopmod', and a few others have auto. 

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1 hour ago, jarrad96 said:

Yes, a range of the FAL's are semi-auto only, usually because they are based on British/ Canadian / Australian rifles which did not have full-auto options. The DSA FALS, SLR 'Chopmod', and a few others have auto. 

I'm pretty sure the rifle he mentioned he had the problem with in his post was an FN model and thus should have select fire though.

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@toadie2k I'm not seeing an RHS compat specifically for core only in the Workshop separately, only for all-in-one

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6 hours ago, IvanToTo said:

When we started working on our own repack-mod (to make easier to get the mods for our new members and keep better control of our servers updates)we reached each en everyone of the mod owners we wanted to work with, be it RHS for their uniforms (which we got green light almost inmeadiately) to other small ones.

nope, pretty sure you haven't got green light for any sort of edits or re-packs. i would surely know about something like that. please contact me asap with proof of such permission before i get to contact the moderation team of these forums

 

edit: too late 

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On ‎10‎/‎7‎/‎2018 at 10:13 AM, Hvymtal said:

@toadie2k I'm not seeing an RHS compat specifically for core only in the Workshop separately, only for all-in-one

 

Will that one not work for the Core? Just asking because I haven't seen it or used it.

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8 hours ago, Nichols said:

 

Will that one not work for the Core? Just asking because I haven't seen it or used it.

oh, it'll work for the core.

 

but in the process create a bunch of "non-existent" items and reference to mods not installed, which could break some things.

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[Discretely adds Core compats to Workshop] Thank you for informing me of my blind-spot.

While we're here - for those who've been waiting - HK416 Source Files are now available for those who want them. Worth mentioning - for the Substance-based peeps- I've got cavity maps in the camo reskin PSDs, but not as separate TGAs because I just generate them through running the Xnormal normal map>cavity tool (that's just how I roll fight me), but I've also included the HPs in native max form and batched out SBMs, so you can generate your own if that's your deal.

 

Also have that 416 GL-related issue spotted and potentially sorted. Will keep posted.

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Glad I could be of assistance :)

 

Sidenote:

On ‎10‎/‎15‎/‎2018 at 8:58 AM, PuFu said:

nope, pretty sure you haven't got green light for any sort of edits or re-packs. i would surely know about something like that. please contact me asap with proof of such permission before i get to contact the moderation team of these forums

 

edit: too late 

 

Funny, I went to check out the original post, and it mysteriously disappeared! The darndest thing! Now how will I know people are scumbags?

 

 

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Since there hasn't been anything on the thread for a while, I would just like to remind everyone that Toadie does indeed have a twitter and that there is plenty of progress being shown there: https://twitter.com/toadie2k

 

In addition to SCAR and Mauser updates, there's also something else in there that a couple of us will appreciate. I guess you could call it a logical extension of the XM29 project...

 

CQkbzFb.jpg

 

All of my past-near-future-standard-issue dreams are coming true :D

 

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Are there any plans to update the all-in-one pack with the latest updates?

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You do great work, I've noticed in a lot of cases the levels of recoil are pretty inconsistent however. For example the G36 seems to kick like a mule when in reality its recoil is pretty light. Most of the 5.56mm weapons in general seem to have too much recoil.

 

Also there are a few almost-duplicate ACRs with the only difference being a different shape of the shell case deflector (at least that's what I think that is), what's with that?

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Hi NIarms team, got a small visual bug report on the MP5's for whenever you next update them. Seems to be a gap in the receiever on the MP5A2/3/4 and the MP5SD5/6 and the MP5A5. As seen below.

Ra2pKco.jpg

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Something I only noticed just recently: the MP5A5's display name is inconsistent  with the rest of the pack and this separates the weapon from the bunch. It's current name is "MP5A5" which puts it with the CUP MP5s, as opposed to "HK MP5A5" which it is not currently and would put it where it belongs

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