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Realism MOD


zip2k4

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Minigun will shoot 7.62x51mm NATO

 

these are just amongst some of it and yes they are based on the real thing!

 

whoa, wait zip, so assault rifle and minigun shares the same bullets?

yea, and with the real values I've put in, it really does makes big guns favorable - BUT only in BETA version, V 1.0 will have

lots of chages to Big Guns to make it balanced in a way :)

 

A man-portable minigun would be impossible. If realism is your goal, you should check out the prototype General Electric XM214 Microgun 6-Pak, it fired 5.56x45mm NATO and was designed to be carried and used by infantry. Of course, it saves a lot of weight over the M-134 Minigun as well. The Microgun with a power supply, tripod and 1000 rounds of 5.56mm NATO ammunition weighed 85 lbs as a system; imagine what that would weigh with the 10 lb heavier Minigun and 50% heavier 7.62mm ammunition!

 

Ideally, the gun would also have a fission battery strapped to it for power (a lack of lightweight, portable power was what killed the Microgun concept), and perhaps use them up every 1000-2000 rounds.

 

On a similar note, does anyone know a way around the game's 255 round max magazine capacity?

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On a similar note, does anyone know a way around the game's 255 round max magazine capacity?

Not that I know of. I tried using the FO3Edit 2.1.3 BETA but that didn't work.

 

Also, I looked at your file, ZiP, in the FO3Edit and I noticed that you've edited object like armor, object effects, encounter zones and an impact files. If any of these are unintentional editing, then I advise you remove these edits from your mod and this may remove the CTD you're encountering.

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ok @cowgirlfromhell: The clothings are supposed to have different stats [as i recall a lot of raider armor is made up from random stuff that can hardly deflect bullets]

 

@r4y30n: the minigun is there in the game just because of a lot of people enjoyed the minigun plus the

concept of coil gun and rail gun kinda makes the idea of portable minigun possible, if they are willing

to spend a lot of money and time to research on it, perhaps coil gun would fit in better, anyway if

you guys want to see the file I'll post it anytime you guys want to take a look at it

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I understand that, but most people seem to think that minigun refers to any weapon with a set of revolving barrels and an extremely high rate of fire, it's not. The name Minigun refers to a very specific weapon from the people at General Electric, namely the M134.

 

I'm not suggesting you remove the gatling weapon type, just scale it down to something more reasonable. The XM214 Microgun was designed to be used and carried by infantry, whereas the Minigun was not.

 

Here are two pics for ya, Microgun is on top, Minigun on bottom:

 

http://www.militaryimages.net/photopost/data/535/XM214.JPG

http://www.montysminiguns.com/mini_gun.gif

 

As you can see, it looks virtually identical to the Minigun, it's just smaller, lighter, recoils less and fires smaller caliber ammunition. The barrels are virtually the same length, too, but on the Microgun they are narrower and more closely spaced.

 

To make it fit the Fallout world, I would just ditch the motor/control box on the back for something more like the M134 but with a fission battery strapped to it for power, ditch the scope for a spider web and pin (WWII anti-air gun style), add a fore stock under the barrels as well as beef up the rear grip and add a butt stock mounted to the back of the motor. Imagine something like an M240B except with the rotary barrels of the Microgun. It would be fired more like a rifle than a flame thrower.

 

I think it's also safe to assume that 5.56mm NATO is closer to the fictional 5mm than 7.62mm NATO.

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@r4y30n: that would require: 1. new mesh

2. new texture

this I can not do, I am not majoring in that field and my college really consume much of my time

what I can do is ask for people to make such mesh and texture.

PS. credit will be added for you on minigun :D

 

@DEElekgolo: perfect! more people collaborating in this MOD will be greatly appreciated!

I have been doing some "cleaning up" in some parts of FO3 world to hopefully makes better

FPS for most people, hopefully that means more hi-res/hi-def/just plain better texture/mesh

could be integrated in FO3.

also, is there anyway that you could make a mesh n texture of Smith and wesson model 29

6 inch variant, because my friend accidentally messed the whole folder and put in Kane Malak

Smith n wesson model 29 8 3/8" variant since the 6" resembles the scoped magnum in game

of course credit will be added to your name on next release prior to your custom mesh and

texture being put in game :D

 

@cowgirlfromhell: yea i forgot ima put u in credits too, hehe i just like putting ppls name in credit

well you helped me so ppl who are reading this, u better help me 1st >:3

 

 

Side Note: apparently lots of useless stuff in Wasteland [i.e. paper debris] gives considerable hit on FPS

when put together in a single cell. so I'm working on lowering the amount of useless stuff that

people will barely notice while playing to get a better smoother gameplay.

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I really like the idea, but I would like to make one point although I could very well be mistaken since I can't playtest the mod right now :)

 

When using this mod, where does the importance of armor come to play? I mean, if one or two shots can kill you even in power armor, what is really the point of upgrading your armor? :)

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aha! i knew that question would come up! :D

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ok, the BIG difference is on armored vault 101, raider armor, all kind of armor that was not meant to

 

be in a real fire fight. i.e. raider armor was meant to arouse fear and ruthless-ness so it have enchantments

 

that allows them to do so, but offer little to none protection to bullets HOWever.... the combat armor and

 

Power armor are meant for fire fights so.... i downgraded the combat armor a bit to be more or less like

 

a standard situation in military service [get shot u still survive a couple of bullets well ok no more than 6-10]

 

anyway! with power armor you get significant resistance to bullets, energy based weapons, and to a certain

 

degree.... shrapnel.

 

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if people asked.... hmmm.... zip, what about melee or sneaky character?

 

 

i got the answer as well! most - not all - melee weapons have been modified to inflict wounds, bleeding, limb

 

damages and so on. while sneaky character get major boost from damage that if your sneaky char manage

 

to let loose a single bullet from a gun [with common sense that gun could penetrate armor] it would meant

 

1 shot 1 kill for most power armor users.

 

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by the way, i have decided to keep the gruesome wasteland as the name since i hardly bother to change

 

anything anyway [the version 1.0 was going to be reality check.esp] anyway anyhow i will fix every little

 

problems with melee character and sneak characters. [probably add a perk for each types of char]

 

by the way do you guys think a perk for melee char like this would be way too overpowered in my mod?

 

melee: same as thoughness but 20 instead of 10

increase speed multiplier to 5 [original 4]

reduces small gun, big gun and energy by 30

 

give me comments on the sneak char people and we'll get this done ASAP!

 

now excuse me as I am very hungry and I have a class in about.... eh... an hour

brb at around 10pm pacific time!

 

damn night class.... :3

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most of the weapons you have named are incorrect.

 

Assault rifle-

H&R T223, based on the HK33. a 5.56mm NATO rifle.

if Colt didn't win the contract, the T223 would have been our offical rifle.

 

Chinese Assault Rifle-

Type 56-s1, an AK clone produced by Norinco in China as an export. commonly chambered for 5.56mm NATO when exported to NATO countries.

 

Chinese Pistol-

Type 17 Pistol, a Mauser clone produced in China, commonly chambered to S&W .40 caliber rounds (10mm) and .45 ACP rounds.

 

10mm SMG-

HK UMP Compact, avilable in S&W .40 (10mm) or .45 ACP, it is the only real world SMG which most closely resembles the in game SMG. sure you can make the argument of some of the MicroSMGs such as the SP10 or the MP5SDK... but all of those use 9mm, not 10.

 

 

Missle Launcher/Minigun

no real life counter part, no name capable.

 

the Missle Launcher most closely represents a modified Redeye Missle launcher (which evolved into the Stinger AA missle launcher) that is the only compherable sized missle launcher i can think of. the SMAW, SRAW, and AT4 are rocket launchers shooting dummy warheads. so either it is a modified Stinger to fire HEAT or a Javalin....

 

and in reality, the only way you could get a Man portable minigun would be to have it use small caliber bullets (probably FN 5.7) although the model shows it ejecting rifled casings. in any case, it could not shoot 7.62NATO rounds simply because you would not be able to shoot the gun unless if it was mounted.

 

 

.32 Revolver

H&R Premier Auto Ejecting Top-Break revolver. a 5 round .32 caliber revolver also produced by H&R. it seems like a reoccuring theme that H&R became more popular in the Fallout 3 universe allowing them to compete with Colt and S&W

 

 

 

 

armor-

a great way to balance armor.

make raider armor weak but make it have a long shelf life. make combat armor incredibly effective but also very frail. you could go through many fights with raider armor with out having to repair it once, although you'll spend a lot of time simply getting healed. combat armor on the other hand can outright stop a bullet dead in its tracks taking away a majority of the damage it does. however the ceramic and plate armor of combat armor/power armor is quick to deform and break because of this, although it absorbs near 100% damage, it also has to be repaired frequently. you may spend most of your time fixing the armor, but your skin is unscarred at the end of the day.

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armor-

a great way to balance armor.

make raider armor weak but make it have a long shelf life. make combat armor incredibly effective but also very frail. you could go through many fights with raider armor with out having to repair it once, although you'll spend a lot of time simply getting healed. combat armor on the other hand can outright stop a bullet dead in its tracks taking away a majority of the damage it does. however the ceramic and plate armor of combat armor/power armor is quick to deform and break because of this, although it absorbs near 100% damage, it also has to be repaired frequently. you may spend most of your time fixing the armor, but your skin is unscarred at the end of the day.

I completely agree except for the fact that if the raider armor is stopping less bullets, then there would be more holes in the armor from bullets passing straight through the armor. Thus needing more repair.

 

Not quite realistic but it's definitely a great way to balance the armor.

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