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CAWS damage is 3X39X10 for example.
- the magazine in the modify view points backwards
- you can load/unload the mags, and swap mags, but the inventory view shows "10/0" vs. the "10/10" for the capacity. Moreover, then in the modify view, the mag slot is blank (i.e. the gun looks like the magazine has been removed)
The RK, M70, and as far as I can tell, all other firearms look ok (even the regular SKS ans Type 56)
Another quick question, if you don't mind: what mags does the AR10 use? I don't see it show up in Bobby Ray's or in the GC-Militia shop?
- the magazines of the RK95, and PAP rifles are shown facing backwards, in the gun modification 3d view. (i.e. it looks like they were inserted into the gun with the curve pointing towards the trigger)
I am using the ToG, RATO Overhaul, and Revised Mags/Revised Gear II mods
The TAR-21's reflex sight has the same issue that you previously fixed in ver. 1.20b.
It shows the following trait: Increases Accuracy for Interrupt attacks by <bonus_cth_interrupt>%
boys it's time
I think the Lion's Roar may need to have its range increased for the same reason as the Micro Uzi and MAC 11. The Lion's Roar also has No Stock. A standard Uzi with No Stock and an Extended Barrel has a range of 22.
Ver. 1.23
The HK33 and HK53 seem to have lost their Custom Trigger Group mods. They still have two mod choices for their trigger groups, although both are now called Modern Receiver (but have different pictures).
I have a previously modded HK53 and its modded receiver is still called Custom Trigger Group, but it now has the Modern Receiver picture. (The 3D model still has the Custom Trigger Group.)
I just bought an unmodded HK33 from Bobby Ray's. It has a Modern Receiver, but with a Custom Trigger Group picture and model. It also has two mod options, both called Modern Receiver (with different pictures).
If this was intended to drop the Custom Trigger Group's functionality, perhaps you could retain their pictures and models with no functional difference (like their Classic and Modern handguards) and just call them SEF Trigger Group and Navy Trigger Group.
The expanded mags for the Type 56 carbine and PAP M59/66 only increase capacity from 10 to 15. However, the model for the expanded mag looks to be about the same length as a 30-round 7.62x39mm magazine for the various AKs. Adding just 5 rounds of capacity hardly seems worth the parts.
The MP40's expanded mag has a capacity of 64, but its 3D model has 48 written on it.
The model certainly looks more like a 48-round magazine. A 64-round straight mag would be comically long and probably unworkable.
I may be misremembering, but I recall also looting 48-round MP40s from Legion soldiers, so perhaps there are two MP40 variants in ToG?
It may be easiest to just not have an expanded mag mod at all for the MP40. Its sights and stock can't be modded, and it's just an early game weapon anyway.
The M70's "Sniper Scope 5X" mod has the <BlockedByError(param)> issue. The model for the scope looks like a PSO-1 Scope 4X.
Thank you for your incredible dedication to JA3 modding!
If and when you decide to add compatibility for more ToG weapons, I hope you will consider adding the BM59 (just one variant; maybe the Mark II to differentiate it from the M14 by giving it better recoil control due to its pistol grip). It would be a third weapon that's able to launch rifle grenades (and also uses an ammo type that remains relevant in the late game). Apparently, the Mark II was an export version for Nigeria, so that could provide some game lore justification for how an Italian battle rifle somehow made its way eventually to Grand Chien.
@rubezagel I will have another look at the deslile when possible
The PP-91's top-folding stock does not block the addition of a scope (as it does with the M11's stock). This can result in the scope visually clipping through the folded stock.
Perhaps you could give the PP-91 and the M11 an improved iron sight mod that would retain the ability to fold the stock? I don't know if it's possible for the folded stock to only block some scope mods but not others.
The SKS allows a suppressor to be modded, which conflicts with the bayonet when it's unfolded. (This is the same model issue you previously fixed for the Type 56 carbine.)
"The .45 ACP cartridge was selected as its muzzle velocity is subsonic for typical barrel lengths; consequently it would both retain its full lethality and not require custom-loaded ammunition to use with a silencer."
Other than i being very silent, there is not much point to that weapon I think, even in early game.
It would be nice to have that option for the G3 and other rifles that don't have underbarrel launchers, or even for the FAL, M14, etc. so that the vertical grip could be used to help control recoil. I suppose their 3D models don't have the folding ladder sights for aiming rifle grenades, but then again, it's not really clear how the underbarrel grenade launchers are aimed.
The PAP M59/66 not allowing anything besides the default flash hider / compensator makes sense since a suppressor would block deploying the bayonet and mounting a rifle grenade.
However, the M70 can be modded with a suppressor while still allowing a rifle grenade. (Visually, the grenade clips over the suppressor.) I think it would make sense to just remove the option of having a suppressor, as with the PAP M59/66.
Also, the SKS and Type 56 rifles allow bayonets to be deployed with a suppressor attached. If possible, it would make sense for the suppressor to block unfolding the bayonet.
The PAP M59/66's short barrel mod has the same characteristics as the extended barrel mod (except it only requires 15 parts instead of 35). That is, it's functionally an extended barrel even though it's named a short barrel.
FYI... I reported on some other (very minor) issues related to ammo crafting recipes in a new discussion topic.
It can also be folded in the weapon mod screen, but it costs 30 parts to fold it there. The other weapons with stocks or grips that can be folded in the weapons mod screen (but not in the tactical view) do not require parts for folding and unfolding.
Perhaps it's this way because this would be the only gun that would use 9x18mm Makarov, but that's similar to the situation with .380 ACP and the M11. Using 9x18mm Makarov for the PP-91 would provide another lower recoil alternative to the many 9x19mm weapons. I believe the 9x18mm Makarov would be somewhere in between the .380 ACP and 9x19mm in terms of recoil and damage.
It would also just be interesting to have a Soviet pistol round. It looks like the Tons of Guns mod has the Stechkin APS, so that would be a Glock 18-like machine pistol in 9x18mm Makarov if you wanted to add compatibility for it, too.
It should be fixed now. The old 5.7x28 wont appear anymore, but the one unit that is already in the shop unfortunately will not be removed (but it will be auto consumed at some point) just ignore it for now. Thanks for the reports!
Also, 5.7x28mm ammo has no armor penetration. It seems like it should have better penetration since it was specifically designed for NATO to replace 9x19mm as a PDW/SMG/pistol cartridge with armor penetration as a key feature. The beige box ammo even notes "High Penetration" in its tool tip.
I can't afford to buy a P90 yet in my current playthrough so I haven't tested whether both types of 5.7x28mm ammo can actually be loaded.
The SSG 69 also seems to take .308 Winchester, but it's described as a military sniper rifle rather than a civilian rifle, so 7.62 NATO would seem to be more appropriate for it, too.
uploaded a fix to the zrak scope!
M76 rifle can't be modified with the ZRAK X4 scope. It shows <BlockedByError(param)> at the bottom of the modification description under the required materials. All of the other scopes seem to work fine.
thank you for the report, uploaded a fix now
- M70 folding grenade launcher, cant load 22mm grenade
- Default stock of RK62/RK95, cant fold/unfold (stock disappears after unfold)