Arma 3
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MXpanded - 6.5 Caseless Ammuntion Expansion [Still Works as of Dec 2022]
   
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Data Type: Mod
Mod Type: Equipment, Weapon
File Size
Posted
Updated
61.508 KB
Jun 25, 2019 @ 10:14am
Aug 8, 2019 @ 10:32pm
7 Change Notes ( view )

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MXpanded - 6.5 Caseless Ammuntion Expansion [Still Works as of Dec 2022]

Description
As of Dec 2022, I no longer play Arma 3 like I used to but this mod should still work. If you'd like to edit this mod, let me know and credit me. It still functions as intended from my experience.


The goal of this mod is to expand on the MX series rifles starting with additional ammunition types based on real world 6.5 Grendel loads.

=What it adds=

6.5 GPC - This is based on the idea of a General Purpose Cartridge or GPC that the US has tried to achieve many times. I based it on the 5.56mm M855A1 and 7.62mm M80A1 NATO rounds of modern-day, probably the closest thing we have to GPC's. The 6.5 GPC is a 107gr (6.9g) projectile with a steel arrowhead penetrator. Muzzle Velocity is ~823m/s out of the MXM's 18-inch barrel. The GPC is available in all 30rnd and 100rnd mag options in addition to 200Rnd Belt for the MK200.

6.5 SPC - The Special Purpose Cartridge or SPC is ideal for longer ranges and is excellent against soft targets. I wanted this to fill the same role as the 5.56mm Mk262 round. It uses a 123gr Sierra Match King bullet with a muzzle velocity of about ~750m/s out of an 18" barrel. This only comes in 30-round mags as it's intended for use by designated marksmen.

6.5 SOST - Based on the MK318 SOST in 5.56, the 6.5 SOST uses a 113gr OTM projectile, similar to the 6.5 SPC. The SOST has superior penetration capabilities compared to the SPC at the expense of being less effective on soft targets. In a nutshell, it's the middle ground between the GPC and SPC.

In addition to new rounds, the MX rifles now actually use the proper muzzle velocity according to what round is loaded and their barrel length.

=To-do=
6.5 AP - 113gr(7.3g) with Tungsten-Carbide penetrator. Similar ballistics to the 6.5 GPC. (The Hit value and caliber(penetration) will change.)
Artwork
20Rnd 6.5 Mags - A low profile mag option for the MXM. This borders being on the wishlist but I'm going to attempt it.

=Wishlist=
I don't know how to mess with models but I can dream.
6.5 Subsonic - I want to look into creating an integrally suppressed variant for the MX series for this round.
[MX Variants -
Integrally suppressed MX
MX PDW
Vertical foregrip as accessory


This is my first attempt at Arma 3 modding. Hopefully, you enjoy it.

=Compatibility=

This is not compatible with ACE3 at the moment. I do plan on working on adding that eventually. I'm going to have to learn how to do that and find the time first.


My Thanks to:
The ACE3 and RHS teams for their great mods and for inspiring me to develop this one.
Spartan0536 for answering my endless questions.
Jarrad96 and the folks at /r/armadev for pointing me in the right direction.

Popular Discussions View All (1)
4
Mar 13, 2021 @ 1:25am
PINNED: Feedback and Suggestions
Rooster
35 Comments
Whells Apr 14 @ 4:42pm 
@GrafZeppelin1936 My apologies, I did not see your comment until now, the mod development has been halted as I am not funding the project anymore, however other people are working on their own solutions, please check Mx Redux mod, it comes with 20 rounders.
marxman28 Feb 25 @ 9:22pm 
Further to my last: I downloaded the mod to a separate file. Still broken. Not sure if it broke with 2.18 or not.
marxman28 Feb 21 @ 5:28pm 
This mod no longer works, at least for me. I had a saved loadout and when I selected it in the Virtual Arsenal, it was showing as missing. It's still in my loaded mods list and I can still comment on this page, which is interesting and probably doesn't mean that it's been taken down.
GrafZeppelin1936 Feb 17 @ 4:08pm 
@Whells Hi, are you the Reddit user TheWhells? I found your post about your 20&10rd MX mags mod on r/arma channel. I'm looking for a replacement for the ugly standard long mags for a long time. When will you release your mod? Thank you.
Rooster  [author] Feb 27, 2024 @ 3:24am 
@Whells go ahead. Just credit me and would you link it too? I'd like to check it out
Whells Feb 25, 2024 @ 7:33pm 
Hey, would it be okay to use this mod as part of a mod that adds more mags to the Vanilla MX, ie 10, 20rd mags?
Rooster  [author] Dec 2, 2022 @ 8:02pm 
I concluded that the vanilla round was a 123gr round at 920 m/s out of the MXM. That is my reference round. I set the MX rifles in this mod to lose velocity based on barrel length. Looking at Load data online, only a Creedmoor could reach that. I originally based these speeds on the Grendel, a cartridge I personally use. It makes more sense to me now, especially with the recent adoption of the high pressure 6.8x51 cartridge, to use a larger cartridge and opt for higher velocity. So, I am aiming for over 3000 fps for the GPC Mk 2. I will keep the 107gr projectile. It seems to be the best balance of BC and speed according to my calculations.
pvt TOAST Dec 2, 2022 @ 7:52pm 
see my work so far...
https://steamcommunity.com/app/107410/discussions/17/3365901931431872893/

By the way I almost started working on the assumption of the 6.5 creedmore. You will want to use the 6.5 grendel. It seems as though the vanilla 100rnd mag uses an initSpeed of the 90gr at 2880 fps yet the vanilla 30rnd mag uses the ballistics of the 123gr at 2650 fps. I still have yet to be able to convert ballistic coefficients and sectional density to the airFriction and caliber values in the vanilla coding.
pvt TOAST Dec 2, 2022 @ 10:29am 
Thanks @Rooster!
Rooster  [author] Dec 2, 2022 @ 9:24am 
@pvt TOAST, The calculator is here. I am picking this back up to redo the ballistics. More towards the 6.5 Creedmoor ballistics.

https://docs.google.com/spreadsheets/d/1Tas79-BTXnbQ5G_UYqLbvfv0FX21nE3CITZLSHwCZpM/edit?usp=sharing