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Could you change them to a more realistic values, because mk16s are about half a kg heavier and the mk17 is almost twice as heavy as it is in real life, making it as heavy as machineguns.
I do have one question: The SCAR-L has compatibility with RHS mags and ACE mags, meanwhile the SCAR-H does not. Is this intended?
Thanks mate, I just realized what I was doing wrong on all counts. Should all be fixed now
Why it's important? Because A3 Launcher will check Workshop for requirements, not CfgPatches - so it's still possible to load your mod without CBA (and get error during Arma startup).
Also, few things I noticed today:
1. The shorty Mk16 - character animation is wrong, he doesn't grip the forward grip (which results in a grip clipping into the forearms).
2. If you hit the gun on the enemy, it throws up dirt - you need to apply proper .rvmat in Fire Geometry LOD.
@ El Berl - Thank you!
- Mk16 compact and Mk17 DMR. Other versions are planned yes.
- EGLM textures, I'll get on that
- EGLM optics, yeah it's something I thought was just good to have there if nothing else.
- Sounds, I'll have to test out JSRS etc myself.
- Surefire bipods, on it!
Model, textures look great. Everything's great, I love it! Love the AAF and FIA variants.
Now for some feedback. You're probably aware of these already, but still:
- The surefire variant needs to have the option to mount bipods removed;
- The reload sounds for the Mk16 are not in sync with the animation (although now that I think about it, I had JSRS reloading sounds loaded, so I don't know if that could have caused that?)
- The EGLM can mount optics, which, is not necessarely wrong or bad, but it's just not very useful as they can't be zeroed
If possible, there's only one thing I'd like to see added, which would be a longer barreled variant of the Mk17, for use as a DMR. Personally I don't see much use in the compact one, as the Mk16 is better suited for closer engagements.
Overall, great mod, just like all your other ones. Thx a lot for your work! :D