Door Kickers 2

Door Kickers 2

United Kingdom Special Forces v0.9.8
135 Comments
Foobar  [author] Dec 4 @ 6:21am 
@masony04 I may be deployed mid to late january. Unless someone is looking to assist, probably won't be ready before.

That ♥♥♥♥ takes ages to learn to do properly and I'm an amateur modder so
Foobar  [author] Dec 4 @ 6:19am 
@odohi113 bottom right in the menu. Press the check icon on the mod you want enabled.
odohi113 Dec 4 @ 6:03am 
sorry. I'm a beginner, can you please tell me how to use this tool?
masony04 Dec 2 @ 7:32am 
any idea when the next update is? really looking forward to the custom models
BlameableOdin9 Nov 27 @ 11:01am 
that’s all good man. understandable.
Foobar  [author] Nov 27 @ 6:50am 
BlameableOdin9 Unfortunately, that's very unlikely. I don't even have the resources, experience or the time to complete this mod in the way I envisioned, with models and everything custom.

I am also not that knowledgable of JTF2, their OrBat, their equipment and their history. Not that I don't want to, just not possible with my work tempo right now.
Foobar  [author] Nov 27 @ 6:47am 
@Dr. Hugh Jass DFA It's a doctrine bonus called "Linking Belts".

If you want context to it, the ammo belts in belt-fed machine guns are essentially row of bullets linked together, in 25s or 50s. IRL (though this changes from gun to gun) Assistant Gunners (AGs) sit next to the machine gunner and every so often link additional rows of belts to the one in the gun, to top-up the belt to however many the gun can reliable hold & carry and without malfunctioning.

If AGs aren't present (hard and pointless to simulate in DK2), the machine gunner, while setting up, could leave a strip of 25/50 round links to top up the belt-line during down times. This is a super short process in comparison to a whole reload, especially if the MG laid out his stuff prior because all he has to do is clip another line of belt to the one on the gun.

Hope this explains the whole thought process behind the doctrine. This is slightly gamified, I should mention.
BlameableOdin9 Nov 27 @ 12:35am 
this concept is super dope man. do you think you’d be able to redo a JTF2 mod once this one is all said & done?
Dr. Hugh Jass DFA Nov 19 @ 1:36pm 
Nice mod! Question though - do you know what might be triggering your mod to have the MGs reload unreasonably fast? Not sure why - maybe a conflict somewhere with a different mod - but the MGs reload too fast under certain settings. The game files remain the same (and the equipment stats I checked incase the issue was there show a reasonable time for the weapon's basic stats itself)
2.Legion Augusta Oct 27 @ 7:01pm 
hey nice mod but when you will add some better skins?
Foobar  [author] Oct 22 @ 6:31am 
It is actually IGCS compatible, as the function of displaying SG2 and SG3 are shared features between TTP and IGCS. It's just that I personally find TTP to be much more intuitive personally. As the player, you can play with either. DK2 doesn't force the required items to be enabled to play the mods. Enable UKSF mod, disable TTP once it enables by default then enable IGCS.

Hope this helps!
Foobar  [author] Oct 22 @ 6:31am 
@Gene_Solomon to allow SupportGear 2 and SupportGear3 slots to be used and displayed, allowing operators to choose their default items that are otherwise hidden. Click "More Gear and Cosmetics" option, you'll see what I mean.

SupportGear3 is now treated as the default breaching tool, so instead of being stuck with Feet of Steel and Crowbar, you can have a trooper carry a breaching shotgun or dynamic hammer on top of his usual SupportGear1 items, so now everyone can breach properly without sacrificing their primary purpose, similar to real-life.

Essentially, with Trooper Toolbox, you have a dedicated breaching equipment slot.

Supportgear 3 -> Breaching equipment
Supportgear 2 -> IFAK & Medical
Supportgear 1 -> Skill set items
Gene_Solomon Oct 22 @ 6:24am 
Why is trooper toolbox required? Would be great if this was compatible with both IGCS and Trooper Toolbox
Foobar  [author] Oct 18 @ 12:28am 
@Truder enable (if haven't) Trooper Toolbox mod > Equipment > More Gear & Cosmetics > Support Gear 3

All of the selection is there.
Truder Oct 17 @ 9:39pm 
Looks amazing, but could you add some breaching tools like haligans or battling ram or bolt cutters thanks
Erikir284 Oct 11 @ 3:24am 
Good mod, it just needs more personality like different camos for different scenarios, different models and voice acting.
Foobar  [author] Oct 11 @ 2:31am 
@Dr. Hugh Jass DFA Thanks, mate. Unfortunately not making progress as fast as I'd like as I'm learning every piece of this along the way but we'll get there!
Foobar  [author] Oct 11 @ 2:28am 
@CharkNoRisk(N)_CharkFuRisk(Y) DK2 doesn't actually force you to keep the requirements enabled, you can disable them after you enable the UKSF mod and the game enables requirements itself.

Do let me know if it's due to an issue or simply player choice.
anychance to make a version without muzzle before flesh?
Dr. Hugh Jass DFA Oct 10 @ 3:33pm 
@Foobar Gotcha. Thanks for checking - Let me try and isolate what might be causing the problem.

BTW - Fantastic mod and looking forward to see where you're taking this.
Foobar  [author] Oct 10 @ 5:56am 
@Dr. Hugh Jass DFA tested from my end. Game doesn't seem to make a fuss.

Could be a conflict caused by other mods you may have installed.
Foobar  [author] Oct 5 @ 9:35am 
@Dr. Hugh Jass DFA Rog. I'll get you a fix around Friday. Away from home rn.
Dr. Hugh Jass DFA Oct 3 @ 10:20am 
There's an error when you attach a suppressor to the FN Maximi.

"SV 182:029 - [Error] Weapon lacks the 'silencer socket' dummy:data/models/weapons/mk48.khm"
Foobar  [author] Sep 28 @ 12:17am 
Next update:

- Revamp of all CAS item values to improve UX
- Audio queues for CAS
- New AH-6M guns & rockets strike as a default strike
- Some light weapon sounds (maybe)

- Voice acting had to be pushed to 1.0 unfortunately, as I had to learn audio work
Foobar  [author] Sep 28 @ 12:13am 
@therealgigachadthelegend I get you, man but one step at a time.

Will be pushing a CAS revamp and some audio for it with .8 update, had to push models to .9 due to gameplay priorities.

I just gotta get some practice with modelling. I have learned the basics and I do have the tools and textures available to make uniforms, it just takes time and I want to complete the gameplay experience before visual goodies. Especially CAS as it is frankly an untested mess.

Thank you for the enthusiasm, I will give you some basic unit models soon. Cheers!
therealgigachadthelegend Sep 27 @ 2:18pm 
i adore this mod. All it really needs is better models. I also like how my troopers move like the flash. They got the speed force with em
TheCommissar Sep 25 @ 11:35am 
figured CO would lose it, but just wanted to check. Glad to hear that you've got plans for this mod, its really well put together.
Foobar  [author] Sep 25 @ 11:10am 
@TheCommissar I will be doing some CAS dmg revamp because honestly, system is a bit wonky and I haven't done any extensive testing.

I will push some sort of a CAS remake of sorts, tune some up, some down.

CO is supposed to lose them. FAC stuff is generally not a Troop CO thing, they have the option to do FAC school, but very rare. COs worry about giving orders, usually so they tell others to sort that stuff.

Cheers for the feedback as always!
TheCommissar Sep 25 @ 10:40am 
also, not sure if it was intentional, but the CO has lost all of their call in strikes, so mortars, JDAM, AC-130s etc.
TheCommissar Sep 25 @ 10:39am 
No worries, seems like JDAM strikes are bugged as well btw - it only occasionally does environmental damage, but doesnt kill anyone. On maps with a lot of walls/destroyable entities it also causes freezes/crashes, but I think this is more due to generating so much debris in one go, as on other maps it is fine.
Foobar  [author] Sep 24 @ 10:35pm 
@TheCommissar Cheers for the heads up. Pushed a fix.

Some sphagetti leftover from when I was fixing skill sets and binds. Sorry!
TheCommissar Sep 24 @ 3:04pm 
For some reason the L403A1 is no longer available to 1PARA, even though its selectable for all other SAS troopers
Foobar  [author] Sep 23 @ 2:11pm 
Trooper Toolbox compat update pushed. Uniforms and cosmetics are WIP. Just got into modelling, I'll see what I can do for y'all for gucci gear.
Foobar  [author] Sep 23 @ 5:04am 
For clarification: Trooper Toolbox will be a requirement, not an optional mod, due to the re-vamp. May make it an optional later on.
Foobar  [author] Sep 23 @ 5:01am 
@Vanta next update will introduce a fix to those problems and more, should come out in a few hours. I'll do some minor testing and push that up.

It'll introduce 2 dependency mods: Muzzle Before Flesh and Trooper Toolbox.

With Trooper Toolbox, a re-vamp for breaching tools will be introduced, all tools except explosives will go into SupportGear3. Breaching tools such as dynamic hammer, breaching shotgun and bolt cutter will be pushed there as well. Crowbar, lockpick and feet of steel will be the default options, while others will be available as alternatives to the default.

SupportGear2 (IFAK slot) will be visible as well, while SupportGear1 will be less cluttered.

SupportGear3 will be breaching tool slot, SupportGear2 will be IFAK slot, SupportGear1 will be skill set slot essentially.
Vanta Sep 22 @ 10:22pm 
Hey, any chance you could allow for reequiping the crowbar/lockpick, ifak and other support items that certain units can carry in the extra slots list?
BlameableOdin9 Sep 22 @ 9:06pm 
that’s awesome dude, looking forward to it!
Foobar  [author] Sep 22 @ 6:29am 
I even plan to do voice acting with my military buddies for CAS and character voice lines for this. It's a passion project of mine.
Foobar  [author] Sep 22 @ 6:28am 
@BlameableOdin9 of course. It's in the roadmap in the mod description.

.8 will be placeholder model replacement and other model additions.

.9 will be audio update

1.0 will be Trooper toolbox and other mod compat update with all the fancyness I can cram in it.

My goal is by 2026, it should be done, depending on how long it takes me to learn to do all of those, as I don't want to use other people's work if I can do it myself.
BlameableOdin9 Sep 22 @ 5:56am 
love the mod man. any chance you could add uniform variety by any chance like trooper toolbox?
Foobar  [author] Sep 21 @ 10:30am 
@therealgigachadthelegend pushed an update. Done slight revision of the doctrine to tweak things.

@heneage Sorry, mate. I know I've been ♥♥♥♥♥♥♥ with the kit a bit too much for some to bear but there will be no more edits to the existing gear or the squad composition. Pinky promise. If I do, I'll compensate by making them unlocked by default.

The update I pushed a 10 mins ago is THE last when it comes to existing ♥♥♥♥ being changed. From now on, there'll only be additions, new models, animations, sounds etc.
heneage Sep 19 @ 4:04am 
Thanks for the update, that explains why it seemed random as most of my squad have other gear.
therealgigachadthelegend Sep 16 @ 2:31pm 
Oh yeah the doctrines are way too overpowered lol
therealgigachadthelegend Sep 16 @ 9:42am 
the UI artwork is pretty good.
Foobar  [author] Sep 15 @ 2:19pm 
@therealgigachadthelegend believe me, I wish I could. I will reach out to the modder community soon to learn to do audio first, re-do my early janky UI artwork, then finish it with models and mod compatibility. It will reach 1.0, and when it does, it'll be as authentic as I can get it to be.

I do have the time but it's a case of learning it. It'll take a while.

This took at least 50+ hours to make as it is with all the learning I had to do. I imagine it'll take another 20-40+ for the rest.
therealgigachadthelegend Sep 15 @ 1:45pm 
you need to employ someone to get these weapons and gear models accurate to their icons
Foobar  [author] Sep 15 @ 7:28am 
@heneage L129A1 has the issue, it's in my list of fixes to look at.

For fire support related ones, they aren't added in yet. May add some placeholders at some point but they're coming with the .8 update.
heneage Sep 15 @ 7:26am 
Just been playing this in a campaign, and had shot sounds not happening. Seemed pretty random as to whether they worked or not. I got the impression it was when my guys were shooting, but will keep an eye on it and report again.
Foobar  [author] Sep 15 @ 5:26am 
@Strategic-Retreat smoke grenades are vanilla but I've added a slight radius increase, because frankly, vanilla smoke radius is ♥♥♥♥♥♥♥♥, needs to be larger.

It's probably a case of the smoke coverage effect not matching the coded coverage radius. I'll take a look at it, see if I can fix or adjust the effect itself.

Thanks for the heads up.
Strategic-Retreat Sep 15 @ 3:56am 
Love the new artwork for the weapons and it seems like the helmet is fixed but i threw a smoke grenade in random mission generator and it made my enemies invisible (i threw it again in a direction with no enemies and the area out of smoke was affected too)