Avid STALKER fan currently serving in the United States military.
That sounds great. Not every release is perfect, but plenty of things seem very.. borked. I'm very curious to find out why meat cooking has not been implemented at all.
I'm still not sure how to cook meat.. Hm.
Sexy AKMS in that image. Hoping that 7.62x39 plays a bigger role in MISERY 2.0.
IF you use the full version, it messes with stuff that shouldn't be messed with. I can't remember exactly, unfortunately. But stick with LITE.
Absolute Nature for CoP LITE should still work. It works for 1.2.
I just hope it all works out and doesn't destroy either my sanity or my computer.
It's all about having sub-sonic ammunition. It has to travel below the speed of sound. But there's never anything to fully stop the sound of say, a hammer striking the pin, or the bullet leaving the supressor. Or, the slide slamming back (on a pistol), or the bolt (on a semi-automatic rifle).
When you don't have supressed ammunition, supressors will STILL reduce the decibel level produced by the powder's burn. It will also reduce muzzle flash, which helps mask where you are.
.45 ACP. Remember, .45 bulletstravel below the speed of sound.
I truly believe the 'sniper variant' should be more known as a 'DMR', or designated marksman rifle. Especially seeing as it still uses 5.56x45 (going off of the same-size magazine profile)
Also, the optic on it looks.. far too back. Looks like there's no space between where a cheek weld is to be had.
A shame no one knows.. I'd hate to see that sexy SG552 and FAR-15 go unused.. yet again, because they're pure sexy, but impractical. I'm hoping to receive at least some sort of comfirmation whether they're useless or not.
It really doesn't make sense if the real versions of those weapons have it on the right side. Try googling a few of them.
But the glory of STALKER is that you're going to use whatever you want, when you want. The game isn't going to punish you for not using the weapons certain classes aren't specialized in, the mod is going to benefit you for using the ones you are. There are no limitations.
Two questions regarding the 552 Commando, the FAR-15 and their combat sights:
Are the combat sights still useless in the darkness, and is the 552's sight skewed?
I wanted to love the 552 Commando (As well as the FAR-15) but the fact that the combat sights were just textured on doesn't allow you to see the reticle in the darkness, so I couldn't. The 552's combat sight was also skewed upward, so you had to use the top of the ring to hit.
The longer barrel and optic, as well as the modified firing mechanism may have played a part.
I assume these have been edited to at least sound like they're being played like a radio?
Looks great, N.Aaroe. Glad to see how things are really shaping up. A quick question I've seen people talk about; Would it be possible to have one save as say, an Assaulter, or another save as a Recon?
I find it really hard not to play Recon just to hear Meditation.
I don't think it was included in FC2's, either. Still a very welcome addition, though.
The map editor will come with the game. There are two ways of starting up, depending on where you bought it from.
STEAM: Start up the game by either pressing 'Play Game' or right clicking and selecting 'Play' from the drop-down menu. From there, a small box will pop up with multiple options; Map editor will be one of them. (source: FC2 on Steam, there's no reason it should have changed)
STANDALONE: Go into the main directory file for FC3, it'll be there.
People just have to be smarter with making their maps. The 'Terrain Hole' should help with this.
This kind of map editor is what keeps me playing. So excited it's improved over FC2's. People were able to do amazing things with FC2's map editor, much the same as Tony Hawk's Underground 1+2.
Good to know, thanks.
I'm surprised there isn't a bandit-style trench knife. Nonetheless, awesome, since I had managed to lose mine at some point during the game. Regarding 'Chorona Doroha',do you start with a knife?
Bolt guide me.
Good to know.
Doesn't the version of the Armory Mod you're implementing add new Armors? If I remember correctly, I think 1.0-1.2 might have added a Clear Sky suit as well as another armor. Hoping to see plenty of variation in wearable armor, it plays quite a large part of the game, more often than people give it credit.
Immediately it becomes very clear that you did not correctly uninstall a previous mod and files are conflicting. Please try using some common sense before you throw a tantrum.
Interesting. The 'handling' of weapons is a big thing for me, so I'm interested in seeing how this turns out and learning what is changed.
Can't wait, I'm excited.
I was under the impression from Tarkovsky's 1979 STALKER that it meant 'guide'.