This mod intends to add various weapons from all around the globe to Misery mod, weapons of every stalker's dream. Suggestions, Feedbacks and points of view are very welcomed ! Have fun with these new toys !

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Ammunition overhaul
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*Raubtier*
*Raubtier* - - 1,086 comments

Hell yeah. I will have such a good time shoting those mercs with the new saiga-12 and flechette. Awesome job Niick.

Btw, this came to mind. If the Mateba 6 Unica is comming, wont we need 44. magnum rounds?

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mp5lng Creator
mp5lng - - 7,996 comments

Avoid the birdshots though :p

The Mateba can use different types of cartridges, .357, .44, and .454, also, .44 is already added, check the other images.

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SpardaSon21
SpardaSon21 - - 382 comments

If you're really adding the .454 Casull round, I suggest the Raging Bull Magnum revolver from Taurus, or if you feel like adding .410 shotgun shells as an ammo type, the Raging Judge Magnum.

Also, as a fan of the giant handcannons, between the .454 Casull and the .500 S&W, I'm glad they finally get some cartridges that can seriously compete with the Desert Eagle's .50 Action Express.

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czwarty_ Author
czwarty_ - - 1,322 comments

Yeah .44 is already done, it's on first picture

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*Raubtier*
*Raubtier* - - 1,086 comments

Silly me, I just saw the picture now.:)
And birdshot will have its purpose for me. Shooting crows.

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Guest
Guest - - 688,627 comments

I like the new ammo types, except 12ga... Why birdshot, really, just for crows?

How about "sabot" (aka dart), as a longer range AP counterpart to flechette and high-end counterpart to slugs? CS Faction Fronts added this with good results, but they differ a little from traditional "sabot", its HEAP, with a small concussive blast radius, a bit overpowered but expensive, keeps shotguns useful late game.

The two 12ga types I always wanted were grenades and dragon's breath...

Grenades seem an obvious choice: Excellent anti-mutant out to medium range, and good for weaker enemies behind cover or knocking down walking tanks, but risky at point-blank range (skill). Probably common yet expensive. Counterpart to explosive sabot/HEAP, higher vs lower blast radius, non-AP vs high-AP, different shaped charge geometries. Counterpart to 40mm grenades, earlier game, lower cost, less overkill, less collateral damage, and good for snipers with otherwise limited grenade options.

Dragon's breath, regarded as a reckless toy without tactical value, that's valid, but it could be useful in the zone - if the engine can do persistent character-on-fire effects from regular ammo (iirc that was a problem). Key niche usage is to counter Bloodsucker cloak, light them up and blow them away... Could also reduce the fire resistance of the fast furry critters to expand a niche usage for incendiary weapons in general.

Could add a slug counterpart too, "flare", medium range incendiary, sets targets on fire, not explosive, low velocity, bright tracer for a momentary light source, can "scan" dark halls/tunnels, blinds night vision, etc. Should stick to surfaces until tracer burns out (iirc this was problematic in other mods).

Could add exotic types too, 12ga shells are common, cheap, and easy to work with, makes sense for experimenting and "package delivery".

Also, any plans for more 40mm ammo types? Lots, please.

-MegaBurn,
Would login but my account seems to be broken, again.

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czwarty_ Author
czwarty_ - - 1,322 comments

>Why birdshot, really, just for crows?
Exactly. Maybe you don't remember it, but in Misery you can actually find some stuff in dead crows :) so it will have it's use.
I might look again at these sabot rounds. Do you have some good sources on how they behave (accuracy, terminal ballistics etc)?
I'm not sure if it is possible to make grenade rounds for shotguns... I will have to dig in more. Dragon's breath is a cool thing and might actually be useful vs mutants, but it would require at least unique tracers and hit effects which I can't do. It will have to be shelved at least until I learn to do it. Same thing with flare.

40mm has some nice rounds, like mega-buckshot, but again I don't know if it will work. If I manage to do it I will instantly post an update :)

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Guest
Guest - - 688,627 comments

Yeah, I remember, just seems odd to turn them into a niche income source, rather than a bonus for running out the second after an emission, crows being the only critters left that aren't a threat...

I did forget SoC and CS had 12ga darts though (vanilla) - Faction Fronts didn't add them, just made them more common and powerful. I also conflated that style of dart-slug vs sabots. The Stalker Wikia says the SoC/CS dart is a pointed-tip steel-cored copper-jacketed fin-stabilized slug, essentially a slow 18.5mm anti-material round, effective against walking tanks at longer range. While a SoC/CS slug is a plain lead slug, effective against mutants and light body armor, at shorter range. If you're making slugs more realistic than its a return to SoC/CS from CoP, reopening the niche for the SoC/CS dart, strengthens the flechette niche too.

On sabots: Depends on what's sabotted and how realistic you want it to seem, interesting options:
-1- Heavy Rifle Bullets: Pick any high caliber bullet that'll fit in a 12ga shell (~17mm or less), -but- the tips stick out beyond 3in (length overall), so they won't fit in a box/drum magazine nor feed from a tube. A special anti-material type, 12.7mm or maybe 14.5mm, HEAP or HEIAP, like a .50BMG Raufoss Mk 211, can compensate for the lower velocity. Either ignore the length issue, or limit them to only break-action or no magazine. Google "12ga 50BMG sabot" for examples.
-2- Medium Rifle Bullet: A .3xx should fit cleanly in a 3in shell, and with a higher powder load than its standard cartridge.
-3- Heavy Dart: Combination of #1 and #2, with a .30-ish steel or tungsten dart, fin-stabilized, like a tank sabot, Google "12ga sabot dart" for examples. Incidentally, there are .50BMG-.30 darts like that too.
-4- FRAG-12: Grenades, available in HE-frag and HEAP variants, being tested by various NATO members, Google "AA-12 FRAG-12" for more (see videos).

Sorry I don't have useful ballistic data.

-MegaBurn,
Account still broken, can't see my last reply...

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czwarty_ Author
czwarty_ - - 1,322 comments

Thanks for your input, I think I'll go with sabots then (or maybe grenades if I manage to get them working). I'll try to look for some more information on them, and then post some nice update when done :)

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MegaBurn
MegaBurn - - 11 comments

Wanted to add:...

On sabot #2, i.e. #2 can be magazine fed, #1 & #3 cannot. e.g. 12ga-7.62-AP would have similar performance to a 7.62x54R-AP. Its an odd niche though.

On sabot #3, length could be well over 3in, even 5 or 6 overall, again, like a tank sabot round with a rod sticking out the tip.

On sabot #4, HEAP as in AP only, no splash, no grenade logic, just an impact effect that suggests a small shape charge blast, performance similar to .50BMG-HEAP.

On shotgun grenades (its been a few years, I may confuse SoC vs CS vs CoP details): Its a bit fugly, there are two choices, use the overly simplistic damage radius value for explosive ammo types -or- convert all shotguns to use grenade launcher logic. With gun logic, bullets cannot spawn bullets/shrapnel, only grenades can do that. Not sure if the damage radius is a gradient or flat value, pretty sure it carries the same damage modifiers, doesn't make much sense for AP, but is passable for concussive HE (no-frag, no-AP). Grenade launcher logic treats the grenade as a second weapon type, that adds a lot of options but (iirc) looses some of the normal gun behavior, limits weapon upgrades (some modifiers don't work), and doesn't support suppressors. Overall, if you have 40mm shot working as smoothly as 12ga shot on a larger scale, then go ahead and switch shotguns to grenade logic, as that opens up the other huge benefit, under-mounted shotguns on rifles (iirc that has its own set of problems too...).

On dragon's breath: Might try a flame jet effect for the muzzle flash, same as used elsewhere, probably not as-is, but it seems like that graphics data is in there, just needs to be copied 'n converted to a muzzle flash. Seems like damage distribution would be an issue too with normal gun logic (iirc), it wasn't intended to be a flame thrower, might use an extra-wide very-slow invisible-shot cone as a damage carrier. Maybe a flame jet would work as a grenade, directly as-is.

btw, my account is working again.

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czwarty_ Author
czwarty_ - - 1,322 comments

Shotgun nades are bit tricky, I'm still working on it. I have small problems with both explosions damage and particles. Can't say anything for sure yet.
Sabot is already done, it's basically just buffed slug that doesn't work in Saiga and Protecta :) it's even better as it won't make these guns damn overpowered.
As for Dragon's breath I think it's beyond my capabilities, so chances to implement it are low.

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edin116
edin116 - - 3 comments

I Remember saying this several months ago, but:
The M249 SAW can use either Belted or Non-Belted Ammunition.
For Non-Belted, it uses a STANAG Magazine types, including Drums.

Also, For NATO Arms, the Only difference Between their Battle/Assault Rifle ammunition and their Machine Gun Ammunition is that every 5th to 10th round is a Tracer. Other than that, They're literally identical, you could break the belts up and put those cartridges in a STANAG mag and the person using it wouldn't be able to tell the difference (Until a Tracer flies out).

So if you want realism with the NATO Belts, you should add a Tracer every 5 rounds. Tracers in Daylight generally make people run for their lives because it's how a Machine Gun nest announces it's presence.

I'd also love to be able to make and take apart my own belted ammunition.


Completely Different to Machine Guns: Could you add .308 Winchester?
.308 is the Civilian Version of the 7.62 x 51mm NATO Cartridge, but uses a Bullet with More mass and significantly more Powder (25% to 50%) in the Cartridge.
Using it in Certain 7.62 x 51mm NATO weapons could cause their barrels or their blow-back pipes to explode.
As a General Rule of thumb: if an Automatic Weapon uses 7.62 NATO, .308 could also be used.

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czwarty_ Author
czwarty_ - - 1,322 comments

I know it can use STANAG mags, but game doesn't allow different mags in guns. It would be loading gun with different ammo but model would stay the same. Also, using STANAG mags in M249 can cause lots of jamming, so it's for emergency only.

I have an idea to make every five round be a tracer but I don't know if I will be able to accomplish it. If I get it right you can expect a video showing it.

Belts can be broken up to individual rounds so other weapons can use them too. In other words: rifles can use both standard ammo and belts, but MGs can use only belts.
I think it's possible to make a system of creating and taking apart belts but I'm not 100% sure. It would require some work though and rather won't be included in next release.

I thought about introducing .223, .308 and 8mm Mauser together with 5.56, 7.62 and 7.92 ammo. They all have different characteristics but can be used in weapons of their caliber. Don't know if this would be good idea as .223 and 8mm are weaker than 5.56 and 7.92 and at the same time more costly than surplus military rounds.
.308 seems actually better though, so I might introduce it :) it's possible to make ammo more damaging to weapon so you can expect it too (it's already present in +P+ ammo, it will wear guns more).

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Description

Complete list of ammunition for shotguns, machineguns and high caliber sniper rifles