From The Depths

From The Depths

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Khertland SAW Type 1
   
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2023 年 6 月 23 日 上午 10:57
2023 年 9 月 14 日 下午 4:54
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Khertland SAW Type 1

在 Afjklol 的 2 个合集中
Khertland Military (v4.2.7)
102 件物品
Khertland Army (v4.2.7)
73 件物品
描述
The automatic rifleman uses a modified variant of the standard rifleman with a longer and heavier barrel and a bipod. It also mounts a longer range optic. The SAW gunner is typically given a single double drum magazine loaded on the weapon with reloads in the form of standard magazines. The double drum mag could be dumped into the dump pouch once empty so its easier to carry. This was intended to give the SAW gunner longer uptime, at least at the start of firefight. However, most troops did not like it due to its bulky nature and tendency to jam.
The gunner also comes equipped a pistol as a back up due as their primary arm may be too cumbersome in close quarters. This is rarely the case however because it was very similar to the standard service rifle and so peformed about as well in confined spaces. Overall the weapon system was only intended as a stop-gap solution. Initially the army wanted to look outwards towards an ally for a potential SAW. But there was no design offers even when the army approached them about it. That was why the army decided to modify their existing service rifle for this role.

Basic specifications:
Cost: 6,642
Blocks:
78
Weight: 2,489
Volume: 92 cubic meter
Length: 6m (actual)
Width: 5m
(actual)
Height: 4m (actual)
Speed: 3 m/s

Armaments:
7.62mm Squad Automatic Weapon
Pistol
7 条留言
Afjklol  [作者] 2023 年 7 月 16 日 上午 10:45 
Would probably have to nerf my vehicles too. They are still designed to fight those 'vanilla bungalows/bricks of death' while being realistic and plausible :P.
For pistol animations, the weapons can be on its own turret block and LWC. The switch can be triggered based on some LWC setting like range, or maybe breadboard for more complex logic. The arms would need A LOT of spinblocks, like my legs for each joint. These would have to be controlled by the breadboard. Currently the arms are fixed, so it cuts down on the spinblocks. Having fully animated arms would nearly double the spinblocks
McTec Ind. 2023 年 7 月 16 日 上午 9:55 
As for cost effectiveness. I could see these work in a custom campaign using its own economy settings and with enemies the are more balanced towards something akin to your more realistically scaled/looking units (as opposed to laser/missile spamming, tracked vanilla bungalows/bricks of death that are the norm).
McTec Ind. 2023 年 7 月 16 日 上午 9:52 
If anyone would be able to pull off the neccessary spinblock wizardry needed for the extra pistol animations... let's just say it wouldn't surprise me a bit if you had made the pistol functional.^^
Afjklol  [作者] 2023 年 7 月 14 日 上午 11:33 
They aren't super combat effective when compared to vehicles, especially for their cost. But they can still fight, perhaps could work as AI opponents in 'easy' category.
I have considered possible CCs but I only have one faction(which i guess is technically fine if its just 1v1). I only dabbled a bit with the editor so not quite an expert on working with it.
Eris Luuvan 2023 年 7 月 13 日 下午 6:51 
Haha, it's all right! If anything, the fact I wasn't certain only shows the wizardry of what you've already accomplished :D
Out of curiosity, do you plan on compiling all of these in a CC? I think it would be interesting to have a CC with infantry like this, but I haven't really fiddled with them to get an understanding on how combat effective they are...
Afjklol  [作者] 2023 年 7 月 13 日 下午 4:55 
Its just lore. yea sorry, it doesn't actually use the pistol. Although I think it is theoretically possible to make that animation but would require an absolute insane amount if spinblocks and turret blocks squeezed
Eris Luuvan 2023 年 7 月 13 日 上午 5:57 
Probably a silly question, but how does it switch from the SAW to the pistol? Is it just lore stuff, or have you managed to do some sort of black magic wizardry to get it to actually switch weapons? :0