It is capable of using exchangeable optics, and has both 10 round magazines and 20 round magazines as used in the SVU-A. All weapons. It includes an PSO-1 optic, and an ARCO optic with the reticle of a PSO. The latter can be used on any gun, while the normal PSO can only be used on the SVD. An imagined selective fire SVD, also based on the SVU-A, is also included.
There is an included sample mission which gives you the gun, 10 of every magazine, and every optic available, for testing, as well as some other weapons to test the ARCO pso on.
Tracer rounds will only ignite after a delay, so as to avoid giving away your position (especially vs other players).
Installation guide, known bugs, and classlists are in the readme. Source files are included in the .zip, if anyone wants to learn from this.
An almost working implementation of animated, adjustable iron sights is included in the model.cfg and the config.cpp. The camera and animation don't line up properly yet, but once I have that working I will release an update.
If anyone could make better texures/RVmats/normal maps/etc, please let me know.
Case ejection, comparison (more images in the download): Spoiler:
View through optics, comparison: Spoiler:
View through iron sights, comparison (links): Spoiler:
The sample mission, "Kae_SVD_Sample.Stratis", goes into MyDocuments/Arma 3 Alpha/missions. Otherwise, "@Kae_SVD_v0.3" goes into your Arma 3/ folder, and should be enabled from options/expansions. All folders except "addons" are optional and included as documentation, and may be deleted if one desires.
"Ca.pbo" and "weapons.pbo" from Arma 2 are no longer required, but will make the SVD appear nicer, with better textures. These can be added in by finding them in your Arma 2/Addons folder, placing them in a modfolder for arma 3, and activating that modfolder. For example, make a folder named "@Arma2" within Arma3/, then a folder named "addons" within the new folder, and then move the .pbos into that location.
Be warned, this is not a perfect solution.
The included textures are a WIP.
The SVD can take the ACO, ACO_grn, Hamr, Arco, holo optics from the base game, and the custom Arco (PSO-type) and PSO-1 optics.
Kae_srifle_SVD_F //Base rifle
Kae_srifle_SVD_auto_F //Base rifle with internal changes to make it selective-fire
optic_Kae_PSO_1000 //PSO optic, only works on the SVD atm
optic_Kae_ARCO_PSO_1000 //ARCO optic with a PSO-type reticle, works anywhere the ARCO does
Kae_20Rnd_762x54_SVD //Extra-length Magazine, not currently used/issued/produced IRL
//Add a _T for tracer magazine.
This mod uses content from the ArmA - Sample Models, and therefore "the entire work, as a whole" is licensed under that license. It is located in "ARMA_SampleModels_readme.txt". Source files are provided within the "kae_svd" folder, if you want to see how anything is done.
Area around bolt uses incorrect texture
The EBR reload animation and sounds are used, rather than anything resembling an SVD.
-Fixed issues with optics and Virtual Ammobox
-Added information about SVU-A, and why 20 round magazines and selective-fire SVDs are possible
-Changed some classnames
-Fixed Zeroing on PSO-1 optic
Introducing the placebo tanker hat, the latest in tactical technology! It features built-in headphones, microphone, and softness for those bumpy roads and mines. The camo is designed to look disarming and cute, preventing those mean ol' bullets from hitting its wearer.
Still waiting to see if we can declassify the possible hi-tech things in the nose.
would anyone in the world want to kill a soldier wearing such a cute hat? Thats an psychological weapon!
Originally Posted by dharbert;
I just dropped an IFV from 3,000 feet in the air. You know what happened? That's right, absolutely nothing. It hit the ground at 150 km/h, landed upright, and the AI driver kept right on trucking without a bit of damage.
But BIS! You have promised "The most realistic simulation game!"
does this mean that ARMA 2 scopes can be brought into the game in some kind of working form (you mention normal PSO scopes) or are they just models?
They can be brought in, in a working form, so long as they were included in the released sample packs. I can see PSO (as in this pack), 6x zoom PSO (as on the ksvk), acog, aimpoint, g36 optic, and some of the sniper scopes (m24, m107) being brought in from that pack. Other ones would need to have models made for them that are separate from the gun to work properly (The reason these work is because you can just delete the rest of the gun). After that, its all config work, and I have a readme inside the source inside the download that explains how to add exchangeable optics.