Arma 3
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PROMET/TYPE115_Caliber_Tweaks
   
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Data Type: Mod
Mod Type: Weapon
DLC: Apex
File Size
Posted
Updated
119.744 KB
19 Nov, 2020 @ 2:34am
3 Feb, 2021 @ 3:22am
3 Change Notes ( view )

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PROMET/TYPE115_Caliber_Tweaks

In 1 collection by UEemperor
TTC Modpack collection
63 items
Description
New Promet and Type 115 caliber changes

DISCLAIMER:
This mod was entirely made and packed by V.Berlioz at my request, and given to me to upload.
All credits/praise goes to him and his awesome modding skillz. (with a z)

Description:
This mod is slightly different from the previous version by making two completely new variants of the two weapons:
1. A new rechambered Promet for 5.56x45 NATO.
2. A new rechambered Type 115 for 5.56x45 NATO, and also lowers its weight by a bit.

I ve always found the promet and type 115 to be amazing guns, but severely limited due to its incompatibilities with other weapons, and lack of further customization (why oh why did they decide on a fixed grip on promet :'( )
Hopefully this will give the guns more exposure to be the cool beanz they are.

The previous vanilla and project inf mod, incase you are interested, now dedicated only to Project Infinite:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2230849665

UEemperor out.
9 Comments
Reticuli 18 Sep, 2022 @ 8:46am 
I do not have RHS. Adding Project infinite and rearranging the order seems to bring it back. In the meantime, prior to me figuring out exactly what order is necessary for the mods, if I want to use this mod I will just have to use all the gun mods I have at the same time.
UEemperor  [author] 18 Sep, 2022 @ 2:36am 
Interesting. I believe its due to this one being tied to RHS/Project infinite, but i cannot even remember for the life of me.

Unfortunately, this wont be updated anytime soon, sorry to say.
Reticuli 17 Sep, 2022 @ 7:36pm 
For some reason when I have fewer mods loaded, these either completely stop working or don't allow any attachments on these guns now. I can't get this mod to work and get attachments unless I have a ton of mods loaded. I was trying to get rid of a few unrealistic gun mod packs, and this one starts malfunctioning.
Reticuli 20 Jul, 2022 @ 11:01am 
I am going to try to get this dude
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2532632951
to do the Promet & Type 115, but if he can't, it'd be cool to get yours in .300 blk and 7.62 NATO, too. NI Arms + its ACE compat mod do a good .300 blk, and both ACE and KA Weapons Pack 4 do 7.62 NATO. So, the ammo is out there to use. To have buck shot, slugs, grenades, or 50 Beowulf underslung on a gun that can also do both HV marksman shooting and subsonic rounds would be very useful. None of these would probably be necessary if there was any legit subsonic 5.56 ammo for ACE, though. Tried like heck to find some for your mod, but still no luck.
UEemperor  [author] 15 Jul, 2022 @ 3:24am 
You can add me on steam to continue this discussion, it certainly is an interesting one, but not for this mod page.

But in short, the ACE Medical system also has to content with various and vastly different mods. So mods upon mods will always have funky problems like that occuring.

Also, the .50 is doing just fine against vehicle weakpoints. Weve used it to great effect.
Reticuli 15 Jul, 2022 @ 2:50am 
What I'm currently struggling with, though, is that with fatal injury only from cardiac arrest from bleed out or from hits to vital organs, I have units that can get 300 hits to a chest and neither the accumulation of bruises does them in nor does the armor fail. If I recall, accumulation of injuries setting made them too vulnerable, such that you got the old stock garbage of being able to do an instant fatality with rapid fire to someone's leg. There's got to be a compromise, both from allowing eventual failure of lvl 4 armor to enough lower caliber rifle rounds as well as allowing enough bruises and scrapes to eventually cause a fatality.

The new AAS (advance AI system) mod I just added to replace Vcom made them much more interesting without me auto spamming grenades, but oddly they're now shooting center mass more at point blank even when I'm down, even if that doesn't take me out, which is making this situation weirder.
Reticuli 15 Jul, 2022 @ 2:47am 
Personally, the 50bw is a bit weak for anti-armor, though, as they're modeling the lowest end 50bw rounds you can get. Should be slightly higher grain and velocity, at least.

ACE 'location damage', as you call it, is amazing... the only way to get good damage modeling in Arma 3.
UEemperor  [author] 15 Jul, 2022 @ 2:14am 
I havent really found it a problem to take down infantry targets with intermediate and full power rounds. Armour does hold up quite nicely, as armour should. ACE helps with that through locational damage (as it can).

The real use of the 115 on our end is anti armour and anti material. Weve had so many situations where we saved up an AT4 to track a BMP/Bradley instead of wasting it on a BRDM/Stryker, due to the usage of type 115's 50 cal.
Reticuli 14 Jul, 2022 @ 6:10pm 
This makes quite a bit of sense, since up against lvl 4 plate armor, esp over lvl 2 soft armor clothing, you're still not going to get reliable full penetration with anything below .338 AP rounds. So you have 150 dual drums for poorly-armored targets, and 50 bw for the tough targets. I sort of wish we could get suppressors on both barrels, but oh well.