Door Kickers

Door Kickers

Realism Mod (Barrel Lengths, AP Rounds and more!)
53 Comments
TheJournier 7 Mar, 2020 @ 6:51am 
@reaper if it tweaks weapons in anyway... it will likely be incompatible.
ThatGuy 5 Mar, 2020 @ 5:58am 
does this work with door kickers 1.5 mod?
TheJournier 3 Mar, 2020 @ 2:42pm 
all cops should be using speed loaders with revolvers. Yes the revolver loads slower than autoloader (mag. guns), but faster than 1 bullet at a time. Firing speed should also be slower, remember the 44 mag has high recoil for a pistol (most law enforcement officers don't use 44 mag and it isn't standard issue).

45, 9mm should definitely be faster shooters than 44 magnum. 44 magnum in this game feels overpowered in all the wrong ways. Underpowered where it shouldn't be, 1 bullet reload.

I'd take 1 notch for shooting speed at least. This gun doesn't handle as easily as smaller caliber weapons. I maneuvers better than a rifle, but the recoil makes it a bad choice gun in many cases.

44 magnum and 9mm should have similar accuracy and better than 45 acp. Smgs should have slightly better accuracy still. However all riffles should all have better accuracy than pistols. The only disadvantage rifles have is the maneuverability and weight penalty.
JoneslyKoch 16 Jan, 2020 @ 8:43am 
Damn nice work out there
牛 批, 吹 爆
gorps 27 Aug, 2019 @ 9:40pm 
Short barrels dont influence accuracy irl, just velocity. Theoretically short barrels are more rigid so they should be more accurate :p
CptXile 27 Jul, 2019 @ 3:54pm 
This is a great mod, it's a shame it hasn't been updated in awhile but it's still fun
smigzisoverlord 18 Nov, 2018 @ 5:32pm 
11-14 inch barrels you dont really lose accuracy until 100 yards, depends on the weapon of course
Petellius 17 Jun, 2018 @ 3:04am 
For whatever reason I cannot download the mod, not sure if anyone else has this problem
Just a can of Dr. Pepper 24 May, 2018 @ 8:08pm 
Okay will do
The 111th Guardsman  [author] 24 May, 2018 @ 7:30pm 
Depends on what kind of mods your using, to be honest it is just best if you test it and report back for other people to know if they work or not :)
Just a can of Dr. Pepper 24 May, 2018 @ 7:10pm 
Does this work with other modss?
The 111th Guardsman  [author] 12 Apr, 2018 @ 9:25am 
可以呀
make love for everyone 12 Apr, 2018 @ 8:02am 
能不能加入14.5英寸枪管的M4A1:)
The 111th Guardsman  [author] 27 Dec, 2016 @ 4:45am 
I'm afraid i do not know for sure, i have never used that mod. Best thing to do is to try it and report back if it doesn't! :P
Nizox 25 Dec, 2016 @ 5:06am 
Will it work with World Units Mod? :)
cealus 20 Dec, 2016 @ 4:22pm 
Well, good idea and well done! What I like: your fireing modes.
But by far too many guns imho, I would prefer a reworked vanilla game with all standart weapons and a few additionl guns(like a 7.62, stun gun or a slug version). Looked too messy, so Im back to vanilla.
274619 10 Dec, 2016 @ 2:17pm 
Oh ok that makes sense thank you.
The 111th Guardsman  [author] 10 Dec, 2016 @ 1:23pm 
All of the silenced weapons are louder than the vanilla weapons, but they are still silenced. the sound they make wont travel through walls into different rooms, but do travel 7-10 metres accross open ground.
274619 9 Dec, 2016 @ 1:34pm 
The silencers dont work...
Tim Apple 30 Nov, 2016 @ 7:02pm 
Thanks for the response. The MK18 was what I saw first and it's what I was thinking of when I wrote it. 4 inches doesn't seem like much but the US military deemed it unfit for regular service due primarily to its poor performance. I suggest looking into having it, the Galil ACE, and the short barrel 416 get their stopping power further reduced. Just my thoughts on it anyways.
The 111th Guardsman  [author] 30 Nov, 2016 @ 4:07pm 
The barrel lengths already have an effect on damage, which is why i have remodelled the damage values. I just have not included any bullpup rifles yet. :)
Tim Apple 30 Nov, 2016 @ 2:26pm 
This mod looks great. One small thing though, barrel length in real life doesn't really make the gun much more accurate, with the exception of reducing bullet drop at long ranges. The main advantage of a longer barrel is increased bullet velocity. This is very important with calibers like 5.56x45, as IIRC the bullet needs a minimum speed at impact to yaw inside the targets body, causing catostrophic damage. In any case this is why 10" and shorter barrels on 5.56 ARs and M16s aren't very popular, with the M4s 14.whatever inch barrel considered a good balance between length and power.

TL;DR: It'd be neat if barrel lengths for intermediate and pistol caliber weapons had a greater effect on their damage. Having to make the choice between a ballistically superior bullpup and a faster loading, more accurate M4 would be awesome.
The 111th Guardsman  [author] 29 Nov, 2016 @ 5:07pm 
Oops must have missed that part!
Offline 29 Nov, 2016 @ 2:44pm 
There's still remnants of the MP5SD5 left in equipment_rifles.xml. Remnants as in all of it except the closing </Firearm> tag. I haven't checked if it causes issues, but I suspect it might screw all of the other weapons in the file.
The 111th Guardsman  [author] 29 Nov, 2016 @ 2:12pm 
Found and fixed with your suggested fix. I've referenced you credit for the fix in the change log. Duplicate MP5 entries were something to do with default weaponry for in the customization screen which has since stopped working for some reason - Still cant figure that one out. Also added a Dan Wesson revolver, and fixed an issue with quickdraw.

Thanks again for the fix made it nice and simple for me xD i never had an issue with the silenced MP5's myself.... very odd.
Offline 29 Nov, 2016 @ 12:53pm 
I was also having problems with the MP5SD5 and MP5SD6, normal and AP versions. My team members would not shoot at enemies even when I told them to fire. The fix was to move the entries from equipment_rifles.xml to RWS_equipment.xml.

Also to note is that the MP5SD5 entires use non-suppressed versions of the firing sounds. Easy fix.

Also, there are duplicate MP5A2 and MP5A3 entries. They're in both equipment_rifles.xml and RWS_equipment.xml. The in game stats are from the entires in RWS_equipment.xml anyway, so I just deleted them from equipment_rifles.xml.

I'll let you know if I find any other serious issues.
CRM_MoneyMaker48 17 Nov, 2016 @ 4:57pm 
thanks
The 111th Guardsman  [author] 13 Nov, 2016 @ 12:39pm 
Thats the possibility to choose when to fire i believe? its in the base game to click the exclamation mark and they will open fire. If this doesnt work please let me know, i didnt have any issues :)
CRM_MoneyMaker48 13 Nov, 2016 @ 12:24pm 
um dude the MP5 suppresed doesnt work its giving me a reading that has a red line with a exlamation mark
The 111th Guardsman  [author] 6 Nov, 2016 @ 10:04pm 
Great!
jarrad96 [4SFG] 6 Nov, 2016 @ 9:01pm 
CAR now works.
The 111th Guardsman  [author] 6 Nov, 2016 @ 4:15pm 
Okay i've updated the mod with a fix that should have ironed out the issue with the close range pistol use, however i could not find anything that should have caused the deployment sprites to show pistols only. Please let me know if the CAR doctrine still does not work.
The 111th Guardsman  [author] 24 Oct, 2016 @ 3:19pm 
Thanks for the info on the pistols, i expect its to do with the attack types. will look into it. as for the unit deployment/loadout, i noticed this but wasn't certain if it was a bug. Will also check that but not sure what would have caused it.
jarrad96 [4SFG] 23 Oct, 2016 @ 8:44pm 
Got a few possible bugs- In the unit loadouts and deployment screen all troops are shown with sidearms only, regardless of class/primary weapon, and the second bug appears to be that the new pistols (or at least FNP-45) do not work with the 'center axis relock' perk (allowing point blank fire) - if an enemy unit is in very close/melee range the soldier will draw his pistol (so that perk works fine) , but then continually swap weapons between pistol/rifle because the range is too close to fire pistol.
JuicyFruitDragon 19 Oct, 2016 @ 8:23pm 
Oh, cool. Thanks
The 111th Guardsman  [author] 19 Oct, 2016 @ 7:59pm 
Those have been updated to mod standards as there was a lack of pistols i have added myself.
JuicyFruitDragon 19 Oct, 2016 @ 4:45pm 
So is there suppose to be no Glock 17 or M1911 right now, beause I can still see those in my secondary slot?
The 111th Guardsman  [author] 8 Oct, 2016 @ 9:03am 
Every single weapon that is stock is broken because the damage table is changed from 13 values to 20. Weapons that used to kill on a 70% chance now kill on a 10-20% chance. This issue is removed in the next version which will simply remove all stock weapons bar modded ones.
THE GOD OF RAISINS 8 Oct, 2016 @ 3:19am 
I need a clarification: According to the description this mod breaks all the stock weapons, does this include all the handguns/shotguns/smg-s, or does it only affect assault rifles?
Water 4 Oct, 2016 @ 10:09am 
I will never play doorkickers without this mod again...
Taberone 3 Oct, 2016 @ 6:32am 
Seems pretty cool
The 111th Guardsman  [author] 2 Oct, 2016 @ 7:25am 
Thanks for the positives guys!
CptXile 1 Oct, 2016 @ 9:44pm 
I love this mod, My entire team is setup with Mk16's and 17's the options really help in certain situations
Water 30 Sep, 2016 @ 8:15am 
Wow. Wow... Wow.
MLP | Cheater Detected! 30 Sep, 2016 @ 3:50am 
WOW ITS SO COOL!
The 111th Guardsman  [author] 29 Sep, 2016 @ 1:47pm 
Thanks, it's good to hear good feedback. The silencer effect of the weapons means that noise cannot pass through walls, so only hostiles in the same room can hear you, however, if your in a large room or (i believe) if doors are open, then they can still hear your shots. I'll be releasing the update very soon adjusting the distance.
KillerKolonelz 29 Sep, 2016 @ 10:56am 
Thanks i ha realized for the 9-bangers when i was about to breach a room, but for the SD when i started using them all the enemy's in the map would know my locations that why i was wondering, Also i love this mod the stuff is so cool and feels a lot more like how a police force would have it.
The 111th Guardsman  [author] 29 Sep, 2016 @ 10:06am 
@Pablo all silencer settings are there, but the reason they seem to not be silenced is because the sound carry range is set higher than the vanilla weaponry, for example most of the vanilla weaponry has a carry range of 2-3 metres, the rifles are 10 or 13 each. I've reduced the range for the next patch, as i didn't realize just how much louder my weapons were. Hope this fixes things for you!
The 111th Guardsman  [author] 29 Sep, 2016 @ 9:54am 
@Pablo I'll double check on the SD, but i know i put the sound travel range and silencer setting in for several, maybe i missed in on the newer ones. The 9-Bangers have a much larger radius and stun for longer. I need to do some balancy stuff for all the new equipment.

@ Sonar Thanks for the comment, people liking it makes it worth while!
GottaGoSonic 28 Sep, 2016 @ 12:07pm 
Thx for this cool modification i love it (it so cooolll :sadcyclops:)