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Tom Clancy's Rainbow Six 3: Raven Shield - Weapon Realism Mod MkII - Game mod - Download

The file Weapon Realism Mod MkII is a modification for Tom Clancy's Rainbow Six 3: Raven Shield, a(n) action game. Download for free.

file typeGame mod

file size175.5 KB

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last updateMonday, October 16, 2017

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Weapon Realism Mod MkII is a mod for Tom Clancy's Rainbow Six 3: Raven Shield, created by Jose21crisis.

Description:

The Weapon Realism Mod tries to achieve a more realistic feel of the

weapons by using real life specifications to alter their accuracy,

recoil and recovery time. Now weapons that should be light will feel

faster on the target, short barreled weapons should be less accurate,

7.62x51mm weapons should have realistic recoil and the M4 will not be

overpowered anymore. Now for available for Athena Sword and Iron Wrath

weapons.

Mod Aspects:

-Accuracy: The weapon's accuracy is based on the barrel lenght

of said weapon, and is negatively affected by the weight of

the weapon. This enhances the accuracy of some weapons, while

making others less accurate. (Contrast the M4 vs. MP5A4)

-Recoil: The weapon's recoil is based on the muzzle energy of

the round the weapon fires and the weight of said weapon. The

M82A1 has a lot of recoil still, but 7.62x51mm weapons have

some serious recoil, limiting their use in full auto.

-Recovery: The weapon's recovery rating is based on the lenght

and weight of the weapon. This means that LMGs are very hard to

get to an accurate state, and most machine pistols are pretty

fast.

-Noise Range: Well, the story behind this is interesting. V1 had

the noise range of the weapons increased. This created two

problems. First, the AI didn't seem to care about the increased

sound radius of the unsuppressed weapons. Second, I can only do

the change for Raven Shield weapons. It requieres source code

editing, and there is no Athena Sword or Iron Wrath source code.

For the sake of consistency, I left the sound range as it is in

the base game.

-Magazines: The amount of ammo you can carry feels a bit too much,

considering that you are going into CQB situations that last a

couple of minutes and not military interventions that last hours.

I reduced the amount of mags depending of weapon type, mag weight

and bulk of the mag. For starters, 5.56mm assault rifles have 5

mags, as do 7.62x51mm assault rifles.

-High Capacity Magazines: The description of the HCM says that you

carry less ammo for your weapon when you carry the HCM. A lie on

every weapon except SMGs, and just some of them and for something

like 10 rounds, and 10 rounds won't save you. Now you can only

carry 1 drum mag or C-Mag. No reload unless you have additional

mags. Also, the weight of the HCM affects movement accuracy too.

-Stats: Related to the sound range thing above. To alter the stats

you need source code access. Again, consistency. I will include a

spreadsheet so you can see the accuracy, recoil and recovery stats.

-Damage: The damage dealt for each weapon is calculated using the

a stat called "Energy". I suppose this stat means the actual muzzle

energy of the real life weapon. So I altered that too. Some weapons

ended a bit more powerful than before, some ended the same. If I

remember correctly suppressed firearms also are a bit more powerful.

Just a bit. The only exception is the WA-2000, which had the energy

of a 9x19mm weapon when suppressed. By the way, it is a complete

mistery how the game handles damage. It is a chance based system that

I haven't discovered how it works.

-Balanced Weapons: On the base game some weapons were worthless (Cz61)

and some were overpowered (M4). I attempted to fix that. For example,

the Glock 17 (called Glock 19 in RvS 2.0) didn't add anything new

to the game and when modified it ended up with a not too good

accuracy. How I made it a worthwhile choice? I turned it into a

Glock 18. It has full auto mode. I had to use the sound of the MP7

for that. Talking about the MP7, on the base game you could give it

to a sniper and he/she could clear a building faster than an

assaulter with an MP5A4. Not realistic, fixed.

-Rate of fire: Some weapons had wrong rates of fire, like the UMP.

It was about 550 RPM. Now it is the proper 600 RMP. Other weapons

had completely unrealistic rates of fire. I mean sniper rifles.

Bolt action rifle were faster than semi auto rifles. Wrong, fixed.

Pistols have their rate of fire reduced a bit and single action

only weapons (Desert Eagles) have an even slower rate of fire

(200 RPM to be exact).

-Firemodes: Some weapons have additional fire modes, like the

21E/23E LMGs. Others have fire modes removed, like the L85A1.

-Hollow Points: Need source code for this. Keeping it consistent.

Might change it.

-Gadgets: I also altered explosives a bit. The full details can be

found in the spreadsheet but short version is: you can be wounded by

frags. Flashbangs have more range. Claymores and remote charges are

powerful enough to destroy metal doors (They couldn't in the base game).

Heartbeat sensor has a 6.0x zoom. Since there is no binoculars on this

game, the heartbeat sensor replaces it.

-Crosshairs: RvS 2.0 removed the crosshairs in favor of iron sights.

I like that change, but from time to time I like to use the crosshairs.

I made a change and now you can choose whenever you want them or not.

You just need to toggle the "Show Crosshairs" option in the HUD menu.

Keep in mind that even if you enable the crosshairs, when you zoom

you will still see the iron sights. It would take some coding to

fix that but...uhhh.....I'm not that good at coding UnrealScript.

Also, if you use the crosshairs and have Rvs 2.0 googles enabled

they will grow out of scale. Not sure why this happens.

-Zoom: Short and sweet. Iron sight weapons have a 1.2x zoom

(was 1.5x). Weapons with integrated optical sights (MTAR-21,

TAR-21 and P90) have 1.3x zoom (was 1.5x). AUG has 2.5x zoom

(was 2.5x). G36K has 3.5x zoom (was 2.5x). L85A1 has 4x zoom

(was 2.5x). Every other zoom is left untouched. Mini Scope

zooms by 4x. Sniper sight zooms by 5x and 10x. Talking about

Sniper Rifles.....

-Sniper Rifles: On RvS 2.0 they were set to assault rifles.

This was to make them have a 6x scope that jumped directly

to that zoom level, instead of the base two level zoom.

But it also means that the sniper rifles use the assault skill.

I had to fix that.

-Altered Descriptions: I altered almost every description for

every weapon, gadget and attachment. I plan to make them a bit

better on later versions.

Installation:

For Raven Shield 2.0 only (Athena Sword and Iron Wrath weapons supported)

1. Copy the next files

-ASWeapons.u

-MP2Weapons.u

-MP23rdWeapons.u

-R6Weapons.u

-R63rdWeapons.u

-R6Weapons.int

-R6Ammo.int

-R6Gadgets.int

-R6WeaponGadgets.int

2. That's it, open the game and try the weapons.

  • Last update: Monday, October 16, 2017
  • Genre: Action
  • File size: 175.5 KB
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