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
downloads1245
(last 7 days)2
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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