H&D Deluxe, the ultimate mod: Guns

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Myron
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Re: H&D Deluxe, the ultimate mod: Guns

Unread post by Myron » Fri May 21, 2021 11:54 am

Cool.
Did you get that from Sniper Elite?

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p.jakub88
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Re: H&D Deluxe, the ultimate mod: Guns

Unread post by p.jakub88 » Fri May 21, 2021 12:36 pm

Myron wrote:
Fri May 21, 2021 11:54 am
Cool.
Did you get that from Sniper Elite?
According to the website from which i obtained the model it came from Enemy Front game. The Welrod model from that game is looking good enough to meet my needs.
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p.jakub88
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Re: H&D Deluxe, the ultimate mod: Guns

Unread post by p.jakub88 » Fri May 21, 2021 8:26 pm

OK Myron. So here you have all the necessary files in order to use the new custom Welrod pistol in the H&D Deluxe Ultimate Mod.

Unpack the content of the data.rar archive (data folder) into your root H&D Deluxe directory. Replace files when asked.

Unpack the content of the Welrod.rar archive (models.mod, maps.mod and sounds folders) into your root H&D Deluxe directory.

The Welrod is available to choose in the following campaigns:

-> Italy

-> Germany

-> Norway

-> Greece

Enjoy! :mrgreen:
Attachments
Welrod.rar
Welrod Mk I model, texture and shooting sound.
(4.25 MiB) Downloaded 17 times
data.rar
Updated 21.05.2021 - new weapon added Welrod Mk I
(562.32 KiB) Downloaded 17 times
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p.jakub88
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Re: H&D Deluxe, the ultimate mod: Guns

Unread post by p.jakub88 » Fri May 28, 2021 9:04 pm

Today I implemented the following changes to the weapons used in my mod:

-> 9mm pistols and submachine-guns are slightly more powerful than before (shooting power increased from 300 to 350). I did that mostly to make handguns more practical (including the new Welrod pistol);

-> Colt 1911 shooting power increased from 300 to 400, to reflect the fact, that the .45 ACP round has good stopping power - now this pistol is as powerful as the Thompson and Grease Gun submachine-guns, that are using the same ammo;

-> corrected some wrong info displayed about Colt 1911 in the item description (wrong magazine capacity and effective range);

-> MP 44 shooting power decreased slightly from 550 to 500;

-> De Lisle carbine shooting power decreased from 600 to 500, because this weapon was overpowered in my mod in my opinion;

-> reduced the range of fire of the Boys AT-rifle from 460 to 250 meters for balance purposes. This custom anti-tank weapon was overpowered in my mod in my opinion.

Unpack the content of the data.rar archive (data folder) into your root H&D Deluxe install directory. Replace files when asked.
Attachments
data.rar
Updated 28.05.2021 - changed weapons parameters.
(562.38 KiB) Downloaded 13 times
"Who Dares Wins" - SAS motto.

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mr.47
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Re: H&D Deluxe, the ultimate mod: Guns

Unread post by mr.47 » Sat May 29, 2021 7:17 pm

Everything is OK with me except the change you made to the Boys AT-rifle because it was historically accurate (despite the fact that there's a more velocity power into the bullets so it was supposed to shoot more further than the measurement in the mod but ok) and you changed it for balancing issues

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p.jakub88
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Re: H&D Deluxe, the ultimate mod: Guns

Unread post by p.jakub88 » Sun May 30, 2021 6:31 pm

OK mr.47, i restored the effective range of the Boys anti-tank rifle back to 460 meters. Maybe you are right about it.

I also changed gunshot speed (muzzle velocity) of the weapons from my mod according to their real-life values. The base game value for all weapons shooting bullets was 800 m/s - which was incorrect mostly for pistols and submachine-guns. Other weapon types like bolt-action rifles and light machine-guns were incorrect to a lesser extent and changes to them are minor.

I included the changes listed above (and few others) into my newest H&D Deluxe Ultimate Mod update (1.8 version) that i uploaded today on my ModDB account. Check the Changelog for details.
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mr.47
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Re: H&D Deluxe, the ultimate mod: Guns

Unread post by mr.47 » Mon May 31, 2021 3:06 pm

Thanks for understanding my opinions.
For real there's a lot of people out there who doesn't listen to real issues.

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