So this is the RL counterpart of the weapon:
![Image](http://img687.imageshack.us/img687/1762/rk6277.jpg)
And this is what I've been pooping for the past several months:
![Image](http://i682.photobucket.com/albums/vv182/temexter/FDF/splatrendertest.png)
Wireframes:
![Image](http://img715.imageshack.us/img715/4356/rk6247.png)
![Image](http://img828.imageshack.us/img828/8637/rk6260.png)
![Image](http://img688.imageshack.us/img688/7437/rk6261.png)
![Image](http://img228.imageshack.us/img228/7992/rk6256.png)
![Image](http://img708.imageshack.us/img708/4215/rk6254.png)
![Image](http://img87.imageshack.us/img87/6538/rk6264.png)
![Image](http://img526.imageshack.us/img526/7438/rk6263.png)
I will most likely post better shots soon, but this is all for now.
Yes, both the 62 and 95 are chambered for 7.62x39mm. About the kits, you can see the initial kit layout here: Design Plandtacs wrote:Looking good, the Rk62 and Rk95 both use the 7.62x39mm round right?
And for that matter will all kits have the same rifle like the US Army or will there be some variation like the Germans?
Not too much, in terms of deviation and accuracy. However, unlike RK 62, optics can be attached to RK 95 (in this case an Aimpoint or ACOG). So basically iron sight versions will be "functionally identical", but the optics give RK 95 an edge.dtacs wrote:Is there any functional difference (that will be represented in game) between the Rk95TP and the Rk62?
Ah, didn't really think of recoil. You're right.Bellator wrote:I've heard that Rk 95 has a better muzzle compensator, which diminishes felt recoil.
The rear sight's hole will most likely be larger than it really is, so it's not completely impossible use.Bellator wrote:I can't imagine RK 62 being very effective in game because of the bad ironsights.
I've heard that Rk 95 has a better muzzle compensator, which diminishes felt recoil.Not too much, in terms of deviation and accuracy
Pssst...dont let the French hear youScot wrote:Good work guys, keep going even if you don't have a forum, you guys are looking really good, and offer something different from just AR-15 style BLUFOR factions!
Tim270 wrote:You mares well close up the handle as well as you are never going to see it.
True, I closed it.
Although I dont know about the waffle actually, if its only on the 1p and when you only really see it when you reload you might be able to get away with it, as long as its not on the 3p....
You could save a few tris on the barrels also, Although again that may cuase z-fighting at long range, wait for Rhino to post
http://i.imgur.com/zEsHb.jpg
Ah, I guess I'll have to wait for Rhino's comment, then. The front sight area of the barrel has been done like in the picture, though.
Nice model though! good attention to detail around the players vision.
Cheers
1234567Saarna wrote:While I realize it's not exactly the most realistic option, I'd personally go for the open night sights as default irons
We've been discussing about that within our team. Another option would be having left and right click options for each sights, but it doesn't sound too good either. I suppose it's more or less likely, that the Mosquill's back-up sights will be ready soon enough, though.