Yes, the faction is a work in progress.simeon5541 wrote:Is someone making this faction,
I think I saw some models,
or I had some trip![]()
[Faction Proposal] Finnish Defence Forces
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Hulabi
- Posts: 2277
- Joined: 2009-08-08 22:15
Re: [Faction Proposal] Finnish Defence Forces
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simeon5541
- Posts: 507
- Joined: 2011-01-11 22:33
- Location: Serbia
Re: [Faction Proposal] Finnish Defence Forces
I like to hear that.Hulabi wrote:Yes, the faction is a work in progress.
Keep it up !!
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Hulabi
- Posts: 2277
- Joined: 2009-08-08 22:15
Re: [Faction Proposal] Finnish Defence Forces
Just a little sneak peak, still alive
(WIP Kit Geo's. Ready for new UV maps and textures.) Blueish and red items new models, yellowish models PR models.
Officer WIP_01

Officer WIP_02

Overall (ignore the RK, it's there just for lolz)

(scale of the yellowish items isn't correct, i know.)
Officer WIP_01

Officer WIP_02

Overall (ignore the RK, it's there just for lolz)

(scale of the yellowish items isn't correct, i know.)
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
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simeon5541
- Posts: 507
- Joined: 2011-01-11 22:33
- Location: Serbia
Re: [Faction Proposal] Finnish Defence Forces
I think that these kit geometries are going to be most beautiful of all !!
OK, IDF,US and German kits are awesome also.
Keep it up guys,
this is promising !!
OK, IDF,US and German kits are awesome also.
Keep it up guys,
this is promising !!
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Finrar
- Posts: 174
- Joined: 2010-11-24 16:03
Re: [Faction Proposal] Finnish Defence Forces
Looking good! 
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [Faction Proposal] Finnish Defence Forces
Awesome, I love that 3 pouch setup on the lower back 
How goes the RK-95 texturing?
How goes the RK-95 texturing?
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Adriaan
- Retired PR Developer
- Posts: 5150
- Joined: 2008-10-22 21:47
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Spush
- Retired PR Developer
- Posts: 4359
- Joined: 2007-02-19 02:08
Re: [Faction Proposal] Finnish Defence Forces
Couldn't quite see the first two pictures of the custom geometries, maybe have more of greyish background next time?
Also I think it's time to upgrade these guys to more of an official community faction in my opinion. They are showing off a lot of great stuff.
Also I think it's time to upgrade these guys to more of an official community faction in my opinion. They are showing off a lot of great stuff.
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Hulabi
- Posts: 2277
- Joined: 2009-08-08 22:15
Re: [Faction Proposal] Finnish Defence Forces
Updated the OP, just to have all the links in one place, that's all. Eases things up a bit.
[quote=""'[R-DEV"]Spush;1688217']Couldn't quite see the first two pictures of the custom geometries, maybe have more of greyish background next time?[/quote]
Yeah, it'll be on a better background next time, white doesn't seem to work as i hoped it would.

[quote="dtacs""]Awesome, I love that 3 pouch setup on the lower back
How goes the RK-95 texturing?[/quote]
You mean the RK62?
It's a work in progress.
[quote=""'[R-DEV"]Spush;1688217']Couldn't quite see the first two pictures of the custom geometries, maybe have more of greyish background next time?[/quote]
Yeah, it'll be on a better background next time, white doesn't seem to work as i hoped it would.
A subforum would sure help alot[R-DEV]Spush wrote: Also I think it's time to upgrade these guys to more of an official community faction in my opinion. They are showing off a lot of great stuff.
[quote="dtacs""]Awesome, I love that 3 pouch setup on the lower back
How goes the RK-95 texturing?[/quote]
You mean the RK62?
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [Faction Proposal] Finnish Defence Forces
Yeah RK-62. Is the 7.62x39 cartridge standard for all Finnish assault rifles? I remember seeing an RK variant using 5.56 NATO or something similar.
Agreed. Maps, quality models, potential for good gameplay, well written design plan and more importantly a good management team are hallmarks for a good faction, all of which the FDF have. Even if its going to be BLUFOR, it still warrants addition to the game playing against Russia and Militia.Also I think it's time to upgrade these guys to more of an official community faction in my opinion. They are showing off a lot of great stuff.
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Hulabi
- Posts: 2277
- Joined: 2009-08-08 22:15
Re: [Faction Proposal] Finnish Defence Forces
dtacs wrote:Yeah RK-62. Is the 7.62x39 cartridge standard for all Finnish assault rifles? I remember seeing an RK variant using 5.56 NATO or something similar.
So yes, Finn's use the 7.62x39 cartridge. (Valmet M76 isn't even nearly as widely used as the standard RK62 and it still uses the 7.62)Wikipedia wrote:]The RK 62 76, also known as the Valmet M76 is a gas operated assault rifle of Finnish origin, which was also made in semi-automatic version for civilian market. Based on the earlier Rk 62 (Rynn?kk?kiv??ri 62, Assault rifle 62), it is a modified AK-47. The gun was in production from 1976 to 1986. Its receiver is made from stamped and riveted sheet metal, instead of Rk 62's milled receiver.
There are eight types of M76, four of which use 7.62x39mm M43 ammunition, while the other four use 5.56x45mm NATO rounds. They use 15, 20, or 30 round magazines. Finland used the 7.62 mm version, while Qatar and Indonesia use the 5.56 mm version.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: [Faction Proposal] Finnish Defence Forces
Are your plans to institute the RK-62 in game with the same coding and physics of the AK-47, or does it have different performance characteristics IRL?
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Hulabi
- Posts: 2277
- Joined: 2009-08-08 22:15
Re: [Faction Proposal] Finnish Defence Forces
IRL it has lower recoil and it's way more accurate than the AK-47, will be the same way ingame too.dtacs wrote:Are your plans to institute the RK-62 in game with the same coding and physics of the AK-47, or does it have different performance characteristics IRL?
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splatters
- Posts: 529
- Joined: 2010-01-19 08:02
Re: [Faction Proposal] Finnish Defence Forces
Of course the gameplay balance will be taken into account as with every other weapon in PR.Hulabi wrote:IRL it has lower recoil and it's way more accurate than the AK-47, will be the same way ingame too.
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Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: [Faction Proposal] Finnish Defence Forces
Would be propably realistic to make FDF have better assault rifles but give the opposing side more assets.
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Von_Gnome
- Posts: 563
- Joined: 2010-10-22 13:00
Re: [Faction Proposal] Finnish Defence Forces
How do you mean? Finns get scopes and opposition gets apcs?

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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: [Faction Proposal] Finnish Defence Forces
As silly as this can sound, it might actually work. Its just harder to do, but it can be balanced assymetrically. I mean, some factions have laser guided HATs, some dont. These things can be balanced by other stuff.Von_Gnome wrote:How do you mean? Finns get scopes and opposition gets apcs?
-lucky
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temexter
- Posts: 397
- Joined: 2009-11-23 15:50
Re: [Faction Proposal] Finnish Defence Forces
Duh. This is all about RK 62 and RK 95 Tp characteristics vs AK-47 in game already.
AK-47:
Rate of fire 600 rounds/min
Muzzle velocity 715 m/s (2,346 ft/s)
Effective range 400 metres (440 yd)
Barrel length is 415 mm (16.3 in) and caliber 7.62x39mm.
RK's:
Rate of fire 600-750 rounds/min
Muzzle velocity 715 m/s (2,346 ft/s)
Effective range 400m (440 yd)
Both of them use 7.62x39mm cartridge and barrel lenght is 420 mm (16.5 in), which - i see - makes their accuracy and recoil almost identical. 95 is said to have less recoil due to new muzzle (and maybe stock design too).
Main changes in 95 are housing and it's fittings, multi function muzzle attachment (muzzle brake, flash suppressor, mounting base for launching rifle grenades and bayonet), rear sights, forward grip and folding stock.
As you see AK's and RK's specifications and mechanics are quite similar.
I see we could use AK's specs with slight mods to accuracy, recoil and fire rate:
Maybe a notch to deviation too due to barrel lenght, better ammunition, finnish high quality design and craftmanship and the fact that RK is the worlds best assault rifle
With optics i suppose a change to ObjectTemplate.deviation.devModZoom .4 for rurif_ak47 and .3 for rurif_ak74mscope according to values used in game for rifles using ACOG and AimPoint.
And maybe change of some (few) other undocumented parameters
So the red ones are those i see relevant. If you have secret inside info on these values, please feel to contribute. (But only if they're not Top Secret For Devs Eyes Only
)
AK-47:
Rate of fire 600 rounds/min
Muzzle velocity 715 m/s (2,346 ft/s)
Effective range 400 metres (440 yd)
Barrel length is 415 mm (16.3 in) and caliber 7.62x39mm.
RK's:
Rate of fire 600-750 rounds/min
Muzzle velocity 715 m/s (2,346 ft/s)
Effective range 400m (440 yd)
Both of them use 7.62x39mm cartridge and barrel lenght is 420 mm (16.5 in), which - i see - makes their accuracy and recoil almost identical. 95 is said to have less recoil due to new muzzle (and maybe stock design too).
Main changes in 95 are housing and it's fittings, multi function muzzle attachment (muzzle brake, flash suppressor, mounting base for launching rifle grenades and bayonet), rear sights, forward grip and folding stock.
As you see AK's and RK's specifications and mechanics are quite similar.
I see we could use AK's specs with slight mods to accuracy, recoil and fire rate:
Code: Select all
rem ---BeginComp:SoldierBasedRecoilComp ---
rem 762 High Recoil Assault Rifle
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
[color=Red]ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/3/3/0[/color]
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.1/1.1/1
ObjectTemplate.recoil.zoomModifier 0.6
ObjectTemplate.recoil.goBackOnRecoil 1
rem ---EndComp ---
Code: Select all
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
[color=red]ObjectTemplate.fire.roundsPerMinute 600[/color]
ObjectTemplate.fire.addFireRate 2
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.fireInCameraDof 1
rem ---EndComp ---Code: Select all
rem ---BeginComp:SoldierDeviationComp ---
rem 762 Iron Sight Standard Accuracy Assault Rifle
ObjectTemplate.createComponent SoldierDeviationComp
[color=Red]ObjectTemplate.deviation.minDev .333[/color]
ObjectTemplate.deviation.setFireDev 1.4 .7 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .15 .05
ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02
ObjectTemplate.deviation.setMiscDev 20 20 .15
[color=red][COLOR="red"]ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9[/color][/COLOR]
[color=red]ObjectTemplate.deviation.devModZoom .4[/color]
rem ---EndComp ---And maybe change of some (few) other undocumented parameters
So the red ones are those i see relevant. If you have secret inside info on these values, please feel to contribute. (But only if they're not Top Secret For Devs Eyes Only
Last edited by temexter on 2011-11-07 21:56, edited 2 times in total.








