dudes will spend hundreds on mlok and dual pressure pads to achieve what I'm doing here for a fraction of the price
in all seriousness, vtac light mounts are incredibly convenient and more people should use them
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Lone Survivor (2013)
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MK 12 SPR
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NSWC Crane Mk.12 SPR - 12.7×55mm
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MK 12 SPR
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@kasaron I ever show you my BRN build? 18.5 barrel, extreme muzzle brake for rapid on-target hits, 2-stage Geiselle trigger, 1-6 LPVO, ambi controls (or at least left-friendly), folding stock, and atlas bipod. Sort of my Jack of All Trades rifle with a slight emphasis towards a DMR/MK 12 SPR sort of build but still capable of anything a standard issue rifle should do (at the cost of being better at cqb stuff) Keep trying to zero the scope but I keep having to work weekends and also it’s AZ and hot as balls.
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Here are some low-res renders of the 3D model of Kate's HQ I'm making as part of the larger apartment project. Most of this modeling and texturing isn't mine, I just assembled it from various assets. This is basically a synthesization of this room's various depictions, with my own additions.
View from the main entry, looking north.
Southeast. Tool cabinets and a ladder I added in that leads to a roof access hatch. There's also a pullup/chinup bar on the ladder.
Thai boxing bag, elevator, recessed file cabinets in the background.
Weapons cabinet, containing most of what I've been able to directly identify from the comics, or else those Kate very likely owns.
The guns are, from left to right: two M16s (canon), a Mk. 12 SPR (canon), a pistol-gripped M14 (likely ID), an AK-47 (partial, likely ID), an SA80 (canon), a FAMAS (likely, as they was used by the Colony), a Mossberg 500 Cruiser (speculative ID of a canon shotgun), and an MP5K way on the right (Jacob used one in Elegy, so it might be hers).
The knives include karambits (canon), a KA-BAR, and a trench knife (both speculative). There's also a row of flashbangs on the right (canon).
The drawers are where Kate stores her belt and other gear. I imagine that ammo, magazines, cleaning kits, gas mask filters, etc are also kept there.
Gun cases, 3D printing station, medical/chemical/lab supply cabinet. The lower cabinet is supposed to be a refrigerated unit that holds blood packs for emergency transfusions.
Lab station and security monitors.
Supercomputers.
Main computer, police scanner, phone, printer, safe, mini fridge.
And this is a long shot, but if any artists (including official artists) want to use this layout as reference, go right ahead.
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All members survived and I got 1 kill with FN P90, FN SCAR-L, HK416, SKS, Mk 12 Mod 0 SPR, & Mk 14 Mod 0 at vs. AI easy
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Mod.H upper WIP
Gonna leave whatever lower I end up using with it unpainted
I vibe with the idea of a chaotic two-tone look
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Lone Survivor (2013)
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NSWC Crane Mk.12 SPR - .280 Enfield
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FN SCAR L YouTube
(FN SCAR|) The FN SCAR (Fabrique Nationale Special Operations Forces Combat Assault Rifle)[9] is a gas-operated (short-stroke gas piston)[8] self-loading rifle with a rotating bolt.[10] It is constructed to be extremely modular, including barrel change to switch between calibers. The rifle was developed by FN Herstal (FNH) for the United States Special Operations Command (SOCOM) to satisfy the requirements of the SCAR competition.[11] This family of rifles consist of two main types. The SCAR-L, for "light", is chambered in 5.56×45mm NATO cartridge and the SCAR-H, for "heavy", is chambered in 7.62×51mm NATO. Both are available in Close Quarters Combat (CQC), Standard (STD) and Long Barrel (LB) variants. In early 2004, United States Special Operations Command (USSOCOM) issued a solicitation for a family of Special Operations Forces Combat Assault Rifles, the so-called SCAR, designed around two different calibers but featuring high commonality of parts and identical ergonomics. The FN SCAR system completed low rate initial production testing in June 2007. After some delays, the first rifles began being issued to operational units in April 2009, and a battalion of the US 75th Ranger Regiment was the first large unit deployed into combat with 600 of the rifles in 2009. The US Special Operations Command later cancelled their purchase of the SCAR-L and planned to remove the rifle from their inventory by 2013. However, they will continue to purchase the SCAR-H version, and also plan to purchase 5.56 mm conversion kits for the SCAR-H, allowing it to substitute for the SCAR-L. (Overview) The SCAR is manufactured in two main versions; the SCAR-L ("Light") and SCAR-H ("Heavy"). The SCAR-L fires 5.56×45mm NATO, fed from STANAG (M16) magazines. The SCAR-H fires the more powerful 7.62×51mm NATO from proprietary 20-round magazines. Different length barrels are available for close quarters battle and for longer-range engagements. The initial solicitation indicated that the SCAR-H would also be able to be chambered in 7.62×39mm M43 Kalashnikov cartridge and 6.8×43mm Remington SPC cartridge. However, FN is not currently offering them and likely have been cancelled. The Mk 16 was intended to replace the M4A1, the Mk 18 CQBR and the Mk 12 SPR currently in SOCOM service, before SOCOM decided to cancel the order for the Mk 16 Mod 0 (see below). The Mk 17 will replace the M14 and Mk 11 sniper rifles. However, the weapon will only supplement other weapons while issuing remains at the operator's decision. The Mk 20 Mod 0 Sniper Support Rifle (SSR) is based on the SCAR-H. It includes a longer receiver, a beefed up barrel extension and barrel profile to reduce whip and improve accuracy, and an enhanced modular trigger that can be configured for single-stage or two-stage operation together with either a folding or a non-folding precision stock. (FN SCAR) A U.S. Navy SEAL with the SCAR-H STD (Mk 17) Type Assault rifle (SCAR-L) Battle rifle (SCAR-H) Designated marksman rifle (SSR) Personal defense weapon (SCAR PDW) Squad Automatic Weapon (HAMR) Place of origin Belgium United States (Service history) In service 2009–present Used by See Users Wars War in Afghanistan Iraq War[2] Central African Republic conflict Yemeni Civil War (2015-present) Saudi-led intervention in Yemen (2015-present) Conflict in Najran, Jizan and Asir (Production history) Designer FN Herstal Designed 2004 Manufacturer FN Herstal Produced 2004–present Variants See Variants (Specifications) Weight 3.04 kg (6.7 lb) (SCAR-L CQC) 3.29 kg (7.3 lb) (SCAR-L STD) 3.49 kg (7.7 lb) (SCAR-L LB) 3.49 kg (7.7 lb) (SCAR-H CQC) 3.58 kg (7.9 lb) (SCAR-H STD) 3.72 kg (8.2 lb) (SCAR-H LB) 2.50 kg (5.5 lb) (SCAR PDW)[4] 4.85 kg (10.7 lb) (Mk 20 SSR)[5] Length 787 mm (31.0 in) stock extended, 533 mm (21.0 in) stock folded (SCAR-L CQC) [6] 889 mm (35.0 in) stock extended, 635 mm (25.0 in) stock folded (SCAR-L STD) 990 mm (39 in) stock extended, 736 mm (29.0 in) stock folded (SCAR-L LB) 889 mm (35.0 in) stock extended, 635 mm (25.0 in) stock folded (SCAR-H CQC) 965 mm (38.0 in) stock extended, 711 mm (28.0 in) stock folded (SCAR-H STD) 1,067 mm (42.0 in) stock extended, 813 mm (32.0 in) stock folded (SCAR-H LB)[7] 632 mm (24.9 in) stock extended, 521 mm
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She is done. Meet my first black rifle
42" OAL, 30" folded
BRN180 18.5" upper
Ultradyne Apollo Max Muzzle Brake
Aero Precision Lower milspec
Magpul Moe 2 Grip
Geissele SSA 4.5lb two stage trigger
KE Arms ambi safety and mag release
Atlas bipod with QD lever
Vortex Viper PST Gen II 1-6 with scope mount
Law Tactical Gen 3 stock folder
Ace Doublestar Skeleton Stock
Custom AR180b charging/bolt handle
The entire project is based around as general a purpose rifle as I could make but with a focus on mid and longer range shooting. Sort of a Piston Mk 12 SPR meets AR18 meets HK416 build. Range time on Friday to finally give it a shakedown. Point of balance with or without the biopd is still perfect right around the front of the mag well. Without the bipod it feels AMAZING to hold offhand. The ludicrous muzzle brake is ostensibly to reduce climb and time reacquiring a target and let me just hurl rounds downrange consistently and precisely. Folding stock reduces length for travel and I promise at least one hip fire with the stock folded. I really did want to make a general purpose rifle as I could.
I really enjoyed bouncing benefits off each other so I didn't min max in any one area. The scope is deceptively good at 1x and the red dot it has acts as a damn good RDS if I'm already aiming down sights. I need to see how hot the barrel gets and maybe add something over the handguard as well. Total cost before optics and bipod is ~1900 or so.
She is the weirdest Galil/AR18/AR15 looking thing but I love her.
Please don’t reblog this one, I will post better photos and range data (unfortunately can’t zero the scope as it’s steel only but I’ll try anyways) by Friday, just wanted to celebrate having all her parts in.
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I see alot of people on reddit and the forums talking about how the ballistics and weapon stats in this game are not realistic (which is true), but often not really displaying an understanding of why. I figured I could clear some things up for people to better understand the basics (without getting too snipery).A combination of bullet weight (grains), barrel twist, barrel length, and caliber (case powder), is what determines the muzzle velocity of a round upon leaving a barrel.Lets keep in mind that ghosts are US military and even though theyre delta/cag/seal/dentist/weathermen, theyre still subject to nato and UN warfare rules, meaning ghosts will generally be using ball ammo, no hollow points, and likely limited steel penetrators. (Anything other than ball ammo apparently kills people too hard...)So heres some basics.heavier bullets require faster barrel twists to stabilize in flight.lighter bullets require slower twist rates to not cause destabilization due to over spin.longer barrels = increased muzzle velocity (often negligable) and accuracy.increased muzzle velocity = better armor penetration.lighter bullets start very fast, but slow down very quickly.heavier bullets start a bit slower, but hold their speed better.slower bullets cause more cavitation on impact as they deform and fragment properly.faster bullets can often over penetrate a soft target and can often barely deform or fragment at all.So for example the 5.56 nato round M855 ball commonly known as "green tip", is best fired from 14.5-18 inch barrels with a 1/7 twist. This gives the round an effective range of about 500-600 meters and about 2750 fps. Not quite fast enough to penetrate modern body armor, but heavy enough to keep up speed and cause significant wound cavitation between 150 and 400 meters. When you hear about "through and through" wounds related to the M855 round, its usually because we shot guys inside of 100 meters and the bullet velocity hadnt slowed down enough yet.XM193, the common vietnam era 5.56/.223 round is only 55 grains but out of a 20 inch 1/12 twist rate barrel from the m16A1, the muzzle velocity was over 3300 fps. Since most engagements were inside of 100 meters, US service members were often witnessing over penetration of their targets. (Fun fact: XM193 from a 1/9 twist will shoot straight through modern steel armor out to 100 meters)So now that we have a better understanding of ammunition and muzzle velocity, its time to talk about weapon handling.longer or heavier "bull barrels" reduce muzzle rise, thus less recoil.shorter barrels are lighter, so more recoil and muzzle rise will be felt.higher calibers have more recoil, but it is often negligable (.50bmg, .338 lapua and generally any winmag/magnum load not withstanding) because heavier bullets travel slower, thus newtons third law.larger calibers often require heavier platforms thus reducing felt recoil and muzzle rise in a more or less proportionate manner.So for example, the Mk17 and M4A1 (both platforms I have alot of time on) have very similar muzzle rise and percieved recoil. The mk17 fires a slower heavier round, and is heavier itself with a heavier forend and balanced reciever. The M4A1 is light, fires a lighter faster round and has very little weight in the forend. This makes them handle about the same, but the mk 17 fires a much heavier, much more devastating round.Generally in wildlands, people are saying all the weapons firing 5.56 nato should be doing the same damage and penetration. This isnt necessarily true, as we dont know the bullet weight and twist being used with each 5.56 nato chambered weapon. There could very well be a noticable difference to its stats, but in reality, it would be negligable compared to what we see in the game. (Maybe the p416 is so weak because its firing 40 grain .223 varmint ammo) As i said earlier though, the ghosts would likely be using the abundant M855 ball ammo which would stabalize decently and similarly across all platforms. As for the pistol ammo from smgs in the game, they are scaled much more appropriately with their real life counterparts, but still a bit wonky.Now in the services, we all go to great lengths to adapt our assigned platforms to the environment we have to fight in. This generally comes in the form of attachments.modern suppressors barely affect the physics of a round leaving the barrel. They also do not make you a secret ninja assassin. Most suppressed rifles still are about as loud as a nail gun unless youre shooting subsonic ammo, which is a very slow traveling bullet with very limited range.compensators primarily manage vertical recoil. (Too much compensation on a heavy barrel like on a Mk12 SPR can cause negative muzzle rise, thus you will normally see them with a standard muzzle crown or a flash hider). They do not affect range or muzzle velocity or pen and damage like they do in the game.flash hiders reduce and on some platforms completely eliminate muzzle flash increasng youre Real life ninja stat by .333repeating.vertical grips are the gold standard used in special operations and the infantry because it keeps your hand off the barrel shroud. (Guns get hot and in a tic we often dump 2-3 mags) even afg's get hot as shit. The kind of grip you use on your weapon or no grip at all will generally not affect the handling of a weapon in anyway. Its just shooters preference, and every shooter is slightly different. In actual fights, vertical grips serve that extra purpose of no burninating ourselves.lasers and shit.... depends on the mission. If im wearing an/psq 20's, theyll pick up both IR and Vis. Maybe the locals were working with only have vis. If im wearing my pvs 14's, theyll only pick up IR. The mission generally dictates what sort of equipment we use for night operations. The standard is the peq15, its an excellent tool that has both vis and IR plus an IR illuminator, plus it can take a beating and still work. In no way shape or form should these affect the stats of a weapon. They do make lobbing rounds at night a lil easier.And lastly... ghillie suits.... Iv never seen anyone wear that shit in any theatre ever, not even once, just scouts trying to look cool during training and such. Cut that shit out wierdos, you look like sasquatch. via /r/GhostRecon
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