Arma 3
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Iron Front Firearms Recoil Modifier
   
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Data Type: Mod
Mod Type: Weapon
File Size
Posted
Updated
5.007 KB
19 May, 2016 @ 7:27am
10 Oct, 2017 @ 10:51am
10 Change Notes ( view )

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Iron Front Firearms Recoil Modifier

Description
Description:
This addon changes the default recoil for many of Iron Front firearms. This does not include pistols, because, IMHO, the pistols recoil is fine. All changes are based on real Youtube videos from firing ranges, and the idea was to make recoil more realistic.

Disclaimer
Thanks to IFA devs, many of my recoils were already incorporated into current version of IFA, so with many weapons you will see no difference. However, some of their recoils slightly more controllable than mine, like the one used by MG42 and many other LMGs.

Features:
- Overall, all LMGs are much worse when shooting from hands, while quite accurate on the bipods
- MG42 now supports 250 rounds magazines (which are actually 250 rounds belts, but the 3D model looks like a simple 50Rnd. magazine). These 250Rnd. belts were already in game, but by some unknown reason (maybe just a mistake) they weren't marked as usable magazines for MG42.

Complete list of weapons affected by this mod:
- Kar98k, G43, M1903A4 Springfield, M1 Garand, M1 Carbine, Mosin Nagant, SVT-40
- MP38, MP 40, M1A1 Thompson, PPSh-41, DeLisle
- MP44, MG34, MG42, BAR, M1919, DT and DP
- PPS-43 from LEN Weapons pack http://steamproxy.net/sharedfiles/filedetails/?id=825222328

Known Issues:
- NONE, the addon is absolutely config-based, no conflicts with other addons are possible, unless they redefine recoils or listed weapon classes

This mod was made as addition for this easy-to-install Iron Front addon : http://steamproxy.net/sharedfiles/filedetails/?id=660460283

If you like this addon, rate it ! x)
34 Comments
Jakes 31 Mar, 2019 @ 2:03am 
yeah was testing the M1 Garand , will need more testing but it seems like sometimes the recoil is reduced and sometimes not... i will be running a test on my server tonight and ill have it check by a few guys in mp enivorment
Dr. Submarine  [author] 31 Mar, 2019 @ 1:38am 
There used to be a delay before I changed the addon to be completely config-based (the addon used to be script-based: there was a loop that was checking current weapon and changing the recoil modifier). Now it doesn't have any delays. Is there a particular weapon that feels like it has a delay to you?
Jakes 31 Mar, 2019 @ 12:13am 
@fess Thx for this mod..just one question thou...is there a bit of a delay before this actives?
Physician Of Conflict 14 Oct, 2018 @ 6:30pm 
sheeeeit idk just give it some recoil
Dr. Submarine  [author] 13 Oct, 2018 @ 11:23pm 
I don't think the term "recoil" is applicable to something that is no firearm given the context of this mod. Recoil is the kickback of the weapon that follows the event of firing.
Physician Of Conflict 13 Oct, 2018 @ 3:03pm 
sheeeit idk myabe give the binoculars recoil and make them into periscope with recoil
Dr. Submarine  [author] 11 Oct, 2018 @ 6:48pm 
Do they have recoils? :O
Physician Of Conflict 11 Oct, 2018 @ 3:31pm 
can you add periscopes to the mod?
Internethetzer 11 Oct, 2017 @ 5:27am 
Thanks master
Dr. Submarine  [author] 10 Oct, 2017 @ 10:29pm 
Learn CfgRecoils and CfgWeapons, basically what you need to do is to extract your current CfgWeapons from the game, look up what recoils the weapon you want to change uses, and then redefine that recoil. You will also need to tell the game that your addon is supposed to be loaded after IFA addon, or your settings will be rewritten by IFA. May the Google be with you.