Posts by ODT

    That's probably true for like the cherry picked rifles and using hand loaded match ammunition. Realistically the average MOA for an AKM using standard 122/123 grain mild steel FMJ is around 4 MOA at 100m, you could get around 3 MOA if you are using a brand new barrel. This is more due to the bullet construction and the quality control for the ammunition, as the standard deviation for the velocity is quite large. It's also the same with the AK-74 but slightly better, 3.5 MOA on average, with the shorter barrel AKS-74U clocking in around 6 MOA, and this is with the 53 grain FMJ rounds.


    However, I just found a different youtube channel that compares military rounds against civilian, and it show completely different results, that military rounds almost approach soviet datasheets.


    That's probably true for like the cherry picked rifles and using hand loaded match ammunition. Realistically the average MOA for an AKM using standard 122/123 grain mild steel FMJ is around 4 MOA at 100m, you could get around 3 MOA if you are using a brand new barrel. This is more due to the bullet construction and the quality control for the ammunition, as the standard deviation for the velocity is quite large. It's also the same with the AK-74 but slightly better, 3.5 MOA on average, with the shorter barrel AKS-74U clocking in around 6 MOA, and this is with the 53 grain FMJ rounds.


    Barnaul ammo is not representative to original 7n6.


    Edit: modern military 7n6 (2017) compared to Barnaul civilian FMJ ammo is dogcrap.


    7n6 - 8.2 MOA

    FMJ - ~3 MOA


    Original article I linked used data from Soviet datasheets from 1977


    This is extremely inaccurate representation of AKs in this mod.


    According to this article and this MOA calculator,, those are the results:

    "At one hundred meters, the average rifleman’s AK-74 first shot accuracy had a vertical and horizontal dispersion of four centimeters (1.37 MOA). With the AKM, this widened out to six centimeters (2.06 MOA). For the best riflemen, they were able to get the horizontal dispersion of the AK-74 down to two centimeters (0.68 MOA), while with the AKM they still were only able to get four centimeters (1.37 MOA). Pushing out to five hundred meters with the best riflemen, we see horizontal dispersion of ten centimeters with the AK-74 (0.68 MOA), and twenty centimeters with the AKM (1.37 MOA)."


    According to Garand Thumb, 7N6 (5.45×39mm PS) should have a realistic accuracy under 2 MOA.

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    • Fix for recursion calculation due to TS update

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    • Fixes for empty icon names in Japanese and Korean languages (they now use alt marks listed below)
    • New feature: configurable value marks (beware, not all Unicode characters supported!) and added alternative, more subtle icons for marking valuable items, instead of stars ★☆, uses circles ●○, enable it in config with MarkValueableItems.useAltValueMarks flag.

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    • New feature: option to add Item Value that uses plain BSG handbook/traders data to price module.
    • Proper USD/Euro calculation.
    • Major code refactor to TS standards, thanks to Terkoiz himself who blessed the code!

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    • Fix for quest items appearing in barter requests (this is a new bug in 3.5.0).
    • SecureContainersRedone all options are turned ON by default for safer updates.

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    • MAJOR BUGFIX, update ASAP: Waist pouch didn't protect against item in-raid restrictions, fixed by removing them altogether for now.
    • Workbench crafts first iteration rebalance done! Ammo crafting galore. More then 38 recipes adjusted! Looking for community feedback on balance.

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    • German and Japanese translations, thx to Cold!
    • Fix for finding best trader that changed in 3.5.0 (e.g. fixes calculation for info items that Therapist no longer buys)

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    Stable 1.0.0 release for 0.13!


    Major update with a lot of new features:

    • NEW MAJOR FEATURE: Progressive secure containers crafting, bigger containers and alternative Collector quest.
    • NEW FEATURE: Bigger stash, with options for progression construction for all account types.
    • NEW FEATURE: Rebalances costs of hideout cases to fair and reasonable prices and barters. Also changes LEDX dogtag barter
    • NEW FEATURE: Fair hideout case trader barters.
    • NEW FEATURE: Added marked keys on flea option
    • NEW FEATURE: Option to reenable selling on flea (not recommended though)
    • Crafting rebalance reenabled.
    • MANY fixes for 0.13.
    • Whitelists are now available for configuration in ./config folder.
    • Cash offers default percentage nerfed slightly from 10% to 8%

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    Stable release for 3.5.0

    • Dollar and Euro ratios updated to 0.13
    • Added quest names to 0.13 quest-only crafts and resources
    • Fallback value-based recolor is working better then expected, it stays as default and out of beta stage, but removed tier names from price string to differentiate.
    • Added configurable value thresholds for fallback recoloring, updated config description
    • Ammo boxes proper fallback rarity calculation
    • Restored default LEDX and Bitcoin custom recolorings
    • Added new custom only rarity (brown color)
    • Added default recoloring of secure containers (for my Softcore upcoming update)

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    Pre-alpha for 3.5.0

    • Initial 3.5 "it doesn't crash" release, completely untested, for those brave ones who want to start streets on Softcore right now.
    • CraftingRebalance disabled, doesn't work on 3.5, everything else seemed fine at first glance.


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    • Updated for 3.5.0! Consider it to be an alpha, not properly tested.
    • RarityRecolor redone, since SPT AKI 3.5 removed clientitems file I used for determining rarities, I added "experimetalValueBasedRecolor" option. It's a quickfix option that colors unbuyable and unknown items based on their slot value. Might actually be an even better feature then before...

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    Features:

    • Fence no longer sells depleted med items, instead he sells stims.
    • Military flash drive buff level 3 > 2


    Bugfixes:

    • Even more Scav case fixes for broken items, mostly "ammo" like grenade shrapnel pieces (yes, it's coded as in item by BSG...)
    • Fix item prices for ammo cases, based on contained ammo value
    • Safeguards and logging on many data reads, should fix most of mod compatibility crashes

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    New features:

    • Now shows how you can buy weapon and item components which are sold as part of a bigger item.
    • Because of that, more then 240 items have proper color rarities assigned to them! (only 398 to go...)
    • Option to disable rarity recoloring for custom item classes (e.g. if you prefer other recoloring mods like BetterKeys)
    • Fixes and code improvements

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    Hotfix release, it seems I slightly overtuned Vitality leveling, fixed

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    - Added Chinese translation (thx to long120611!)

    - Added price formatting option (12404299₽ -> 12,404,299₽)

    - Added bitcoin farm calculation