RFP Revival: Real F***ing Physics... A mod designed to make the firearms in STALKER more like their real-world counterparts...
Idea log V 0.1: Just going through Ideas and why I am wanting to change these things... It will probably be built upon the ARSENAL mods...
*Dynamic reloads: When a cartridge is still in the chamber, and Marked One reloads, the action is never pulled as this would defeat the purpose of a dynamic reload! This is for those tight spots when you need haste rather than safety.
*Proper weapon handling: Marked One does a visual check of the chamber when un-holstering a gun, rather than fully pns the action as that is really retarded of the game developers... I mean come on! I don't want to eject a round whenever I pull out a gun. Marked One will no longer hold MGs by the carrying/barrel handle, as holding it that way would garantee inaccuracy. Marked One holds guns in better firing positions for different guns, IE, while holding a sniper rifle, Marked One will not hold the rifle by the magazine well, as this would change the recoil dynamic, and possibly risk loading errors. Bolt-Actions will be properly held and manipulated after firing.
*Standard Reloads: When reloading without a chambered round, IE, the magazine or clip is empty, Marked One will indeed pull the charging handle in order to chamber the first round.
*Weapon specific reloads: Weapons like the SIG Sauer 550 have a bolt catch/release, meaning that the bolt will stay open when the last round is fired, making it so the only thing needing to be done after a Standard reload is to push the bolt release, instead of manipulating the action.
*Sights will be of proper shape, size, type, and location on firearms. (416 was messed up and it bugged the living shit out of me

*New sights: Scopes, holo-sights, red-dots, aimpoints, and acogs to name a mounts... All properly marked for type and weapon. To match real life, an AIM-point sight marked for 5.56x45mm NATO rounds may be mounted on a 7.62 cal weapon, but markings will not match caliber, IE, range marks, drop marks, and wind/lead marks. I'm looking to create a large variety of sights and mounts for different calibers and mounting systems. There will be more Post-Soviet Bloc sights/mounts than NATO sights to conform with game's setting. Get your binocs out and start looking for some mercs!
*Proper ammo capacities: Ammo capacities changed to fit real life standard mags for each weapon. No more Desert Eagles .50 AEs with 12 rounds! Sorry folks!
*Proper calibers: Some of the weapons in Arsenal fire the wrong cartridges, so I plan on fixing that. Also, the OTs-14 Groza fires 7.62x39mm, and can get barrels for 9x39 M43 (different from subsonic PAB).
*Proper weapon sounds: I'm sorry, but unsuppressed weapons (like the vanilla Big Ben) or the OTs-14 Groza firing the 9x39mm PAB rounds will NOT sound like their standard cal counterparts. The 9x39 PAB is a SUBSONIC round, meaning it does not break the sound barrier, and thus, makes no crack while firing. They'll still be kind of loud, but not AS loud. Suppressors slow the gases around a bullet, making the gunshot even more quiet. To date, the sten Mark IIS is considered to be one of the most quiet guns, and will (hopefully) be featured in this mod.
MORE GUNS!!1!: The millions of AKs in Arsenal will be maintained... but there will actually be difference in them. You will find everything from the TYPE 56, VZ58, SAKO M90, Valmet M76, Galil (though it will be very rare), Beryl, Vector R4 (even more rare than the Galil), Zastava M70, Zastava M76 (My favourite of Kalashnikovs), and Zastava M80. Furthermore, more "exotic" weapons will be featured in this mod, like the Croatian Agram 2000 Machine Pistol, Chinese Type 64 7.62x25mm P subsonic, British Sten SMG, Russian Bison-2, Russian SR-2, British Bren L4 gun (only while wearing exos!), Russian Degtyarev DT, Russian Degtyarev DPM, US M60 (Vietnam era, not these uber new ones, more for look than anything:) ), German HK21, Sawn-off Under-sling shotguns for OTs-14 Groza and western AR-15 based weapons, South African Neostead (SUPER RARE, like, getting it will be an easter-egg rare), Russian KS-23M and bullpup model shotguns, US M14 (Vietnam Era Automatic version), US Ruger Mini-14 5.56x45 NATO, Russian SKS, German Mauser Gewehr 98, SAKO TRG, US Kriss Super V, and possibly more... But these are on my "definites" list.
By the way, you don't really see any pistols on this list simply because I don't know much about pistols. Never owned one, probably will at some point, but I'd rather rely on the ol' mossburg 500 for home defense (but I can't because I am broke and pawned off all my guns... stupid-stupid-stupid me. Oh well, how the hell would I have gotten them to OK anyways, considering I caught a greyhoud down here)
*Proper distribution: with the exception of mercs, weapons will actually based on the setting of the game. Soviet era guns will be the most common (AK47, 74, RPGs, SKS, Mosin Nagant, etc), Eastern-post-bloc weapons will be relatively common, Western-post-bloc weapons will be uncommon, Nato weapons will be relatively rare, and weapons from random countries like Brazil, South Africa, China, etc. will be really rare.
*Proper ballistics: Finally getting around to this... Killzones of explosives will be bigger, so duck for cover so you don't catch any shrapnel in the face! I mean it! Weapon performance depends more on the cartridge than the gun (but the gun still plays its part). For example, an HK 416 will perform relatively the same as an M4, but an M16 would have better performance because the 5.56x45mm NATO cartridge reaches optimum muzzle velocity with longer barrels (due to the gas pressure pushing the round) . Also, I REALLY want to figure out how to get proper bullet drop. I remember a sniper mod sometime back in the day floating around that had done it... Realistic material penetration, etc. This bit will be the focus of the mod.
*You need some ammo for them guns: More AMMO! Really, you think I would pull out some really random poo without bringing their strange obscure ammunition with them? I'm even thinking of creating a .338 Lapua! EDIT: Also, for the sake of realism, I want to remove tracers all together. For the most part, tracers are a military thing, and wouldn't really serve ANY purpose in STALKER other than giving away your position. Tracers will be removed on the assumption that STALKERs are smart enough to realize this, and simply don't buy (and distribute) tracer rounds. That means you will actually have to figure out where you're shooting with that VSS Vintorez, instead of firing a couple tracers past your victim's head and adjusting accordingly.
*Proper firing animations: MP5's and G3's charging handles do NOT reciprocate with the bolt.
Anyways, I have been rambling on with this too long. I do not have my computer fixed yet, but it will be by the end of the week (if I can get an OS that is), so this is all just ideas in my head. I know I have thrown the RFP name out a couple times before, but each time I have my computer has crashed... so I feel like this is my opportunity to get it done!
So ANY feedback is more than welcome, in fact, imagine that scene from the Johnny the Homicidal Maniac comics where Johnny has that one dude on the torture device and is holding a knife and lettuce to the dudes face saying "The lettuce, still good?!" So yeah, I am holding you guys at knife-point saying "the mod, is it good?!" STOP LAUGHING AT ME!
Also, as always, any help with this is always more than welcome.
The plan for this mod, like arsenal before it, is simply a vanilla weapon add-on that is encouraged to be merged with any other mods out there! I personally will want to merge this with Lost Alpha once this and that are finished.

Oh, yeah... I was in the middle of saying that I was done typing. Cheers!
EDIT: Oh yeah, I forgot something.
AIs tunage: Planning on tuning AIs so that you will see your standard level of vanilla omnipresent AI when firing unsuppressed weapons, because lets face it, when you hear a gunshot and a crack to your left, and someone drops, you will at least know the general direction of the shooter. BUT, I want to see if we can get some LURK kinda thing going with suppressed weapons, so they... you know... ACTUALLY HAVE A POINT TO EXISTENCE IN THE GAME! Also you can knoife some buggers! Oh, and tracers should give away your position as well.
Also, as far as gunshots go, whenever Marked One is shot AT, not his general direction, but when he has bullets passing within two feet of him (guesstimated), there will be a loud CRACK! This is to mimic the real-life effect of being shot at. I cannot say that I have ever heard this sound personally (thankfully) but I have talked with plenty of military friends who tell me all about it. This may or may not end up in the mod though, depending on what you guys say.