CoP PLUS README

This is CoP PLUS V1.0 for CoP 1.6.00 

Installation:

1. Make sure fsgame.ltx gamedata line is showing true like this:

$game_data$             = true| true|  $fs_root$|            gamedata\


2. Put gamedata folder and it's contents from CoP PLUS.rar into main CoP installed folder.

Note:  if other mods are already being used - ie. a gamedata folder already exists then manually copy across files and folders paying logical attention to things that might conflict - ie. new material should be ok but anything that overwrites existing stuff will need a closer look.



Contents:

This package does the following:

1. Changes the visual appearance of the game world to make it look more "normal" and not so dried out / pink desert looking - this has been done simply by renaming some textures and I may have brought one or two in from CS. To remove this part of the mod: delete or rename the GAMEDATA/TEXTURES folder. Individual folders within the TEXTURES folder or even individual files within the folders can be removed or renamed to customise the look of the game.

2. Headbob values reduced. To remove this part of the mod: delete or rename the GAMEDATA/CONFIGS/MISC folder.

3. Weapon and ammo configs - I config for GAMEPLAY, not realism!! :

- Weapon ranges adjusted (pistol ranges reduced, some rifle ranges increased), impulse (throw back effect) and maybe some base accuracies tweaked and weapon sounds changed - overall, not much change made to default weapons setups.

- buckshot made more lethal but with decreased effective distance (still tweaking this - feedback welcome), Slugs hit harder but have very little penetration (haven't really even tested the result of this yet - feedback welcome), other ammo tweaked and balanced.

- I use my own ideas on how 5.56 and 5.45 ammo should work in relation to each other - in short: 5.56 have less hit power but are more accurate than 5.45 and as far as AP capability I make 5.56 fmj worst, 5.45 fmj a little below 5.56 AP and then 5.45 AP the best.  Overall, 5.45 AP is the best ammo for overall damage infliction but it's less accurate than 5.56 as are the weapons that use it (I know AN94 SHOULD stand shoulder to shoulder with 5.56 weapons, but for game balance I've left it alone). 5.45 weapons hit harder, 5.56 are more accurate - combat tactics need to be adopted to fit with this.

- I know 9.18 +p+ rounds are supposed to just be high power (ie. high velocity) fmj, but I personally find it pointless having essentially 2 ammo types that do the same thing - so my 9x18 +p+ ammo is given stats that roughly match Russian 9x19 7N31 AP ammo - ie. high velocity, longer range, good AP but reduced hit power (bullet has a smaller diameter penetrator held within a larger jacketed projectile with polymer sandwiching).

- I spec. NATO 9x19 pbp to be AP type - differeing from Russian in that instead of a smaller, lighter bullet the NATO approach is to make a heavier full sized penetrator bullet. It's trait is shorter range, reduced accuracy but good AP with similar hit power to std fmj.

4. Weapon Sounds changed - I use my own mix n match of weapon sounds. In general I'm very happy with them as they seem to fairly well reflect expected real world traits if not the actual traits - ie. I think lr300, G36, l85 and SiG550 are probably pretty close to actually correct - and AK74 and 74u have a distinctive "pop" to them that is certainly different to the higher sonic "crack-boom" of NATO weapons and the AK74 differs from 74u in that the latter has a flatter report.  The "pop" type trait is probably more appropriate to the old AK47 but I like to have the very distinctive difference between NATO and Russian types.

To remove the weapons part of the mod delete or rename the GAMEDATA/CONFIGS/WEAPONS folder AND the GAMEDATA/SOUNDS folder   - you can try leaving the sounds folder to just have the sounds but some might not be correct (most will be the new ones tho and there shouldn't be any crashes) - especially silenced sounds for various types won't be new and the VAL and VINTOREZ will use default sounds which are quieter and less authentic. 


TO COME in V2.0:

- More work on accuracy balancing.
- More work on pistol sounds.
- Sound synchronisation improvements.
- More work on 9x39 weapon sounds (9x39 are meant to be subsonic ammo).
- Med tweaks - ie. using medkits and bandages will cost a lot of endurance bar and have an alcohol type impairment effect and medkit and bandage efectiveness will be reduced so healing takes more time and messing about - player will need to disengage from combat to heal any more than minor injuries.
  