Author: RedRyder
Author Website:

Requirements: ASDG Joint Rails

Version: .2
Signed: Yes

Short description: This adds the the Mauser M-20/35 Sturmgewehr chambered in the very powerful 7.92x57 Mauser cartridge (and is partially influenced by the Steyr AUG, but is mostly of my own imagination).

Date: 2014-06-17 11:20

Comments: (3)


Mauser M-20 (Conceptual Weapon) 7.92x57


About four months ago I started on this little contraption I call the Mauser M-20/35 Sturmgewehr chambered in the very powerful 7.92x57 Mauser cartridge (and is partially influenced by the Steyr AUG, but is mostly of my own imagination). Fortunately, the standard Mauser 8x57 round has plenty of charts detailing its ballistics and performance, unfortunately, I like having more than just pure lead all the time, and would much rather have other loadouts like hollowpoint for CQB or where I dont want to shoot through walls, and AP for general purpose, as well as the API (White Phosphorus tipped) loadout more commonly seen in aircraft when it was originally used, and of course, standard Ball w/ Tracer. Its unfortunate because.. well, the information for such loadouts is not readily available, so the ballistics for this weapon may not be very accurate according to RL standards as I have improvised while using the method (and charts) that I have learned about shortly after setting the M-1 aside, here, that I literally had no idea existed, so, hopefully, its really really close to the real deal.

Kills an unarmored dude in one hit C-O-M, pretty much breaks legs in one or two hits, sometimes kills (would probably rip limbs off); Takes a few more hits, anywhere from 1-4 depending on armor; Ive done several tests using "Steel Plates" and "Shoothouse Walls" to determine it's penetration power, and honestly, I cant believe that the materials I used are accurate in their own construction. The API rounds go at least 10 walls through on full auto (theres 20 walls with one "Beggar" in each cell, so far, Ive only had two to three rounds out of twenty go through and severely injure and possibly kill depending on hit location through two men, only once has it gone through three) (ive even had it once hit 15 walls- of course the number 15 man was the only one hit out of 11-15). I find this kinda hard to believe.. 2x4s and drywall should have slowed the bullet down greatly by maybe 4 or 6 walls, infact 2x4s are used somewhat often to create bullet/sound proof rooms by stacking them lengthwise; But, I did get the math as close as I could (particularly with the tracer rounds, which also penetrate quite deeply), so I doubt it is the problem, especially when it doesnt murder any armored car outside the expected wheel and radiator area. The API round went through about ten steel plates, then deflected and amazingly hit and killed an AI some twenty yards away. It seems that it will only get through 12 plates. AP is around seven +- three which should be expected when compared to API... but come on, steel plates? They are like 1in thick plates... Id expect a .50 to only go through three to five, maybe six. Anyways, its more powerful than your standard armament, but does have some considerable recoil as expected owning a mauser 98k myself. It is much less than what it could be, I intend for the weapon to have some sort of piston behind the receiver and in front of the butt.

HollowPoint- It just doesnt go through walls very well... and it only penetrated the first steel plate and shattered on the second, it did knock the first one down though. Has great stopping power. I was also going to post a video showing all of this, but movie maker is not co-operative. I almost forgot this as well.. The gun has an integrated laser pointer, just press L (havent actually tested it yet). Im also hoping on possibly building several other variants using the same base model. After that or in an interim, I will probably be working on or releasing an update to the forgotten M-1.

fairly accurate
man stopper
kills armored dude in around 2 hits, maybe 4. Unarmored in one hit center-of-mass
did I mention powerful?
various loadouts

Can carry generally around 10-15 mags (wo/backpack) depending on how much you take of each, even less if you take only API (my attempt at balancing the gun).
Is not accurate at full auto
is about a yard long

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Included files:

Weapon: rr_M20
SoundSuppressor: muzzle_M20
box: Mauser_M20
mags: rr_20rnd_792x57, rr_20rnd_792x57_T, rr_20rnd_792x57HP, rr_20rnd_792x57_API, rr_20rnd_79x57_B

Known issues:
Bullet Cover wont animate

To do:
Possibly redo stock, will probably redo other misc. comp. including the exterior parts of the reciever minus the bolt, slide, etc.
Need to redo textures, inspired by the better looking textures of the sound suppressor, will still accept help if offered
Need to tweak bullet ballistics as I find more data and do more math to figure out it's modern day equivalent in terms of speed due to increased pressure/better powder
Will eventually make several other versions, WAY on down the road.
Need to add misc. components to barrel
Eventually figure out the business with the bullet cover that, no matter how I go about it, will just not work. Probably a stupid mistake I looked over somewhere....

I also want to say that I seriously suck at texturing.... I mean... I suck bad imo. So, I would really apreciate it if someone would be willing to texture it. Just PM me and Ill send you a copy of the base model. Feel free to modify the UV-map as you like, I will admit that I took shortcuts and placed similar faces right on top of eachother. I really dont want to have to put a license on this addon or the model that I am willing to give out to you all. Just please do not modify my work and claim it as your own.

- Sharpened some parts I forgot to sharpen in the base LOD, EG- the rail.
- Added ASDG Joint Rails- Decided to not support a non-ASDG variant as I was having numerous problems and it generally bogged me down way too much.
- Added a suppressor.
- Cleaned up some small problems in the model including a problem with the shadows on some of the parts.
- Added plain "ball" ammunition that I had forgotten about
- Tweaked with init speed of magazines
- Added gear UI (minus that of the suppressor itself)
- Probably forgot some miscellaneous things....

- first release

Forum topic:
- BI forums

- ASDG Joint Rails

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Tags: Conceptual,   Hollowpoint,   Mauser