...Seems to be in the "safe" position on the world model, among other things.
Now I know you guys had a minor issue like this back in RO with the K98's safety tab so it's a little odd to see this sort of thing pop up again. A purely aesthetic issue though, but realistically (and I know we all love Tripwire for their attention to realism) our AK would be unable to cycle rounds or work the trigger in this setting. Also with the safety on, our heroes can't charge the bolt carrier more than half way during a reload. It's a little bit of a mess compared to the detail and accuracy of the other weapon designs. And to be really nit-picky, the spent casings coming from the weapon are a bit on the large side as well, they appear to be those used by the lever rifle.
Here's a photo of what I'm getting at:
In this example, the selector in this position (on an AK with full and semi auto) would be set to fully automatic. This allows the bolt carrier to travel all the way backward past the top of the magazine to cycle a new round. If the selector was all the way down, it would be set to semi. Naturally with the selector all the way up like our "KF AK" has, it would be set to safe, and the selector physically prevents the full movement of the bolt carrier. The trigger would also be stopped by a guard that moves with the selector inside the receiver.
Unfortunately for me, however, I haven't been able to play KF since the character DLC was added due to a faulty video card, so I can't really say much past my observations in screenshots and videos. From what I can tell though, we all seem to agree the AK we have is some kind of variation, so I'll excuse the 74U-style front sight/gas block being stuck onto a full-sized AKM.
My two cents.
Now I know you guys had a minor issue like this back in RO with the K98's safety tab so it's a little odd to see this sort of thing pop up again. A purely aesthetic issue though, but realistically (and I know we all love Tripwire for their attention to realism) our AK would be unable to cycle rounds or work the trigger in this setting. Also with the safety on, our heroes can't charge the bolt carrier more than half way during a reload. It's a little bit of a mess compared to the detail and accuracy of the other weapon designs. And to be really nit-picky, the spent casings coming from the weapon are a bit on the large side as well, they appear to be those used by the lever rifle.
Here's a photo of what I'm getting at:
In this example, the selector in this position (on an AK with full and semi auto) would be set to fully automatic. This allows the bolt carrier to travel all the way backward past the top of the magazine to cycle a new round. If the selector was all the way down, it would be set to semi. Naturally with the selector all the way up like our "KF AK" has, it would be set to safe, and the selector physically prevents the full movement of the bolt carrier. The trigger would also be stopped by a guard that moves with the selector inside the receiver.
Unfortunately for me, however, I haven't been able to play KF since the character DLC was added due to a faulty video card, so I can't really say much past my observations in screenshots and videos. From what I can tell though, we all seem to agree the AK we have is some kind of variation, so I'll excuse the 74U-style front sight/gas block being stuck onto a full-sized AKM.
My two cents.
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