Has anybody done any work on reload animations for muskets? I am not an artist or animator so I am just wondering if anyone is trying such things. Also wonderful would be a kneeling front rank. I believe my 3 rank firing system (in OCMOD4) would work well with such graphics. As I have said before, I achieve 3 rank fire by lifting friendonline musket-shot (ray) detection in the y-axis just enough that 3 ranks and no more can fire at a target at full range. The smoke puff is not lifted. The system is pretty accurate. Deeper ranks on rising ground (forward slopes) also get to fire. It looks quite realistic except for lack of animations and one technical flaw. My system adjusts for the unit-box heights of infantry muskets and cavalry drags. It does not adjust for enemy units coming closer. The declension of the ray leads to a greater angle so the second rank and then the third rank do not fire subsequent volleys as the enemy closes in (which melee units do). This is a flaw but in most engagements the flaw is not noticed in the heat of battle when the lines become ragged (which in turn they do unless on stand ground). Theoretically, I could adjust for this flaw by modifying the y-axis lift compared to the range. It's just geometry I guess but I have forgotten most of my high school geometry. I'll see if I can get my mathematician son to give me the required formula. If I could add this tweak and then re-introduce General WVPM's range damage system to increase head-shots and/or damage at closer ranges, then I would have a pretty good fire system I think. But without the reload and kneel animations it would never be complete. I've been thinking that volley control (holding a volley for closer range) should only be available for formations on stand ground (so not for units not in formation and not for formations marching on attack). However, it would be nice to give the player an option to set a default volley range before the start of the game. Units at idle or on attack would use default volley range. The player should probably be able to set a default volley range to suit his playing style and micro skills (or lack of them). The options would be: (1) auto volley at 100% range. (2) auto volley at 75% range. (3 auto volley at 50% range. This last idea is a bit of a dream at this point but I will start work on modifying the y-axis lift and on introducing General WVPM's range damage system to OCMOD4. Now, if only some good elves will start working on reload and kneeling animations.