
Long-recoil semi-automatic bullpup .50-caliber rifle. Big boom. https://www.youtube.com/watch?v=kf8cNeOStBI
Owing to its odd configuration, it would probably have to use the Thanatos reload animation.
Also a bit of a rare beast, only shows up in about three games; CoD:AW, Far Cry 4 and Arma 3. Only honest model download I can find is from FC4, here: https://facepunch.com/showthread.php?t=1514635&p=50141694
The download link includes the other FC4 sniper rifles; http://www.mediafire.com/file/ekd4eamk4vgr50h/FC4_Sniper.rar
As ever, any consideration and effort is extremely appreciated. The modding community has already done so much for this game and its players.

Just realized that Gepard is a semi auto.. meaning it cant use normal Thanatos shooting animationt that utilize bolt-action..
Think there's 2 way around this.. forcing Gepard to have bolt action anim (albeit without any bolt model to move), but increasing the RoF to simulate semi auto.
Or make Gepard use Lebensauger shooting anim that is semi auto, but it'll have a slight mismatched weapon hold stance.
Forgot about the weapon anim switch.. it'll just make any sight unusable on that..
Unless you want the Gepard onyl able to use some sight only.

Would that be an issue specifically with the Lebensauger animations, or animation mixing in general? The Lion's Roar might fit the layout, but if there will be issues with that as well, it might not be worth it. Sorry, I'm not familiar with potential issues regarding using different animations.
If it seems like using just the Thanatos is the best way to make the Lynx, I'd say do that.

Yea, I've tried 'mixing' the anim with other non-bolt action weapon, sight is rendered useless..
So Thanatos bolt-action would have to do.. fortunately it's not so apparent, because the Thanatos anim doesn't actually cycle anything! (hand doesnt move to bolt, bolt handle doesnt move etc, maybe because the weapon body is so big, it doesnt allow player to see any of the bolting animation, so the dev doesn't do any anim of it lol)
It's just a trick of weapon movement and bolt-ing sound.
I've made the RoF high enough so you can actually semi-auto-ing the gun with continuous trigger pull
It's coming out nicely: http://steamcommunity.com/sharedfiles/filedetails/?id=1194759121
Now the hardest part is making scope, and sight porting is 1 thing I'm lazy of lol

Finally its done.. took quite some time.
But its worth it, the source asset is good
https://modworkshop.net/mydownloads.php?action=view_down&did=21262

So far, that's the case. Custom sights seem to work just fine, default sights seem to work just fine. As mentioned earlier, however, with Perfect View Model I cannot get angled sights to hold the alignment I want for some reason, and I haven't managed to get the lasers to aim dead center yet. I haven't tested with sniper rifle iron sights, I don't have that mod.

I modified the "shoulder" stance rotation, the steelsights is only modified translation, X and Z values. No rotation there. The things I cannot get to line up are the gadget sights, the 45-Degree Red Dot Sight and the Deltapoint on RM55 mount. I guess this also applies to the Riktpunkt (or whatever that's called) Angled Sight and possibly the Angled Iron Sights gadget.

laser isnt centering, probably because you move the whole arm and gun..
maybe laser is hardcoded to point to center of screen with only default shoulder angling, and it doesn't do any 'centering' logic if it's moved..
it'll be great if it can work, but for the same reason why my Hawk 12G only able to use 2 custom sight, I think I'll probably stay away with using mixes of anim I guess..
Looks interesting.
The Zastava M93 also looks cool.. If I know this first, before making the Hecate 50.cal, I might use the model instead.
I'll see if the Gepard sniper is feasible in Payday 2.