Author Archives: parvusimperator

M1 CATTB Revisited

A couple years ago, I wrote on the very cool experimental M1 CATTB. Having found some more information on the vehicle, I decided to revisit it.

We’ve talked a little about the new gun, engine, and turret already. Let’s look at the autoloader. The autoloader was the same chain-style autoloader found on Leclerc and K2, and it held 17 rounds of either 120 mm or 140 mm ammunition. 140 mm ammunition was two-piece, and was stored in its ready to fire configuration in the bustle, which accounts for a lot of its length. The new powerpack opened up more room at the rear of the hull, and this was used for reserve ammo stowage. The reserve stowage could hold 22 140 mm rounds separated into the two pieces, or 33 120 mm rounds. There was also a mechanical ammunition transfer system to refill the ready magazine from the reserve stowage.

The new powerpack was the AIPS, and it had a total1 volume of 4.81 m3. This is a savings of about 3.5 m3 of space, which was used for the ammunition stowage mentioned above. The engine itself displaced 1,682 cubic inches, with an oil cooling system. It used a special oil to handle higher temperatures better. A key advantage of the oil-only cooling system was that it was much more compact than a water cooling system and used less power to run the cooling fans, needing only 120 HP for the cooling fans instead of 240 like most other 1,500 HP diesels of the time.

CATTB also featured a brand new track. The old track had two 9-inch wide track shoes mounted side-by-side, spanning the width of the track pins. Track guides (which travel between the roadwheel pairs) were bolted between the shoes. The new track for the CATTB had a single 25-inch wide shoe to span the pins and integrated the track guide with the shoe. This was intended to uniformly distribute pin loading and increase track life. The goal was 5,000-6,000 miles of track life, more than double that of the older tracks, which was approximately 2,500 miles.

CATTB replaced the torsion bar suspension of the M1 with an in-arm hydropneumatic suspension system. There were two designs that were being tested. Switching to a hydropneumatic suspension saved about 1,700 pounds in the vehicle, and frees up several inches of space in the hull, to lower the vehicle silhouette or to add extra belly protection. Being a test bed, neither option was selected on the CATTB.

In my previous article, I commented on the very large number of smoke grenade dischargers on the CATTB. These were for an early soft-kill active protection system. The sensors cueing it were a radar warning receiver and a laser warning receiver. It could automatically fire smoke to obscure the tank, or automatically slew the gun to face the threat. I’d be concerned about its effectiveness without additional IR or radar-based missile approach warning systems.

CATTB was also projected to test the Multi-sensor Target Acquisition System (MTAS). This added a low-power millimeter-wave radar to the tank, with a field of view of 180° in azimuth and 7.5° in elevation. Range was projected to be about 5 km.

Since this is a test bed, it’s not intended to enter mass production, so I won’t evaluate it as such. But I will review the new features:

  • I think the turret design is a pretty good one and it looks cool. If you’re going for a manned turret and aren’t trying to reduce the profile like Leclerc, I think it’s a solid design. But I’d prefer an unmanned turret like TTB/T-14.
  • Provided you’re ok with the two-man turret, the autoloader is solid. The really nice feature is the auto-resupply from reserve stowage to the ready stowage of the autoloader. And 39 rounds of 140 mm is a pretty good capacity. 50 rounds of 120mm is also a good loadout.
  • I’m kind of skeptical of the engine, since this hasn’t been tried anywhere else to my knowledge. There’s probably an SAE paper somewhere behind a paywall that would tell me why. Anyway, I’m also skeptical of the idea of needing ‘special oil’ for my tanks. Plus, there are some other smallish, proven 1,500 HP diesels available these days.
  • New track seems better than the old track. More life and fewer parts. Sold.
  • Hydropneumatic suspension is better than torsion bar suspension. More room in the floor for mine protection or more room for systems or less hull height is a really good thing. Active hydropneumatic even allows you to get a bit more elevation/depression out of your gun, which can help make the turret roof lower.
  • I love active protection systems, but this seems a bit early yet. It probably would have been worked out with more testing, but I’d like more ways to cue the system. Also, I strongly prefer having hard-kill capability. At the time, it’d be worth the work, but now there are a ton of off-the-shelf systems that just work. And are hard-kill to boot.
  • Radar tracking/targeting is a cool supplement to thermals. And if you set it up right, you can use it for missile approach warning too. I’d just want a way to switch it off sometimes.

  1. Engine, transmission, cooling system, final drives, power generators, batteries and fuel for one battlefield day 

On the OMFV

We’ve had some recent news on the OMFV program, with Rheinmetall being disqualified for not showing up for the Engineering & Manufacturing Design (EMD) phase, so let’s dig in.

First, let’s laugh a bit at the “competition” now with a single entrant. Even though, technically, someone else could enter a bid in 2023. If the program stays around that long. Those competitors wouldn’t get US Army funding and feedback from the EMD portion of the program, so they’d be at a significant financial disadvantage.

Okay, now that we’ve gotten our snark out of the way, let’s get serious. Yet again, we’re trying to replace the Bradley. What are the problems with the Bradley? So far, I’ve found the following three commonly cited (in no particular order):

1) Insufficient protection against current and near future threats, even with existing up-armor kits installed.
2) Insufficient power capacity for all current systems, let alone future upgrades.
3) Insufficient dismount capacity.

That said, OMFV only seems to worry about (1) and (2), since it does not require entrants to carry a full, nine-man dismount squad. And the one entrant from General Dynamics (which I believe is called Griffin IV), has capacity for the minimum required dismounts only. I think we’re still waiting on the DTIC or RAND corp. study on “Why Six Dismounts is Sufficient”, after they so kindly wrote a bit on why it’s so important for the GCV to carry nine dismounts.1

Anyway, the current requirements are tough enough. The following three are probably going to be extremely tough to meet:

  • Entrants must provide excellent protection (details are sparse, but presumably superior to that of the Bradley)
  • Entrants must have a 20% growth capacity
  • Two (2) entrants must be transportable in a C-17

I’m not entirely sure that this is doable. BAE didn’t think so, which is why they didn’t bother to enter anything into this phase. But GDLS seems to think they can do it.

I would have liked to have seen the Puma entered into the EMD to compete with the Griffin, but since its made by a collaboration between Rheinmetall and KMW, there’s little reason for Rheinmetall to enter it when they had their (now disqualified) KF41.

Of course, Puma was a GCV alternative that the GAO looked at, and was recommended over developing the higher-risk GCV prototype vehicles, despite holding fewer dismounts. Two can fit in a C-17 in the stripped-down configuration that is used to get it into an A400m. And the protection is pretty fantastic.

Obvious problems include that it’s very expensive, I have no idea how much growth capacity is in the design right now, the turret would have to be redone to carry the US-Army preferred 50mm XM913 autocannon, it’s expensive, there’s no provision at present for a hard-kill active protection system, the coax gun is still 5.56mm, the MELLS ATGM launcher isn’t done and did I mention it’s expensive? At a minimum, competitors are required to demonstrate an upgrade path to the 50mm gun. Oh, and the US Army would have to be okay with having to transport and install the rest of the armor before they used their air-transported Pumas.

As it is, we’ll see how the program goes. I’m not going to hold my breath.


  1. You may find the Rand GCV paper to be a good read. 

Open Gear Retrospective: Year One

I’ve been having a blast in Open, and thought I’d take a bit to talk through some of my gear and the small changes I’ve made. My gun has been running great, and I’m super happy about that. Let’s look at some of the other stuff, and one gun part swap.

1) Holster: Double Alpha Alpha-X vs. Everglades Magnetic Race Holster
I started with a purchase of a ‘belt kit’ from Double Alpha, which included their Alpha-X race holster. This holster requires inserts to fit the trigger guard of your firearm. Since I’m using the relatively new Lone Star Innovations Outlaw grip on my race gun, which doesn’t have an insert explicitly made for it, I guessed and got the insert for the Phoenix Trinity Evo grip.

Was this module the right choice?
Yes. Or, at least, it was retained correctly and drew (mostly) fine.

Why did I switch?
Sometimes I found that I could get my gun to snag a little on the draw. I also wanted something with a bit more positioning change options, so I gave the Everglades Magnetic Race Holster (MRH) a try.

Is the MRH better?
Yes. Much smoother draw, nicer adjustment range for holster position, and the adjustments actually stay in place without a bunch of loctite. It also has a much bigger lever for the lock to keep the gun retained when moving, which is easier to sweep off on the draw. The only downside to the MRH is that its only for hi-cap 1911 platforms.

Which should you buy?
If you’re shooting a hi-cap 1911/2011 type platform, get the MRH. It’s just better.

2) Mag Pouches: Double Alpha Racemaster vs. Alpha-X
I opted to go for the Racemaster mag pouches in my belt kit.

Why did I switch?
I decided to give the Alpha-X a try since forum reviews indicated they had a superior mounting system design and I found that my mags could drag a little when drawing from the aluminum-bodied Racemasters. The Alpha-X pouches have plastic liners to try to correct this.

Which is better?
The Alpha-Xs are better. The belt attachment is a lot more secure, and only requires you to tweak/torque/loctite one screw instead of two. The plastic liner really does allow you to get a clean, slick mag draw even after you’ve messed around with tension. Plus, if you like to run your pouches bullets-out like me, the Alpha-Xs are way easier to set up that way. I’ll slowly switch out the Racemasters for Alpha-Xs, but being an open shooter, extra mag pouches are a seldom-used item anyway.

3) Magwell: Dawson ICE vs. Limcat V2
My awesome open gun came with a nice, big Dawson ICE magwell on it. This is a pretty typical choice and it’s been around for a while. It’s got an aluminum top with a replaceable plastic liner, so when you gouge it up after practicing reloads, you can just replace the liner rather than the whole magwell.

Why did I switch?
I noticed sometimes during reload practice that there was a way I could actually get my mag stuck in the grip if I didn’t rotate it correctly to align it with the grip. Some googling showed me that I wasn’t the only one with this problem, and Limcat made a magwell to try to fix it. The Limcat V2 magwell has an aluminum top and a hardened steel liner, which isn’t easily replaceable, but it should be resistant to getting all gouged up by reloads as you try to get faster.

Which is better?
The Limcat by far, even if I had to spend some time fitting it with a file. It’s got a shape that helps push your hand up higher on the grip, and the magwell’s narrower mouth and convex shape really does mean that you can’t get the mag to jam up. If you don’t miss the magwell, your reload is gonna happen. It’s a fantastic magwell design, which is probably why everyone is trying to copy it. And the hardened steel liner is, in fact, resistant to gouges.

4) Which helped more, minor kit tweaks or consistent practice?
Consistent Practice. Duh.

5) Do I want to try any other minor changes?
Of course. In no particular order, I’m considering trying the following:

  • Some kind of thumb rest, mostly because this is open and I can have one.
  • The Atlas ‘Ape Hanger’ racker, because it looks cool and it won’t smash your thumb if you flag it (old habits die hard).
  • The Limcat Heavy Brass V2 magwell, because I kinda like my current heavy gun, so why not try more weight low in it?
  • Possibly the SIG Romeo 3XL red dot, but that’s a lot more expensive than everything else on that list, so I might wait.

But really, the big thing is just get more practice.

DISCLAIMER: I paid my own money for all of the above parts and received $0.00 in compensation from any of the manufacturers listed here.

LAND 400 Downselect

Australia has announced the downselect results for the LAND 400 IFV competition. They chose Rheinmetall’s KF41 Lynx and Hanwha’s AS21 Redback to proceed to the next phase of competition. This means of course that the General Dynamics ASCOD 2/Ajax derivative and BAE’s CV90 are out.

This means that the two proposals derived from vehicles that are in service somewhere are out. While the LAND 400 requirements wanted something relatively ‘low risk’ it seems that new designs that share components with in service vehicles suffices. It also helps that the Lynx and the Redback were both designed with what the Australian army actually wanted in mind. Funny how that works. I’m glad they prioritized capabilities.

I’m not surprised the CV90 didn’t make the cut, since that’s an older design and it wasn’t very cutting edge when new. The ASCOD 2/Ajax proposal rejection was a little more surprising, as the Australians tend to have a lot of commonality with the UK. Anyway, it should be good to see how the two newer designs shake out.

Parvusimperator Reviews: Resident Evil 2 (Remake)

Remaking movies is a terrible, terrible idea. Remaking video games can be a great idea, and Resident Evil 2 is a good example of a remake done right. The original was made in 1998 on the original playstation, featuring PSX graphics, fixed perspective cameras, and the sort of “tank controls”1 that only die hard purists and masochists enjoy.

Modernizing the game was done with the help of the engine from Resident Evil 7, giving modern controls and excellent modern graphics. Interestingly, and unlike Resident Evil 7, the remake of Resident Evil 2 has a third-person perspective. It’s a well done third person, and I’m ok with that.

Some of the structure of Resident Evil 2 remains intact. You can choose between one of two characters, Leon Kennedy and Claire Redfield for your playthrough of the story, and then you can opt to play as the other character for a complimentary story. Leon and Claire have some different boss fights, different weapons, different collectibles, go through different areas, and even work with different NPC helpers. There’s plenty of replay value to be had here.

There’s more fun to be had in the extra modes. There’s The 4th Survivor, which changes the formula by giving you an inventory full of weapons and healing items, but has nothing for you to pick up to restock with. Then there are some DLC scenarios which add some new zombie types, lootable backpacks, explosive backpacks, and vending machines. The vending machines are a neat twist, with each one featuring three items, but you can only pick one of them.

If you’re a fan of survival horror, you owe it to yourself to pick this one up.


  1. Amusingly, while I love tanks almost as much as the Stavka, I do not enjoy classic Resident Evil “tank controls” at all. 

MGL Thinking

Let’s spend a little bit of time thinking about multishot grenade launchers (MGLs) Specifically, I’m thinking about the Milkor M32A1 that SOCOM and the USMC bought recently. I’m on record as liking them, and I stand by that, but I haven’t been able to slot them in anywhere. Let’s fix that.

It’s pretty typical for a fire team to have one grenadier and squads to have one or two. These grenadiers have an M320 or M203 or similar launcher, which may be attached to their carbine or carried in a standalone configuration. I prefer the standalone configuration, since it generally gives a more effective grenade launcher, and reinforces the concept that the grenade launcher should be the primary weapon for the grenadier. It’s also easier to get good sights on the grenade launcher. So let’s try the simple thing. What if we replace the standalone one-shot grenade launcher with the M32A1?

There are some obvious gains we can see immediately. We gain up to five follow-up shots, which make it a lot easier to quickly correct for aim or put more fire on the target. There’s also a well-designed stock, a launcher design that can comfortably handle medium velocity (40x53mm) grenades, a spin drift compensating optical sight, and plenty of picatinny rails for night-fighting accessories and the like. The obvious downside is, of course, weight. The M32A1, equipped with M2A1 sight, weighs 15.8 lbs.

Let’s start playing with some weight numbers. First, we need some sort of benchmark. We’ll look at a current squad member with another weighty weapon: the SAW gunner. An M249 SAW weighs 17 lbs unloaded. The gunner’s basic load of ammo is 1,000 rounds, carried in five 200-round belts. For simplicity, I’ll assume these are all carried in the standard plastic boxes. Each boxed belt weighs about 7 lbs, so the basic load is 35 lbs. Add in the usual sight, the much-maligned Elcan M1451 (1.5 lbs) and we get an all-up weight of 53.5 lbs. That’s pretty heavy, and we almost certainly shouldn’t go heavier than that for our grenadier load.

Some digging around the internet puts the grenadier’s basic load of grenades at 36. Low velocity grenades weigh about half a pound a piece, so that’s 18 lbs of grenade ammo. If we want to carry all medium velocity grenades, which weigh about three quarters of a pound, our ammo load goes up to 27 lbs. Medium velocity grenades have a number of advantages over low velocity grenades. The higher velocity doubles the maximum range from 400 meters to 800 meters. Medium velocity grenades also have a significantly larger maximum point-blank range (i.e. the largest range at which you don’t need to adjust your aim to account for grenade drop). Furthermore, medium velocity grenades have a noticeably larger warhead.

We’re not done though. While the grenadier’s primary weapon is (now) his trusty M32A1 multishot grenade launcher, he needs a secondary weapon. Something for close encounters.2 The old-school traditionalists might call out a pistol, and pistols are pretty compact and lightweight. But they’re also generally not very effective in combat. They’re harder to score hits with and they don’t have as much terminal effect as a carbine. Plus, few soldiers have the practice on one to make it work for them. Can we make the loadout work with a carbine as secondary?

While a basic load for a rifleman is seven magazines, we can reduce this to, say, three or four magazines because the carbine is a backup weapon for the grenadier. An M4A1, Aimpoint Comp M5 red dot sight, and ATPIAL for night fighting comes out to about 7.2 lbs. Three mags come out to 3.2 lbs, four come to 4.3 lbs. So total weight for the carbine secondary is 10.4 lbs with three mags, and 11.5 lbs with four mags.

Just for the record, a Glock 19 Gen5 MOS with Deltapoint Pro and four mags comes to 3.3 lbs or so.

If I go with three mags for the carbine, I can squeeze in under my SAW Gunner weight threshold, even with 36 medium velocity grenades. I’m a bit over with four carbine magazines, and of course going with the pistol option leaves me a reasonable margin. I still prefer the carbine as a secondary weapon because of its greater utility, and because carbine marksmanship is a lot less perishable than pistol marksmanship. Overall though, this seems like a plausible grenadier loadout, and I like it much better than the alternative.


  1. This is very much NOT the sight I would put on my squad LMGs, but this is a standard choice for US Army MG sights, so it’s what we’ll go with here. Remember, we’re only trying to get a ballpark heavy load. 
  2. Read that in a Michael Biehn voice. 

Parvusimperator Reviews: Ace Combat 7

My first flight gaming love was, like that of many youngsters, something very arcade-y. Namely: Rogue Squadron. Recently, I decided to return to my arcadey roots and pick up Ace Combat 7, the latest entry in a series that I had last played on the Playstation 2.

To repeat, this is an Arcade Flight Game (TM). Your plane carries over one hundred missiles, and you’ll have targets for all of them. If you’re expecting realism, go look up some DCS reviews.

Ace Combat 7 is set in the fun Namco-created world called “Strangereal” which was probably made by someone cutting an existing world map into pieces and then playing around with them. All the country names are fake and any resemblance to actual countries is purely coincidental by design. So we don’t have to argue about how many planes some country really has. Oh, and everybody gets to mix types, because engaging a flight of Tu-160s escorted by Mirage 2000-5s is awesome. You also have a big tree of unlockable aircraft and parts to buy with points earned from missions. Those missions are graded, of course.

The missions themselves are a pretty solid grab bag of types, though the escort ones are a hot mess. Par for the course, really: escort missions are always made of suck. Missions where you have lots of targets to destroy are a good time, as expected. There are also a few missions where you have to work on your target identification. You won’t know whether a target is hostile or not until you get close enough for positive identification. Shades of Vietnam there. And of course, there are ‘boss fights’ with either giant enemies with lots of sub-components or fancy plot armor. Again, nothing too fancy or out of the ordinary.

Overall, Ace Combat 7 is an excellent entry in a field that doesn’t have a lot of recent games. If you like lobbing lots of missiles at things, give this one a try. It’s loads of fun.

Uncharted Questions

A classic question for fans of the PS3 was “What’s your favorite Uncharted game?” Back then there were 3. Of course, we also have a PS Vita entry and the fantastic finale on the PS4. Today, I’ll look at the original questions. I love Uncharted 4 to death, but it has a huge leg up on the rest, being on a newer console with notably better graphics and an improved engine.

Of course, we have engine improvements in Uncharted 1, 2, and 3 as well, but they’re all on the same hardware, so it’s something we can adjust a little better for. Uncharted 3 has the nicest unarmed combat system, featuring attacks, blocks/counterattacks, and grabs. It also lets you throw grenades back. Of course, this ended up leading to a ton of grenade spam fights, and that’s honestly entirely too obnoxious. There are also a number of really frustrating encounters, moreso than in either Uncharted 1 or Uncharted 2. Uncharted 3 also loads up on the gimmicky characters that take away the efficacy of some of your toys. It has the highest number of fights that I found annoying.

From a story standpoint, Uncharted 3 also has story issues stemming from a rewrite necessitated by Graham McTavish, the voice actor for Charlie Cutter, getting a significant role in The Hobbit. This ended up pulling him out of the production of Uncharted 3, forcing a number of story changes. Part of the reason I play the Uncharted games is for the story, and this doesn’t help things.

I really want to love Uncharted 2, because it has some of my favorite set pieces. But it also has a super obnoxious boss fight, and that is some bullshit. And then there’s this guy.

Jeff. Elena’s cameraman. His role in the story is to prove that Nate loves Elena, and then to get out of the way. By dying. After being shot but not before you have to endure an excruciatingly aggravating sequence where you have to carry Jeff through a running gun battle. Have fun trying to play a cover shooter when you can’t use cover. In the finest tradition of Galaxy Quest, we can see that Jeff’s only role is to die to prove that the situation Nate’s love for Elena is serious because he doesn’t have a last name.1 We know everyone else’s last name.

It’s also one of the less well done parts of the game, frankly. I get that Elena is Nate’s true love. And I get that they’re right for each other. Sure. But the way that gets presented in Uncharted 2 isn’t all that great. Honestly, Chloe seems like the better choice for most of that game. It would have been better to explore Elena’s character more. More time building that, less time carrying some idiot who’s going to die in the next scene.

Uncharted 1 has the least graphical polish, and the least nice fight mechanics, but the best story by far. Really the only annoyance is the sixaxis system, which is forced into it as an early PS3 title. While these are annoying, they’re not a huge deal, and it’s the one problem that gets completely rectified in the Uncharted HD Collection. Fixed grenade controls make Uncharted 1 a joy.

And of course, the other reason to leave out Uncharted 4 is that it’s really the best of the lot. Better controls, nice combat, stunning vistas, and a fun story.


  1. Apparently you can find one in the asset files if you dig around in the HD collection on PS4, but those are hardly called out in the narrative/dialog/anywhere you might actually notice. 

Parvusimperator Reviews Suicide Squad

Yes, I know it’s old. But I wondered to myself, “Self, how could they screw this up? There are a ton of Dirty Dozen ripoffs out there. This one has Will Smith, Margot Robbie as Harley Quinn, and The Joker. This should be easy to at least get to mediocre.” Well, here at the Soapbox sometimes I watch awful movies so you don’t have to.

And it is just as bad as the critics say. Sometimes they get it right. This is trash. And it’s sad, because this should be lots of fun. Dirty Dozen with comic book villains is a great premise. I’d greenlight that for production. And it’s not like DC doesn’t have any cool villains. So what went wrong? All kinds of stuff.

This movie had a lame plot. Of course, I don’t exactly expect anything wonderful from this sort of movie. The problems run deeper though. The structure is bad. It seemed like the writers couldn’t figure out what tone they wanted, and kept changing the serious/cheesy balance. And they felt the need to put in a lot of badly-structured backstory. It just didn’t work, and it was hard to follow. And it’s unnecessary. This is a superhero movie with relatively well-known villains as protagonists. Give everyone a quick establishing bit with a touch of voiceover and call it good. Honestly, you could probably run the script through a bunch of rewrites and eventually get something good. But you’d have to redo the whole script. I’m told this movie had some reshot sections in order to fix things, but that didn’t help anything.

I want to make note of a few things regarding casting and dialogue. Will Smith seemed kinda wooden and decidedly unfunny, which usually takes some effort. Plus, Deadshot’s fight work hasn’t aged well. We still have lots of jump cuts, and John Wick is just better in every way. On the decidedly positive side is Margot Robbie, who did a great job as Harley Quinn. Really, she’s one of the few who looked like she was having fun in this awful movie.

RIA VR80: Open Shotgun for a Reasonable Price?

Previously when I’ve talked about Open Shotguns, I’ve mentioned the gold standard that is a Vepr 12 worked over by Dissident Arms. They’re feature packed and work great, but come at a hefty price of $2,200 for the base competition model and $3,400 for the KL-12, one with all the bells and whistles. Alternative designs haven’t really caught on, often because they’re unreliable. An unreliable, cheap gun isn’t all that useful. The RIA VR80, a rebranded Derya Mk12, is a new option. Let’s see how it shakes out.

VR80: $699 (MSRP)
The VR80 comes out of the box with a couple of small magazines (thanks ATF), a charging handle that can be swapped to the left or right side, and threads for chokes. It also, of course, comes with a few chokes to get you started. A stock Vepr 12 comes with neither of these features out of the box, and both are only available on the fully tricked out KL-12 from Dissident. Early reports say that the VR80 is a pretty reliable weapon after a break-in with higher velocity shells. We’ll see what shakes out.

Long compensator: $99.99
Open shotgun demands a comp. So far, we just have one from Advanced Tactical, RIA’s importer. Done.

Taccom Buffer: $49.95
Taccom has a buffer which is supposed to improve the recoil feel. It’s not that expensive, and probably worth a try. Taccom makes good stuff.

Magwell: $39.99
I’m not sure how necessary this part is, but open guns should have magwells. Also, both Dissident guns feature a magwell. It’s a cheap enough addition.

Magpul ACS stock: $85.45
I picked this stock because I like it, the price is reasonable, and it comes with compartments in case I want to add weight to get the balance where I want it. The VR80 comes with a lame thumbhole-type stock, probably for import reasons.

New pistol grip: ~$25.00
Pick one you like.

Fix that trigger: ?? (budget $200 based on fancy AR triggers)
There are apparently a few differences that make this not a standard AR-10 style lower, so we’re waiting on a nice trigger to be made. I’m using AR trigger prices as a ballpark here.

There are other parts forthcoming. Hayes Custom Guns is working on a mid-barrel comp and alternative handguards are also in progress. The big question is how well will it work? Dissident’s guns come already tuned and ready to rock out of the box, and that’s not nothing. I’m quite happy with that aspect of my open pistol.