Khain wants to do weapons that are like the default ones. (AKA nothing special in the slightest except models.) I'm pretty sure nobody who likes HK will enjoy them as weapons, maybe models, that's it.
I have finished my work on H&K and its subsequent support (and by finished I mean, I'm done working on it for now). I wish to move on to other more interesting projects but, again, lack modelers interested in assisting me.
If you are interested in the beta pack, I can upload it to my hardly ever used Blockland mod website (googlesites rofl), which contains some other gems I demed were acceptable for release, including the original TW. The current code adaptations I have compiled utilize models from T+T, since Khain refuses to give me new substitutes (laziness probably, oh well).
Also to answer Gunnyz question: weapon damage is found rather easily if you search for it; each weapon has its own damage model, these are calculated by the RYG variables for Max and Min Damage, as well as Max and Min Ranges; since the weapons have effective damage ranges. (Increasing max damage increases the damage it does at minimum range, increasing min damage increases the damage it does at max range; etc.) However, if you would like to avoid breaking all of the weapons balances while still making all of them do more damage, the system is designed with a scaling variable you can change whenever you want:
$Pref::RYG::DamageModifier = 100; // Change the 100 to any other percentage to scale weapon damage globally, just put this in your server console
These are found within each weapons CS file; if you want to break weapon balance a bit.
RYG_MaxDmg = 9; // Max damage at optimum Range.
RYG_MinDmg = 4; // Min damage at worst range.
RYG_FalloffMax = 160; // Range when bullet is at lowest damage. (In TorqueUnits)
RYG_FalloffMin = 40; // Range before bullet starts to lose damage. (In TorqueUnits)
I am done with generic weapons, unless someone wants an adapted WW2 pack or something for the HK support.