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Hey guys, this seems to become the best mod for ARMA3 in terms of qualitiy and detail level and so I was asking if you plan on making any other models for different units (PJs, CIA SOG, SF...). Keep up the good work!

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Hey guys, this seems to become the best mod for ARMA3 in terms of qualitiy and detail level and so I was asking if you plan on making any other models for different units (PJs, CIA SOG, SF...). Keep up the good work!

What do you mean by other models? we will make what we see US army Rangers, Marsoc and Seals use. PJ's and SF at least use alot of the same gear. CIA SOG would be based on speculations though since they don't go wavin' their flag for anyone to identify them :)

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2 things :P

First great work so far guys! Really looking forward to this mod! :).

1.) On the front page I don't see anything talking about the 4 tube night vision which I thought was going to be apart of this mod, is it not anymore?

2.) What are the release plans? Waiting till everything is done and doing one big release or do you guys plan to do a beta release and then update the mod as it progresses? Just curious! :P

Anyway, continue the great work guys!

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*Look below*

Edited by astast

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2 things :P

First great work so far guys! Really looking forward to this mod! :).

1.) On the front page I don't see anything talking about the 4 tube night vision which I thought was going to be apart of this mod, is it not anymore?

2.) What are the release plans? Waiting till everything is done and doing one big release or do you guys plan to do a beta release and then update the mod as it progresses? Just curious! :P

Anyway, continue the great work guys!

Thanks for the kind words and for following our MOD.

1. Thanks for letting me know. I do not know the status of the GPNVG-18's, but am certain that they will be in the MOD. I updated the first post and added the NVG's.

2. Good question and I am sure you want to know ;) Public release will come after the mod is at a stage that is stable enough to release and if needed with future updates. Updates would basically mean that we may add new uniforms, helmets, vests, and gear at later times. The goal is to have a well put together release and then have the possibility to add new stuff along the way to improve the awesomeness factor... :)

The SOC MOD TEAM is hard at work finishing up on several things and are waiting to give you all some in-game screens. Once again appreciate all of your support, patience, and help. Thank you.

Edited by Meatball0311

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Meatball thank you for the update all the time,i have one question,did u manage to figure out how will the GPNVG-18 have FOV?? or you still didn`t decided?

Big Thank you for all your effort to whole team i am constantly on this thread sniping for updates and vip picts. :D

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Meatball thank you for the update all the time,i have one question,did u manage to figure out how will the GPNVG-18 have FOV?? or you still didn`t decided?

Big Thank you for all your effort to whole team i am constantly on this thread sniping for updates and vip picts. :D

I personally do not know that status of the GPNVG-18 or how the FOV will be. I do not see that being worked on in the immediate future, but it is definitely something we are wanting to add. I can imagine that we will go for something like this since based off of research it says

"There is a slight wave of blocked image in the overlap, but it is minor and you only “see†an overlap of three images since your brain melds the two center tubes (just like any binocular system). After wearing the goggle for about five minutes, your brain does not even see the slight black semi-circle where the overlap occurs."

rmOAQum.png?2

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Excited for these planned MARSOC gangsters. Yut yut in the butt.

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I personally do not know that status of the GPNVG-18 or how the FOV will be. I do not see that being worked on in the immediate future, but it is definitely something we are wanting to add. I can imagine that we will go for something like this since based off of research it says

"There is a slight wave of blocked image in the overlap, but it is minor and you only “see†an overlap of three images since your brain melds the two center tubes (just like any binocular system). After wearing the goggle for about five minutes, your brain does not even see the slight black semi-circle where the overlap occurs."

http://i.imgur.com/rmOAQum.png?2

AFAIK Bink had them in game and working but with no FOV change and said in the thread they were going to be apart of this mod, perhaps you should talk to him about it.

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AFAIK Bink had them in game and working but with no FOV change and said in the thread they were going to be apart of this mod, perhaps you should talk to him about it.

I am aware of that... thanks. The point of the comment was that the GPNVG-18's will be in the mod, but nothing is being worked on at the moment. I do know there is a model that I have in my possession, but am not sure if this is the final version we want to roll with or not.

Our priority is to get these completed models finished and in-game, so we can move closer to getting some units put together and tested. Then we will move onto other ideas that we have cooking that will tie everything together and give a complete stable version that we feel comfortable to release with possible future updates. Once again, there is no timetable for any of this, and be assured that there is continued work going on. Thanks.

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Will your guys' weapons be compatible with the TMR resting mod after release? Just curious. Ran into trouble with some other weapon addons so thought I'd ask.

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Excited for these planned MARSOC gangsters. Yut yut in the butt.

OORAH!

Will your guys' weapons be compatible with the TMR resting mod after release? Just curious. Ran into trouble with some other weapon addons so thought I'd ask.

Haven't really checked it out, but I am aware of it. Looks to be something that would be valuable in the 'reality' department, so if it proves to be a stable addon I am sure I would make it compatible with it.

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OORAH!

Haven't really checked it out, but I am aware of it. Looks to be something that would be valuable in the 'reality' department, so if it proves to be a stable addon I am sure I would make it compatible with it.

Errrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr

Awesome possum. Can't wait!

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OORAH!

Haven't really checked it out, but I am aware of it. Looks to be something that would be valuable in the 'reality' department, so if it proves to be a stable addon I am sure I would make it compatible with it.

any weapon other than launcher is compatible so no worries

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OORAH!

Haven't really checked it out, but I am aware of it. Looks to be something that would be valuable in the 'reality' department, so if it proves to be a stable addon I am sure I would make it compatible with it.

Please don't make it a required mod though as some others have done. A lot of teams don't use TMR for various reasons and my team would definitely still love to use your mod when it comes out, we've been watching it for a while now.

Edited by Troubadour

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Please don't make it a required mod though as some others have done. A lot of teams don't use TMR for various reasons and my team would definitely still love to use your mod when it comes out, we've been watching it for a while now.

SOC will not be dependent on any other addons, except possibly CBA_A3. I will however, try my best to make it compatible with other addons.

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SOC will not be dependent on any other addons, except possibly CBA_A3. I will however, try my best to make it compatible with other addons.

Glad to hear it. Full disclosure, I may have a huge erection from this news.

Edited by Troubadour

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SOC will not be dependent on any other addons, except possibly CBA_A3. I will however, try my best to make it compatible with other addons.

AFAIK to enable bipods it's just a config line under CFGWeapons:

class am249_base : Rifle_Long_Base_F {
	descriptionShort = "M249 Squad automatic weapon";
	magazines[] = {"200Rnd_556x45"};
	reloadAction = "GestureReloadM200";
	handAnim[] = {"OFP2_ManSkeleton", "\A3\weapons_f\Machineguns\M200\data\Anim\M200.rtm"};
	cursor = "mg";
	cursorAim = "EmptyCursor";
	nameSound = "Mgun";
	dexterity = 100;
	[b]tmr_autorest_deployable = 1;[/b]

I've ran the above mod both with and without TMR running and have no obvious issues (though I admit I haven't bothered to look through the RPT)

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Will the M4s be based on SOPMOD Block II ?

At the moment.. it is SOPMOD Block I, but it seems with a few changes we could also have the Block II included.

AFAIK to enable bipods it's just a config line under CFGWeapons:

class am249_base : Rifle_Long_Base_F {
	descriptionShort = "M249 Squad automatic weapon";
	magazines[] = {"200Rnd_556x45"};
	reloadAction = "GestureReloadM200";
	handAnim[] = {"OFP2_ManSkeleton", "\A3\weapons_f\Machineguns\M200\data\Anim\M200.rtm"};
	cursor = "mg";
	cursorAim = "EmptyCursor";
	nameSound = "Mgun";
	dexterity = 100;
	[b]tmr_autorest_deployable = 1;[/b]

I've ran the above mod both with and without TMR running and have no obvious issues (though I admit I haven't bothered to look through the RPT)

Thanks a lot, I am sure this will come in handy when my attention turns to weapons. It is our intentions to have the weapons filled with as much 'jazz' as possible. Once again thanks.

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At the moment.. it is SOPMOD Block I, but it seems with a few changes we could also have the Block II included.

Thanks a lot, I am sure this will come in handy when my attention turns to weapons. It is our intentions to have the weapons filled with as much 'jazz' as possible. Once again thanks.

I have new RHA plating to test my 5.56x45mm rounds on, a version 1.1 should be out within the week and that will have ballistics that would be within a 2-3% margin of error, they are currently at a 5%. V1.1 most likely will be the final version of 5.56x45 unless BIS updates the health system again (God forbid)

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I have new RHA plating to test my 5.56x45mm rounds on, a version 1.1 should be out within the week and that will have ballistics that would be within a 2-3% margin of error, they are currently at a 5%. V1.1 most likely will be the final version of 5.56x45 unless BIS updates the health system again (God forbid)

Good news Spartan0536.. We are following your work and it is nice that you took this task on. Appreciate it and thank you.

So how's the mod going ?

Hmmmmm.... its still going ;)

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Good news Spartan0536.. We are following your work and it is nice that you took this task on. Appreciate it and thank you.)

Thanks I appreciate that, was just testing out the 9x19mm and 5.56x45mm rounds in a multiplayer ALiVE Insurgency mode. Enemy force was comprised of AAF wearing mixed gear from light bandoleers to full Level III armor with ceramic plating. All the rounds performed as they should, with Mk318 Mod 0 rounds taking the armored combatants down in about 5 shots center mass and the unarmored in 1-2 at a wide variety of ranges. My friend made a 420m kill with an M4 using Mk 262 Mod 1 against a light armored enemy, killed in 1-2 hits. 9x19 is proving to be pretty spot on, I had a few FMJ rounds pass through an enemy wearing no armor (passed through his arm) and the 2nd to the chest finished him off quickly. Now that the in game combat report looks good all that is left is the final penetration tests using RHA plates, I expect to have finalized 9x19mm & 5.56x45 in 1-2 days. Please be advised, I do try to keep the munitions to a MIL-Spec standard however not all calibers I work on are Mil-Spec and some of the "special" bullets are in fact civilian (ex. Glaser Safety Slugs).

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Just a neat idea I was thinking of: what if you could wear a plate carrier and rebreather ? just floating it out there

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