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Yeah that's a project down the road, maybe. I'm not too much of a pistol user so we'll see though.

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Yeah that's a project down the road, maybe. I'm not too much of a pistol user so we'll see though.

Yeah me either I just carry a couple extra mags for my AR.

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Well my normal load was about 15, 16 mags, but I've upped it to like 22 and it's working out pretty good, especially if I take my time in some cases when shooting, but overall on a server it's done me right so all my loadouts (with the exception of my helo pilot one) have that many mags for my primary weapon.

Also tweaked the M68 model a bit, was talking with a guy on FB and got to mentioning he was looking for an old style ARMS throw lever (which I had in Iraq) so here it is with some edits:

wip414.jpg

I lightened it up quite a bit and have to remap the texture (used the same one I used from VBS1, only higher res). So the detailing part is that there are correct amount of holes as well as the rubber piece that gets messed up after constant use, which really needs a retexture, maybe still some from the Diving suits but overall I still like it.

Edited by EricJ

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Damn I though I carried alot of ammo with 12 to 13 clips,. I think you nailed the look you were going for, looks good man.

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Yeah I did that back in 2004-05 so its still good after the years. I just took some elements from the old version and mated it with the A2 scope so it works better than what I tried before. The view issue with scopes is real funky with this game.

---------- Post added at 17:57 ---------- Previous post was at 17:28 ----------

http://562.50megs.com/Arma3/JFO-JTACGuideRC3.zip

Added Run-in headings and correcting fire.

But yeah Gobi42 with some ammunition performance and server issues it's good for a short fight (and combat patrols in Iraq or Afghanistan) but in A3 you can stuff a lot more on your body than normal, so it keeps me going and if I'm fighting default AAF then I just scavenge off the dead.

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Managed to get my M4 along with the M68 a workout earlier. Man that compound was tough... but overall it's good, real good.

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Well it was Invade and Annex so I got some JFO/JTAC time in as well as some dismounted action, as well as some AT so it was all good (and the same AO!) so yeah it's a favorite mission I like to play online. Insurgency... I had my fill (more than my fill really) so I play that on LAN for testing against the AAF to see effects on them.

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Okay user1234 (I believe) found out why you were having the issue with the suppressors. You need to install Joint Muzzles as how it's working it recognizes the suppressor but for some reason the model will not show. So what you need to do is download Joint Muzzles and therefore it will work. It may give an error for this mod to be needed but it's not a hard stop, so just add that small mod to your mods and you will not have issues with suppressors.

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Trying out more RVMAT stuff again, as I tried to make it "Quarter Lighted" from the MAT Templates that come in the P Drive. I think it looks okay but may add more down the road (or based on what you think, but a fully shiny happy weapon (at least in my pack) is out of the question:

wip426.jpg

http://562.50megs.com/Arma3/wip425.jpg (135 kB)

Well anyway, I also did some texture and model tweaks based off some work I did for the NORSOC mod so there's a selector switch on the right side of the weapon now on the IARs. Right now... I'm not sure about RH's Mk262 configuration at this point since well... he'll update and I already have Mk262 rounds coded in already, which are Spartan0536's values anyway. But still if you need to fire a magazine for one dude I'll put it in. And I still need to unfuck that bolt texture...

---------- Post added at 19:58 ---------- Previous post was at 19:02 ----------

http://562.50megs.com/Arma3/JTACCheatSheetRC2.zip

- Added the Buzzard, and both Greyhawks to the listing.

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Cool :)

Been doing some rework of the frame of the MCR a bit, adding some air holes so when you fire it you can feel the heat from the barrel on your face (or not). But also added a magazine release system and got rid of the PMAG as one guy from 16AA told me about the L85 project I'm doing with them, is that it looks good on an AR but not a bullpup. Besides I reworked the magazine issue from a NORSOC project, so it'll look better. I'll also need to redo the trigger guard and make it rounder than it is right now to be honest.

wip427.jpg

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Oh yeah... one reason I don't like most pistol addons (RH included) is maybe a matter of size versus actual quality. RH's pistols are accurate to shoot but it feels "small" in my avatar's hands you know? Sure A2 had size issues with its 3D models but a .45 USP should be somewhat thick (like the issues with the Mark 23) rather than smallish. But again I probably don't want to visit pistols too much and just don't have plans in the near future.

EDIT: I just got informed on FB so I was a bit wrong in my expectations. I'm by no means a pistol expert so size issues was me simply not knowing.

---------- Post added at 16:41 ---------- Previous post was at 14:56 ----------

Was mucking around with BlackPixxxel's Flash Suppressor mod and thought it was a real nifty idea honestly, so after checking with him in using his values, I managed to get the system set up for Joint Muzzles:

wip429.jpg

Right now the system is setup for 5.56mm and 7.62mm weapons only. I may do it for others but for now that's where I'm at.

And tweaked the trigger guard a bit to be much rounder. Fact is the MCR is a personal project and the small amount of updates is me getting around to working on it. I've had ideas on frame design (which is why it's untextured for now). And this screenshot doesn't show it but I moved the magazine and necessary parts back a bit as it was clipping with the hand a bit:

wip428.jpg

---------- Post added at 16:44 ---------- Previous post was at 16:41 ----------

http://562.50megs.com/Arma3/JFO-JTACGuideRC5.zip

Added some IR laser stuff as well as laser guided bombing. It should be noted that "Sparkle" is for IR lasers and "Spot" is for laser designators as proper terms when using them with CAS. I also added some information on establishing friendly position as well.

---------- Post added at 17:54 ---------- Previous post was at 16:44 ----------

http://562.50megs.com/Arma3/JTACCheatSheetRC3.zip

Broke it down by faction. It should be noted that particular mods will slowly show up as time goes on (or if requested or needed) to be added.

Edited by EricJ

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///////////////////////////////////////////////////////////////////////////////////////////////

New Download Link:

https://www.dropbox.com/s/7x9onetdhy129a1/%40U100RC39.7z?dl=0

////////////////////////////////////////////////////////////////////////////////////////////////

RC39

- Cleaned up models as well as model.cfg

- Fixed L85A2 model.

- Fixed wrong texture on IAR w/30-round Magazine Desert RIS.

- Removed "Scar_Mag" and condensed some ammunition and added more Spartan0536 ammuniton values.

- More IAR model tweaks.

- M4 and M4A1 Muzzle proxies fixed.

- Added Mk262 and M855A1 (Spartan0536) ammunition to 5.56mm weapons and did some more config tweaks.

- RVMAT tweaks only on the IARs for the mean time.

- Added Muzzle flash suppressors based on BlackPixxxel's work.

- Re-Added the Optional RH config incorporating the Mk262 magazines back in for 5.56mm weapons.

- Modified the M68 with old components from my VBS1 days.

---------- Post added at 22:39 ---------- Previous post was at 22:27 ----------

http://562.50megs.com/Arma3/JFO-JTACGuideRC6.zip

Added "Killin' Tigris/Cheetah" and Recommended Gear to the list. As an alibi if you want to use a weapon with a GL (Grenade Launcher) that helps too.

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Yeah of course, when haven't you heard the sounds?

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Guest

New version frontpaged on the Armaholic homepage.

================================================

You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

Edited by Guest

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Still getting the M24silencer_ej.selectionFireAnim error on ammobox :(

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It's one of your mods that needs updating man, not my mod. Obviously you have 1.28 but I dropped myself on Everon 2014 and an ammo box and not one glitch (amazing) but I do need to fix the texture on the HK416 though... Anyway I didn't get any sort of error with an ammo box. So if you have an old mod lying around that hasn't been updated (like that Polish weapons pack that I had to remove unfortunately) that somehow is producing that error.

And I have these mods:

TFAR

A3FS Uniform Mod

TFA Gear

U100 non RH config

Nimitz

Tornado

C-17

USAF Mod CV-22 and HH-60G

RH M4s

RH Mk18

RH Pistol pack

CBA_A3

MRB Voicestop

MS2000 IR Strobe mod

PVS-18 NVGs

IDF mod

UTS-15

Twitching when people fire near you mod

JS F/A-18 and Su-35

C-RAM

RPG-7 mod that just came out

ASDG Stuff (all of it)

The XM25

Texan II pack

TMR Autorest module

Konyo's MH-47E

Babe's texture Sharpening mod (great one really)

Geralboso's HUD mod

Chairborne AV-8B and Mi-17 mods

FHQ Accessories

Fast Sea Frigate

RKSL LDS

RAV_LIFTER

Purple Benelli Pack

RQ-11 RAVEN

So I dropped my body on a new clean map and with those mods active no errors. Again check your mods to see if they're old or something, which is causing the issue.

Edited by EricJ

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Okay some feedback from the latest version:

- Bullets in HK417 still blue (transparency issue I need to unfuck)

- Texture on HK615 looking stretched or looking weird. You have to realize that the base receiver area is an old A2 M4A2 upper/lower receiver so it's going to be their fault on this one, but I'll check it and see what I can do.

- L85 EMAG window blue. Again transparency issue and going to switch it out for a non-animated magazine based off of work for 16AA.

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Emag have it's own seperate glass alpha texture? Faces alpha moved to top? Should be a simple fix brother

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That's probably the issue, as I get some of it on the IAR PMAGs too, I'll check it out man, thanks :)

---------- Post added at 16:59 ---------- Previous post was at 16:47 ----------

Did the trick brother, thanks again :)

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Okay some feedback from the latest version:

- Bullets in HK417 still blue (transparency issue I need to unfuck)

- Texture on HK615 looking stretched or looking weird. You have to realize that the base receiver area is an old A2 M4A2 upper/lower receiver so it's going to be their fault on this one, but I'll check it and see what I can do.

- L85 EMAG window blue. Again transparency issue and going to switch it out for a non-animated magazine based off of work for 16AA.

- Ejected shells from the IARs are still flying way too far and fast. I know it's just a minor issue but maybe it's also easy to fix :)

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I'll see what I can do as honestly that goes under the Low Priority file but I'll see what I can do.

---------- Post added at 19:17 ---------- Previous post was at 17:51 ----------

Okay fixed a lot of transparency issues (thanks again Warlord554) and even managed to use the shell casing settings from the SCAR-L on the IARs so if you're still not happy, tough shit on that issue.

Anyway I managed to get the AT4 able to use NVG (though game logic...) so you'll have to manually press "N" to see in the dark with the launcher. And I've been thinking of adding a tritium night dot to the tip of the front sight post (source from Purple's Benelli M4 pack) as well.

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