Rainyday68 9 Posted March 12, 2021 I'm a bit late but congratulations on the release,may i request German military police unit-Feldjäger and hk416a7 weapon that KSK special forces use? Share this post Link to post Share on other sites
MrMasMola 16 Posted March 20, 2021 Congratulations on the release, i love the quality of the P8, G36, G28, etc., BUT, they have a very poor accuracy, those are my 9 shoot groups at 100 and 300 meters with the G28 and G36, both with the Steiner optic, prone and bipod. G28 100m: https://ibb.co/MMPbm14 G28 300m: https://ibb.co/5jvwpN6 G36 100m: https://ibb.co/b2b5f7n G36 300m (1 miss): https://ibb.co/60yvtJ1 Share this post Link to post Share on other sites
sammael 366 Posted March 20, 2021 2 hours ago, MrMasMola said: those are my 9 shoot groups at 100 and 300 meters with the G28 and G36, both with the Steiner optic, prone and bipod. G28 100m: https://ibb.co/MMPbm14 G28 300m: https://ibb.co/5jvwpN6 G36 100m: https://ibb.co/b2b5f7n G36 300m (1 miss): https://ibb.co/60yvtJ1 From which mod this shooting targets? Share this post Link to post Share on other sites
MrMasMola 16 Posted March 21, 2021 15 hours ago, sammael said: From which mod this shooting targets? https://steamcommunity.com/sharedfiles/filedetails/?id=2264393991 1 Share this post Link to post Share on other sites
zukov 490 Posted March 21, 2021 Fantastic work! Some assets are Top notch! a particular mention the 120mm mortar, all optics, the gewer29 (a lot of fun to shoot) and the Dingos Share this post Link to post Share on other sites
Damian90 697 Posted March 25, 2021 @ghost_o One thing. MBT Leopard 2 should be named Leopard 2A6 (why the change was made?) while Puma IFV you have in mod, is more or less in line with current Puma S1 standard with MELLS launcher. Share this post Link to post Share on other sites
Aggr0 20 Posted March 25, 2021 @Damian90 To be honest, I don't know the exact reason why the tank was renamed. I will change it back to MBT Leopard 2A6M. The naming of the Puma on the other hand is a somewhat more complicated issue. While PSM has given the designations S1 and S2, the Bundeswehr refers to the current Puma as the VJTF configuration. Our Puma is based on a pre-production vehicle and is therefore not really in line with the official designations. 1 Share this post Link to post Share on other sites
Damian90 697 Posted March 25, 2021 39 minutes ago, Aggr0 said: @Damian90 To be honest, I don't know the exact reason why the tank was renamed. I will change it back to MBT Leopard 2A6M. The naming of the Puma on the other hand is a somewhat more complicated issue. While PSM has given the designations S1 and S2, the Bundeswehr refers to the current Puma as the VJTF configuration. Our Puma is based on a pre-production vehicle and is therefore not really in line with the official designations. Ok then. Question, do you guys plan to add Leopard 2A7V (the current most advanced variant) and perhaps change Puma model to be more in line with current VJTF standard? Share this post Link to post Share on other sites
ghost_o 329 Posted March 25, 2021 3 minutes ago, Damian90 said: Question, do you guys plan to add Leopard 2A7V (the current most advanced variant) and perhaps change Puma model to be more in line with current VJTF standard? We have both on our very long list, but there are currently no plans to model them. 1 Share this post Link to post Share on other sites
smem 164 Posted July 7, 2021 Any plans on the G95/G95K ? 1 Share this post Link to post Share on other sites
Aggr0 20 Posted July 7, 2021 8 hours ago, smem said: Any plans on the G95/G95K ? The G95 is on our list, but it's not in active development. Share this post Link to post Share on other sites
AtomicBoy 33 Posted July 9, 2021 On 7/7/2021 at 11:46 AM, smem said: Any plans on the G95/G95K ? How to make a homemade g95 / hk-416 for the BWMod mod - install the mod: Specialist Military Arms (SMA) Version 2.7.1 https://steamcommunity.com/workshop/filedetails/?id=699630614 - copy in the INIC of the soldier the following TXT: Spoiler comment "Exported from Arsenal by Media"; comment "[!] UNIT MUST BE LOCAL [!]"; if (!local this) exitWith {}; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add weapons"; this addWeapon "SMA_HK416CUSTOMCQBafg"; this addPrimaryWeaponItem "SMA_supp2smaT_556"; this addPrimaryWeaponItem "SMA_SFPEQ_HKTOP_TAN"; this addPrimaryWeaponItem "SMA_eotech552_kf_des"; this addPrimaryWeaponItem "SMA_30Rnd_556x45_M855A1"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; comment "Add containers"; this forceAddUniform "BWA3_Uniform_Tropen"; this addVest "BWA3_Vest_Rifleman_Tropen"; comment "Add items to containers"; this addItemToUniform "FirstAidKit"; for "_i" from 1 to 3 do {this addItemToUniform "SMA_30Rnd_556x45_M855A1";}; for "_i" from 1 to 2 do {this addItemToVest "BWA3_15Rnd_9x19_P8";}; this addItemToVest "BWA3_DM51A1"; this addItemToVest "BWA3_DM25"; for "_i" from 1 to 7 do {this addItemToVest "SMA_30Rnd_556x45_M855A1";}; this addHeadgear "BWA3_OpsCore_Tropen"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "NVGoggles_OPFOR"; comment "Set identity"; [this,"WhiteHead_17","male12eng"] call BIS_fnc_setIdentity; or only weapons, charger and granade: Spoiler removeAllWeapons this; removeAllItems this; this addWeapon "SMA_HK416CUSTOMCQBafg"; this addPrimaryWeaponItem "SMA_supp2smaT_556"; this addPrimaryWeaponItem "SMA_SFPEQ_HKTOP_TAN"; this addPrimaryWeaponItem "SMA_eotech552_kf_des"; this addPrimaryWeaponItem "SMA_30Rnd_556x45_M855A1"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; for "_i" from 1 to 3 do {this addItemToUniform "SMA_30Rnd_556x45_M855A1";}; for "_i" from 1 to 7 do {this addItemToVest "SMA_30Rnd_556x45_M855A1";}; this addItemToUniform "FirstAidKit"; for "_i" from 1 to 3 do {this addItemToUniform "SMA_30Rnd_556x45_M855A1";}; for "_i" from 1 to 2 do {this addItemToVest "BWA3_15Rnd_9x19_P8";}; this addItemToVest "BWA3_DM51A1"; this addItemToVest "BWA3_DM25"; for "_i" from 1 to 7 do {this addItemToVest "SMA_30Rnd_556x45_M855A1";}; Share this post Link to post Share on other sites
jacobs 165 Posted July 10, 2021 14 hours ago, AtomicBoy said: How to make a homemade g95 / hk-416 for the BWMod mod - install the mod: Specialist Military Arms (SMA) Version 2.7.1 https://steamcommunity.com/workshop/filedetails/?id=699630614 - copy in the INIC of the soldier the following TXT: Reveal hidden contents comment "Exported from Arsenal by Media"; comment "[!] UNIT MUST BE LOCAL [!]"; if (!local this) exitWith {}; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add weapons"; this addWeapon "SMA_HK416CUSTOMCQBafg"; this addPrimaryWeaponItem "SMA_supp2smaT_556"; this addPrimaryWeaponItem "SMA_SFPEQ_HKTOP_TAN"; this addPrimaryWeaponItem "SMA_eotech552_kf_des"; this addPrimaryWeaponItem "SMA_30Rnd_556x45_M855A1"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; comment "Add containers"; this forceAddUniform "BWA3_Uniform_Tropen"; this addVest "BWA3_Vest_Rifleman_Tropen"; comment "Add items to containers"; this addItemToUniform "FirstAidKit"; for "_i" from 1 to 3 do {this addItemToUniform "SMA_30Rnd_556x45_M855A1";}; for "_i" from 1 to 2 do {this addItemToVest "BWA3_15Rnd_9x19_P8";}; this addItemToVest "BWA3_DM51A1"; this addItemToVest "BWA3_DM25"; for "_i" from 1 to 7 do {this addItemToVest "SMA_30Rnd_556x45_M855A1";}; this addHeadgear "BWA3_OpsCore_Tropen"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "NVGoggles_OPFOR"; comment "Set identity"; [this,"WhiteHead_17","male12eng"] call BIS_fnc_setIdentity; or only weapons, charger and granade: Reveal hidden contents removeAllWeapons this; removeAllItems this; this addWeapon "SMA_HK416CUSTOMCQBafg"; this addPrimaryWeaponItem "SMA_supp2smaT_556"; this addPrimaryWeaponItem "SMA_SFPEQ_HKTOP_TAN"; this addPrimaryWeaponItem "SMA_eotech552_kf_des"; this addPrimaryWeaponItem "SMA_30Rnd_556x45_M855A1"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; for "_i" from 1 to 3 do {this addItemToUniform "SMA_30Rnd_556x45_M855A1";}; for "_i" from 1 to 7 do {this addItemToVest "SMA_30Rnd_556x45_M855A1";}; this addItemToUniform "FirstAidKit"; for "_i" from 1 to 3 do {this addItemToUniform "SMA_30Rnd_556x45_M855A1";}; for "_i" from 1 to 2 do {this addItemToVest "BWA3_15Rnd_9x19_P8";}; this addItemToVest "BWA3_DM51A1"; this addItemToVest "BWA3_DM25"; for "_i" from 1 to 7 do {this addItemToVest "SMA_30Rnd_556x45_M855A1";}; Interesting... but SMA was abandoned a log time ago, think there are better HK 416 models available on NIArms and Tier1 weapons. Share this post Link to post Share on other sites
AtomicBoy 33 Posted July 10, 2021 13 hours ago, jacobs said: Interesting... but SMA was abandoned a log time ago, think there are better HK 416 models available on NIArms and Tier1 weapons. How to make a homemade g95 / hk-416 for the BWMod mod - install the mod: 1Tier 1 Weapons/Vanilla Scopes: https://steamcommunity.com/sharedfiles/filedetails/?id=2381335602&searchtext=Tier1+weapons - copy in the unit’s init the following TXT: Spoiler comment "Exported from Arsenal by Media"; comment "[!] UNIT MUST BE LOCAL [!]"; if (!local this) exitWith {}; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add weapons"; this addWeapon "Tier1_HK416D10_CTR_Desert"; this addPrimaryWeaponItem "Tier1_AAC_M42000_Desert"; this addPrimaryWeaponItem "Tier1_416_LA5_M300C_FL"; this addPrimaryWeaponItem "Tier1_Eotech551_3xMag_Desert_Up"; this addPrimaryWeaponItem "rhs_mag_30Rnd_556x45_Mk318_Stanag"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; comment "Add containers"; this forceAddUniform "BWA3_Uniform_Tropen"; this addVest "BWA3_Vest_Rifleman_Tropen"; comment "Add items to containers"; this addItemToUniform "FirstAidKit"; for "_i" from 1 to 3 do {this addItemToUniform "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 2 do {this addItemToVest "BWA3_15Rnd_9x19_P8";}; this addItemToVest "BWA3_DM51A1"; this addItemToVest "BWA3_DM25"; this addHeadgear "BWA3_OpsCore_Tropen"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "NVGoggles_OPFOR"; comment "Set identity"; [this,"WhiteHead_17","male07eng"] call BIS_fnc_setIdentity; or only weapons, charger and granade: Spoiler this addWeapon "Tier1_HK416D10_CTR_Desert"; this addPrimaryWeaponItem "Tier1_AAC_M42000_Desert"; this addPrimaryWeaponItem "Tier1_416_LA5_M300C_FL"; this addPrimaryWeaponItem "Tier1_Eotech551_3xMag_Desert_Up"; this addPrimaryWeaponItem "rhs_mag_30Rnd_556x45_Mk318_Stanag"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; How to make a homemade g95 / hk-416 for the BWMod mod - install the mod: NIArms Core: https://steamcommunity.com/sharedfiles/filedetails/?id=667454606&searchtext=+NIArms+ - copy in the unit’s init the following TXT: Spoiler comment "Exported from Arsenal by Media"; comment "[!] UNIT MUST BE LOCAL [!]"; if (!local this) exitWith {}; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add weapons"; this addWeapon "hlc_rifle_416D10_tan"; this addPrimaryWeaponItem "hlc_muzzle_556NATO_rotexiiic_tan"; this addPrimaryWeaponItem "Tier1_M4BII_LA5_M300C"; this addPrimaryWeaponItem "BWA3_optic_EOTech_sand_Mag_Off"; this addPrimaryWeaponItem "hlc_30rnd_556x45_EPR"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; comment "Add containers"; this forceAddUniform "BWA3_Uniform_Tropen"; this addVest "BWA3_Vest_Grenadier_Tropen"; comment "Add items to containers"; this addItemToUniform "FirstAidKit"; this addItemToUniform "BWA3_DM25"; for "_i" from 1 to 2 do {this addItemToUniform "hlc_30rnd_556x45_EPR";}; for "_i" from 1 to 2 do {this addItemToVest "BWA3_15Rnd_9x19_P8";}; this addItemToVest "BWA3_DM51A1"; this addItemToVest "hlc_30rnd_556x45_EPR"; this addHeadgear "BWA3_OpsCore_Tropen"; this addGoggles "BWA3_G_Combat_clear"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "NVGoggles_OPFOR"; comment "Set identity"; [this,"gm_face_whiteHead_01","male07eng"] call BIS_fnc_setIdentity; or only weapons, charger and granade: Spoiler this addWeapon "hlc_rifle_416D10_tan"; this addPrimaryWeaponItem "hlc_muzzle_556NATO_rotexiiic_tan"; this addPrimaryWeaponItem "Tier1_M4BII_LA5_M300C"; this addPrimaryWeaponItem "BWA3_optic_EOTech_sand_Mag_Off"; this addPrimaryWeaponItem "hlc_30rnd_556x45_EPR"; this addWeapon "BWA3_P8"; this addHandgunItem "BWA3_15Rnd_9x19_P8"; 1 Share this post Link to post Share on other sites
lilithsspawn 11 Posted July 15, 2021 Hello! I am working on a retexture of the Leopard 2, and I was wondering if the license plate textures can be changed via Hidden Selections Share this post Link to post Share on other sites
ghost_o 329 Posted August 15, 2021 The time since the last update we have of course not spent completely idle. Even though there is still a lot of work ahead of us, we can already present you a vehicle that has been in our development for a long time and has been requested by many for years. In the upcoming version the Panzerhaubitze 2000 will be added to the BWMod. In due time we will inform you about further developments. We would also like to point out that we are still looking for support. Especially 3D-Artists and 3D-Animator are highly wanted. 13 1 Share this post Link to post Share on other sites
mr_centipede 31 Posted August 15, 2021 Hello BWMOD team, do you have plan to add cover for the fast helmet? Thank you 4 Share this post Link to post Share on other sites
Sjaak Polanski 1 Posted August 17, 2021 The PzH2000 looks awesome. Great quality. Really looking forward to using that on the arma battlefield. Share this post Link to post Share on other sites
mr_centipede 31 Posted August 19, 2021 Hello BWMOD team. Sorry, I think I maybe found a bug on G36A2. With RSAS scope. When I'm on RSAS scope, after reloading it revert back to the full powered scope one. This doesn't happen on G36A3, or G36A1. Only happen in A2 version. Thank you Share this post Link to post Share on other sites
Aggr0 20 Posted August 20, 2021 On 8/19/2021 at 5:45 AM, mr_centipede said: Hello BWMOD team. Sorry, I think I maybe found a bug on G36A2. With RSAS scope. When I'm on RSAS scope, after reloading it revert back to the full powered scope one. This doesn't happen on G36A3, or G36A1. Only happen in A2 version. Thank you I can't reproduce the issue on my side to be honest. Could you please try loading only CBA and BWMod and check if the problem still exists? Share this post Link to post Share on other sites
mr_centipede 31 Posted August 21, 2021 4 hours ago, Aggr0 said: I can't reproduce the issue on my side to be honest. Could you please try loading only CBA and BWMod and check if the problem still exists? Hi, yes still exist with only BWMOD and CBA3. I put in a rifleman in editor. Change his loadout to G36A2 and put in RSAS scope. Then play in editor, right click to bring in the scope ( default scope is the full powered one) change it to RSAS scope and press reload. Reload animation run, after it ends, it goes back to full powered one. After further investigating in CBA3 addons options I untick/uncheck 'Use Picture in Picture Optics'. But if I check/tick it back, the problem is solved. I guess the culprit is CBA3 then? Thank you Share this post Link to post Share on other sites
Aggr0 20 Posted August 21, 2021 6 hours ago, mr_centipede said: Hi, yes still exist with only BWMOD and CBA3. I put in a rifleman in editor. Change his loadout to G36A2 and put in RSAS scope. Then play in editor, right click to bring in the scope ( default scope is the full powered one) change it to RSAS scope and press reload. Reload animation run, after it ends, it goes back to full powered one. After further investigating in CBA3 addons options I untick/uncheck 'Use Picture in Picture Optics'. But if I check/tick it back, the problem is solved. I guess the culprit is CBA3 then? Thank you It's still not possible for me to recreate the issue. Could you please verify the BWMod files within the launcher? If the issue still persist could you please provide us a rpt file? Our optics are build around the CBA scripted optics frameworks, but I don't want to blame the problem on them for the moment. Share this post Link to post Share on other sites
mr_centipede 31 Posted August 21, 2021 Okey, rpt file sent to your inbox. Sorry for the trouble. Thank you Share this post Link to post Share on other sites
jzxz 4 Posted September 18, 2021 嗨, Bwmod 团队, 你打算制造一架 nh90 直升机吗? 有两把 m3p 机关枪, 大约 14 个座位。谢谢! Share this post Link to post Share on other sites