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On 6.9.2018 at 6:38 PM, kickapoo0 said:

@forky

 

We would love to have more people supporting us. We would like to speak with you in person on Teamspeak, if this is an option for you?

yes definetly! Would love to help!

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43aa1cc9ff.jpg

 

We just released v2.1!
Main features of this version are the completely redone Panzerfaust 3, Bunkerfaust and NSA80. 
 

Changelog in spoiler:

Spoiler

- added: Bunkerfaust
- added: NSA80
- added: flag proxy for ground vehicles
- added: repeating for G29
- added: missing japanese translation
- changed: Panzerfaust 3
- changed: DM25 smoke grenade
- changed: DM32 smoke grenade inventory icons
- changed: NSA80 for Panzerfaust 3 is now night vision only
- changed: G36A2 optics are now compatible with virtual arsenal
- fixed: PMII 3-20X50 material-path
- fixed: missing G36 PiP-optic

 

You can find the download on our homepage and the SWS

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@koffeinflummi

I have a curious bug to report. It seems that BWMod for some reason, when loaded, causes a bug with cutscenes in some campaigns, dunno why. I especially noticed it with Cnotk Cold War Crysis campaign remake.

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I thought to write a small review of BWMod. To make this a useful exercise, I will write it from the perspective of someone interested in BWmod for its features beyond the fact that for all things Bundeswehr-- it is the single best source of assets in Arma3. If that is your interest, then you are probably already familiar with it. 

 

BWMod is of moderate size and mainly includes assets centered around infantry operations. There is an extensive collection of high quality small arms, weapon attachments, vests and uniforms and backpacks. There are supporting vehicles in form of modern personnel carriers, Puma IFVs, the leopard 2 main battle tank and an attack helicopter, Eurocopter Tiger. The attack helicopter is available in various configurations. All units and uniforms come in both woodland and desert camouflage schemes. 

 

BWMod shines in consistency of content. The selection is sensible and represent a spectrum of assets suitable to represent German ground operations in a modern setting.  There are weapons and uniforms of most categories. Specialist infantry tasks: anti-armour operations, special forces tasks, sniper operations-- all have their representation with the BWMod panoply.  There are no obvious placeholders. Generally the quality and finish of the weapons is consistent with Arma3 (and RHS for that matter). The consistency of quality and quantity of content is equally represented in terms of features: equipment perform as expected within ranges suitable for Arma 3. 

 

If there is one stand out feature of BWMod it is the optics of both weapons and vehicles.  It really has to be experienced.  Not only is the visual representation superbly crisp and clean. It appears that some serious thinking went into retaining correct aspect ratios of zoom and visibility-- and BWMod have to their credit managed to balance utility and looks. The small arms weapon optics are not only beautifully modeled-- they perform the part as well.  As to the vehicles, BWMod has (uniquely I think) added an extra layer of realism and immersion.  All weapon and optics screens are shown with custom layouts and modes.  The implementation is fully 2d, it predates the 3d interiors of Tank DLC, but function beautifully.  There are few, if any, obvious flaws to the ease of handling and intuitive, immersive experience of operating BWMod vehicles. 

 

For a mod with such excellent handling characteristics there is one big flaw. It is especially evident in the small arms.  While rifles look and perform immaculately, handling characteristics are comfortable and the guns look nice; the weapon sounds feel out of place.  Which is not to say that the sounds are bad.  Auditory experience is notoriously individual, and varies across a seemingly endless range of device-configurations. BWMods sounds are internally consistent-- the weapon package sounds like they belong together. That said. To my, admittedly JSRS trained ears,  BWMod weapon sounds lack a certain omph, even when compared to vanilla sounds.  When put side by side with other modifications, such as CUP,  the German arms sound like they come from another dimension. And not in a  good way. 

 

If I were to nitpick I would say that some of the vests and uniforms suffer from the freshly-factory-made syndrome. A flaw which sometimes mars vanilla assets equally. Some of the small arms weapons handling animations are also a bit staccato, but here I would blame Arma3 more than the makers. 

 

All in all BWMod is a well made addon. Weapon and vehicle optics are true stand out features in a package which provides a generous selection of fully functional assets.

 

Thanks for reading. 

-k 

 

 

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On 2/16/2019 at 1:02 PM, nkenny said:

BWMod weapon sounds lack a certain omph, even when compared to vanilla sounds.

I agree. I like a lot of the sounds in this mod, but the infantry weapons just don't feel punchy enough to me.

 

On 2/16/2019 at 1:02 PM, nkenny said:

The implementation is fully 2d, it predates the 3d interiors of Tank DLC, but function beautifully.

I used to love the creative 2D workaround that the BWMod offered because it was way better than anything offered at the time. I've been spoiled by the Tanks DLC and by other mod vehicles (especially Redd'n'Tank), so I'm still hoping this feature will someday find its way into the BWMod. It really adds a sense of being a separate entity from the vehicle itself and to be unable to experience that with my absolute favorite tank is, well.. Heartbreaking :C

 

Anyway though, I actually came here to ask the devs of BWMod something (and apologies if this was mentioned before but I don't recall getting a straightforward answer, so I'm just hoping to clarify.) Are there any plans to add the GTK Boxer to the game? In reality there are a few variants, the most applicable of which for the sake of ArmA would probably be the RCWS variant which can use either a .50 cal machine gun or a grenade launcher, and the ambulance variant.
 

Spoiler

Some images of the Boxer in armed and ambulance forms that should definitely convince the devs to add it 😉

140925_ILUE_Kazda_62-11.jpg

LandG03-11.jpg

 

 

Also still kinda hoping for configurable pylons settings for the Tiger but it's been so long I'm not sure if I should abandon hope

 

Edit: I also submitted an issue on the GitHub for a bug I found with the Vector IV. Please check that out 🙂

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On 2/19/2019 at 4:40 AM, lionhawk123 said:

I agree. I like a lot of the sounds in this mod, but the infantry weapons just don't feel punchy enough to me.

 

I used to love the creative 2D workaround that the BWMod offered because it was way better than anything offered at the time. I've been spoiled by the Tanks DLC and by other mod vehicles (especially Redd'n'Tank), so I'm still hoping this feature will someday find its way into the BWMod. It really adds a sense of being a separate entity from the vehicle itself and to be unable to experience that with my absolute favorite tank is, well.. Heartbreaking :C

 

Anyway though, I actually came here to ask the devs of BWMod something (and apologies if this was mentioned before but I don't recall getting a straightforward answer, so I'm just hoping to clarify.) Are there any plans to add the GTK Boxer to the game? In reality there are a few variants, the most applicable of which for the sake of ArmA would probably be the RCWS variant which can use either a .50 cal machine gun or a grenade launcher, and the ambulance variant.
 

  Reveal hidden contents

Some images of the Boxer in armed and ambulance forms that should definitely convince the devs to add it 😉

140925_ILUE_Kazda_62-11.jpg

LandG03-11.jpg

 

 

Also still kinda hoping for configurable pylons settings for the Tiger but it's been so long I'm not sure if I should abandon hope

 

Edit: I also submitted an issue on the GitHub for a bug I found with the Vector IV. Please check that out 🙂

 

In the last few month we had some people that wanted to do better sounds but we din't got feedback/soundsamples or we didn't liked the sounds internally.

We also thought about creating something between 2D and 3D interiors but at the moment we are not working on it.

The same applies to the boxer. We already have an exterior model, but it does not match our quality standards anymore. At the moment we are working on other vehicles. On my YouTube channel you can find some WIP videos of the Boxer.

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I see I see. Well thank you for the reply! I'm curious now what you're working on but I assume it's a secret 😛

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Thanks for the update, you guys nailed the G36 reload animation! Really cool now!

 

I have one constructive criticism though, the aimpoint sight is waaaay too small, you should consider resize it! 

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20 hours ago, jacobs said:

I have one constructive criticism though, the aimpoint sight is waaaay too small, you should consider resize it! 

 

Indeed, this picture shows the size it should have related to the G36:

 

zgbqcLv.jpg

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Hey guys, just a quick question, are you planning to switch to the new magazineProxy system soon?

ATM we are using the NIArms G36 which uses the new system but your magazines are no longer visible.

Keep going and thanks for your work 🙂

Regards

Chaser

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Suggestion: Uniforms with the new Multitarn Camo Pattern.

ZW8pL0o.png

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Better late than never - we released version 2.1.2 two weeks ago!



Besides several bugfixes version 2.1.2 comes with an overhauled reload animation for the G29.

You can find the download on our SWS-page and our homepage.

For bugs/issues please use the bugtracker

 


Changelog:

Spoiler

# v2.1.2
- added: Compatibility with CBA Scripted optics and Disposable Launchers
- added: M5Xi compatibility with NSV80
- changed: Spike and LAHAT effective range
- changed: Puma ABM effective range
- changed: Updated silencer configs
- changed: Buffed G36K accuracy
- changed: Eagle rear view camera pitch
- changed: Updated Vector IV optic
- changed: Canister textures
- changed: Normteile textures
- changed: Bounding Box for Eagle, Leopard 2 and Puma
- changed: G36 reload animations
- changed: G29 reload and repeat animations
- fixed: G36 with Carry Handle lose PIP capability when equipped with CQB sight
- fixed: PZF3 and RGW90 magazine mass when using ACE
- fixed: Crewman KSK helmet inheritance
- fixed: Knighthelm missing ACE goggles protection
- fixed: Bunkerfaust missing from NSA80 tooltip
- fixed: An optics alpha texture bug
- fixed: Camera position in gunner view of Leopard loader
- fixed: LLM-01 underbarrel disappears when switching to daylight laser mode

 

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On 5/24/2019 at 11:19 AM, eh chaser said:

Hey guys, just a quick question, are you planning to switch to the new magazineProxy system soon?

 

Yes, it is already on the top of our list.

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On 7/3/2019 at 8:02 PM, ghost_o said:

Better late than never - we released version 1.2.1 two weeks ago!



Besides several bugfixes version 1.2.1 comes with an overhauled reload animation for the G29.

You can find the download on our SWS-page and our homepage.

For bugs/issues please use the bugtracker

 


Changelog:

  Reveal hidden contents

# v2.1.2
- added: Compatibility with CBA Scripted optics and Disposable Launchers
- added: M5Xi compatibility with NSV80
- changed: Spike and LAHAT effective range
- changed: Puma ABM effective range
- changed: Updated silencer configs
- changed: Buffed G36K accuracy
- changed: Eagle rear view camera pitch
- changed: Updated Vector IV optic
- changed: Canister textures
- changed: Normteile textures
- changed: Bounding Box for Eagle, Leopard 2 and Puma
- changed: G36 reload animations
- changed: G29 reload and repeat animations
- fixed: G36 with Carry Handle lose PIP capability when equipped with CQB sight
- fixed: PZF3 and RGW90 magazine mass when using ACE
- fixed: Crewman KSK helmet inheritance
- fixed: Knighthelm missing ACE goggles protection
- fixed: Bunkerfaust missing from NSA80 tooltip
- fixed: An optics alpha texture bug
- fixed: Camera position in gunner view of Leopard loader
- fixed: LLM-01 underbarrel disappears when switching to daylight laser mode

 

New version is called 2.1.2. Not 1.2.1.

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2 hours ago, Sanya said:

New version is called 2.1.2. Not 1.2.1.

 

I do not know how i managed to screw that up. Thanks!

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Version 2.2 released!

 

With version 2.2 we introduced the "Multitarn"-camo pattern as well as a new camo variant for the G36 and several attachments.
Besides that we adjusted most of the vehicle textures and worked on some bugs.


You can find the download on our SWS-page.

For bugs/issues please use the bugtracker

 

Changelog:

Spoiler

- added: Multitarn faction
- added: Green camo (G36, LLM01, Harris bipod, EoTech 552, RSAS, QDSS, Rotex IIIc)
- added: Compatibility with Enoch attachment classes
- changed: Tropentarn and Flecktarn texture
- changed: Inventory icons
- changed: IDZ Vest texture optimized
- changed: Leopard 2 texture
- changed: Eagle IV texture
- changed: Puma texture
- changed: Democracybox texture
- changed: MG4 material
- changed: MG5 texture
- changed: FLW100 new MG3 model
- fixed: Black Vario-Ray was missing daylight laser mode (requires ACE)
- fixed: Eagle IV alphabug
- fixed: Eagle IV shadow bug
- fixed: LLM-01 tan disappears when switching to daylight laser mode

 

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9 hours ago, ghost_o said:

 

  Hide contents

- fixed: Black Vario-Ray was missing daylight laser mode (requires ACE)

- fixed: LLM-01 tan disappears when switching to daylight laser mode

 

 

 

LLM-01 has still no daylight laser modes in green or tan version. Only working on the black one.

Same goes for the black Vario Ray. Only working on the tan one.

 

And if you choose a module and try switching between laser/light modes entries will double.

See comparision between

 

before:

Spoiler

gEg1nJf.png

 

and after switching modes:

 

Spoiler

AYXVuDX.png

 

Eagle IV:

The angle of the FFV Roofgunner is pointing in weird directions. You can only shoot more or less high in the air or L/R into/next to the vehicle

 

Spoiler

jXgErc2.jpg

 

thanks for the update anyway. 

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On 8/17/2019 at 11:43 AM, eh chaser said:

And if you choose a module and try switching between laser/light modes entries will double.

That is correct behaviour. As one of the items is supposed to be hidden, but gets force shown in Arsenal if you have it in inventory.
But that could be fixed for ACE Arsenal by using the baseItem thing.

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On 2/28/2019 at 4:22 AM, marc_book said:

On my YouTube channel you can find some WIP videos of the Boxer.

 

Would you mind providing a link?

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16 hours ago, anfo said:

 

Would you mind providing a link?

Google -> "marc book youtube bwmod" and instantly found.

link

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leopard2a7v_01a.jpg

EIDJ2P_XkAAfPyr?format=jpg&name=large

BWMod team. It seems that Heer just received their first Leopard 2A7V. Are there any plans for future to add it to the mod? Considering that BWMod sets itself in 2020's-2030's, Leopard 2A7V would fit better in it's timeline than Leopard 2A6M.

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Hey thanks for your Hard work, we use your mod in every mission since release and it’s really fun to play with the small arms and vehicles provided. I have one question regarding the implementation of optics in your mod. The Zo4x30 and the Zo4x30i are in reality build with reticles for 5,56x45mm and 7,62x51mm which one did you implement? I think it’s the 5,56x45mm since my G36 seems to hit. Would it be possible to get a 7,62x51mm version for the MG5 /G27?

Thanks again for you work of art.

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