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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?

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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

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15 hours ago, sammael said:

From which mod this shooting targets? 


https://steamcommunity.com/sharedfiles/filedetails/?id=2264393991

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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

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@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.

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@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.

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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?

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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.

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Any plans on the G95/G95K ?

 

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8 hours ago, smem said:

Any plans on the G95/G95K ?

 

The G95 is on our list, but it's not in active development. 

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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";};
 

 

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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. 

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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";

 

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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

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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.

 

lgGDIkz.jpeg

 

nE8NhxZ.jpeg

 

pX7j1ip.jpeg

 

xxVzC9c.jpeg

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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

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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?

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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

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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.

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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!

 

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