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blazenchamber

(SMA) Specialist Military Arms

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Can confirm the above, looks like only the fixed showcase file was updated on Six, all other files get removed upon updating the SMA mod.

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 That showcase is utterly outstanding! The quality and attention to detail and vast information is without peer.

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Is there a future plan for the acr pdw version with afg and vfg?

I love these weapons by the way. Acr looks awesome. Is there also chance to have the cqb versions of the scarl cqb and hk16 cqb with vfg?

Thank you for the awesome work!

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Could you add your weapons to zeus objects ? Would be pretty awesome.

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hi, ive found that the m118LR ammo for the scar H is not working? anyone else have this problem? have tried redownloading the mod and still has the issue, is this being fixed soon in the next update?

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hi, ive found that the m118LR ammo for the scar H is not working? anyone else have this problem? have tried redownloading the mod and still has the issue, is this being fixed soon in the next update?

 

I was unaware that SMA had the M118LR ammo for the SCAR-H to begin with, I certainly did not write the ballistics for that.

 

Addendum: the only 7.62x51mm NATO rounds I supplied SMA with were....

1. M80A1 EPR

2. Mk319 Mod 0 Barrier Ball

3. Lapua's FMJ-BT Subsonic

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Just replayed the showcase.The last time I played it was almost a year ago-it has changed! It's pretty amazing and is now my go-to range for zeroing optics.

 

Could I make a request? The .300 Blackout is fantastic-I love its suppressed sound (most arma weapons are very loud when suppressed) so could we either have a version of it with a vertical foregrip/grippod? Or could you use it's suppressed sound on some of the ohter weapons like the HK 416? thanks again and keep up the amazing work!

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Hey guys.Is there a way to check what ammo type does what?like some way to measure the strenghs and ranges of different rounds?I'm a little confused as to where I should use each type. I'm just using Mk319 for everything :)

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Bug: there is a delay with the weapons' sound on first shot. you hear the trigger then you hear the sound of the blow. very annoying.

 

@ineptaphid: play the "sma exibition showcase mission" under showcase. there is a shooting range where you can test the weapons. it shows distance and speed of the bullet. you can also activate live-targets (scrollmouse on loudspeaker pole). shoot at the soldiers and it shows you the damage you made with your shot.

 

you can also download projectile test missions on steam:

 

Terminal Ballistics:
http://steamcommunity.com/sharedfiles/filedetails/?id=190132631

Quick and fun projectile:
https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=189421090

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Very nice work.

 

One thing however:

 

the EOTech + Magnifier doesn't work on every version of HK 416.

It doesn't even appear in the scopes choice on every model.

 

Can this be fixed please?

 

Thanks

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Very nice work.

One thing however:

the EOTech + Magnifier doesn't work on every version of HK 416.

It doesn't even appear in the scopes choice on every model.

Can this be fixed please?

Thanks

They work for me.....

Sent from my iPhone using Tapatalk

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I've noticed the grenade launchers for the 416 & the Scar's aren't accurate. I was wondering if this can be fixed. Aside from that I really enjoy this mod, and would like to get my unit to adapt it into our repo. Unfortunately with the grenade launchers being inaccurate it ends up being a no go.

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They work for me.....

Sent from my iPhone using Tapatalk

My mistake, it works fine now...

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Hi guys i just wan't to report you a little bug with the mags of the scar-h,HK417 ... the mags of mk316 special long range mags are invisible since the 2.1 update i just put a little screen to illustrate this =) 1447778960-2015-11-17-00001.jpg

 

I hope you can fix this for your future update 

 

PS: continu your great work =)

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Hi guys i just wan't to report you a little bug with the mags of the scar-h,HK417 ... the mags of mk316 special long range mags are invisible since the 2.1 update i just put a little screen to illustrate this =) 1447778960-2015-11-17-00001.jpg

I hope you can fix this for your future update

PS: continu your great work =)

I have the same issue

Sent from my iPhone using Tapatalk

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I have the same issue

Sent from my iPhone using Tapatalk

Me too :)

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Bug: there is a delay with the weapons' sound on first shot. you hear the trigger then you hear the sound of the blow. very annoying.

 

@ineptaphid: play the "sma exibition showcase mission" under showcase. there is a shooting range where you can test the weapons. it shows distance and speed of the bullet. you can also activate live-targets (scrollmouse on loudspeaker pole). shoot at the soldiers and it shows you the damage you made with your shot.

 

you can also download projectile test missions on steam:

 

Terminal Ballistics:

http://steamcommunity.com/sharedfiles/filedetails/?id=190132631

Quick and fun projectile:

https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=189421090

 

Hey yea i noticed this also very annoying i have been trying to fix for a while. I think i have fixed it now. Should be better in next update

 

 

 

I've noticed the grenade launchers for the 416 & the Scar's aren't accurate. I was wondering if this can be fixed. Aside from that I really enjoy this mod, and would like to get my unit to adapt it into our repo. Unfortunately with the grenade launchers being inaccurate it ends up being a no go.

So to say they are inaccurate is a bit of a stretch i think as i tested this out many times at the SMA range and seems to me that they are all accurate all the way out to 400m from there it gets a little difficult as the effective range is 300. The only GL that may have issues for some people would be the HK416 as it uses the old flip up sight. It still works fine but is not as easy. Set your range then place the 100m or 200m or 300m makings at the feet of your target and splat Minced baddies.

I may change this in the future but from now on i will be using the RDS for sights on the GL variants.

 

Hi guys i just wan't to report you a little bug with the mags of the scar-h,HK417 ... the mags of mk316 special long range mags are invisible since the 2.1 update i just put a little screen to illustrate this =) 1447778960-2015-11-17-00001.jpg

 

I hope you can fix this for your future update 

 

PS: continu your great work =)

 

 

 

 

 

 

 

 

Hi so the 316 special Long range ammo is only for use in Sniper rifles with larger barrel length than these battle rifles have so it has been taken out until we finish our Sniper Rifles.  The invisible pics is odd though i may have left some code in there. ill look into it..

 

Thanks

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Hi

Could you add a desert camo for the HK416 and the EOTech + Magnifer like the one Mark Owen used?

And also add more foregrip version ?

Thanks

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This paint scheme would be AOR1. I like the Alpha version that's in the pack now, but I do wish there were VFG variants of both the D14.5RS and the CQB/D10RS models (instead of just AFG).

Sent from my iPhone using Tapatalk

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This paint scheme would be AOR1. I like the Alpha version that's in the pack now, but I do wish there were VFG variants of both the D14.5RS and the CQB/D10RS models (instead of just AFG).

Sent from my iPhone using Tapatalk

 

Hey i will be sticking with the Alpha version for the HKs and i will make Meo grip versions next update.

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Hey i will be sticking with the Alpha version for the HKs and i will make Meo grip versions next update.

 

I really like the Alpha version of the 416. Possible to make an Alpha version of the HK416 w/ M203? Also a desert and a green EoTech version without the 3x magnifier like the black one that's included? 

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Hi,

Favourite Weapon Mod. Just 2 things:

-Can you make the "left-hand-weapon-holding" animation little more accurate and a bit closer to some weapons like the Scars, HK´s, AAC´s and ACR. In first person it doesnt look that great with this little gap between hand and frontgrip/ugl

and maybe make the hand fit to the frontgrip. The way the hand holds the f-grip doesnt really look "natural".

-Can you improve the HK´s modeling quality? All the other weapons looking so awesome and the HK´s are a little "muddy".

 

Would be awesome to see this in the next update.

(Sry for bad english ;P)
Greetings from Germany

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I really like the Alpha version of the 416. Possible to make an Alpha version of the HK416 w/ M203? Also a desert and a green EoTech version without the 3x magnifier like the black one that's included?

There already are EoTech's in those color variants without the magnifier.....they just have kill flash's on them. The only one that has a variant without the killflash and magnifier is the black variant.

Sent from my iPhone using Tapatalk

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