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blazenchamber

(SMA) Specialist Military Arms

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Yep, finally got the download and it's pretty awesome, great work guys!!

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Any plans for the STEAM version to be updated or is the SMA Project website and Armaholic going to be it from now on?

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I got no errors downloading this time, everything works / normal RPT stuff.

 

- There's a missing set of 3 magazines between MK316 and the Lapua Subsonic (in the arsenal), I'm assuming this is a holdover from the MK319 ammunition.

- The new SKS ammunition doesn't appear to have damage or ballistics or (something) associated with it.  It essentially loads into the weapon, but does not fire, nor does it have a defined damage per bullet, speed, etc.  This is in reference to only the 57-N-231S magazines or:

"SMA_30Rnd_762x39_SKS_FMJ_Red";
"SMA_30Rnd_762x39_SKS_FMJ";

Does anyone else have the same issues?

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I am absolutely blown away by the quality of this mod!

You guys should be making a shitload of money on this if there is any fairness left on the planet. It is truly professional stuff. The new HK416, the new suppressors, scopes/aimpoints etc... So nice!

 

Have you considered more variations on the laser/light combo? I am thinking laser on one side, flashlight on the other. And variations with one on the side and one underbarrel? Just a thought, don't mean to be greedy. Oh, and the HK416 doesn't have any subsonic ammo?

 

Now, some G36's would be awesome... ;) .

 

Cheers!

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Hi blazenchamber

 

Thanks for the awesome mod.

Just one request, we run a Linux server and unfortunately doesnt accept uppercase file names.

Is it possible that in the future you would please change all the bpo's and bisigns to lowercase.

Its not a big issue, we do it manually afterwards but would save some time.

 

Thanks regardless!!

Twak

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Just wanted to report that I downloaded 2.7 from the new website (not the mirror), and it took all of 2 minutes, and I'm in game playing with no errors. The new textures and variants are awesome, and the optics look damn near real. The only thing I think I can find to moan about, is I'm not sold on the new outdoor suppressor sounds. They seem like a step backwards in the realism department.

 

I myself own x2 Surefire suppressors and one from ACC, and I assure you, they're anything but quiet. You can run them without ear pro, but barely. Especially if you're around things that generate reverb. If you're out in the open, you can still hear it crack from a quarter mile away, even more so if we're talking about 7.62 and up. So far I've only tried the MK18 and HK417 suppressed, and they sound like what I would imagine shooting a suppressed rifle underwater would sound like. :(

 

v2.6's suppressor sounds were the most realistic I had heard in any weapon pack, I'm sad to see 'em go.

MK18 Suppressed (not running subsonic)

Running supersonic ammo in a suppressor will almost always be like that with high pressure ammo, this is where .300 Blackout shines so well is even with supersonic loads its fairly quiet. Keep in mind not all suppressors give identical results, I will link a video to prove just what I am saying, thanks to Military Arms Channel for doing this rather expensive test!

https://youtu.be/51cSzfn-WCo

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Ok, the guns are more then what I expected, and even better then that are the sounds. Amazing job in this release!

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Hi blazenchamber

 

Thanks for the awesome mod.

Just one request, we run a Linux server and unfortunately doesnt accept uppercase file names.

Is it possible that in the future you would please change all the bpo's and bisigns to lowercase.

Its not a big issue, we do it manually afterwards but would save some time.

 

Thanks regardless!!

Twak

 

For Linux server, I usually just fix this by using convmv to convert all files in the addon to lowercase. Pretty quick and easy.

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Running supersonic ammo in a suppressor will almost always be like that with high pressure ammo, this is where .300 Blackout shines so well is even with supersonic loads its fairly quiet. Keep in mind not all suppressors give identical results, I will link a video to prove just what I am saying, thanks to Military Arms Channel for doing this rather expensive test!

https://youtu.be/51cSzfn-WCo

Great video! Mr MAC actually lives about 15 minutes from me, I've seen him out at the DNR range here several times, he always has some cool toys.

You're right about high pressure ammo, I rarely run subsonic loads through my cans. It's usually M855 or XM193. But even in a military setting, subsonic ammo is very niche due to the performance cost. Which is why .300blk has been turning a lot of heads. When all those high speed guys put suppressors on their rifles though, I think they're more concerned about flash suppression, than they are with noise reduction. Snap on suppressors on rifles chambered for high velocity cartridges, just aren't that quiet. Even on MAC's video, you could hear the *crack* and reverb that they gave off, some being louder than others of course.

In-game though, as they stand now, they're way to quiet, nearly no reverb at all. The MK18 reminds me of something running an integral suppressor, not an SBR with a QD can bolted on. When swapping suppressors and ammo types in-game, they don't have an audible difference. So my vote is still for v2.6's suppressor sounds, they were so much more realistic.

Not to shine light away from the rest of the pack though! The SMA team did a fantastic job with the models and textures. I sat in the arsenal for like an hour examining all of the detail, it's mind blowing!

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Is the elcan supposed to be zeroed at 300? it has a 300 notch so its confusing. I have to remind myself to down zero it everytime i spawn in with it.

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Great video! Mr MAC actually lives about 15 minutes from me, I've seen him out at the DNR range here several times, he always has some cool toys.

You're right about high pressure ammo, I rarely run subsonic loads through my cans. It's usually M855 or XM193. But even in a military setting, subsonic ammo is very niche due to the performance cost. Which is why .300blk has been turning a lot of heads. When all those high speed guys put suppressors on their rifles though, I think they're more concerned about flash suppression, than they are with noise reduction. Snap on suppressors on rifles chambered for high velocity cartridges, just aren't that quiet. Even on MAC's video, you could hear the *crack* and reverb that they gave off, some being louder than others of course.

In-game though, as they stand now, they're way to quiet, nearly no reverb at all. The MK18 reminds me of something running an integral suppressor, not an SBR with a QD can bolted on. When swapping suppressors and ammo types in-game, they don't have an audible difference. So my vote is still for v2.6's suppressor sounds, they were so much more realistic.

Not to shine light away from the rest of the pack though! The SMA team did a fantastic job with the models and textures. I sat in the arsenal for like an hour examining all of the detail, it's mind blowing!

I am not 100% sure on this, but I do not think its possible with BI code to have a sound for suppressed with supersonic ammo and suppressed with subsonic ammo, I would love it if it were possible. The only thing I know that is set by supersonic and subsonic speeds is the projectile itself, and if that projectile is going 330 m/s or more it makes a sonic crack when it goes past you, below that it does not, all of my recent ammunition configs that state subsonic adhere to that rule. If a sound engineer like Laxemann or LordJarhead would care to comment on the viability of this that would help out a great deal.

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Is the elcan supposed to be zeroed at 300? it has a 300 notch so its confusing. I have to remind myself to down zero it everytime i spawn in with it.

 

No, I'm also curious if there is a way to make it 4x.

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The interesting thing about that video is how deceiving the sounds are to the human ear, a couple of those cans actually sounded louder than the others, but the DB Meter had it the other way around, and the meter speaks the truth!!

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No, I'm also curious if there is a way to make it 4x.

This scope has 1x 4x and iron site or RDS capabilities in game.. Not sure how you can not get it to work? same as arma controls to cycle the modes.

On top of this there is MRT functions that allows fully adjustable illuminated reticle intensity for different lighting situations so depending on map or time of day your reticle is usable.

 

 

Also there was a question about the 300m zeroing .. that's correct it is set at 300m on purpose for the 4x mode .. if you are engaging at close distance id recommend 1x or even the RDS or iron sight options.. Or if you still want it zoomed in at 4x then set your zero to100m ? up to you.

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This scope has 1x 4x and iron site or RDS capabilities in game.. Not sure how you can not get it to work? same as arma controls to cycle the modes.

On top of this there is MRT functions that allows fully adjustable illuminated reticle intensity for different lighting situations so depending on map or time of day your reticle is usable.

 

 

Also there was a question about the 300m zeroing .. that's correct it is set at 300m on purpose for the 4x mode .. if you are engaging at close distance id recommend 1x or even the RDS or iron sight options.. Or if you still want it zoomed in at 4x then set your zero to100m ? up to you.

But why have it zeroed at 300? You have a scope that has range notches for 300, 400, etc so why when in 4x mode have it set to 300 by default instead of 200 so you are not over ranging/underranging. Its confusing the hell out of me

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@sgt bagelz

 

Initially i done this because figured that Bi done same with their Medium range optics mode.. and was under the impression it was because of the average effective range of most weapons. But because the Elcan reticle is different and ranges differently i can see how it would perhaps be better to set the default zero to 100m rather than 300m then allow people to adjust from there. 

 

We will do an update next week fix some small bugs if the consensus is more for this change im happy to fix it up (its not hard to fix at all).

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@sgt bagelz

 

Initially i done this because figured that Bi done same with their Medium range optics mode.. and was under the impression it was because of the average effective range of most weapons. But because the Elcan reticle is different and ranges differently i can see how it would perhaps be better to set the default zero to 100m rather than 300m then allow people to adjust from there. 

 

We will do an update next week fix some small bugs if the consensus is more for this change im happy to fix it up (its not hard to fix at all).

 

I wouldn't make it adjustable, but I would zero the T2 at 100 as well, 200 is just kind of odd. 50 or 100 are really the ideal zeros for that optics limited capabilities. I've spent a lot of time behind a 2moa T1, and 100 keeps your POI shift very low out to 200, then you have to start holding over. If you're engaging past 300, then you need an optic with more horse power anyway.

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Would love to see it change too 100. Not trying to be a hard ass. I love 2.7 so far. Just that little thing has me going crazy! Love the new ACR variants. New 416s are awesome. T2s are boss. What happened to all the 417 variants? Oh would it be possible to do the same thing yall did with the 416s? Make the rail covers a rail accessory for the M4s and mk18s? And idk if this has been answered before but why cant the minimi have any rail attachments? or is that just something that has not been implemented yet? Other than my 1000 questions that i have( lol its because i love the mod) i love everything so far. You guys are the best and every update is worth the wait!

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Nice work, I am loving the SCAR MK16 and MK17 sounds.  They have a nice "POP" in the report now... no longer sounds like I am flicking a piece of paper with my finger =)

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Nice work, I am loving the SCAR MK16 and MK17 sounds.  They have a nice "POP" in the report now... no longer sounds like I am flicking a piece of paper with my finger =)

Yeah-the Scars have a great meaty thunk to them now :) Sounds powerful.

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Extremely good mod but I have a question:

Why are there such a large number of different silencers and is there a significant difference in terms of penetration or range?

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Extremely good mod but I have a question:

Why are there such a large number of different silencers and is there a significant difference in terms of penetration or range?

Because suppressors are super tacti-cool. Do you even operate bro? ;)

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New 416s are awesome!! Will there be m4 sbrs with stanag magazines? And what happened to mk17 suppressors from previous version?

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