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blazenchamber

(SMA) Specialist Military Arms

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I figured out where the AK mags are coming from.

 

Checked their website for a compat file between RHS, ACE, and CUP, and it turns out they were supposed to have future guns such as custom aks and even an F2000(Vanilla doesn't do it justice).

 

I'll probably check back next year to see if there's anything new though.

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Hello SMA, 

I am part of a development team for a new exile server, we are trying to do everything by the book so that we can have the best exile server! We noticed several communities that are monetized but not using mods that allow Monetization I found your mod and I am intrigued. I noticed on your Armaholic page and the Bohemia Interactive page you have this: 
 

License / Disclaimer:
Do not edit or redistribute without explicit permission and NO commercial gain made by either renting, leasing or selling of this package.
This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author.
 

I am contacting you in hopes that you will allow us to use your mod on our server! Any and all monies are spent on server and related upkeep effectively rendering us as a nonprofit. We just want to make sure we diligently cover all steps prior to requesting full monetization status. I appreciate any and all feedback that can be given!

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10 hours ago, D Beevers said:

-snip-

If you've checked through the topic, you'dve noticed there's not a lot going on with the dev team.

SMA either isn't here or they're not saying anything.

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I noticed that the SMA mode site is not supported. Really such a good mod was abandoned?

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11 minutes ago, dedoz said:

I noticed that the SMA mode site is not supported. Really such a good mod was abandoned?

Appears that way, yes. It hasn't been updated since 2016. It has no official RHS/ACE ballistics compatibility. And it lacks magazineWells support, which is starting to become a thing. It's looking grim for SMA support.

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Yeah, there are a bunch of magazine compatibility mods around that work well for NIA/ RHS ect magazine support and JSRS soundmod support but I don't think there is anything official for SMA anymore. 

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On ‎9‎/‎9‎/‎2018 at 5:28 PM, jarrad96 said:

Yeah, there are a bunch of magazine compatibility mods around that work well for NIA/ RHS ect magazine support and JSRS soundmod support but I don't think there is anything official for SMA anymore. 

 

Which is a damn shame since they were my favorite weapon mod; primarily because of the optics that they had available which were spot on probably some of the best around quality wise. Might be time to consider retiring it from the mudpack after one last mission. Plus @blazenchamber hasn't been on the forums here since back in March I believe.

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On ‎9‎/‎9‎/‎2018 at 12:32 PM, Maj Ray said:

Appears that way, yes. It hasn't been updated since 2016. It has no official RHS/ACE ballistics compatibility. And it lacks magazineWells support, which is starting to become a thing. It's looking grim for SMA support.

 

It shouldn't be that hard to build an SMA magazine compat file to handle all the updated items should it?

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32 minutes ago, Nichols said:

 

It shouldn't be that hard to build an SMA magazine compat file to handle all the updated items should it?

Difficult no. Tedious yes. As you need weapon class names and the magazine class names to do it.

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I've been working on one myself, for cross compat between NIA and SMA magazines- the PMAG's, Lancers and such do not visually change because that's a SMA limitation, right now it's about half to 1/3rd done, but once it's complete I can put it up, unofficially, here if it's OK?

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2 hours ago, jarrad96 said:

I've been working on one myself, for cross compat between NIA and SMA magazines- the PMAG's, Lancers and such do not visually change because that's a SMA limitation, right now it's about half to 1/3rd done, but once it's complete I can put it up, unofficially, here if it's OK?

Hopefully you're considering using JAM classes while you're at it ;)

Tedious AF: https://pastebin.com/HSeQZfNS <-- feel free to grab any useful bits or the whole thing

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Go for it- SMA - NIA Ammo Patch

https://steamcommunity.com/sharedfiles/filedetails/?id=1541682259

 

Some notes-

I removed the X-15 drums from the weapon list because I could not get the JAM support working, and while I fudged it cause the SMA guns already have STANAG and P/EMAG visual versions I decided not to support drums. All other NIA magazines functionally work, including STANAGS, EMAGS, PMAGS, HK Heavy STANAGS, Lancer Mags, as well as the new IR Dim and other Tracer mixed loads for ammunition.

 

SMA magazines are still supported as  back-up/ to prevent issues with scenarios or units (cough) that used SMA ammo in the rifles. SMA 7.62 rifles can feed NIA FAL ammo, just in case, as there is no real SCAR / HK417/ AR-10 type rifle that would make more sense, it's mostly just for emergency use. 

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Just now, Disgusting_Man said:

Is there any mod that allows you to use SMA weapon attachments such as supressors on RHS weapons?

Wouldn't be too hard to make one just for that purpose: https://pastebin.com/2jda9txH

 

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Great addon by any standard but I've noticed a few issues here and there, should I list them here or is there somewhere on your website I haven't found where problems can be reported?

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8 hours ago, reconteam said:

Great addon by any standard but I've noticed a few issues here and there, should I list them here or is there somewhere on your website I haven't found where problems can be reported?

 

Probably development has ceased. It's been a long while without any activity from the team. You got what you have. I still think this is one of the best weapons mod.

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I just went to check the SMAproject.com website looking for a specific classname that isn't showing up right and it appears that the site is gone for good. Getting a redirect to a generic page for nothing but alternative names.

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On ‎11‎/‎27‎/‎2018 at 10:25 PM, reconteam said:

Great addon by any standard but I've noticed a few issues here and there, should I list them here or is there somewhere on your website I haven't found where problems can be reported?

 

I would suggest posting them here for posterity sake in case someone can tries to revive the mod at some point. It appears that development ceased and the site is now gone....Maybe a new iteration of it since it might be difficult to get permission to continue the work.

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Yeah too bad the 6.8 SPC ammo needs to be reworked on this one. There is no way a BTHP projectile is going to penetrate high level body armor at 600-800 meters as compared to an FMJ projectile. However the BTHP ammo they have configed is amazing and basically downs almost everything in one shot as compared to FMJ ammo in the ACR rifles.

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On 1/23/2019 at 1:05 AM, Nichols said:

Yeah too bad the 6.8 SPC ammo needs to be reworked on this one. There is no way a BTHP projectile is going to penetrate high level body armor at 600-800 meters as compared to an FMJ projectile. However the BTHP ammo they have configed is amazing and basically downs almost everything in one shot as compared to FMJ ammo in the ACR rifles.


Regarding the BTHP in 6.8SPC, it was using one of my earlier ways of calculating ballistics in ArmA and has sense with NIArms been tweaked to reflect more realistic parameters.

As for body armor penetration, there is no such thing in ArmA unfortunately, body armor in ArmA III only mitigates damage based on the level of protection it provides, simply put it works like this...

6.8 SPC BTHP bullet = 12 damage
Center Mass kit to incapacitate = 6 damage
Target body armor level IV = -50% damage
Shot hit target center mass = 6 damage = target incapacitated.

this is not exactly how it works but it's close enough to give you the gist.

This makes for an interesting anomaly where hollow point bullets do more damage than AP even when wearing body armor. Quite honestly as the base game sits the only useful purpose of AP rounds is to go through barriers and POTENTIALLY light armored vehicles to hit occupants inside albeit with reduced impact force. When I started looking into this paradox I figured out why BI's values are "all over the place" they were making general purpose rounds that do everything equally well because of how they simulate personal protection and barrier performance.

I have considered going down that same route but what I came to conclude by popular vote was that people wanted options in their loadout even if that meant that body armor would make things less realistic than they might be.

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