blazenchamber 261 Posted December 13, 2016 Right.. so just wanted to update you guys with some WIP progress pics. Also heads up this last release may take a while as we are all very busy.. Knight's Armament 5.56 QDC Suppressors and Griffon's Heat and Mirage Mitigation System Covers (to replace the wrapped ones we have now) Very nice work here from Miguel SRS A1 (finishing off other two variations the HTI and Scout recon) Enjoy will see you soon 24 Share this post Link to post Share on other sites
road runner 4344 Posted December 13, 2016 Oh man, I love these little mini suppressors!! 2 Share this post Link to post Share on other sites
Edo_94 303 Posted December 13, 2016 Guys, your mod is awesome, I think it's a must have for everyone in arma community, and the new stuff in the photos looks really beautiful! I have just one question, if you don't mind: do you guys have any plan to improve the wrist position when holding some rifles, for example the AR family ones? Right now is a little bit sharp-cornered: anyway, that's a detail. Keep up your great work and thanks for your mod :) Share this post Link to post Share on other sites
road runner 4344 Posted December 13, 2016 12 minutes ago, Edo_94 said: Guys, your mod is awesome, I think it's a must have for everyone in arma community, and the new stuff in the photos looks really beautiful! I have just one question, if you don't mind: do you guys have any plan to improve the wrist position when holding some rifles, for example the AR family ones? Right now is a little bit sharp-cornered: anyway, that's a detail. Keep up your great work and thanks for your mod :) That's down to the rtm's which use the default skeleton, it's like that on many weapons that have pistol grips unfortunately 3 Share this post Link to post Share on other sites
Edo_94 303 Posted December 13, 2016 Thank you road runner! I was asking only because I noticed that in RHS they managed to make the animation a little bit more natural, but i don't have modding capability or knowledge, so thank you for the reply ;) 2 Share this post Link to post Share on other sites
SuicideCommando 333 Posted December 14, 2016 Wow, nice job on those suppressors. I've seen that MARSOC/Souts And Raiders units use the new QDC suppressors. Very nice work on those SRS rifles as well. Superb work all around bc. Share this post Link to post Share on other sites
shomu1 193 Posted December 18, 2016 Do the KAC suppressors mean that more KAC gear is in the works, perchance? Share this post Link to post Share on other sites
johnny-o-rama 34 Posted December 21, 2016 On 13.12.2016 at 8:43 AM, blazenchamber said: Right.. so just wanted to update you guys with some WIP progress pics. Also heads up this last release may take a while as we are all very busy.. what do you mean with "a while" ? are you saying that Santa isn't real? no christmas this year? Share this post Link to post Share on other sites
road runner 4344 Posted December 21, 2016 2 hours ago, johnny-o-rama said: what do you mean with "a while" ? are you saying that Santa isn't real? no christmas this year? Hmmmmm I don't recall SMA ever saying there would be another update before the 25th Dec? A while is a while, patience is a virtue Share this post Link to post Share on other sites
Iceman2004 48 Posted December 21, 2016 I usually don't make sniper missions in the editor when these make their appearance I may have to make a couple lol Share this post Link to post Share on other sites
VLADIMPALER72 5 Posted December 21, 2016 sma_weapons_accessories_2 sma_anpeq15 sma_anpeq15 IS in the folder BUT even with verifying the cache nothing. will this be fixed in 3.0??? WHERE DO I FIND THIS??!! its driving me nuts!! Share this post Link to post Share on other sites
road runner 4344 Posted December 21, 2016 what addon is sma_weapons_accessories_2 from? It's not in my SMA 2.71 folder Share this post Link to post Share on other sites
VLADIMPALER72 5 Posted December 22, 2016 the sqm says the author is SMA. after 2.7 both items: sma_weapons_accessories_2 sma_anpeq15 caused errors for most of my 50 missions. 1 Share this post Link to post Share on other sites
VLADIMPALER72 5 Posted December 22, 2016 I FOUND A WORK AROUND! ok so if a mission in editor does NOT open, try to open it any way, you will get an error. close it, then go to "new", hte map will be selected, then you will be able to merge the mission that could not open and just rename. poof!!! YES!!!!!!!!!!!!!!! 2 Share this post Link to post Share on other sites
direone 3697 Posted December 22, 2016 On 13/12/2016 at 8:43 AM, blazenchamber said: Right.. so just wanted to update you guys with some WIP progress pics. Also heads up this last release may take a while as we are all very busy.. Knight's Armament 5.56 QDC Suppressors and Griffon's Heat and Mirage Mitigation System Covers (to replace the wrapped ones we have now) Have to say a big thanks to you man, it's a lot that i'm waiting for suppressors like this in arma 3 :D great work! 2 Share this post Link to post Share on other sites
Ramsey 16 Posted December 23, 2016 So I was playing around a bit with the weapons you guys have, and they're looking and sounding really good. But when I took out the Minimi (any variant) I noticed you guys created a weapon that creates 7.62 NATO rounds out of thin air! Whenever you shoot, an extra round is placed on the belt from the gun, which then feeds into the magazine instead of what you would expect, rounds coming out of the magazine and then going into the weapon. In case this doesn't make any sense: 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted January 4, 2017 On 10/18/2016 at 0:49 AM, blazenchamber said: SMA Updated to 2.7.1 Grab it from downloads here http://smaproject.com/ Hey all We have updated the latest SMA with some small fixes. For the full change log go to http://smaproject.com/support/ This update has adjusted the Elcan zeroing default to 100m. Also for some people who Prefer their 4x Elcan optics to work more in line with BI's 4x we now have an Optional Pbo for the Specter to allow the choice to either run both versions of the Elcan or just the one you prefer. The choice is yours but there are trade offs to having the 3d 4x zoom on the Elcan so try it and make your own mind up on which you prefer. We don't really need a massive debate here on the forum about it this is why i gave people the options. Also optics have much less glare. We also fixed the weapon accuracy. Thanks and enjoy Awesome mod team, Quick question, when adding the optional pbo for the elcan, how do i use both versions, what is the naming difference? Thanks Share this post Link to post Share on other sites
DJankovic 401 Posted January 4, 2017 9 hours ago, Jnr4817 said: Awesome mod team, Quick question, when adding the optional pbo for the elcan, how do i use both versions, what is the naming difference? Thanks lol you dont just quote a post witch is posted 3 months ago XD you triggerd my hart thinking new update is out. XD 2 Share this post Link to post Share on other sites
Jnr4817 215 Posted January 5, 2017 I figured it out. I like the SMA version better. Thanks Share this post Link to post Share on other sites
Zakuaz 195 Posted January 5, 2017 Oh an SRS A1, yes please! Share this post Link to post Share on other sites
BadHabitz 235 Posted January 17, 2017 Is this meant to be completely modular? If I run just the needed pbo's plus the SCAR pbo the mags on the magazine are white, because those textures are in the M4 pbo. Share this post Link to post Share on other sites
road runner 4344 Posted January 17, 2017 1 hour ago, BadHabitz said: Is this meant to be completely modular? If I run just the needed pbo's plus the SCAR pbo the mags on the magazine are white, because those textures are in the M4 pbo. I don't believe it's supposed to be modular, you need the whole addon to make sure everything works. 1 Share this post Link to post Share on other sites
blazenchamber 261 Posted January 18, 2017 BadHabitz. No this mod is not modular we do this to condense size overall. Also saves alot of time on our end. The mod is made as one large pack and will only work as intended. Share this post Link to post Share on other sites
swtx 42 Posted January 28, 2017 I'm in the process of upgrading and revamping Blastcore tracers. One of the mods I'm trying to get to work with BCT is SMA. However, I'm having an issue with the tracers showing up in-game with SMA. The tracers are very light in-game, barely seeable when running BCTfor SMA. The inheritance is correct but it seems to be a problem maybe with SMA ammo classes. In the first example you can see how light the tracers are in-game. Using the updated BCT for SMA. Spoiler The second screen shot is using BCT for standard ARMA 3 weapons and ammo classes and it works just fine. Spoiler I'm not sure what the problem is or why it's causing this. I hope you can look into this so I can get the mod working with SMA. There may be a workaround, if you could PM me a couple magazine classes for the 300 blk and the mk18, I can insert them into the mod to see if they work without issue. I used some magazine classes in the ARMA 3 version of the mod to get around some of the ammo classes not working. I look forward to your help with this matter. Scott out Share this post Link to post Share on other sites
blazenchamber 261 Posted January 28, 2017 Hey scott Not 100% sure why this may be happening. . I cant look into this Atm slighly busy. I will get one of our team to try find a solution for you.. give us some time to look into it.. Cheers Share this post Link to post Share on other sites