Rabid Squirrel 149 Posted July 1, 2017 By: Rabid Squirrel Version: 1.5.5 About SAEF: SAEF is a fictional combat group that was founded in 2014. They are modelled after special operation units in gear and combat style. Rain Textures: This mod is fully Rain Textures Compatible. Preview Images: Spoiler Requirements: CBA is now a Requirement for Joint Rails Compatibility. Additional Credit: Credit to [SAEF] Raven for the Monochrome South African Flag Patch. Alternate download links: SAEF: South African Expeditionary Forces v1.5.4 Play withSix - South African Expeditionary Forces Steam - South African Expeditionary Forces SAEF Youtube Videos SAEF – Youtube Channel Changelog: Spoiler Changelog v1.5.5: (Update: 12 Jan @ 10:48pm) Fixed missing Rain Textures Backpack textures Removed RS-16 (Has been shifted over to the RS Armaments Mod) Removed RS EHO (Has been shifted over to the RS Armaments Mod) Removed Editor Units pending 1.6.0 update Changelog v1.5.4: (Update: 10 Oct, 2017 @ 1:03am) Added: New German Flecktarn Themed SAEF "Splinter" Uniforms, Vests, Backpacks, and Helmets. Added: 2035 German "Splinter Flecktarn" Uniforms, Vests, Backpacks, and Helmets. (Request of a Friend) Fixed: (Potentially) Compatibility Issue with the Advanced Armor Mod. Changed: SAEF Base Vest Armor Values, now inline with Vanilla Plate Carriers. Changelog v1.5.3.1 (Hotfix): (Update: 2 Oct, 2017 @ 8:52pm) Fixed: Removed Bipod Access for the GL and FG weapon variants. Added: New custom recoil patterns for each RS-16 Variant that were meant to be added with version 1.5.3 (WIP) Changelog v1.5.3: (Update: 2 Oct, 2017 @ 12:12am) Added: New Sounds for *all RS-16 Variants (*Only minor change to existing LMG Sounds). Added: Underbarrel Proxy for the base RS-16 Variant, bipods can now be used. Changed: Reload Animation for the RS-16 LMG. Fixed: Muzzle Flash Rotation Error. Fixed: Rain Textures Error for the RS-16 FG. Changelog v1.5.2: (Update: 1 Jul, 2017 @ 2:43pm) Added: Missing Camo Variants of all SAEF Headgear and Facewear Fixed: Incorrect Helmet Armor Configuration Fixed: Incorrect RVMAT configuration for the Woodland and Snow Uniforms (Rain Variants) Changelog v1.5.1: (Update: 26 Jun, 2017 @ 11:37pm) Fixed: Several Minor Config Errors Changelog v1.5: (Update: 23 Jun, 2017 @ 11:55pm) Added: New Uniform Textures and Gear Added: The RS-16 DMR Variants Added: The RS Experimental Holographic Optic Changed: Overhauled Existing Vest, Uniform, and Backpack Textures Changed: Textures and Normal Maps for all existing RS-16 Variants Changed: PBO Layout for more streamlined updates Changelog v1.4: (Update: 13 Nov, 2016 @ 11:18pm) Overhauled Textures and Model for the RS-16 Assault Rifle and LMG. Changelog v1.3: (Update: 19 Sep, 2016 @ 5:26pm) Added: Support for RS - Rain Textures Changelog v1.2.5: (Update: 15 Sep, 2016 @ 4:53pm) Hotfix Added: New Bisgin and Bikey Changelog v1.2: (Update: 13 Aug, 2016 @ 1:31am) Added: LMG and Foregrip Variants of the RS-16. Added: New Camo Pattern for the RS-16. Added: UI Pictures for all the RS-16 Variants. Modified: Specular Maps for the Camo and Normal Variants of the Weapon. Changelog v1.1: (Update: 18 Jul, 2016 @ 5:34pm) Added: Units in the Editor (SF Teams) Added: Ironsights to the RS-16 Added: Camo patterns for the RS-16 Fixed: Errors Caused by the Recent A3 APEX Update Fixed: Issues with normal maps on some of the Uniforms Fixed: Editor Error asking for 'SAEF_Insignia' that wasn't there Known Issues v1.1: RS-16 Reload Animation is WIP Iron Sights are WIP Textures and Sounds are WIP Groups For some reason the SAEF Blufor Desert Recon Team is spawning with default AAF uniforms, I am investigating. Editor Faction class is not showing correctly (All units are under "Men" instead of "Recon"), searching for a solution now. Changelog v1.0: (Update: 26 Jun, 2016 @ 10:44pm) Added: Alpha Version of the RS-16 Added: Normal Maps, and Specular Maps to increase the definition of the Custom Uniforms. Added: Khaki Kitbag. Added: Additional Custom Uniform. Fixed: Issue with Missing Textures. Known Issues v1.0: RS-16 Reload Animation needs a bit of work. No Ironsights as of yet. Textures and Sounds are WIP. Kit Errors with the New Uniform Maps on some of the uniforms. Changelog v0.8: (Update: 5 Mar, 2015 @ 1:04am) Modified the armor values for Vests and Helmets in the config file. Changelog v0.7: (Update: 14 Feb, 2015 @ 9:02am) Added: T-Shirt Variants of all Uniforms (Except the Snow Uniform). Added: Patches for Custom tags (replaces custom uniforms). Added: Unmarked Backpack, Vest, Uniform. Added: Black Canvas Helmet. License: This Content is Licensed under the Arma Public License Share Alike (APL-SA). As always, please ask permission from me directly before reproducing and or modifying the content within this mod. 12 1 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted July 1, 2017 Version 1.5.2 Now Live Changelog: Added: Missing Camo Variants of all SAEF Headgear and Facewear Fixed: Incorrect Helmet Armor Configuration Fixed: Incorrect RVMAT configuration for the Woodland and Snow Uniforms (Rain Variants) 1 Share this post Link to post Share on other sites
Guest Posted July 1, 2017 The Armaholic mirror has been updated with the new version: SAEF: South African Expeditionary Forces v1.5.2 Community Base addons A3 Share this post Link to post Share on other sites
drebin052 321 Posted July 1, 2017 Loving the RS-16 so far. Especially the experimental holosight! Just a few things to point out: The resting pivot for all variants of the RS-16 without a bipod are too low, meaning you'll sink into the ground if you try to "deploy" them without a bipod attached. The RS-16 LMG currently uses the Marksmen DLC's Mk14 reload animation which really doesn't fit it. I'd suggest using the SPAR-16S's (the HK416A5 with the Beta-C drum that came with Apex) animation and re-syncing the drum's movement to fit that instead. Add underbarrel attachments to the baseline non-foregrip version of the RS-16 rifle. Seems a shame that you can't attach a bipod to it when the six o'clock rail is unused there anyway; the foregrip version of the RS-16 can be left alone since the grip already uses that rail. CBA's JR is obviously a requirement but your Steam Workshop page does not have it listed as a 'Required Item' on the sidebar. While your group's collection has it, it's probably a good idea to add it there as well so that people who subscribe to the mod that aren't from your group won't get confused when they try to run the mod the first time (as the launcher will not automatically put CBA into the load list). 1 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted July 1, 2017 1 hour ago, drebin052 said: Loving the RS-16 so far. Especially the experimental holosight! Just a few things to point out: The resting pivot for all variants of the RS-16 without a bipod are too low, meaning you'll sink into the ground if you try to "deploy" them without a bipod attached. The RS-16 LMG currently uses the Marksmen DLC's Mk14 reload animation which really doesn't fit it. I'd suggest using the SPAR-16S's (the HK416A5 with the Beta-C drum that came with Apex) animation and re-syncing the drum's movement to fit that instead. Add underbarrel attachments to the baseline non-foregrip version of the RS-16 rifle. Seems a shame that you can't attach a bipod to it when the six o'clock rail is unused there anyway; the foregrip version of the RS-16 can be left alone since the grip already uses that rail. CBA's JR is obviously a requirement but your Steam Workshop page does not have it listed as a 'Required Item' on the sidebar. While your group's collection has it, it's probably a good idea to add it there as well so that people who subscribe to the mod that aren't from your group won't get confused when they try to run the mod the first time (as the launcher will not automatically put CBA into the load list). 1. Yeah, the resting pivot has been bugging me a bit, still a bit hazy on how to get the change right but I'm getting there. 2. I had thought about that, but I think the drum positioning might be off. Nevertheless I'll take a look at it using that anim, and if worse comes to worse, I'll look at learning to make my own. 3. I actually thought that was already an option, quick fix, look out for an update. 4. Noted, I did have it listed in the description from way back when you couldn't add mod dependencies, probably best to add it. Thanks very much for the feedback. 1 1 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted October 1, 2017 Version 1.5.3 (Live Shortly) Changelog: Added: New Sounds for *all RS-16 Variants (*Only minor change to existing LMG Sounds). Added: Underbarrel Proxy for the base RS-16 Variant, bipods can now be used. Changed: Reload Animation for the RS-16 LMG. Fixed: Muzzle Flash Rotation Error. Fixed: Rain Textures Error for the RS-16 FG. 3 1 Share this post Link to post Share on other sites
drebin052 321 Posted October 2, 2017 I noticed that the Grenadier and Foregrip variants of the RS-16 seem to be able to attach bipods now even though they don't actually show on the model. Wrong inheritance in the config perhaps? EDIT: Yep wrong class inheritance. The UnderBarrelSlot property used by the sub-variants shouldn't be inheriting from the one used by the baseline RS-16. Just need to tweak both the GL and FG variants' WeaponSlotsInfo class so that they're like this: class rs_arifle_r2016_GL_F: rs_arifle_r2016_F { class WeaponSlotsInfo: WeaponSlotsInfo { class UnderBarrelSlot{}; // Prevents GL variant from inheriting the UnderBarrelSlot property }; }; class rs_arifle_r2016_FG_F: rs_arifle_r2016_F { class WeaponSlotsInfo: WeaponSlotsInfo { class UnderBarrelSlot{}; // Ditto }; }; P.S. Hot damn that RS-17 looks good. 1 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted October 2, 2017 45 minutes ago, drebin052 said: I noticed that the Grenadier and Foregrip variants of the RS-16 seem to be able to attach bipods now even though they don't actually show on the model. Wrong inheritance in the config perhaps? EDIT: Yep wrong class inheritance. The UnderBarrelSlot property used by the sub-variants shouldn't be inheriting from the one used by the baseline RS-16. Just need to tweak both the GL and FG variants' WeaponSlotsInfo class so that they're like this: P.S. Hot damn that RS-17 looks good. Always miss something XD Forgot I was inheriting the weapon slots. Will hotfix when I'm home from work. Also, glad you like it. 1 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted October 2, 2017 Version 1.5.3.1 (Hotfix) Now Live Changelog: Fixed: Removed Bipod Access for the GL and FG weapon variants. Added: New custom recoil patterns for each RS-16 Variant that were meant to be added with version 1.5.3 (WIP) 3 1 Share this post Link to post Share on other sites
Guest Posted October 3, 2017 The Armaholic mirror has been updated with the new version: SAEF: South African Expeditionary Forces v1.5.3.1 Community Base addons A3 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted October 9, 2017 Version 1.5.4 Now Live Changelog: Added: New German Flecktarn Themed SAEF "Splinter" Uniforms, Vests, Backpacks, and Helmets. Added: 2035 German "Splinter Flecktarn" Uniforms, Vests, Backpacks, and Helmets. (Request of a Friend) Fixed: (Potentially) Compatibility Issue with the Advanced Armor Mod. Changed: SAEF Base Vest Armor Values, now inline with Vanilla Plate Carriers. 1 Share this post Link to post Share on other sites
Guest Posted October 10, 2017 The Armaholic mirror has been updated with the new version: SAEF: South African Expeditionary Forces v1.5.4 Community Base addons A3 Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted January 14, 2019 Version 1.5.5 Now Live Changelog: Fixed missing Rain Textures Backpack textures Removed RS-16 (Has been shifted over to the RS Armaments Mod) Removed RS EHO (Has been shifted over to the RS Armaments Mod) Removed Editor Units pending 1.6.0 update 2 1 Share this post Link to post Share on other sites