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13 hours ago, T. Ditch said:

Looks great, will the shortdot zoom be adjustable? I know they wasn't before.

 


How adjustable do you want a shortdot???? I might know of one coming very soon that can adjust say 8x.....

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2 minutes ago, Nichols said:


How adjustable do you want a shortdot???? I might know of one coming very soon that can adjust say 8x.....

I asked since Kiory's shortdot before only had full zoom which seems to be fixed now, ill keep a look out for this new one. 

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3 hours ago, Nichols said:

 

A little scuttlebutt from some people I trust. I don't know this from first hand experience but the couple of guys I know personally in the USASOC and AFSOC world say their issued SCAR's are weapon locker queens.  The vast majority of the time the weapons that are getting used now are the newer piston platforms from HK. Their issued M4's, 416/417, Sig Sauer and Daniel Defense weapons are what they are carrying UNLESS they need a sniper weapon. Then they are taking the SCAR-H as a supplement to the rest of the team using M4's. In an article I read a long time back when I was working In the weapons industry many moons ago a former SEAL sniper reported that some of his buddies were even pulling optics and stuff off their SR-25's and using the Mk17 as an ad hoc sniper platform until they can get their hands on what is now known as the FN SCAR 20S.

 

Thanks for the info. The CCT with a M4A1 Block II will stay in the mod, I'll just add another one with a SCAR-H for the people who want to use them.

 

AFAIK the SCAR is quite popular with white SOF units but not the Tier 1 ones.

 

Edit: To get this right, my Short Dot scope now has one red dot sight with no magnification and a second crosshair sight with 8x magnification. Is that how it is in real life?

 

Edit 2: Added a 4x magnification sight, I think that's enough.

 

F0Gw1lJ.png

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Would you consider changing the mag color on the vests to black? RHS's tan mags just feel really bright. That might just be me though.

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On 3/15/2019 at 11:43 PM, harveydent said:

Would you consider changing the mag color on the vests to black? RHS's tan mags just feel really bright. That might just be me though.

 

Unfortunately, no. The Gear 02 selection isn’t working correctly on the vests, so this part can’t be retextured.

 

On an unrelated topic:

 

qzvxLYO.png

“How many radios do you need?” - “ALL THE RADIOS!”

 

Edit: one more...

R1pRwOG.png

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On 3/19/2019 at 9:42 PM, Disgusting_Man said:

Is it possible to add RHS HK416 firing sound to Toadie's HK416 in your mod?

I saw comments on steam and now its clear for me that you won't make it. That's ok. I just like RHS HK416 sounds and maybe that's why Toadie's firing sounds for HK416 seem a bit strange for me...

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For the life of me, I will never know why with those beautiful Ops Core helmets did they put the boom mics on the right side. With many shooters being right handed (hell because most ejection ports being on the right forcing right-handed shooting), anyone that looks down the scope of their weapon would be beyond annoyed having the mic in between their cheek and the stock.

 

I know it's nit-picking, but these look incredible, then I see minor stuff like that and think perfection would have been the more common boom mic placement.

 

On 3/15/2019 at 6:43 PM, harveydent said:

Would you consider changing the mag color on the vests to black? RHS's tan mags just feel really bright. That might just be me though.

 

On 3/18/2019 at 1:41 PM, fingolfin said:

Unfortunately, no. The Gear 02 selection isn’t working correctly on the vests, so this part can’t be retextured.

 

There's a mod I'll link to when I get off work that actually has the black PMAGs. Was another retexture of the Gear mod, but @harveydent, you might want to take a peak at it to see if it is what you're looking for.

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13 hours ago, NAS_Juno said:

There's a mod I'll link to when I get off work that actually has the black PMAGs. Was another retexture of the Gear mod, but @harveydent, you might want to take a peak at it to see if it is what you're looking for.

 

Adacas allowed some addon-makers to include his models in their mods (like he allowed me to use the CIRAS model in my AAF mod). Then you can change the gear 2 texture, because you must edit the textures paths anyway.

 

10 hours ago, GAF Toby S. said:

Any chance for maybe some M16 IMOD FDE/Tan reskins?

 

I don’t see any reason why I should. M16A4s were never used by Delta Force.

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On 1/9/2019 at 6:06 AM, fingolfin said:

It is merely a stopgap until UnderSiege’s Gear & Uniforms are released.

 

Hey @fingolfin, really like the content. Keep up the great work.

Seeing as USP is "indefinitely postponed", do you see this mod taking any new direction aside from being a stopgap?

Thanks for your awesome contribution to the Arma modding scene. 

 

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10 hours ago, TexTactical said:

 

Hey @fingolfin, really like the content. Keep up the great work.

Seeing as USP is "indefinitely postponed", do you see this mod taking any new direction aside from being a stopgap?

Thanks for your awesome contribution to the Arma modding scene. 

 

 

For now, it will stay the way it is. No new dependencies, some new retextures and models (if I get permission to include them), incorporating new RHS stuff, that’s it. I currently have no intention to expand the focus of the mod beyond CAG.

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Any plans for more backpacks similar to what was in Altis armed forces?

 

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Is there a larger assault group.If there is will you add them.

Is the new update going to happened when RHS new update release?

(I found something about a big squad in internet)https://www.google.com/search?rlz=1C1SQJL_enMY833MY833&ei=GZ_XXLrrGqaWvQT73JXADQ&q=how+many+operators+are+in+delta+force+squadrons&oq=how+many+operators+are+in+delta+force+squadrons&gs_l=psy-ab.3..33i22i29i30.16017.24681..25130...0.0..0.85.764.10......0....1..gws-wiz.......0i71j33i10.SciphLl03C4

Missing team:(maybe bugs)

Is there a squadron with AT(MAAWS) because it is missing.

 

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8 hours ago, Sgt. HenrytheNoob said:

I found something about a big squad in internet

 

CAG is organized around the Sabre Squadron concept, which is commanded by a Major and led by a pair of Captains, they are not the same as a typical squad in conventional use.

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20 hours ago, phantomphan said:

CAG is organized around the Sabre Squadron concept, which is commanded by a Major and led by a pair of Captains, they are not the same as a typical squad in conventional use.

 

Well, Yes and No. You re mixing levels of command and unit structure here. 

 

Ok don t hold me to it s accuracy because I don t have primary sources before my eyes at this moment. But this is based on photos of The Unit operators and mainly George Hand articles from SOFREP.

 

Sabre Squadron Yes - 4 of them (excluding Support, Signal and ADVON Squadrons) but it s BIG unit, bigger then for example reinforced SEAL platoon organized as Special Operations Task Force (deployed with all attachments to be separate self sufficient combat unit). It s big because it has to generate a lot of staying power and kinetic force (lot of ass and lot of boots on the ground) during direct action missions.

 

Excluding attachments from Support Squadron and other parent JSOC elements Sabre Squadron consists of no less then 3 Troops.

 

(This is debatable because for example British SAS Sabre Squadron consists of 4 Troops but counting heads on squadron photos from Desert Storm and Somalia - check George. Hand s Unit A Squadron photos from Somalia and Colin Rich s A Squadron photos from Desert Storm doesn t confirm that).

 

Troop consists probably of no less then 4 Assault Teams. 

 

Assault Team if I recall correctly  consists of 4/5 Operators. 
 

Quote

 

Is there a squadron with AT(MAAWS) because it is missing.

 

 

 

 

Force configuration is fluid and mission specific (excluding attachments from ADVON squadron, sniper teams, heavy breachers, dog handlers from Support Squadron), If mission requires Sabre Squadron s assault team is designated as support team with machine guns or AT weapons, Every assault team in Squadron is prepared to perform this function but it s mission specific and rarely employed in such a way. So, no dedicated heawy weapons team, but every Assault Team could be configured in such a way if mission requires.

 

That s what I concluded from warious sources and reading between the lines in various books and George Hand s articles (be aware that those sources are from timeframe roughly between 1991 and early GWOT era).

 

Regards.

 

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16 hours ago, bolo861 said:

 

Well, Yes and No. You re mixing levels of command and unit structure here. 

 

I was mostly just struggling to word it right lol. Thanks for the info!

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I could change one of the four existing assault teams to have a MAAWS operator. I could also add a Delta troop as a group, that would be 24 operators.

 

But I was thinking about changing some of the groups anyway. Right now, the EOD specialists are part of the team, but I think in real life they are attachments (like dog handlers). So, one idea would be to have a core team of five (team leader, assistant team leader/comms, breacher, combat lifesaver, operator) plus attachments.

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I like the idea of core team plus attachment groups, and then a larger 3 team group. The smaller groups make small raid easier to set up, while a large group makes for an easy paradrop scenario. Combining small teams with the attachment units gives more flexibility, also. May cause some Alice problems, with just the small attachments spawning, but I am not real familiar with Alive configurations.

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