LeClair 60 Posted November 26 In collaboration with Tiny Gecko Studios, Bohemia Interactive is proud and excited to present Arma 3 Creator DLC: Expeditionary Forces. If you have any questions or would like to share any suggestions and feedback regarding Reaction Forces, please feel welcome to use this thread. You can find this CDLC on the Steam Store currently. You'll find all the available information in the following links: Website: https://tinygeckostudios.com/ X: https://x.com/TinyGeckoDev Discord Server: https://discord.gg/eMF78KxPrQ Find more information about Bohemia Interactive's Creator DLC project:https://arma3.com/news/arma-3-creator-dlcwww.arma3.com/dlc/creator 1 Share this post Link to post Share on other sites
krzychuzokecia 719 Posted November 27 Random feedback from playing EF. MBS sight with laser rangefinder is cool, however the stadia lines for "manual" rangefinding are of wrong size/scale - 700 meter stadia fits enemy soldier at 500 meters (and 500 meter stadia is too large). AAV seems to have some sort of script-assisted swim capability. When entering the water it accelerates at a crazy rate, higher than actual in-game boats. This doesn't seem realistic or safe even (I almost hit the side of LPD dock, and I can't imagine how Marines in my troop hold felt). It also bugs out if you unload AAV from LCC, and it lands in a little bit of water (when you exit LCC and enter AAV, AAV can't move at all - engine turns on, the waterbreak animation works too, but it just sits there). There are two variants of new NVGs - one with "-T" designation for thermal capability, and the other "regular". This... seems like an unnecessary padding of Arsenal really, as both variants are clearly modelled with clip-on thermal attachment ("-T" just adds a camera or light source). And the only functional difference between vanilla NVGs and "non-T" version of EF NVG is that EF one uses yellow tint (which is kinda ugly, and strains my eyes - same applies to yellow tint of thermal mode on "-T" goggles). NATO versions of specialized Hunters (LAAD, FSV, AT) and "heavy" Commanche (AH-99J) retain their MJTF inventory including coyote MXARs, instead of faction-specific firearms. Textures of uniforms and vests appear "dull" (possibly slightly desaturated?) when compared to vanilla assets or other 2035 cDLCs. The lack of proper crew interiors in AAV is extremely disappointing, and frankly, isn't what one expects from a paid DLC. Yeah, I get it, interior modelling is hard, and what's here is better than what popular mods do (aka no interiors at all), but... this ain't mod, it's a paid product, and that raises the expectations quite a bit. The helicopter roster of MJTF is bit disappointing too - neither Commanche nor Stealth-hawk seem like a great candidates for ship-borne helicopters (where's folding rotors, strengthened suspensions?). That could be rectified in the future even by utilizing existing assets (like AAF Wildcat or even "Medium" heli from ToH) or adding more commonality with other DLCs (like Reaction Forces Puma - MJTF already can use RF pickups, so why not the helicopter?). Aside from that, bloody good job! I love the campaign so far (which means I love the first mission - haven't finished it yet). 2 Share this post Link to post Share on other sites
Ex3B 266 Posted November 28 I love the concept of this cDLC, and have been waiting for this: I have been making a similar themed mod, but not to the same quality (although some of the assets I use are modified versions of others, and aren't bad at all) I'm not sure the AH-99 variant is much of an improvement of DEGA's version or my further iteration of it. The LCAC is much better than my version of Burnes' which still has has incomplete textures. The new ship is great. I suppose the LHD mods are already good enough. https://steamcommunity.com/workshop/filedetails/?id=1737598604 These assets, alongside an LHD and F-35 mod, are great. The new Amphibious assault vehicle is nice, but a bit redundant with the Marshall and Gorgons... and I wish it had vehicle interiors. I also love the new combat boats I just wish there were CSAT assets. Share this post Link to post Share on other sites
Ex3B 266 Posted November 29 How do the airburst rounds work? A script? Does the arma engine natively support proximity detonation? I see so enstate for missile proximity detonation on the wiki, but I don't see anything in the config files about this Share this post Link to post Share on other sites
mikey74 186 Posted November 30 Love the CDLC!!! MY biggest nick picky request. Which doesnt matter I made a script to fix it, but The new US army rifles. ALL of them come with a suppressor standard. Was thinking maybe an oversite? maybe not. Anyways great work Guys awesome CDLC. Hope you guys have more to add. 🙂 Share this post Link to post Share on other sites
the_one_and_only_Venator 163 Posted November 30 22 hours ago, Ex3B said: How do the airburst rounds work? A script? Does the arma engine natively support proximity detonation? I see so enstate for missile proximity detonation on the wiki, but I don't see anything in the config files about this It is an event Handler in the ammo class. Share this post Link to post Share on other sites
Ex3B 266 Posted November 30 Oh? Which one? Do you have an example of how to use it? I would love to add similar capabilities to so e other weapons Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 30 Mack and attack boats too fast in water. Mack not having an interior is disappointing. Other than that, best cDLC so far. Share this post Link to post Share on other sites
iV - Ghost 50 Posted December 1 Is it possible to integrate a helipad in the model of the USS Takmyr (Same like the USS Liberty), so ai can find a landingplace? Share this post Link to post Share on other sites
mankyle 418 Posted December 1 You can set invisible Helipads (you can search in the editor) and using the scripting command on a waypoint _helo land LAND; Substitute _helo for the name of the helicopter Will make the helicopter land on the invisible helipad... If it stays hovering you can set the engine off for finish landing Share this post Link to post Share on other sites
Ex3B 266 Posted December 1 On 11/30/2024 at 11:31 PM, Tankbuster said: Mack and attack boats too fast in water. https://en.m.wikipedia.org/wiki/Expeditionary_Fighting_Vehicle Is it? Fast water speed was the whole point of adding it- otherwise just use a marshal or the set texture command to give a Gorgon a NATO skin Share this post Link to post Share on other sites
Tankbuster 1746 Posted December 1 31 minutes ago, Ex3B said: https://en.m.wikipedia.org/wiki/Expeditionary_Fighting_Vehicle Is it? Fast water speed was the whole point of interacting it- otherwise just use a marshal or the set texture command to give a Gorgon a NATO skin Crikey! No it's not too fast! I had no idea the AAAV was so fast. 2700 HP through 23 inch water jets! Yep, that'd do it 🙂 Share this post Link to post Share on other sites
Ex3B 266 Posted December 3 On 12/1/2024 at 9:43 PM, Tankbuster said: Crikey! No it's not too fast! I had no idea the AAAV was so fast. 2700 HP through 23 inch water jets! Yep, that'd do it 🙂 To quote Wikipedia: "The EFV's need for high water speed has resulted in an engine that is 1,200 hp (890 kW) more powerful than the M1 Abrams, even though the EFV weighs far less." Share this post Link to post Share on other sites
iV - Ghost 50 Posted December 4 Gangway A gangway would be a really nice addition so that's possible to board the big ships from the pier. Share this post Link to post Share on other sites
Nichols 243 Posted December 4 Just checking in here...is anyone else experiencing random kill shots on the team leader character you play as in the Shore of Kavala beach landing? I have hidden in buildings with zero line of sight to anything on the outside and still get shot once the intersection is captured. I've killed all the snipers in the buildings and then gone into hiding and still get shot and killed. No idea why or where the shot is allegedly coming from. Share this post Link to post Share on other sites
iV - Ghost 50 Posted December 6 USS Takmyr How can I handle the doors by a script? I try to open the landing dock. Share this post Link to post Share on other sites
iV - Ghost 50 Posted Saturday at 05:51 PM Is there nothing I can do? I try to open the landing dock by using a script command because I place the USS Takmyr by a script and I want to make it available by seeside. Share this post Link to post Share on other sites