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nld_brian

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  1. 1st International Response Force An International Military Simulation Unit dedicated to a high level of tactical simulation. The 1st International Response Force is an International Realism/MilSim unit dedicated to a high level of tactical simulation. As a Unit we intentionally choose not to base ourselves on a real life unit so that we can use a structure that is based on the real world but merges officers and NCOs to reduce redundancy. We are a newly launched unit that has been in development for eight months so that we could get our systems perfectly established for the type of experience we want to create. Here are just some of the examples of what defines us: Strong Foundations Spending eight months developing a unit comes with some advantages - we have used our over three years of experiencing running MILSIM/REALISM groups to design a group that will allow us to reach a great level of military simulation without suffering a unit collapse because of boredom and paperwork. We decided to close down our old unit which had more than 140 active players so that we could dedicated ourselves to building a robust MILSIM group that would stand the test of time. The 1st IRF is designed to grow to 160 people, which is in our experience the largest active group that we can maintain at our desired level of quality. Rigorous Training As a unit we have over 30 MOS codes backed up with more than 35 training programs which combined total over 700 A4 pages of written training content. All of our training programs are written by people with real life experience but have been adapted to our specific ARMA environment. This is a step change to the regular “Modified Field Manual” approach of some units as it means we are only training useful and applicable information. The 1st IRF is an environment where anyone can fulfill their ambitions of leadership at any level in confidence that they will receive the highest quality training necessary to perform their function in a correct and standardized way. We don’t believe in making it up as we go along and are religious in our dedication to standards and interoperability. Deployments We don’t believe in the weekly operation concept that many units use. It is brittle and does not work well for international communities. Instead we use a 5 week deployment cycle in our unique deployment battlespace. Elements in the IRF operate on independent deployment cycles with 1 week of training, 3 weeks of operations ( scheduled on a per element basis working around availability ) and 1 week of off time so that members are free to enjoy other games. This system would not work if not for our dedicated team of 57As who manage and run the deployment environment to ensure it is providing a high quality MILSIM experience. A Wide Variety of Elements The 1st IRF is home to a wide variety of element types including infantry ( Airborne, Air Assault, Amphibious, Light and Mechanized Infantry ), Aviation ( Fixed and Rotary Wing ), Logistics ( Air Traffic Control and Logistical Supply Teams ), Armored ( Bradley and Paladin crews ) and Leadership Elements. Each Element has a custom training program and mission set but is equally useful in the battlespace. We do not have any element for the sake of having them and each is essential to our successful operation in the deployment environment. This is due to our “No Magic” policy meaning that we do not use teleports or arsenal’s in the deployment space. If a member dies or a unit runs low on supplies - a real team will need to make the supply run or reinsert that individual. Friendly and Mature Community We pride ourselves on having an open and welcoming community. We only allow 16+ members to become uniformed members of our group but younger players can still join our public servers in order to learn and experience with us. Unit dramas are a constant threat that can be extremely destabilizing to a unit; To prevent this we operate with a high level of transparency as well as defining our stance on all actions in our Discipline Guidelines. Our command staff do not discriminate and we are publicly committed to equal rules and punishments regardless of rank or position. We release all of our materials and tools publicly so that we are held accountable by our community. We are driven to be the best not because of proprietary tools but because of our community. You can learn more about our group and the roles available by visiting our website at: https://1st-irf.com or joining us on TeamSpeak at: ts.1st-irf.com We require that applicants are: 16 or Over Have access to a Microphone and TeamSpeak Maturity and a wish to learn Our info in a short list: Country: International Operations: Wednesday, Friday and Sunday - 1900GMT Timezone: GMT Play Style: Realism/MilSim Attendance Requirements: x2 Operations per month Age: 16+ Website:https://1st-irf.com/ Teamspeak: ts.1st-irf.com:9987 Discord: discord.gg/Auz5Jsp As we are just launching this is a great opportunity to grow with the unit and become part of our founding group!
  2. Training Information Update Training Days & Time Since the second week of June, we have scheduled an standard training day for new members to complete there EMV Marn. The EMV Marn is the basic training that a marine has to complete to become Marine 2nd Class. Every Thursday at 1745 Zulu, there will be a training, and instructors will be online to guide new members. Of course we want everyone to make sure they have their modpack ready before attending an training.
  3. Squad name: Task Force Gaming Timezone/location : The Netherlands Gamemode preference (eg coop or pvp): Coop/PvP Contact email: Info@taskforcegaming.net Website address: www.taskforcegaming.net Short description: Task Force Gaming is a gaming community which has its focus on ArmA III. Inside our community we have our own MILSIM Unit based on the Dutch Marine Corps. Language: Dutch/English
  4. RNLMC - HET KORPS MARINIERS The Korps Mariniers (Dutch Marine Corps) is an International/Dutch Military Simulation unit dedicated to a high level of tactical simulation. As a Unit we intentionally choose to base ourselves on a real life unit with a little bit of a twist so that we can use a structure that is based on the real world but merges officers and NCOs to reduce redundancy. We are a newly launched unit that has been in development for eight months so that we could get our systems perfectly established for the type of experience we want to create. Here are just some of the examples of what defines us: Strong Foundations Spending eight months developing a unit comes with some advantages - we have used our over three years of experiencing running MILSIM groups to design a group that will allow us to reach a great level of military simulation without suffering a unit collapse because of boredom and paperwork. We are still in the starting phase but are strongly committed to growing into a +100 members unit Rigourous Training As a unit we have more than 35 training programs which includes a huge amount of written training content. All of our training programs are written by people with real life experience but have been adapted to our specific ARMA environment. This is a step change to the regular “Modified Field Manual” approach of some units as it means we are only training useful and applicable information. The Korps Mariniers is an environment where anyone can fulfill their ambitions of leadership at any level in confidence that they will receive the highest quality training necessary to perform their function in a correct and standardized way. We don’t believe in making it up as we go along and are religious in our dedication to standards and interoperability. Deployments We don’t believe in the weekly operation concept that many units use. It is brittle and does not work well for Milsim units. Instead we use a 5 week deployment cycle in our unique deployment battlespace. Elements in the unit operate on independent deployment cycles with 1 week of training, 3 weeks of operations ( scheduled on a per element basis working around availability ) and 1 week of off time so that members are free to enjoy other games. A Wide Variety of Elements The Korps Mariniers is home to a wide variety of element types including infantry (Mainly Marine Cor based so: Amphibious & Light Infantry ), Aviation ( Fixed and Rotary Wing ), Logistics ( Air Traffic Control and Logistical Supply Teams ) and Leadership Elements. Each Element has a custom training program and mission set but is equally useful in the battlespace. We do not have any element for the sake of having them and each is essential to our successful operation in the deployment environment. This is due to our “No Magic” policy meaning that we do not use teleports or arsenal’s in the deployment space. If a member dies or a unit runs low on supplies - a real team will need to make the supply run or reinsert that individual. Friendly and Mature Community We pride ourselves on having an open and welcoming community. We only allow 16+ members to become uniformed members of our group but younger players can still join our public servers in order to learn and experience with us. Unit dramas are a constant threat that can be extremely destabilizing to a unit; To prevent this we operate with a high level of transparency as well as defining our stance on all actions in our Discipline Guidelines. Our command staff do not descriminate and we are publicly commited to equal rules and punishments regardless of rank or position. We release all of our materials and tools publicly so that we are held accountable by our community. We are driven to be the best not because of proprietary tools but because of our community. You can learn more about our group and the roles available by visiting our website at: https://korps-mariniers.com or joining us on teamspeak at: ts.korps-mariniers.com We require that applicants are: · 16 or Over · Have access to a Microphone and Teamspeak · Maturity and a wish to learn As we are just launching this is a great opportunity to grow with the unit and become part of our founding group!
  5. nld_brian

    ALiVE Civilian Interaction & ACE/CBA

    Sorry, wasn't sure which category I had to post it
  6. For some reason, when I am in the editor, I test the mission as multi-player everything functions as it should, so when I get close to an Civilian I can scroll to interact. But when I put it onto my dedicated server , we can't use the Civilian interaction. We noticed that a buddy which was using 2 different CBA versions (which made ACE disabled) was able to use the interaction but when he turned one of them off(doesn't matter which one) it enabled ACE again and the Civilian Interaction option is gone again.. Anyone has noticed this? Or anyone that is willing to help me?
  7. For some reason, when I am in the editor, I test the mission as multi-player everything functions as it should, so when I get close to an Civilian I can scroll to interact. But when I put it onto my dedicated server , we can't use the Civilian interaction. We noticed that a buddy which was using 2 different CBA versions (which made ACE disabled) was able to use the interaction but when he turned one of them off(doesn't matter which one) it enabled ACE again and the Civilian Interaction option is gone again.. Anyone has noticed this? Or anyone that is willing to help me?
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