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About jarrad96

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  1. I have never figured out how to sign stuff properly, feel free to do it yourself if it's needed to run the faction on a server.
  2. jarrad96

    You've played to much Arma when:

    I had that happen in my group once a few years ago-
  3. I've already released CSAT Overhauls for CUP- https://steamcommunity.com/sharedfiles/filedetails/?id=1925345237 and for RHS- https://steamcommunity.com/sharedfiles/filedetails/?id=1087988033 As far as new alternative CSAT Overhauls go, I don't plan a new SMA one as development of that has halted. NIA remains a possibility, but I've been avoiding doing many Overhauls for each faction because there are a million mod combinations I could use, and only so many times I can make a faction still fit their base game theme but mix up their equipment, and the more I do, the more requests I get for others. If you were curious, the reason I went for more arid digital camo for both CSAT Overhauls was to retain the brown camo tones of the original, just swapping the Hexcam for more reasonable digicam that still stands out as different to the conventional Lizard stripe of the AAF or Multicam of NATO. The reason the AAF Overhauled have Lizard Camo and G3 7.62 rifles was to make them more representative of the actual Greek armed forces, as well as giving them 7.62 rifles gave them a distinct advantage over the other two factions- the F-2000's they use originally really struggled against both other major factions body armour at range. The NATO Overhauls are the most varying, having options for both RHS US Army, RHS US Marines, SMA and CUP variants. While the RHS and SMA Overhauls are pretty straightforward, the CUP one came around because I was getting tired of doing so many Multicam + AR platform rifles (not just in my Overhauls, but also my SOF factions) variations so decided to do a bit of 'What If' Armaverse, as in Arma 2 Operation Arrowhead the SCAR won against the M4A1, so that allowed me to play around a bit with armaments while still keeping the faction distinctly Western.
  4. CTRG Overhauled [CUP Edition] released- This mod is a total replacement of the Combat Technology Research Group, or CTRG units with new weapons, uniforms and equipment. It works in any custom or downloaded scenarios that use the CTRG faction. It does not work in Apex because of the Loadout Selector. History- Much of the info on the CTRG unit is speculation, but they appear to be a British, later multi-national, special forces group with possible links to CIA Special Activies Division or Mi5/ Mi6. Several of the known members of CTRG are ex- British Royal Navy Special Boat Service (SBS) or Royal Marines. The Faction- The Overhauled faction is not based on any particular unit in real life, so I have used Project Honour camo uniforms to give them a more unique feel, similar to the original Splinter camo they used in the base game. The primary armament of the CTRG Forces is the FN SCAR platform, in both 5.56 and 7.62, usually with CQC length barrels for more close range jungle fighting. Many of the soldiers are carrying 7.62 SCAR-H CQC's, which will let them shoot through the ground cover and foliage of the jungle rather well, and a single good hit should drop most enemy forces in the close range jungle engagements, while others sport the lighter 5.56 SCAR-L. They have a stripped down lightened Mk48 as their standard autorifleman weapon, with is also in 7.62 NATO. Standard sidearm is the 9MM Glock 17. Specialist Elements- Captain Miller is also changed in the mod, and any player-made scenarios using him will be using his new equipment, which includes a 6.8 SPC ACR and a Mk23 SOCOM in 45. ACP, because I wanted him to have very exotic weaponry to make him stand out. Supports- A range of vehicles have been added to the CTRG arsenal, such as the missing Armed version of the Prowler in CTRG Camo as well as new vehicles such as the Assault Boat, RHIB, and fire support can be called in from a F/A -181 (Stealth) is one of the supports the CTRG have available, and it's armed by default with 4x AA missiles and 2x GBU-12 bombs- the Stealth version has decreased radar detection. They also have heavier support from V-44 Blackfish's, in both Transport and Gunship variants, in Blue/ Naval camo. Download Link- https://steamcommunity.com/sharedfiles/filedetails/?id=2084237536
  5. I've never used Project OPFOR, so I'm not sure.
  6. Ghost Recon CROSSCOM updated- Civilians will now properly display as Allies in the CROSSCOM feed. Both the HUD only and complete versions of the mod need their userconfigs updated for the change, you can find those in both descriptions as well as instructions.
  7. US Airborne Light Infantry Company, 1944 released IFA3 faction mod that adds a US Airborne Light Infantry Company from between August 1944 to early-mid 1945. It is an organisation from the US Army with 5 officers and 125 Enlisted men. All the men have the correct weapons and equipment as of August 1944 from the 506th Parachute Infantry Regiment (PIR) of the 101st Airborne. The Faction- A WW2 era faction mod, with the bulk of the forces consisting of three rifle platoons. All the soldiers wear M1943 uniforms, and armament consists of M1 Garands, M1 and M1A1 Carbines, M1 Thompsons, M3 Grease Guns and supported by weapons such as the M1 Bazooka, M1903 Springfield and M1919A6 machineguns at the squad level, with a dedicated Mortar Squad per platoon of soldiers. Each Rifle Platoon is the following units, and three Rifle Platoons made up the larger Company itself- Platoon Headquarters (6 men, plus attachments like medics and specialist weapons) Containing the commander, assistant commander, supporting Sergeants, the Platoon Guide/Scout and a RTO as well as Messengers. Rifle Squad (12 men, and the main infantry organisation, with a range of different equipment sets and size/compositions) The Rifle Squad is armed mostly with M1 Garands, supported by a Demolitions soldier who is the squad's second in command, and a single M1919A6 machinegun. The Airborne during WW2 much preferred the firepower of a M1919 over a more mobile, but less capable sustained fire weapon. The majority of the Airborne by 1944 were armed with M1 Garands or M1 and M1A1 Carbines. The paratroopers were well known for acquiring more weapons, particularly SMG's, than what they were issued, particularly M1 Thompsons before early-mid 1944 and M3 'Grease Guns" due to M1 Thompson shortages later in 1944 and into 1945. Mortar Squad (6 men, both the mortar team itself and supporting riflemen with extra ammunition) The mortar squad is a smaller supporting element, and is the mortar gunner and his supporting ammo bearers and riflemen. These were considered very important for the Airbourne to provide them with additional firepower within the platoon, rather than as a separate weapons detachment. Specialist Elements- Because of the way each of the Airborne Light Infantry Companies were organised, a vast majority of the men were riflemen who were able to be re-armed and equipped for whatever roles were needed. Each company was allotted at least 6 submachineguns, initially M1 Thompsons but by the time this faction mod is set it was supplemented by M3 'Grease Guns'. Other specialist weapons like M1903A4 Sniper rifles and M1 Bazookas were also handed out as needed, and this is reflected in the faction. An Airbourne platoon HQ by the time of the invasion of Normandy on June 6th, 1944 would have had 4 Bazookas per company, following combat experience in Sicily and Italy that made them higher priority than before. In addition to these, units like the Radio Telephone Operators, Messengers, Medics and Platoon Guides/Scouts are included within the Company. Command Elements- Above the three Rifle Platoon units was the Company Headquarters, which contained the CO, a Captain and his supporting soldiers, directly another officer and the companies First Sergeant, as well as another RTO, but also supporting units armed with M1 Garands and Carbines. Two Messengers are present in the HQ, and twelve rifleman with a range of armaments make up the Headquarter's security element. Sources- https://www.ablecompany502pir.org/files/TO_E_7-37_August_1944.pdf Table of Organisation and Equipment, No. 7-37, War Department, Washington 25, D.C, 1st August 1944. INFANTRY RIFLE COMPANY, PARACHUTE http://warestablishments.net/U.S.A/Airborne/Infantry Regiment Parachute December 1944.pdf Table of Organisation and Equipment, No. 7-13, War Department, Washington 25, D.C, 16th December 1944. INFANTRY REGIMENT, PARACHUTE "US World War II Parachute Infantry Regiments" by Gordon L. Rottman, 2014 The faction is fully compatible with Editor, ACE3, Zeus and ALiVE (Faction Classname I_USAB ) Download Link- https://steamcommunity.com/sharedfiles/filedetails/?id=2009869677 Notes- I've been wanting to branch out from SOF for a while now, and documentation for WW2/ Cold War era factions is easier to find than some other time periods, and I feel like it doesn't have very extensive faction coverage compared to other time periods, so I made this faction. It should be pretty accurate, but some liberties were taken for units that do not have a gameplay difference- a Clerk for example, has no role in Arma 3 so a Rifleman with the same rank and armament was used instead, and some of the squad organisations are sub-divided more than real life due to Arma not liking massive squads. Apart from WW2 factions, I also think I may be doing a few more conventional and insurgent factions than I did before from now on. I'll still do SOF, but not as regularly.
  8. US Navy SEALS [RHS Edition] Updated- AOR-2 Jungle/Forest SEALS added to faction with full unit roster, along with the Desert AOR-1 soldiers. Download link- https://steamcommunity.com/sharedfiles/filedetails/?id=1354385660
  9. jarrad96

    RHS Escalation (AFRF and USAF)

    The one I had happen to me that I could reproduce was rhs_200rnd_556x45_M_SAW (displays as 200rd M249 Box M856A1 (Tracer) not working in a M249 PIP (Short/Savit) rhs_weap_m249_pip_S but because they are scope 1 I wasn't able to test other boxes. I would assume all the M856's are the same. I also had someone say that the M14 or SR25 was having the same magazine issues, but was not able to find which 7.62 magazine it didn't work with.
  10. jarrad96

    RHS Escalation (AFRF and USAF)

    Has some of the magazines available for some weapons changed? For example, ' rhs_200rnd_556x45_M_SAW ' sounds like it should work with SAW's, but it's not working for me at the moment. Is this a problem on my end, or is it an oversight or perhaps something to do with Magwells?
  11. SMA - NIA Ammo Patch updated, as well as the ACE version- -Added support for Sand camo base game magazines.
  12. CSAT Overhauled [CUP Edition] Updated- -The 7.62x39 AK-103 is now a wider issued supplemental firearm for more close ranged firepower, removing the remaining Katibas, and Recon and CSAT SOF forces have been given wider access to red dots and other optics, as well as more supressors, laser/light combos. -Fixed some issues with CSAT Grenadier units, they should now be more effective. -New hand grenades have replaces the base game M67, they are now using Russian RGO grenades instead. RGN's have been kept for their lighter weight.
  13. Afghan National Army Commandos [SMA Edition] updated- -Added SFF logos -Added Mod CCP for better identification of the mod for servers/clients
  14. CSAT Overhauled (CUP Edition) released- This mod is a total replacement of the CSAT faction, bringing them more in line with modern day equipment, weapons and uniforms. It works in the official Arma 3 Campaign and custom scenarios that use the CSAT faction will be using the new faction as well. The Faction- The Canton-Protocol Strategic Alliance Treaty (CSAT) is made up of Iran, China, and several other East Asian and Middle Eastern nations. The Russian Federation, while not a member of CSAT itself, is a major partner and supplier for CSAT, and often cooperates with CSAT member states on the development of new equipment and supplies of gear and weapons. The majority of the CSAT Infantry forces are equipped with desert digital camo and AK-74M rifles. I felt the desert digicam keeps the brown tone and high-tech 'feel' of the CSAT forces but it's more realistic than the hex-cam. CSAT's origins in Iran has meant that their standard fireteam machinegun is the basic MG3 in 7.62 NATO with a 120 round drum, and the MG3 is also used in the dedicated MMG gunner role with rail mounts for 4x optics to allow longer range engagements. Standard AT weapon is still the RPG-32, which gives them better anti-armor capabilities compared to the RPG-7 of other factions, and the standard sidearm is the MP-433 'Grach', but small numbers of Vitzyaz 9MM SMG's and Makarov's are also used. Specialist Elements/ CSAT Guards- The Urban/ Guards CSAT unit is now based on Woodland /forest combat forces, and they are armed with AK-74M series rifles as well as AK-105 carbines to maintain ammo commonality with the general infantry forces within CSAT. They have slightly better access to equipment like body armor and modernised AK rifles. A small Recon SOF unit is available under CSAT command, and they are very well equipped with body armor, helmets including some Altyns, and have customised AK-74's as well as very small numbers of KH2002 'Katiba' rifles, which was a prototype that was not fully adopted by Iranian Forces. Finally, NO MORE BUG HELMETS! Known Bugs- Pop-up error on start. Not easily fixable, sorry, but causes no major problems. Faction has full Editor, Zeus, MCC and ALiVE support (faction name OPF_F ) Also supports ACE3 Medical system. It totally replaces the OPFOR CSAT faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. Download Link- https://steamcommunity.com/sharedfiles/filedetails/?id=1925345237