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jarrad96

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  1. jarrad96

    Arma 3 Photography : Questions and Comments

    Not a claim, I asked Ineptaphid about it, and proved to him that the older VSM content (importantly not Zenith, Zenith did, so that is NOT coming back) did not have any content from other games, and he's a BIforum admin.
  2. NATO Overhauled - US Army RHS Edition released- g This mod is a total replacement of the North Atlantic Treaty Organisation (NATO) units, 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 NATO faction will be using the new faction as well. The Faction- NATO soldiers have been changed into a force resembling the United States Marine Corps, with more comtemporary weapons such as the M4A1 Carbine replacing the MX rifle. The standard uniform is Multicam OCP for all infantry units, with most units having IOTV vests and OCP ACH combat helmets. The M249 SAW is the standard autorifleman weapon, giving the individual fireteams saturation fire at longer ranges. Marksman carry an M14 or ACOG equipped M4A1, and the Army forces as a whole are armed with mostly M4A1 Carbines. The M240 Bravo is in the faction as a medium machinegun asset, and the M590 Mossberg shotgun is added for breaching and CQC operations. The M4 carbine with the burst trigger group is used by units that are not combat orientated, such as helicopter pilots and vehicle crewman. The standard AT weapon is the AT4 launcher, but SMAAW and Stinger teams are available as heavy weapon assets replacing the Titan AT/AA. The standard sidearm for all regular Marine forces is the Berreta M9. Specialist Elements- The Recon SF units have been loosely based on the Army Special Forces and are equipped differently to the standard line infantry units. They carry the more compact Daniel Defence Mk18 or M4A1 Block 2 rifle's loaded with Mk316 SOST rounds as standard and have the Mk11 as a DMR, with support from a M249 machinegun. UAV and JTAC (Joint Terminal Attack Controlers) are intergrated into the SF ground teams to provide CAS and reconnaissance if needed. They are wearing Multicam Crye G3 uniforms and MBAV vests. Standard sidearms for the SF forces is the Glock 17. The Assault Diver teams have been re-armed with HK416 assault rifles, respresenting a basic SEAL Diver team. Combat Patrol squads are similar to the Infantry forces in Multicam uniforms and vests, but they are equipped primarily with M4A1's with supressors for steath missions and have the M14 EBR, M249 SAW's and M240's Bravo's for support. The CTRG Forces, including Captain Miller, have also been turned into SOF units, carrying slightly more advanced weapons compared to the normal Raider forces. They have the M2010 MSR for sniper support, Mk11's and have more Mk18's instead of M4A1 Block 2's, as it's a more compact rifle. They are wearing Multicam Crye G3 uniforms and MBAV vests. Supports- NATO Forces retain all their original support assets, from Merkava MBT's, Oshkosh M-ATV MRAPs and many other ground vehicles, with air support from AH-6 and MH-6's, RAH-66 Comanches and CH-47 Chinooks. I am NOT able to add RHS vehicles into the main game campaign, it breaks missions. If you want to you can easily just use normal RHS vehicles for your own missions instead. A-10's and FA-18X's provide fixed wing ground attack and air-to-air interdiction, respectively. Important Notes and bugs- The faction is fully functioning as a total campaign replacement, but it can occasionally have an error where some things are not replaced in the campaign- Usually it's Kerry's unique helmet, sometimes a NATO unit of some kind in your squad, and cutscenes might revert the gear. Faction has full Editor, Zeus, MCC and ALiVE support (faction name BLU_F ) Also supports ACE3 Medical system. It totally replaces the BLUFOR NATO faction in editor, Zeus, MCC, ALiVE and all scenarios played when the mod is enabled. Downloads- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1458833592 Notes- It's been highly requested for a while, but now you have options for both Marines or US Army when using RHS as a NATO replacement force. The Rifleman with MAAWS Rifleman (Light AT) added in the Tanks DLC I cannot replace right now, just avoid using him. Due to technical reasons I cannot have the Marines replace the Pacific forces and the Army the Medd forces, as NATO replacements seem to replace BOTH factions at once, Pacific and normal.
  3. Similarly, how does VCOM handle AI engaging aircraft/ helicopters? I've been noticing that static weapons on the ground, technicals, 7.62 MG's and the like seem to be incredibly accurate at killing the pilots of helicopters, even when the helicopter is banking away at 150-170 KMH. This hasn't been a one-off, but has been happening consistently. Is this just normal, and I need to avoid helicopters when static 50. weapons are around, or has VCOM done anything to change it?
  4. German Special Forces [SFF] remastered and major update- 2035 Era KSK forces have been expanded greatly, from a 4 man team to a full 8 man squad, with a wider selection of troops and 6-8 new squad/group types. Replaced the old USP they used with SIG P22X sidearms from NIA, and they also have a few new weapon and attachments MG3 gunner can now actually do more fighting, as he's got more ammo now. BRRRT! Expanded the selection of Fennek's to include Armed variants, rather than just the scout model DMR is currently using a placeholder G3 until NIA finishes with the HK416/417 line that is currently WIP. Leopard 2 is still the same, nothing has changed there 2035 DMR team has a PSG1A1 and 6.5 Grendel G36 Carbine. More of the 2035 units. Notes- I've changed the armaments from NIA / SMA mix to pure NIA, due to SMA's seemingly halted development, and that was the result of the poll I was doing here and elsewhere (A3 mod hub Discord) Download link- https://steamcommunity.com/sharedfiles/filedetails/?id=855118984 replaces the older version
  5. Awesome! African maps are something that really need more attention.
  6. Works for me without problems- steps to fix it- Open Image in new tab refresh tab.
  7. Middle Eastern Militia updated- Added ATGM Gunner Added ATGM Team squad Changed Sharpshooter's equipment slightly.
  8. Middle Eastern Militia released- A Special Operation Forces Faction [SFF] that adds a basic, lightly equipped Middle Eastern Militia force. The Faction- This faction is not based on any specific insurgency movement, but takes inspiration from several, such as the 'National Transitional Council' of the Libyan 2011 civil war as well as a few smaller fictional groups, such as the OPFOR in Insurgency and Insurgency-Sandstorm. They are armed with a mix of firearms, from AK-47's, AK-74's and FAL rifles, supported by heavier weapons like RPK's and RPG-7's. Uniform do not exist at all within the Miltia, and no camo patterns are used at all, instead using mostly light weight rigs, bandoleers along with civilian or guerrilla clothing. FN FAL's in 7.62 NATO are mixed in with the more common AK platform rifles, giving them decent stopping power and a handy DMR rifle, with the FN 30-11 bolt action sniper rifle being their primary long range weapon apart from vehicle mounted supports. The standard sidearm is the Makarov. Supports- The Militia are supported primarily by light vehicles like technicals and trucks with a range of different armaments. This mod was in reponse to a request that I make an OPFOR rebel group with civilian like gear and no camo, suitable for a range of different terrains or scenarios and having no uniform dependencies. They are well known for making heavy use of IED's (Improvised Explosive Devices) and other traps. Faction has full Editor, Zeus, Task Force Radio and ALiVE support (faction name MEM ) Also supports ACE3 Medical system. The Middle Eastern Militia are an OPFOR faction. https://forums.bistudio.com/topic/200555-special-forces-factions/ Discussion page and updates/ WIP logs will be posted here before they hit the Workshop. Download Link- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1441443993
  9. jarrad96

    Redd'n'Tank Vehicles

    For people who can't see the images, open in a new tab and then refresh the tab, that should load the image. Very lovely ammo crates there.
  10. jarrad96

    MGM Foods

    Oh this brings back memories of CSE Medical System, that used to have rations you could use over several IRL day patrols on persistent missions.
  11. FIA Overhauled [RHS Edition] updated- Changed from VSM AOW dependency to RHS only. UCP sees some use by the FIA, as it's being phased out of the actual US Army It's not as common as Woodland, guerrilla or OD Green equipment, but does show up on occasion. Multicam is also used in the FIA, just like the original RHS version with VSM. It's usually used by higher ranking or special weapon soldiers, as well as the campaign units like Kerry and Miller here. Updated- Removed VSM AOW Dependency. The FIA now use a mix of Woodland, OD, Multicam and UCP using only RHS assets.
  12. INDEP FIA Overhauled [RHS Edition] released- This mod is a total replacement of the INDEP side Freedom and Independence Army units, 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 INDEP FIA faction will be using the new faction as well. Historical Info- The FIA (Freedom and Independence Army) draws it's origins and name from the 1985 anti-Soviet resistance movement of the same name that fought in the Malden and Everon conflicts. The modern FIA was established out of civilians and Altis Armed Forces defectors following a coup d'etat in the capital city of Kavala, causing a civil war between the FIA and AAF to break out. These pro-government forces remained allied with the AAF government, and have been equipped by them. The Faction- The INDEP FIA are armed with the M16A2 and M4 carbines as primary weapons, with the more modern M16A4 used in some roles. The standard support weapons are the M249 SAW, M14, M24 and M72 LAW and the fighters wear a mix of flat OD Green and M81 woodland camo mixed in with civilian and guerrilla clothing. Because of their AAF backing, they have limited access to equipment such as body armour, helmets and night vision, but the majority of the soldiers wear ALICE chest rigs. The MAAWS is also used as a heavy AT asset within some fireteams to suppliment the single-shot LAW. Their main sidearm is the M1911. Supports- The FIA is supported primarily by re-purposed and camouflaged civilian vehicles, including technicals with a range of armaments and trucks. Faction has full Editor, Zeus, MCC, TFAR and ALiVE support (faction name IND_G_F ) Also supports ACE3 Medical system. It totally replaces the INDEP FIA faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. Mods Needed- RHS, CBA, M16A2's. Downloads- Steam Workshop- https://steamcommunity.com/sharedfiles/filedetails/?id=1437796488 Armaholic- Notes- Finally got around to making the full set of RHS FIA units with the INDEP FIA now done, compared to their NIA counterparts in Lizard Camo and G3's.
  13. So apparently Discord image links work fine, nice to know. INDEP FIA replacement pack (RHS Edition) , armed with M16A2's and M81 equipment. Close up of a Grenadier, armed with a M16A2 M203 and OD AAF style body armour, which some of the AAF backed FIA forces use. Despite that, the majority are not wearing heavier armour, but ALICE rigs, tactical vests or chest rigs instead, such as this DMR- they use both the M14 and M16A4 as DMR's, depending on unit. Technical with SPG-9, nothing really fancy here apart from different crew to match the new aesthetic and armament of the INDEP FIA. Party truck, showing some of the unit's armaments and equipment. Mods- INDEP FIA Overhauled [RHS Edition] , RHS, CBA, M16A2's.
  14. WIP- INDEP FIA (RHS Edition) finally. Should be out in a few hours, just doing some final testing.
  15. POLL- What are people's opinions on SMA being used in my factions at the moment? It seems like a halted project at the moment, and I feel that it might be a better option to just transfer my new /updated factions all over to 2 versions, NIA and RHS, rather than have some that use a mix of SMA and NIA gear- NIA is currently working on some SOF orientated weapons that would cover SMA's role rather well at the moment, and things that are not in NIA yet, like the HK417's and SCAR's, can be substituted for now. For yes, swap to NIA, like this comment, for No, keep SMA / NIA mix, thank this comment.
  16. I'm just going to say yep, and leave it at that for now.
  17. Important PSA- With the new version of VSM coming out shortly, it's possible that some of my factions will break. If they do, I'll try and get any broken factions reported to me fixed as soon as possible, and likely do some updates adding in new soldiers or squads/groups to the current factions, but I have 56 factions currently released, so it's going to take some time to fix them all. Please be patient for those, I'll likely be going flat out on that for the next few weeks at minimum, as well as occasionally making factions as part of CFP.
  18. SFF Hezbollah rebuilt from scratch (circa 2011-2013 Hezbollah, not modern) Tanks DLC update- -Complete re-build of the faction from the ground up, with a NEW classname for use in ALiVE- OHZ -New units include a massive range of additional vehicles and static weapons, including anti-tank, anti-air and anti-infantry static guns, artillery and mortars, BMP-2's and BM-2's as well as BMP-2 HQ variants.T-72's both with and without ERA armour were also added to go alongside the existing T-55. -Tanks DLC SPG-9 technicals have also been added, along with troop and fuel trucks, ATV's, logistical vehicles and other things to make them a more rounded OPFOR. -The Infantry and SF forces have been re-balanced for ALiVE, so SOF should be rarer and infantry and support infantry more common. About a dozen new squad types have been added to the Infantry, Support Infantry and SF units, with stand-outs including ATGM and dedicated AT teams, medical, engineer and IED teams, as well as sniper teams as a SF group. RPK gunners now have variants using either 45 round stick magazines or 75 round drums. -Squads and groups have been massively expanded, and you now have triple the amount of squad types to pick from. -The units have had most of the AK-74's reduced in numbers, replaced with the more common AKM and AK-47 in the region IRL, and the Radwan SOF team has been downgraded as the images I was using for references were parade/display gear, and they did not actually have enough of it to fight with. NVG's and more advanced gear are still more common in SF than among normal infantry, but they should not look radically different as if they were a different faction. Notes- I may be re-making the Taliban or another OPFOR group next up, I'm trying to add in all the new Tanks DLC content and at the same time beef up the unit and squad selection- you will see more specialist teams like ATGM's, Medical/ Engineering/IED specialist teams as well as new vehicles and a wider variety of static weapons, including heavier weapons I had not been using, such as artillery, due to it now working with VCOM. The description on Steam Workshop has also been updated to talk about the new units and changes.
  19. Fallout Faction Project (In other words, 3 days of making something on the spur of the moment because I thought it would be cool) Raiders looking Raider-y. I was really enjoying making the Raiders, going fully into the 'Gonna eat ya babies' look. Vault Dwellers doing maintenance. Really, something like half or even more of a vault population should be fixing broken shit or maintaining stuff that's been working for 200 years, it's strange that there is so few engineers in the Vaults ingame. A Caravan being ambushed by Raiders. The dudes with leather armour and rifles are Mercs, who are used in groups as escorts. A close-up of the Caravan- they are armed with SMG's, a M1 Garand and the Caravaneer himself has a double-barrel shotgun leaning against the wreck. I know this screenshot kind of sucks, but I thought the tiny bottle was so adorable I needed to show it off. Just look at it, it's so cute. Look, it's the resident sneering imperialists! NCR patrol armed with a mix of AR's and rifles- the M1 Garand on the number 3 man is used as a fallback weapon, like the ones used at Camp Forlorn Hope, and it's a rifle grenade launching platform. A Vault Dweller playing hide-and-seek and given cookies by a kind citizen of the Wasteland NCR 1st Recon armed with a scoped rifle and a 'Marksman Carbine' I made from a spray camo'ed M4A1 with an optic on top. Love the berets, they have style. Mods- Vault Suits, Friths Ruins, Mad Arma, FOW, Project Infinite, Fallout Faction Project ( https://steamcommunity.com/sharedfiles/filedetails/?id=1418426922 )
  20. Work-In-Progress Fallout Factions- Find the full Album and more info, as well as a Workshop link, here- https://imgur.com/a/SXJhlBl
  21. That certainly does sound like it's a problem with the ammo compatibility with RHS/SMA magazine interchangeability. I personally use a compat mod for SMA/RHS ammo without any issues but I know there are multiple different compat mods around, and it's possible one of them is more prone to errors. Perhaps try a few out and see which ones work reliably, I have no control over ammo compatibility on my end, I just make the units.
  22. NATO Marine Corps Overhaul [RHS] Updated- Tanks DLC Update- Added UAV Operator (AL-6) Added UAV Operator (AL-6 Medical) Added Mine Specialist Missile Specialist weapon (AT) changed from Javelin to SMAAW, due to weight restrictions meaning the Javelin gunner could not carry ammo. The AA Specialist retains his Stinger, as that has no issues. I also fixed a few mistakes in the text and expanded it slightly.
  23. jarrad96

    Achilles

    Are you sure? I use MCC and Achilles at the same time regularly without any kind of crippling issues- I have occasionally had to close Zeus with Y and re-open it but once open the second time in a mission it works without any problems. I just use the default Editor Zeus module.
  24. The modding community does have much nicer animations than vanilla BI, which seem to be rather plain- one of my personal favourites for nice weapon animations would be the NIA weapons. Soundmods are pretty common and their are a few to play around with, so if you want to try those out Dynasound and JSRS are the two biggest ones around at the moment, followed by the echo enhancement mod Enhanced Soundscape, which basically makes reverberation from shots sound more interesting and varied. Weapons themselves have been added in absurd numbers and variety, you can get anything from WW1 era rifles to railguns to weird things I had never even heard of before I saw them in A3, like the SIG-510. Of course all your AR, FAL, G3, AK, RPG, LAW, AT4's and other common weapons are all covered, and depending on mod you can customise them with grips / optics / flashlight /laser combos , suppressors and the like just in Insurgency. One of the biggest animation failures in A3 is there is no separate tactical reload animation, only a single reload animation regardless of if you have a round remaining or not. You can somewhat simulate +1 in your rifle with this mod http://www.armaholic.com/page.php?id=27125 which I find works quite well- the +1 is not displayed on the HUD as 30+1 but I have the HUD hidden anyway and functionality wise it works without problems. Inspect animations can also be had in a mod if that's something you are interested in, and that usually takes the form of a CS-GO style 'inspect weapon' animation rather than anything weapon specific, such as doing a press check like in KF2. I do have to mention the gameplay is significantly different between Insurgency and Arma though, as above I was only talking about animations in particular.
  25. jarrad96

    [Free-LC Request] Combine Altis and Stratis into a single map

    I Also would not mind Additional versions of Altis, being split into 'Altis East' / Altis West' , similar to the North / South Sahrani maps. Mostly talking for Infantry/ Armour reasons, not Air, so you can save some processing on the half of the map that's not actually being used.
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