Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

1902 Excellent

About jarrad96

  • Rank
    Master Gunnery Sergeant

Profile Information

  • Gender
  • Location

Contact Methods

  • Steam url id

Recent Profile Visitors

6784 profile views
  1. jarrad96

    You've played to much Arma when:

    I’m in hospital at the moment, multiple internal organs failed and I was rushed to hospital, and when they had me on the harder drugs in Emergency/ICU on life support I was having Arma based vivid hallucinations while still awake, and trying to write to the nurses about CSAT Pacific (I was intubated but aware, so unable to speak) which was terrifying at the time but almost absurd in hindsight that I was hallucinating this game I’ve put over six thousand hours into by this point. I’m no longer in serious danger, started slowly trying to walk again and on the way to a several month recovery now just with a bunch of new impressive scars everywhere and some other longer term complications but wanted to share what’s now my biggest ‘You’ve Played Too Much Arma’ moment.
  2. Islamic State [RHS] Updated with MP Signing and compatibility fixes. Special Operation Forces Faction [SFF] that adds terrorist units from the Islamic State/Daesh/ ISIS / ISIL / IS based on photographs and video footage from 2014-2017. It contains a range of ground forces with vehicle supports. Historical Info- The Islamic State, particularly the 'Islamic State of Iraq and and Syria/Levant', known as 'Daesh' in Arabic, are a terrorist organisation that originated in anti-Western groups in the Middle East such as the Taliban and other Jidahist groups. In 2014 it rose to power under the name of Islamic State, and has since been fighting on multiple fronts in the Middle East region, such as Syria, Iraq, Afghanistan, Libya, Nigeria and Somalia, among others. IS has become renounced for it's extremist views, acts such as suicide bombings, executions and beheadings, and the belief that the Islamic State heads a global Apocalypse against the entire planet. Motto- " baqiya wa tatamadad" "Remaining And Expanding" The Faction- The Islamic State fighters in the mod are based around a large core of lightly equipped troops, with the most common weapon among the regular forces being the AKMS- because of the folding stock it is more compact for transport so it more common among the forces in Syria because it's easier to smuggle into the country compared to a full stock AKM. Full size AKM's, AK-74's, AKS-74U's and other weapons such as PKM's and RPG-7's are also used by IS, and some weaponry taken from military forces after the defeat of Government forces, such as M16's and M4 rifles. There is no standardisation of equipment, weapons or appearance among the regular forces. Sidearms vary between M9's, M1911's and Makarovs. The faction is based on photographs from 2014-2017 and video footage from December 2016. Specialist Elements- The IS cell known as Jund al-Aqsa form the specialist group within the faction. Many of them are veteran's of the wars in Iraq, Bosnia and Afghanistan, and are known to be better equipped and act more 'professional' than the main IS cells. The units in this part of the faction have greater access to better equipment such as ex-Russian or ex-US body armour, more modern AK rifles and AR platform rifles. They wear a mix of Woodland camo and some have mixes of Multicam and other patterns or stolen Police equipment. Not all of them are of Middle Eastern ethnicity, some are European, to reflect their preference for foreign fighters. Since February 2017 the units from Jund have joined Islamic State forces rather than operate as a whole different faction, but they still retained their unit structure and the higher quality equipment and experience. Supports- IS are supported by a considerable amount of vehicles- the war in Syria has seen much larger numbers of armoured vehicles, even main battle tanks like T-72's, used on all sides of the war. IS have access to both more common technical vehicles, cargo trucks and ZSU-23 trucks, and armoured vehicles like BMP-1's and T72's. IS is well known to use stolen and captured US equipment, such as Humvee's and infantry weapons, which are also used in the faction in some numbers. Static weapons like the KORD, TOW (taken and used by IS after the defeat of Free Syrian Army forces) and IGLA AA missiles are weapon options in the faction. Faction has full Editor, Zeus, Task Force Radio and ALiVE support (faction name IS ) Also supports ACE3 Medical system. Islamic State are an OPFOR faction. I do not in any way support IS. Download Link- https://steamcommunity.com/sharedfiles/filedetails/?id=899977490
  3. ALiVE Operation on Kujari, Africa, smaller mission with some new members so it was a simple sweep of a series of towns along the river delta, supported by a MH-60 DAP. Insertion Engagement in a small farmstead outside the first town and the town itself takes a while to fight through, so by the time we fight our way into town night had fallen. Right past that car was an IED on the road which halted the team for a while as we dealt with it and also patrols coming from the jungle. We demo a small cache we found in the town. DAP providing overwatch and killed several technicals patrolling between the towns. We turn our strobes and IR lasers on for IFF. Fighting through the jungle, we've burned quite a bit of ammo, so have the bird come in for a resupply. A suicide bomber in the next town goes off as we reach the town outskirts, downing one of our guys and killing a bunch of civilians in the marketplace, so the fighting in the town takes a while and we heavily use the DAP for support on reinforcements in the surrounding roads and other villages. Bird is downed by AA from the town, and the pilot crashes out in the desert but he gets treated and joins us for the fighting in the town, which we clear and move on towards the final town, which has a farmstead and fields attached. IED's are increasing in number so we leave the roads and cut through the desert instead. We arrive at a farmstead outside the city, and start to run into PMC's who are acting as the ALiVE enemy Special Forces/QRF force, and we didn't expect them to respond so quickly. We kill our lasers and strobes but they had spotted us and arrived with armoured support as well. We start having troops from the town reaching our position, including PMC's, so we retreat from the farmstead to break contact, heal, repack magazines and reorganise. One of our guys is killed during the retreat. Because we fell back, the enemy had advanced from the town and into the open fields and farmstead, which we call for 155MM fire support from the dead player now back at base and then push back into the city proper once the men in the open are dead. Turns out there was a reason for the really heavy enemy presence and IED threat in the area, there was an IED factory in the town we detonate and then RTB. The new guys lived through the whole op, which was nice. Mods- Apricot's Night Vision, CUP, CFP, ALiVE, ACE3, TFAR, DUI Radar, FXP effects.
  4. Special Forces Faction, CUP version [SFF-C] that adds the Provisional Irish Republican Army to Arma 3 updated. Historical Info The IRA are a Republican paramilitary organisation formed to establish an independent Ireland from Britain, and have been active since before the first World War. This mod is more focused on the 1983 to late 1990's time period, and their conflicts with British Armed Forces during that time. The Faction The general Provisional forces will use anything they can get their hands on, from civilian clothing, guerrilla gear or mixed camo captured or purchased from the black market. Darker colours and Woodland or DPM camo's are very common. Weapons used by the IRA vary, but M16A1's and M16A2's, AK and VZ-58's as well FN FAL's are common, supported by PKM's, bolt action rifles and submachineguns like the Scorpion and UZI. Many of these weapons were obtained from overseas via the black market in the US, Libya and the Middle East, as well as firearms from Europe or the UK. Sidearms are not standardised, but revolvers, M1911's and Makarovs are all used, with the RPG-18 and RPG-7 being their primary AT weapons. M60 7.62 machineguns are in limited use in the IRA, being in use after after 1978. Specialist Elements IRA Veteran forces are better equipped and trained compared to the regular IRA fighters, and have better access to ex-British equipment like camo, body armour and have heavier weapons like the FN MAG and Strela AA missile. IED specialists are available for ambushes as well as working with explosives. Supports The IRA forces are backed by Medical, Anti-Tank and Command/HQ Elements as well as a sniper spotter team. ATV's and Dirt Bikes provide scouts and outriders for recce, while Land Rovers work as infantry transports as well as M2 armed fire support vehicles. Faction has full Editor, Zeus, Task Force Radio, VCOM AI and ALiVE support (faction name IRA ) Also supports ACE3 Medical system. Sources- 'Inside the IRA', Jane's Intelligence Review, Sean Boyne, 1996. 'The IRA-Finance and Weapons' 1983 Ulster police report, Public Record Office of Northern Ireland. 'I.R.A. Shifts Tactics, and the Results Are Deadly', New York Times 1988. Some weapons and equipment in the mod is not 100% accurate, placeholders or things for a similar gameplay function have been used. Steam Workshop Link- https://steamcommunity.com/sharedfiles/filedetails/?id=1704602923
  5. For the final mission in the WW2 campaign we decided to run 3 teams, 1 American (mine), 1 British (which I'm not around much so lack many photos of) and a tank crew in a modified 76MM Sherman for fire support. We had been doing enough raids and town clearing in the past few weeks that the French civilian population had been converting into ALiVE French Resistance fighters and fighting alongside us the last few days, so we decide to attack a series of towns in order to prevent the German forces from re-establishing a foothold in the towns near the central river valley. I did not take the weather into account, and when we got everyone on for the op it was day, thank God, but also a thunderstorm, so I spent alot of time running around between guys and screaming orders over the gunfire, rain and thunder as the only people with radios were the team leaders and tank crew. The UK Airborne team is a few hundred M down the road, and stays supporting our American team or the tank most of the op. The Sherman is tracked by Panzershreks so the UK team digs in and covers while it is repaired and both teams plus the armour then fight their way down though several smaller villages. We clear the first and second town without issue, as resistance fighters had already killed most of the Germans in the second town, and make our way to the third, which bordered the river and an island. The rain clears by the time we reach the third town and get engaged by a STUG 3 and dug in infantry in the buildings. Fighting our way into the town, our Sherman engages and kills a Pzr 4 on the far side of the river. Smoke mortars cover us while we fight through some bunkers and trenches on the central island on the river while the Sherman is on the bank behind me. While fighting on the island and into the trenches across the river we hear rocket fire, and start taking Nebelwerfer rockets from our NW, immediately changing our plan to clear the town to the west and instead find that before it drops a rocket on our heads. Engaging some of the town and a checkpoint near it before pushing into the village. We now start to fight Fallschirmjäger (ALiVE military objective AI) in addition to the regulars, likely due to the military checkpoints and bunkers. While the American ground team and the Sherman are climbing a hill to a nearby town we have a Panther come at us from behind, but the UK team is in the treeline and kills it for us. Sherman engaging enemy vehicles after climbing the hill. Both ground squads link up for the assault on the hilltop town. Clearing the town of Fallschirmjäger with both teams linked up. The Sherman covering one approach to the town. While the infantry hold the other, but barely, with low ammunition or scavenged weapons and no remaining AT. We clear some bunkers and located the Nebelwerfers in the town, blowing them up with TNT before mounting up and making our way back to base before we are overwhelmed by reinforcements. Fighting our way back across the river, minus 1 KIA from the American team during the uphill assault into the town. Close contact with a STUG 3 caused all the infantry to bail out while the tank engaged, and killed it, but the explosion was close enough to track the Sherman, leaving us dig in against the Infantry accompanying the STUG, but we eventually fight our way free and make it back to base with only 1 KIA, which is pretty good. Mods- ALiVE, CUP, IFA3, DUI radar, ACE3, Secret Weapons
  6. British Commando night raid mission, ALiVE, 4th SFG op photos from 3 perspectives. A pre-dawn raid on a few smaller objectives before a town assault proper. Loading up the bird- We would be running 2 ground teams supported by an allied pilot (who would drop us from the bird and then swap out for a fighter) We have not used the static line drop much, let alone at night, so the men are scattered over 2KM of woodlands and we move to regroup at the rally point, engaging Germans in the woods as the scattered guys move to the regroup point. At the rally point with most of the guys, we get into a small firefight with some enemies here but eventually everyone arrives. Our Mustang air support gets into a prolonged engagement with 2 German birds overhead while we push down the road towards the first objective, Dog, a fortified bridge crossing that was engaging our bird with a Flak truck as well, so was our first target. One of the German birds, a Stuka, comes in over our heads only to get nailed and crash right next to us, knocking several guys out when the bombs on it cook off, but not causing any deaths for us. The explosion from the downed plane lights up the area, alerting the Germans near the bridge and we fight our way to it. By now the sun is starting to rise, meaning we can actually see the enemies and are not just engaging muzzle flash and relying on our flares. While the dogfight with the 2nd enemy plane continues overhead we push up to the bridge and are heavily engaged there. It appears like an enemy convoy was passing through when we arrived, so we engage it and kill the vehicles and the flak gun. Our pilot wins the dogfight overhead and from now on provides recon and CAS support for the ground teams. Fighting at some buildings and the dead convoy while more enemies rock up across the river. We take a nearby trench and reconsolidate ammo and medical supplies. Moving from Obj1 to Obj2, a small farmstead which our bird had been engaging due to it having machineguns, trenches and a PAK gun, with my team over watching the assault team. The fog is a real pain for our pilot, because we were in the river valley it all collected there and made him spotting targets harder. Cleared out the PAK position and buildings of infantry and demo the PAK gun, which cooks off. Moving to the next objectives, a French town, with my team while the other team moves down the road. Our pilot RTB's to refuel and rearm before we reach the last objective, the town. We spot trenches and dug in guys in the buildings so avoid attacking them head on by sneaking down the river, before fixing bayonets and going over the lip towards them. We clear out the trenches while the 2nd team begins to enter the town itself. Our pilot returns. Fighting our way into the town proper, our pilot gets into another dogfight above us, and the German attempts to strafe my team on the ground. The 2nd team is now fighting house to house to the left. Both teams link up and we kill a Panzer 4 in the town and then pull back, as we had achieved our objectives and did not want to get into a prolonged engagement now ALiVE armour QRF had rocked up. Our MMG covering the retreat of the last few guys out of the town before more enemies arrive. We did pretty well, only 1 of our guys got killed during the whole pre-dawn to mid-morning mission. Mods- ALiVE, CUP, IFA3, DUI radar, ACE3, Secret Weapons
  7. jarrad96

    LAMBS Improved Danger.fsm

    How does the AI use of flares at night work? It would be really handy for AI to use flares during night missions, but it seems really inconsistent on who uses them, like for example some of the CFP factions use them while others don't, and I haven't seen any of the IFA3 WW2 or Hanson's CUP Vietnam factions using them- do they require the unit to have a grenade launcher or something for them to use them?
  8. We acted on those recon pics this weekend to do an ALiVE mission inside a trigger area with a 1H 30M time limit to prevent 4x missile sites from firing on a nearby city via being linked to a VLS cruise missile trigger when the timer ended. 11 guys on, inserted via VTOL's (dropped via parachute out of the back of the birds was 1 Marshall with all the troops inside and 1 120MM MGS for support as the undercover recon earlier spotted tanks) Our original drop zone was further inland on the South island of Sahrani, but the pilots were worried about the AA missile sites so dropped us early, meaning we would need to fight across the desert first before reaching the main objective area. Time remaining before missiles launch- 1H 30. Landing on the beach and spreading out. The trigger had fired by now and we were in our first engagement of the mission against these two villages. We had 1 Hour 26M remaining when the MGS got nailed by an ATGM team from a window in the village below while it was cresting a hill. Both crewmen were killed instantly, and not very happy, as you can see with this amazing art I did of it. 1H 23M. Our first objective was a fortified hotel that was originally going to be our landing and resupply zone if we had not had to drop early, so we pushed all the infantry and APC towards it at full speed, crossing the desert under fire and just breaking through the contact. Our APC took several RPG hits during the push, destroying some of it's SLAT armour. 1H 19M. We get into an engagement with troops inside the hotel, garrisoning a checkpoint outside, as well as more forces coming down one valley side supported by 50. cal technicals. During the engagement one of the bad guys hit our APC where the SLAT was destroyed earlier and killed the driver, but the gunner managed to bail out before it cooked off. 1H Remaining. We sweep and clear the hotel with both ground squads + APC gunner, and get our support element with MG's and MAT (Yellow) on the roof and both squads deal with incoming infantry before linking up 46M Light to moderate contacts, no armour, on our way to the first (of four) missile locations we found via recon earlier and we kill a ZU-23 truck and T-72 coming from the city in the background before we push into the small village itself to kill the launcher and radar. 45M Pushing into the village, where one team rigs the radar dish with demo while the second digs into the houses and holds off forces from the nearby city 40M left We begin pulling back from the first missile town into the mountains before more troops come from the city. 32-30 M - We have reached the 2nd missile location, inside a military base, and several members of Yellow team volunteer to move in and demo the radar and missiles and then dig in to hold off reinforcements while the other team members all keep moving, leaving them behind as we are worried about the time. 22-23M We continue to hear gunfire in the distance behind us until 22M when the military base blocking force killed to the last man. Troops and vehicles, including a Shilka that killed them are now pursuing behind us. Yellow team members (not the ones at the mil base, others) destroy the 3rd missile location and we merge both squad for the final objective, which is inside a major city and right next to the enemy airfield and HQ. We get into a fight with that Shilka in the city outskirts and kill it, but several team members are wounded. 20-9M We now have 6 men of 11 still alive and fight our way into the city. By 14M we had fought through the streets to a military checkpoint outside the city centre, which contains an embassy, church and some housing. We reconsolidate here and are running low on ammo and medical supplies, so our most wounded man, who was injured are unable to run, only limp. We tourniquet his legs and give him extra ammo. He holds the checkpoint alone to give the rest of us time to find the last missile launcher and radar. 8M We push into the city centre, and I'm debating with the pilots over LR about what to do. I want to know if it would be better to call for no extraction, as the fighting in the city centre is heavy enough we don't want more casualties from a failed extract, but we decide to get a bird as close as possible despite the AA threat for a quick exfil as soon as the missile is down. 7-6M We get into a gunfight in the church and graveyard area while our rear is being held by the wounded man at the checkpoint. . First attempt at our extraction bird reaching the AO is driven off by the missile site, but the pilot evades the missile and waves off coming closer. 5-4M Fighting around the church itself as we still can't locate the launcher. At 4M the checkpoint volunteer is overrun and killed, so from now on we are being attacked from all directions. 3M We distribute our ammo so everyone has at least 1 magazine or pistol ammo and fight over the street from the church to the large embassy building and main road. The overrun checkpoint means we are being engaged from both directions at once, and we are down to 5 men. 2-1M We finally locate the missile launcher but our last AT shot misses the launcher itself and hits the radar dish instead, blowing that up. We frantically scavenge an RPG but not before the missile is able to fire, meaning that a civilian town on our side of the island is destroyed by the cruise missile. We kill the launcher and call for immediate extract. Post Launch. We dead sprint back out of the city, weaving around enemy contacts coming towards us, but sadly another of us is killed fighting our way out of the city, so we are down to 4 survivors of 11. Now the AA is eliminated we have AH-6 support to cover our retreat out of the city proper. Post Launch. The AH-6 provides cover for a hot extract via MH-60. I'm down to 23 rounds left, our SAW was using his pistol, and we failed to stop the missile launch from destroying the town, meaning the civilian population in ALiVE became more hostile towards our presence there. The mission was a failure, but in my mind the objective changed from 'destroy the missile launchers' to just by the end. Mods- CUP, CFP, ACE3, Australian Commando Weapons (Great, give em a look), NIA, ALiVE, MLO, RobTac backpacks, S and S.
  9. Me and other guy doing some undercover intel gathering for an ALiVE operation later in the week. HMM, yes, bad guys garrisoned in buildings. We dressed as civilians and activated an undercover mode (Spyder) to allow us to gather information and do some scouting of the AO before we do a larger mission in the region. More urban areas are pretty heavily populated by both civilians and SLA OPFOR. As we get closer to the airbase and military areas we start to encounter armour like T-72's and BTR/BMP's. Scouting out the enemy airbase, with a really nice view of the mountains and sunset. A close encounter of the AI kind. Spooky. We got compromised while trying to investigate a military base after night fell and had to leg it while pursued by an enemy Huey and infantry patrols in the area. One nice thing about civilian clothes and not wearing helmets or body armour means you can LEG IT when needed. We reach the coast and take our RHIB out onto the ocean, only to still be pursued by that same Huey from the military base earlier- we get into a moving gunfight with him and his doorgunners. We disable his tail rotor with the 12.7 and he turns back, allowing us to get back to base safely and use the intel we gathered to plan the op. Mods- ALiVE, Spyder's alive expansion, CUP, CFP, MLO, S and S, Apricot's night vision, ACE3
  10. British paratroopers Operation, France, IFA3 + ALiVE mission Enemy ALiVE air support being engaged before the parachute drop begins. On the way down in the early morning. We have 1 section split into 2 teams + air/armour support. After downing the enemy air the pilot swapped out and became the commander of the tank crewmen. Clearing some smaller outlying villages, we push towards the main bridge objective. We link up with a British flamethrower tank and crew to take the city proper once the sun rises. One of the teams (mine) get's into a decent engagement in this plaza with Germans dug into the surrounding buildings, and take out a STUG 3 while the other team clears buildings elsewhere in the city. One of the teams takes several deaths from dug in infantry positions so we merge them both together and fight towards the centre of town, where a bridge divides the city. We engage enemy APC''s and infantry from the far side of the river and using the tank as cover push across the bridge and around a SDKFZ we kill with the tank, coming across several garrisoned buildings we hit with the flamethrower. We get pretty low on ammunition by this point, not expecting such a heavy town garrison from ALiVE. Our tank is tracked by enemy AT grenades, and takes fire from an enemy Panzer 4 while still engaging the buildings with HE and flamethrower, taking several hits and starting to cook off. The crew bail but are all killed when the tank explodes, collapsing the nearby 2 story building. The surviving ground team members, lacking any AT, fight through occupied buildings further towards the town outskirts, and manage to scavenge several AT grenades of their own. We smoke out the tank and supress the surrounding infantry while one man rushes the Panzer 4, throwing all the AT grenades we had at the tank, managing to track it, before throwing himself under the tank with demolition charges to kill it. He is killed instantly and the last 3 ground team members make a fighting retreat back across the bridge before making their way in a stolen vehicle back to base camp. Mods- ACE3, ALiVE, Secret Weapons, FXP Effects, DUI Radar, Lambs AI, IFA3.
  11. International Police Special Units [NIA] Updated- Historical Info- The idea of an armed specialist Police or non-military unit is not a new one- as far back as the 1920's and 1930's there had been specialist non-military units armed with greater weapons than normal police, however the modern concept originated in the United States with the LAPD's 'SWAT' team in the mid 1960's, and there was a much greater push in European nations for similar teams after the Munich Olympics attack in 1972, which saw the formation of several specific non-military response units due to German legalities preventing the Army from being used against civilians. The Faction- This mod adds a range of units based on Police, SWAT and Hostage Rescue teams internationally, covering from basic uniformed patrol Officers to Undercover, Police Response units, SWAT Teams and the like. SWAT units are dressed in Black, OD and non-military apparel, and are armed with a range of pistol-calibre SMG's such as MP5's, supported by M4A1 Carbines and with SIG 9mm sidearms. They carry a smaller amount of ammunition and supplies compared to the HRT's, and the SMG's were chosen to make them more effective at close range urban fighting, as well as reducing penetration of the rounds to prevent civilian casualties in the surrounding area. A SWAT Marksman, who is armed with an accurized 5.56 rifle with match-grade ammo, can be used for spotting targets and for longer-ranged support, as the rest of the SWAT and HRT units are all focused towards close-range urban and city fighting, so lack magnified optics of any kinds. There is a secondary SWAT Team, Undercover SWAT, who are dressed in civilian clothing underneath their body armour, which can be used for a quick-reaction or response unit, and are based on European specialist police, armed with the German G36 Carbines. Explosive charges are carried by a special 'Breacher' unit in both teams, and can be used to blow open doors when used with a supported door-breaching mod. The mod is based on a range of nations including Australia, America, United Kingdom, Kenya, Spain and Sweden, but I have intentionally not exactly re-created any particular nation, so you can use them as any nation you like- none of them are specifically named after their real-life base unit. Specialist Elements- The Hostage Rescue Teams are the elite units of the faction, and have military-style uniforms, weapons and equipment, distancing them from the SWAT units. The Multicam units are based on the Washington DC district FBI Hostage Rescue Teams on exercises between 2014 and 2017, but there is a flat OD version without Multicam that is more generic and could be used to portray other Hostage Rescue Units as well. Supports- Support units for the PSU's include ordinary police units, who are lightly equipped and armed only with sidearms and optional 9MM MP5's, as well as more exotic units such as an Undercover officer, and a unit who represents rural/ forest Specialist Police in a non-Western country, based on African specialist police in remote areas. Faction has full Editor, Zeus, Task Force Radio and ALiVE support (faction name PSU ) Also supports ACE3 Medical system. Steam Workshop Link- https://steamcommunity.com/sharedfiles/filedetails/?id=1240322524
  12. SFF Russian Vehicle Pack Updated- - All vehicles are now separated into Blufor, Indep and Opfor sides; - New factions names under which vehicles can be found: SFF RVP BLUFOR, SFF RVP INDEP, SFF RVP OPFOR; - BMP-2 with CDF camouflage has been added. - Added icon that shows current Hull and Turret directions. - ERA now has vanilla A3 effect and performance. - ERA texture has been tweaked to be a bit darker. - Most vehicles now have optics view at minimal zoom first, instead on max. https://steamcommunity.com/sharedfiles/filedetails/?id=834019757
  13. Got a question on steam about it- would anyone be interested in an All In One for my faction overhauls/campaign replacement packs? Like bundling all my CUP, RHS, NIA Overhauls for all the factions into a single Workshop item, so you can get all the, eg, NIA based campaign replacements in one go?
  14. INDEP FIA Overhauled [CUP] updated with MP signing, compatibility fixes. Steam Workshop Link- https://steamcommunity.com/sharedfiles/filedetails/?id=1723465379 INDEP FIA Overhauled [NIA] updated with files cleaned up, MP signing and compatibility fixes. Steam Workshop Link- https://steamcommunity.com/sharedfiles/filedetails/?id=1193103446 INDEP FIA Overhauled [RHS] updated with MP signing, compatibility fixes. Steam Workshop Link- https://steamcommunity.com/sharedfiles/filedetails/?id=1437796488
  15. SFF Russian Vehicle Pack Updated- -T-55 and BMP sights are now altered to be the same consistent scope instead of wide periscope view. -Range of new T-72 camo variants. -Shilka now has fixed firing rate and has Radar window. Steam Workshop Link- https://steamcommunity.com/sharedfiles/filedetails/?id=834019757