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ThrashInc

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Everything posted by ThrashInc

  1. ThrashInc

    Tier 1 Gear Pack

    Was going to post, the SOF unit that would carry the smallest number of radios that would require that antennae (FM) is a Ranger Platoon, and they are still going to have 28 out of 40ish guys with radios. The others running dual radios would be a UHF antennae and then 1-3 people with a sat antennae, but that's something you have to setup, it doesn't work too well when you try to rig it and move. Commandos are probably a similar setup, everyone else would be 100% with a radio.
  2. ThrashInc

    Tier 1 Gear Pack

    I had to respond in that reddit thread because I hate seeing bad info, of which there was a ton, so then I had to do a 360 and walk away.
  3. ThrashInc

    Tier 1 Gear Pack

    hoolie, demo, mini 870, bolt cutters
  4. ThrashInc

    RHS Escalation (AFRF and USAF)

    I was actually wondering (if it was ever modeled) if it would be possible for the goose to have its similar systems implemented in game in regards to fuses (airburst and PD) or rocket assisted HEAT rounds - it sounds like it is.
  5. ThrashInc

    (SMA) Specialist Military Arms

    When we fielded the SCAR, it was pretty universally disliked. The SCAR's biggest "Pro", in my opinion, is that it has almost AK-107-like recoil, with the following points being given to it because it is setup very similarly to an M4. That said, the AK-107 has no recoil in full auto, it's actually shitty to fire in semi because you ghost it constantly. The SCAR is great in semi and full auto and has almost non-existent recoil. The negatives for the SCAR are obviously things like the iron sights, cheap plastic for the stock, the stock retaining pin, the fact that the ambi fire selector isn't actually ambi, etc. The biggest negative (in my opinion) is the fact that the charging handle reciprocates. The thing that I find crazy is that between the ACR and the SCAR, you have a perfect gun. Take the stock from the ACR, the charging handle (which is also canted, big pro), the mag release, bolt hold open, and sights/rails from the ACR. Take the gas system, fire selector (except make it the same size on both sides), recoil management system, grip from the SCAR, and that gun would be replacing the M4 right now if they could get the cost per unit down. (Also, yes, I was saying that SMA has too much recoil :) )
  6. I've had this problem for about two weeks now, I can't figure out how to fix it. I am getting kicked from multiplayer servers, usually modded, but not always. I am being kicked for Signature Check Failed/invalid/etc. The errors are from a3 items, a3 expansion items, mod items, doesn't matter. I rejoin the server, get kicked for a3. Kicked for JSRS. Kicked for RHS. Kicked for a3. I will basically continue to be kicked until I am no longer being kicked, usually within 20-60s of joining a server. This will occur on average 4 times, but I've seen anywhere from 1-15 kicks. Rarely I will be kicked past the period of the 'kickings' where after 1-2 hours, I will be kicked again when it seemed like things were going good. I have performed the following steps - they have all failed: 1) Verifying game cache 2) Deleting pbo's/signature files for Arma 3, verifying cache 3) Re-installing Arma 3 4) Re-installing mods 5) Getting signature files from friends 6) Getting signature files from Armaholic 7) Verified SSD integrity, passed 8) Moved shadowplay temp recordings to HDD 9) Deleting my in-game profile (a suggested fix, this is Arma after all, your profile probably controls whether or not you game even runs) 10) Deleting all data from $appdata$ pertaining to Arma 3 11) Verified a server I was attempting to play on was running verifysignatures = 1 and not = 2 12) Reinstalled BE (downloaded from website, deleted old information 13) Arma 3, BE, Arma 3 launcher all running as admin 14) Added specific filters to firewall for BE 15) Tested ping / jitter / packet loss to server(s), all within acceptable bounds (better than acceptable) 16) Deleted Arma 3 from SSD, installed back on HDD 17) Checked/tested my routers MTU, fine 18) Manually set MTU in clientside settings 19) Manually set proper load order for mods (compatibility -> Scenario -> peripherals -> content -> maps) 20) Moved back to SSD, tried using 2 different VPN's 21) Servers updated to latest infiSTAR 22) Changed port for BE on the server from 2300->2330 23) Deleted physx_x86.dll from Arma 3 folder, redownloaded 24) Opened WAN ports for Arma 3 25) Manually moved keys from mods into the keys folder 26) Mods were moved to a folder at the top of a drive, basically F:\\Arma 3 Mods 27) Tried changing launcher config, turned off verifysignatures (it was finding 150+errors anyway) and logs to increase performance 28) Deleted all Arma 3 related files/folders. Restarted PC. Deleted all Arma 3 related registry information. Restarted PC. Deleted all BIS files/folders/registry, restarted. Unsubbed from all Steam content, deleted all mods, everything. Cleared/reset SSD. 29) Installed fresh Arma 3. Installed fresh mods. Joined a server. Kicked. 30) Got new SSD, reinstalled Windows, reinstalled all programs, Arma 3, mods, disabled anti-virus, not kicked. My PC is as follows: i5 4670K @4.1GHz GTX 980OC 16Gb RAM C:\\ SSD 60gb E:\\ HDD 1Tb F:\\ SSD (Arma 3) 240gb Windows 7 64b I was able to play fine, on any server or with any mods, until I wasn't. Even in Arma 2, I was never kicked for Signature check errors/fails. I'm now over 3000 hours in Arma 3, and was also never kicked for fails/errors. This is a link to the error RPT. If you notice, the mods basically all fail their checks. http://pastebin.com/aPEFpjks However, I was kicked for a signature check error for \structures_f_exp_industrial.ebo. As you can see: 20:30:33 Signature tests for F:\Steam\steamapps\common\Arma 3\expansion\addons\structures_f_exp_industrial.ebo.a3.bisign PASSED! I don't know what else to do.
  7. ThrashInc

    Kicked - Signature Check Failed

    After I completely reinstalled windows and steam/arma/software, importing no profile information or saves and having completely unsubscribed from mods on steam, etc. The issue was fixed, it happened again later, and I disabled my anti-virus and it was fixed. Haven't had the issue since, I have no real idea why it occurred.
  8. ThrashInc

    (SMA) Specialist Military Arms

    I imagine this is because the HK41x series was retextured, and the tan/woodland/OD/etc didn't make the pass.
  9. ThrashInc

    (SMA) Specialist Military Arms

    No, I'm also curious if there is a way to make it 4x.
  10. ThrashInc

    (SMA) Specialist Military Arms

    I got no errors downloading this time, everything works / normal RPT stuff. - There's a missing set of 3 magazines between MK316 and the Lapua Subsonic (in the arsenal), I'm assuming this is a holdover from the MK319 ammunition. - The new SKS ammunition doesn't appear to have damage or ballistics or (something) associated with it. It essentially loads into the weapon, but does not fire, nor does it have a defined damage per bullet, speed, etc. This is in reference to only the 57-N-231S magazines or: "SMA_30Rnd_762x39_SKS_FMJ_Red"; "SMA_30Rnd_762x39_SKS_FMJ"; Does anyone else have the same issues?
  11. ThrashInc

    (SMA) Specialist Military Arms

    No, DL was fine. There were other errors as well, so I'll wait to post them and try downloading again later to rule out some kind of error on my part.
  12. ThrashInc

    (SMA) Specialist Military Arms

    Downloaded from website, got this error: http://imgur.com/a/KYgAE
  13. ThrashInc

    (SMA) Specialist Military Arms

    The MK18 is by definition a 10" SBR.
  14. ThrashInc

    (SMA) Specialist Military Arms

    I don't know if it's in the next patch, but it was on their to-do list that used to be in the OP. From what I remember: Micro-red dot, Elcan, AK, reskin HK41x series, 5.56 Minimi were upcoming projects.
  15. ThrashInc

    NIArms Release Thread

    I think by the admission that in training, it runs at 900RPM and in combat it runs at 1200RPM, it wouldn't make sense for it not to run at 1200RPM if the mod is going for accuracy. While most LMG's run slower nowadays, there's always a place for throwing rounds downrange. The Negev can run at 1150, and you can easily clear rooms with it/fire it standing up - and it weighs slightly less than the Mk.46, though I personally find the barrel changes to be easier on the Negev.
  16. ThrashInc

    Tier 1 Gear Pack

    Referring to Lv5. Breathable and warm enough if you're moving around, and loose enough to roll sleeves/unzip. I'd wear in warm weather as well, since nights are still pretty cold, but when G3's came out they obviously replaced the PCU jacket.
  17. ThrashInc

    NIArms Release Thread

    I would imagine people are reticent to try additional mags by HK because the metal mags were so terrible. Weight and feed issues. Edit: I also really like M-LOK.
  18. ThrashInc

    Tier 1 Gear Pack

    SOF has a fleece type jacket we called the bear coat, probably similar. Didn't really wear stuff like that on missions much because it's overly hot and doesn't regulate temperatures very well. I preferred the PCU jacket and a shemagh, carried something warmer if necessary (eg, didn't get exfil'd)
  19. ThrashInc

    RHS Escalation (AFRF and USAF)

    Hey now, the Stryker is in the SOF category - as is the Pandur, and Pandur II (oh hi Gorgon). Gorgon would just need a new skin and different armament options.
  20. ThrashInc

    RHS Escalation (AFRF and USAF)

    joking: But the Stryker is a SOF vehicle!
  21. ThrashInc

    RHS Escalation (AFRF and USAF)

    None, opscore/similar is what's being used, protech really doesn't have any advantages over it. The only real reason (other than to look cool) to use opscore over the mich/similar is swordin/peltors are easier to manage. That said, protech is basically making the MICH/opscore model nowadays. I have seen a few people get saved by the area of the helmet the opscore doesn't have, so I might be biased. I know of 3 guys who took headshots and had bullets travel inside the rim around the ears and come out the other side.
  22. ThrashInc

    (SMA) Specialist Military Arms

    It doesn't have 1X or 4X on the same optic unless it takes a keypress that doesn't coincide with the key that changes optic modes or MRT's keybind. RHS ELCAN http://imgur.com/a/DYKnA My only problem with this is that the 1X is not as easy to use as a CQB optic as it is in real life, though obviously a docop would be preferred as long as it didn't have the close-up zoom that some of them have (like the Nightstalker) SMA3 ELCAN http://imgur.com/a/NWV5g
  23. ThrashInc

    RHS Escalation (AFRF and USAF)

    It's almost like that's an Ifrit
  24. ThrashInc

    (SMA) Specialist Military Arms

    never heard of her
  25. ThrashInc

    RHS Escalation (AFRF and USAF)

    Which mods are creating SF equipment?
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