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The Spirit of Morpheus

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About The Spirit of Morpheus

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  1. Hello, Since I've purchased the "Global Mobilization" Creator DLC months ago and the "S.O.G. Praerie Fire" Creator DLC just a while ago, I am being plagued by various issues: First off, I always get this error, whenever I start a scenario and the "Global Mobilization" DLC is not loaded (it's installed, but it's not loaded/selected in the "Optional DLC" menu of A3 launcher!): And now comes the real headache, whenever I make a savegame of a scenario and then try to load that savegame: In every case, it's complaining about "gm_plants" and "gm_structures_euro_80" ! Here's a screenshot of another error message, that immediately shows up once A3 has fully launched: (it might (or might not) be associated with the above issue) The second bug is this: As highlighted in the red brackets, the In-Game HUD and a Character/NPC is displayed in the A3 main menu, whenever Arma 3 loads up wih the GM Optional DLC selected! The third one is not a "bug", but more a matter of personal preference: I do not want the A3 GM or A3 S.O.G. PF menu style but *I do want* to load/preserve the assets (terrains, weapons, equipment, etc.) of these DLCs without changing the default A3 menu style. For the "Contact" DLC this is possible without having to enable the Optional "Contact" DLC (just the "Platform" version of it is loaded) in A3 Launcher, but for the 2 Creator DLCs, there does not such an option ("Platform only") exist - either they're fully enabled and the assets will be loaded or they're not enabled and the assets will NOT be loaded... Here is the screenshot of the altered menu style: (as can be seen, the GM in-game HUD bug is also present...) At least for the first bug (Savegames; "gm_plant" and "gm_structures_euro_80") I need an immediate fix/solution ASAP, but the second bug (GM in-game HUD) is also very annoying. The third issue (menu style) might be intentional? Thx 4 support, T.S.O.M.
  2. Hey, Thanks! That did the trick! But still, I would like to know if (and how) it is possible to directly define within Arma 3 (Launcher, Startup Parameters, Configs, etc.) the desired path for the main profile without having to use such workarounds... I already used the "-profiles" parameter, but that is not applicable for the *main* profile (where the folder with the Arma3.cfg file is created) or is it? IIRC I used that parameter only for the secondary profiles... T.S.O.M.
  3. Hello, I just installed Arma 3 on my reinstalled System. It consists of a SSD drive (Main Drive C:\, where Windows is installed on) and a HDD drive (D:\, where all user files and most games are installed). However, I changed default user folders ("Downloads", "Documents", "Pictures", "Videos" and so on...) from the Main Drive to the HDD drive, so their new/actual path is now D:\Users\[Username]\(Downloads), (Documents), (...), ] ). The original C:\Users\[Username]\Documents folder on the SSD drive still exists, but it's almost completely empty since everything gets saved in the new location. Since Arma 3 looks at the default "My Documents" folder, it selected "D:\Users\[Username]\Documents" as the folder for the main Arma 3 profile (folder designated "Arma 3"). But I want ALL Arma 3 files (including main profile, other profiles, configs, custom downloads/contents, savegames) to be on the SSD drive, so I need to shift the main profile back to the original C:\Users\[Username]\Documents\ directory that existed prior to the new path. How can I instruct Arma 3 to move the main profile ("Arma 3" folder, *not* other/secondary profiles!) to a new location? Thanks for help, T.S.O.M.
  4. The Spirit of Morpheus

    ARMA 3 Addon Request Thread

    Request for the Creators of RKSL Attachments and Scope Mod A3 and anyone else who's interrested in creating high quality scopes and/or optics: Please create the following state-of-the-art scopes for Arma 3: 1st Tier: (Priority) 1.) Schmidt & Bender PM II/P 12-50x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 1a.) Schmidt & Bender PM II/P 12-50x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): "Police", "P4L fein", "MSR" 2.) Schmidt & Bender PM II/LP/MTC/LT 3-20x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 2a.) Schmidt & Bender PM II Ultra Short 3-20x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): "Police", "P4L fein", "MSR" 3.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight 3a.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (10 Mils), MIL-R (5 Mils), MOAR (30 MOA) 4.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 4a.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): MIL-R F1, MIL-R (5 Mils), MIL-C F1, MOAR F1 (20 MOA) 5.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 5a.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): MIL-C F1, MIL-R F1, MOAR F1 (80 MOA) 6.) Hensoldt 3-12x56mm SSG-P (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 6a.) Hensoldt 3-12x56mm SSG-P (FFP) + C-More RTS2R (3 MOA) + Hensoldt NSV80 Clip-On NV sight Reticles (both illuminated and non-illuminated): Custom Hensoldt Mil-Dot reticle 7.) Trijicon AccuPoint 2.5-12.5x42mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight 7a.) Trijicon AccuPoint 2.5-12.5x42mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles: Mil-Dot with green illuminated dot, Duplex Crosshair with green illuminated dot 8.) Trijicon TARS 3-15x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 8a.) Trijicon TARS 3-15x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles: Trijicon Illuminated Red TARS101 MOA Reticle, Trijicon Illuminated Red TARS104 Duplex MIL Reticle 9.) Vortex Razor HD Gen II 3-18x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 9a.) Vortex Razor HD Gen II 3-18x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): EBR-1C (MRAD), EBR-2C (MRAD) 10.) Vortex Razor HD Gen II 4.5-27x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 10a.) Vortex Razor HD Gen II 4.5-27x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): EBR-1C (MRAD), EBR-2C (MRAD) 11.) Steiner T5Xi 3-15x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 11a.) Steiner T5Xi 3-15x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): SCR-Mil 12.) Steiner T5Xi 5-25X56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 12a.) Steiner T5Xi 5-25X56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): SCR-Mil 13.) Steiner M7Xi 4-28x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 13a.) Steiner M7Xi 4-28x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): MSR II 14.) Leupold Mark 8 M5B2 3.5-25x56mm (FFP) + Leupold DeltaPoint Pro (2.5 MOA) on-scope reflex sight 14a.) Leupold Mark 8 M5B2 3.5-25x56mm (FFP) + Leupold DeltaPoint Pro (2.5 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): Mil-Dot, TMR 15.) Athlon Optics ARES BTR 2.5-15×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 15a.) Athlon Optics ARES BTR 2.5-15×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): IR MIL Reticle 16.) Athlon Optics ARES BTR 4.5-27×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 16a.) Athlon Optics ARES BTR 4.5-27×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): IR MIL Reticle 2nd Tier: (Secondary/not so important) 1.) Schmidt & Bender PM II High Power 3-27x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 1a.) Schmidt & Bender PM II High Power 3-27x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): "Police", "P4L fein", "MSR" 2.) Leupold VX-6HD 2-12x42mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) on-scope reflex sight 2a.) Leupold VX-6HD 2-12x42mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): T-MOA, Custom Mil-Dot Reticle 3.) Leupold VX-6HD 3-18x44mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) on-scope reflex sight 3a.) Leupold VX-6HD 3-18x44mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): T-MOA, Custom Mil-Dot Reticle 4.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight 4a.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils), MOAR-T, MOAR (20 MOA) 5.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight 5a.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils), MOAR-T, MOAR (20 MOA) 6.) Vortex Razor HD AMG 6-24x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 6a.) Vortex Razor HD AMG 6-24x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): EBR-7B (MRAD) 7.) Vortex Viper PST Gen II FFP 3-15x44mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 7a.) Vortex Viper PST Gen II FFP 3-15x44mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): EBR-2C Tactical (MRAD) Thanks and much appreciated TSOM
  5. The Spirit of Morpheus

    Scope Mod A3

    But the request thread is for general requests - not specific to a certain addons (in this case: Scope Mod A3). How do I direct a request to a specific addon or author? TSOM
  6. The Spirit of Morpheus

    Scope Mod A3

    Hey IanSky, First off, excellent work on your mod - it's one of the best attachment addons existing for A3. Could you also create the following NightForce scopes? 1st Tier: (Priority) 1.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight 1a.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (10 Mils), MIL-R (5 Mils), MOAR (30 MOA) 2.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 2a.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): MIL-R F1, MIL-R (5 Mils), MIL-C F1, MOAR F1 (20 MOA) Note: (The original B.E.A.S.T. in your addon has no on-scope reflex sight and none of the original reticles ) 3.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight 3a.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): MIL-C F1, MIL-R F1, MOAR F1 (80 MOA) 2nd Tier: (Secondary/less important) 1.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight 1a.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils) 2.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight 2a.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils) Camo/Finishes for all above scopes: Black, Desert/Tan/FDE, Winter/Snow/White, Olive, Digital, Urban Digital, Woodland/Jungle TSOM
  7. The Spirit of Morpheus

    RH M4/M16 pack

    Hey RH, I've come across this mod while chasing an Mk12 SPR rifle depiction for Arma 3 - apparently, this mod is the only mod for A3 which offers this unique rifle... so, Thanks for making it! The visuals and design of the SPR rifle (as well as the other AR15 rifle types in this mod) are very authentic and very high quality - outstanding work! However, I can't really say the same about the rifle sounds (which doesn't mean they're consistently bad). But first things first: The suppressed shot sounds of the longer AR15 models (M16, SAM-R and also Mk12 SPR) in your mod sound very, err... hollow and unspectacular (and perhaps also unrealistic) to say the least. They really damper the fun of playing with these rifles. When using a suppressed SPR, I would expect something more like this: (from 2:00 till 2:11 - with a very realistic sonic bass accompanying and following the suppressed shot... it sounds very cool :) ) (from 1:00 till 1:11 - this time the "itching"/"peewing" noise is more pronounced, which also sounds very cool, and the sonic bass is less pronounced) (Real Life demonstration; from 3:13 till 3:19 - especially the second shot at 3:17) (Real Life demonstration; from 0:56 onwards) I don't know if it's a design decision, but the suppressed shots of the shorter-barreled/M4-Style rifles in your mod *do* sound fairly spectacular and they *do* sound more closely to what I would expect (but not exactly like I expect - see the videos for reference...) from an suppressed SPR rifle. As for the unsuppressed rifle sounds (and this accounts for BOTH the longer-barrelled and short-barrelled AR15 rifles), they indeed sound VERY spectacular and powerful - but that is also the tradeoff, because they sound TOO spectacular and overpowered, which feels a bit silly. Of course I like it when they sound powerful - but these sounds are on the same level from what I would expect from sniper rifles, HMGs and other high-powered rifles ;) The 2nd main flaw I noticed about the unsuppressed rifle sounds, is, they sound very hollow - that would definitely be another point for improvement. Long story short: Could you modify at least the sounds (both suppressed and unsuppressed) for the Mk12 SPR ? Because I really struggle to have fun using it with the hollow and unspectacular suppressed sound... Oh, and can you offer a version of the SPR with the "fiberlite" collapsible stock? (and possibly for the M4-Style rifles, too?) Thx, TSOM
  8. The Spirit of Morpheus

    Arma 3: Community wishes & ideas- DISCUSSION

    17 hours ago, pvt. partz said: Is it possible to achieve the same thing via script? - a separate addon just for that *should* not be necessary... More important: can a mission autor/mission maker independently define (ignore Arma3/BIS defaults) the cargo capacity of vehicles for his mission? T.S.O.M.
  9. The Spirit of Morpheus

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Since PU 1.82, the vehicle cargo capacity is UNBEARABLY low - that's for sure! The new cargo capacity system might be realistic now, but it also f***s up existing play styles! I can barely place 3 weapons (an assault rifle, a sniper rifle and an AT-Weapon) and just a few explosives + a UAV bag into a Qilin or Prowler - is this a joke? (Before PU 1.82, I could place 7 or more weapons, 4 ExC and 2 ExS, dozens of grenades and many other stuff into the same vehicles :/ ) The Request: (honestly, it's more a desparate plead...) PLEASE (I'm pleading you BIS!), in the next PU at least add an option to use the old vehicle capacity system, if the user (or server admin) desires it - by this way, the new system and the old system can coexist together! T.S.O.M.
  10. The Spirit of Morpheus

    General Discussion (dev branch)

    If this is the wrong thread, then in which thread/which forum section I should request this? Thanks for Enlightment, T.S.O.M.
  11. The Spirit of Morpheus

    Achilles

    Thanks for answering. If neither Eden nor Zeus nor Achilles is able to do it, is it at least possible to achieve that via Script? T.S.O.M.
  12. The Spirit of Morpheus

    General Discussion (dev branch)

    I think that doesn't matter, because apparently they reduced the storage capacity for all (or almost all) vehicle types - I tested that with various other vehicles (MRAP, various Truck types) in Eden Editor and their storage capacity was massively reduced. It may be more realistic now, but the cargo capacity is UNBEARABLY low... BI, please do something! At least, add an option (for the next game/platform update) to use the old storage system, if needed... T.S.O.M.
  13. The Spirit of Morpheus

    General Discussion (dev branch)

    Can someone please answer my question or is this the wrong thread? T.S.O.M.
  14. The Spirit of Morpheus

    General Discussion (dev branch)

    I don't know, if it has already been asked, but has the vehicle storage capacity been drastically reduced!? I can put much less weapons, ammo and items into the vehicle cargo of either the "Prowler (Minigun)" or "Qilin (Minigun)" - is this a bug or is it intended? Is only the Prowler/Qilin affected or does this change affect all vehicle types? Thanks for Enlightment, T.S.O.M.
  15. The Spirit of Morpheus

    Achilles

    In Eden, I can spawn a vehicle, clear its default loadout and then define my own loadout and then I can save this custom vehicle as a custom composition ("Save this composition") - but I cannot use this composition outside of the editor (e.g. when I play a mission, I would like to spawn it in the mission via SSPCM -> Zeus). Another problem is (like described in my post above), Eden doesn't save changes made during a play (e.g. "Play as this Character") - during a play, I assemble the weapons with magazines and attachments and then put them back on the vehicle. But when I return to the Eden Editor, these changes are not saved - the vehicle is reset to it's initial state (the loadout I defined is still there - but the weapons, magazines and attachments are separated from each other just like in the beginning). Therefore, I want to export a custom composition (e.g. a vehicle with custom loadout and the weapons readily assembled) made in Eden to Zeus or somehow else use it outside Eden (ultimately, I want to easily place it while playing a mission if I need it). I've read that Achilles can achieve that - that's why I loaded the Achilles mod. Legend: SSPCM = Simple Singleplayer Cheat Menu (a great module to spice up singleplayer missions and bypass annoying routines)
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