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fingolfin

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Everything posted by fingolfin

  1. Tier 1 Weapons - A mod by Fingolfin Description This mod adds several weapons used by US SOCOM units in different setups and color variants. It is based on the RHS framework and should work fine with ACE. Content Weapons: • SR16s with 11.5 and 14.5inch barrels, URX4 rails, various stocks in different color variants • HK416s with 10.4 and 14.5inch barrels, Geissele, Remington and Midwest rails, various stocks in different color variants • Mk46s & 48s in different color variants • M110k1s and M110k5s • Glock 19, Glock 22 & SIG Sauer P320 handguns Optics: • Vortex Razor HD Gen II and Gen III • Leupold M3A • ShortDot 1-8x24 PM II CC • Nightforce 1-8x ATACR • Elcan SpecterDR 1.5x/6x • Eotech 551 and 553 • EXPS3-0 • Micro T-1 & T-2 • 3X magnifier • G33 magnifier • L3 magnifier • all in various color variants Accessories: • LA5B and NGAL • Surefire M300C, M600V and M603V • KAC, Daniel Defense, Larue, and gangster grips • Gemtech Halo, Rotex-IIIC, Surefire SOCOM 1 & 2, KAC 7.62 QDC/CRS, KAC 5.56 QDC & QDC/CQB, AAC M4-2000 and Dead Air Sandman-S suppressors Features • highly detailed models and textures (mostly) • a wide variety of weapon accessories and scopes • ACE compatibility (not fully tested, please report all bugs you encounter) • optional BettIR config here: https://steamcommunity.com/sharedfiles/filedetails/?id=2271191070 Download https://steamcommunity.com/sharedfiles/filedetails/?id=2268351256 Changelog 1.2.6.05: • new optic mode for the LPVOs: CQB mode; better field of view, but MRAD markings are not displayed correctly. Use Next Optic Mode (default Ctrl + NumPad /) • new Elcan SpecterDR 1.5x/6x versions with ARD and Docter III attachments • fixed Elcan SpecterDR 1.5x/6x reticle • standalone EXPS3-0s, Aimpoint Micros and Romeo4Ts were moved a bit forward 1.2.6.04: • magnified Romeo4Ts can now change reticles (Previous Optic Mode, by default Shift + NumPad /) • Elcan SpecterDR 1.5x/6x 2D version converted to CBA scope • improved NGAL textures (thanks to Eagle) • Magnifier combos on Larue risers were moved a bit forward to avoid clipping with backup sights on some weapons 1.2.6.03: • fixed VMR-2 reticle was on the first focal plane • improved reticles on low magnification for the ATACR-18 and Razor Gen III • added tracers to the 7.62mm belts (every fifth round, same as in the RHS mags) • changed the reload animation for the 14.5 rifles to Toadie's long barrel animation 1.2.6.02: • added BCM Gunfighter Vertical Grip Mod3 MLOK • config improvements for the CBA scopes • mid/long range scopes now have the correct mil dot dimensions (compatible with ACE ballistics) • fixed: some attachments were not moving with the recoil animations on handguns 1.2.6.01: • M300C and M600V standalone attachments available on more weapons • improved (I think) mid/long range scopes (better field of view) • improved rvmats on the URX4 and SMR rails. • fixed: attachments not showing on some SR-16s 1.2.6: • added M300C and M600V standalone attachments • added M110k5s with ACS stocks • added black SIG Sauer MCX Virtus variant • added PIP scopes for mid/long range scopes (check your CBA settings) • small model changes to make the SR-16s more accurate • changed the EXPS3-2s to EXPS3-0s since only the latter are used in SOCOM units • fixed missing muzzle flip on the handguns 1.2.5: • added SIG Sauer MCX Virtus • added SIG Sauer Romeo4T • added SIG Sauer SRD762 • many scopes now use the CBA scripted reticle functions (smooth zoom, illuminated reticles - check the CBA options for key-binds) • fixed loud Mk48 sounds Known issues • You cannot switch between reticles on the magnified Romeo4T sights. The switch optic mode function in CBA would be an option, but it is used for flipping the magnifiers. • The magazines sit too low on the SR-16. This is to avoid clipping with the bolt. • Only the light cone is showing on the SAW laser/light combos, not the light point. No idea how to fix that... • Pistol magazines won’t show up if the pistol is holstered. That will be fixed when the next A3 update comes and mod authors add the “showHandgunMagProxy = 1;” to their configs. Please report all bug you find. Future plans • to be announced... Requirements • CBA • RHS USF Origin of the content All of the models and most of the textures I used were not made by me but all of them are either open source or were purchased legally by me (mostly via CGTrader). Here is a list of the original creators: • Toadie2K: HK416 base models, Mk46s & 48s, Leupold M3A, Doctor III, Gemtech Halo, Rotex-IIIC, ammo belt, AAC M4-2000 • ParallaxGameStudios: Geissele rails, EXPS3, ShortDot, Micro T-2, G33, M300C, M600V, Daniel Defense VFG, Larue FUG, SOCOM 1, Nightforce ATACR, NGAL, Glock 19, P320, URX4, Magpul RVG, Daniel Defense M-LOK VFG, Magpul MVG, Magpul M-LOK AFG, Surefire X300U-B • Hans Christian Lie Johannessen: M110k1, KAC 7.62 QDC/CRS • Kiory: Harris Bipod • natelaurin: 3X magnifier • n3600: Vortex Razor HD Gen II • janxo: LA5B, M603V, Surefire Switch, SOCOM 2 • 3DSanTan: KAC VFG, Sandman-S • TeoCG: Elcan SpecterDR 1.5x/6x • zraider: Micro T1, dual switch • Artistwall07: Larue riser, Midwest rails, MFT stock • chamferzone: Glock 22 • san_san37: L3 magnifier • warden_1: Vortex Razor HD Gen III • madmax1539: Eotech 553 • Kerj-3D: Grip-pod • Krycek & 4Echo: Pistol rail mount Credits Along with these talented creators I have some other people to thank: • the RHS team for their outstanding work and the framework for this mod • Toadie, Spartan0536 and Navaro for their great add-ons and their kindness to make them open source • and to Bohemia Interactive for a great game and their continued support. Disclaimer For personal entertainment purposes only. You are not allowed to reupload parts of this mod or the whole mod without the written permission of the author. You are not allowed to use parts of this mod or the whole mod in your own creations without the written permission of the author. You are allowed to retexture parts of the mod using the hidden selections as long as the original mod stays a dependency. The creator claims no responsibility for any damages this add-on or mod may cause, use at your own risk.
  2. Hello folks, as some sort of a side product of my ANA add-on I’ve created two small add-ons that may be useful for some of you. The first is a retexture of Adacas’ great MarCiras vests in M81 Woodland. He was so kind to allow me to retexture his work and helped out with the config. Download link: https://drive.google.com/open?id=0B78y5Tai3PVRcWp5OE02akxiX0E Requirement: http://www.armaholic.com/page.php?id=31349 The second one are reskins of the SAF/RHS M10 uniform, intended to depict US raid cut BDUs. Included are five camo patterns: M81 Woodland, TriColor Desert, UCP, Marpat and Desert Marpat. Please note that these are merely a stopgap until someone releases a ‘real’ raid cut BDU. But ‘til then they should work fine. The credit and many thanks go to the teams of RHS and SAF for their outstanding work! Download link: https://drive.google.com/open?id=0B78y5Tai3PVRa00tbnlJekN5Zzg Requirement: http://www.armaholic.com/page.php?id=30998 Please note that these add-ons have only been tested by me, so if you find any bugs, please let me know. Disclaimer For personal entertainment purposes only. Not for commercial use! Do not edit and redistribute without permission of the author. Creators claim no responsibility for any damages this add-on or mod may cause, use at your own risk.
  3. I got a new PC, set up A3 and the A3 tools and everything works fine, only the Addon Builder does not binarize P3Ds anymore. According to AB, the program is binarizing the data and it takes some time (as it used to) but in the end the P3Ds are not binarized. I get no error messages and of course, the binarize option is checked. Has anyone ever experienced something like that? Any ideas how to fix it? And before someone mentions it: Yes, I am aware of Mikero’s tools but for reasons similar to the one in this post, I’d like to have AB as an option too. Edit: Also reinstalling the tools did not help. Edit 2: Wow, that was stupid! The path to the temp folder included an Umlaut (in the user name). I changed it to a temp folder in my workdrive and now it works.
  4. fingolfin

    Tier 1 Weapons

    That could work but would require new animations and a lot of scripting, also it would only work for Tier One weapons. Given my (almost nonexistent) knowledge of animations and scripting, I will not touch this.
  5. fingolfin

    Tier 1 Weapons

    AFAIK that is not possible in ArmA 3. If anyone knows a way, please let me know. Since there is no model to purchase AFAIK, no.
  6. fingolfin

    Tier 1 Weapons

    Not yet, but they will be. Yes, they will be in the next update No plans at the moment, maybe in the future.
  7. fingolfin

    Tier 1 Weapons

    Yes, you can mount the iron sights on the Wilcox riser and the model I use actually includes a small riser for the front sight, but in ArmA the iron sight is part of the weapon, not the optic. I could create an optic model including the BUIS, but in this case the BUIS would not be functional, and it would only fit well onto a specific weapon/handguard. Also, the weapon would have no iron sights when using other optics.
  8. fingolfin

    Tier 1 Weapons

    That was an easy fix: Here’s the ballistic chart for the X135 ammunition: As you can see, the bullet drop is quite significant, but it deals a lot of damage (hit parameter is 11.18 vs 9.0 for the vanilla 5.56mm) and is a great ammo for CQB. For long-range shooting just stick to the Mk316 Mod0.
  9. fingolfin

    Tier 1 Weapons

    I would like to, but AFAIK there is no model available for purchase. In the meantime, I replaced the EXPS3-0s on the Wilcox flip mounts with XPS3-0s since Delta doesn’t use the former (which I never noticed before). The EXPS3-0 will still be available without the Wilcox mount. The next update will also add magazines with the X135 70 Grain Brown-Tip TSX ammo. The values will come from this chart: https://www.barnesbullets.com/wp-content/uploads/2021/03/Barnes-CFR-Specs-and-Ballistics.pdf If anyone has any additional info - please let me know!
  10. fingolfin

    Tier 1 Weapons

    So far wrapped suppressors are only planned for the sniper rifles: But I guess I could scale them down for 5.56 suppressors. Thanks! Best of wishes for you too! 🙂
  11. fingolfin

    Tier 1 Weapons

    Thanks! 🙂 AFAIK you have to modify the handstop a bit. I went with this picture: (Overloaded CAG HK416 - handstop is mounted on a rail section.) And yes, it is/should be a Glock19 Gen5 MOS 3 with Dawson Fiber sights, Leupold DeltaPoint Pro red dot, ZEV magwell, KKM compensator, TARAN mag extension and SF X300V IR light.
  12. fingolfin

    Tier 1 Weapons

    Hey guys, it has been quite a long time without any news/updates. Sorry for that! I’ve been busy with real-life stuff (especially before Christmas) but it is not like there hasn’t been some progress on the mod. On the other hand, it will take still a bit of time until the next release and here’s why: After Cody updated some of his models, I started to rework some of the optics and since I had to change many of the models anyway, I decided to change the pbo file structure of the mod. That won’t affect your mission since all the old classnames will be kept but it probably will affect some of the retexture mods. As an upside, this will make it easier for me to release and maintain a separate optics mod many people asked for. In the process of revamping the mod also some less-common optic variants and laser light combos will be scrapped. As an example: Since only NSWDG uses the Midwest M-LOK handguard for the HK416s it will only feature the M600V, M600U and WML in combination with the LA5 or NGAL as possible laser/light combos. The old classnames will now be linked to one of the existing classes, so your mission will not be broken (and gameplaywise there is almost no difference between the different lights). Speaking of lights, all LA5 and NGAL attachments will use the new IR feature in ArmA and so will some of the flashlights like the X300V (you can switch between IR and visible light). I will also rework most/all rvmats. These are a pain to get right but I am slowly getting there. In addition to that, some new stuff has been added over the last few weeks... The mod is finally getting all the goodies for a decent CAG HK416: (New are the SF M600U, the Wilcox flip mount, the Geissele T-2 mount, the KAC micro sights, the cut-down A2 grip and the SF SOCOM suppressor.) The SR-25s are getting some love too: (Finally, a KAC URX-4 Keymod handguard...) And last but not least, a lot of Glock stuff is going on: (Glock 17 Gen 3) (Glock 19 Gen 4) (Glock 19 Gen 5, rvmat is still WIP) I can give no approximate release date since I have absolutely no idea when this will be done, but the mod is not dead and still being worked on. Merry Christmas to all celebrating! 🙂
  13. This add-on depicts generic North-Caucasian rebel forces in different types of clothing and equipment and Russian special and regular forces (Army, VDV, MVD and OMON) based on the mods done by the Red Hammer Studios. The aim is to have an enemy faction for RHS AFRF which only requires the RHS mods. The rebel units are equipped with older soviet-style weapons, use 6SH92, Vydra 3M and Serbian MD-99 vest and wear a variety of different uniforms and headgear. Please note that the gear and equipment of the units isn’t a 100% according to their real-life counterparts, but since I can’t model, it’s the closest I could get. The Russian forces come in many different camo variants and carry the appropriate gear for a 2000 till 2012 timeframe. It’s recommended to use this add-on with ASCZ Heads or other beard add-ons. More screenshots Changelog 1.3: • Naval Infantry in TTsKO, VSR and Flora camo • VV and MSV troops in Afghanka uniforms • Sfera and Sfera-S helmets • ANA V95 vests in many camo patterns • reworked loadouts for many units (thanks to scimitar's advice) • improved/reworked textures • many small config fixes • some more stuff I forgot to mention... 1.2.1: • fixed errors in the Russian translator (my fault, not Basher's) • new OMON beret thanks to max1048 • uniforms with collar badges (VDV and MSV) 1.2: • Russian Motorized Rifle and Airborne troops in VSR and Flora camo • VV OBrON troops in VSR, Podlesok urban and summer camo • Vityaz units in SMK camo (two patterns) • ZSH-1-2 helmets • OMON units in Kamysh camo (two patterns) • many small config fixes • Russian translation thanks to Basher • RPK units via an optional config (requires Toadie's AK pack) • a few things I certainly forgot to mention... 1.1: • name changed to “Caucasus Insurgency” • new Russian faction: Ministry of Internal Affairs’ special forces (OSN) • Gorka-E variants, SPOSN, Krot and SKLON suits • 6B23-2 vests • fixed: units did not show up in ZEUS • more small config fixes 1.0: • config fixes • improved textures 0.9: • working blood textures on the M88 uniform • replaced the vanilla tactical vests with the new SAF vests • AKS-74 added to some units • RHS SAF is now a requirement 0.8: • added shemaghs and pakol hats • M93 retextures Known issues · no blood textures on the M93 uniforms Download https://drive.google.com/open?id=0B78y5Tai3PVRaDNYdTVVa3pkN0k http://www.armaholic.com/page.php?id=32226 (Version 1.2.1) http://steamcommunity.com/sharedfiles/filedetails/?id=848358281 (More mirrors are welcome.) Requirements • RHS AFRF: http://www.armaholic.com/page.php?id=27150 • RHS USF: http://www.armaholic.com/page.php?id=27149 • RHS GreF: http://www.armaholic.com/page.php?id=30998 • RHS SAF: http://www.armaholic.com/page.php?id=32203 Additional requirements when using the optional RPK config • CBA: http://www.armaholic.com/page.php?id=18767 • NIArms Core: http://www.armaholic.com/page.php?id=24620 • NIArms AK: http://www.armaholic.com/page.php?id=25099 • NIArms AK - RHS Compatibility: http://www.armaholic.com/page.php?id=30901 Credits Since I only did some of the textures and wrote the config and this add-on is mostly based on other people’s work, here’s the list of credits. Many thanks go to: • the outstanding Team of the RED HAMMER STUDIOS for most of the gear and weapon models and textures • the team of the Serbian Armed Forces Mod for the uniforms and the MD-99 vests • -Rusty- for the Kamush, Flecktarn, VSR and Flora textures • SomerenV for the Podlesok textures • Evrik and 3CB for porting the shemagh and pakol hat models from ArmA2 and helping me out with these • Basher for the Russian translation and advice • Temon for advice • max1048 for the OMON beret and the Sfera models • Basher and max1048 for the V95 models and the base textures • and to Bohemia Interactive for a great game and their continued support. Disclaimer For personal entertainment purposes only. Do not edit and redistribute without permission of the author. Creators claim no responsibility for any damages this add-on or mod may cause, use at your own risk.
  14. fingolfin

    Tier 1 Weapons

    No, RHS is needed for too many things: sounds, animations, ammo classes, magazines and the grip system.
  15. fingolfin

    Tier 1 Weapons

    You can turn the PiP effect on and off in your CBA options.
  16. fingolfin

    RHS Escalation (AFRF and USAF)

    Have you tried this? http://www.rhsmods.org/w/acu Not really a template but at least an UV map.
  17. Hey folks, after posting teasing pictures in the ArmA 3 Photography thread for a while now, I decided that my first add-on is good enough to have a public beta test. This little add-on depicts the Afghan National Army and Police, including the ANA Commandos and Special Forces. It is based heavily on other mods/add-ons done by the community and has a lot of requirements, but quite frankly: I was kind of bored by all the reskinned vanilla content add-ons out there. More pictures: Credits: Since I have only done the config and (most of) the textures, there is a long list of people I have to give credit and thank for their generous permission to use their work: - First of all, the outstanding Team of the Red Hammer Studios for most of the gear and weapon models and textures - the Serbian Armed Forces Mod for the uniform model (included in RHS GreF) - road runner for the MICH2001 models - Adacas (and the other authors who contributed to his work) for the Military Gear Pack - Adacas again for help with the config - Robert Hammer for his M16s and nice weapon accessories - toadie2k for the SAW add-on - evrik and 3CB for beta testing Please note that this is a beta release that was only tested by a small circle of people. There will most probably quite a few bugs! Known issues: - "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'." error caused by RH's M4/M16 add-on - "Cannot load terxture 'milgp_facewar\textures\f_half_face_cover_rgr_co.paa'." error caused by Adacas' Military Gear Pack - The ANA vests still have the handgun proxy, but no holster. Nothing can be done about it, since I can't change the models. - many requirements, I will try to reduce them (for example I can drop the M4/M16 pack once RHS adds their own M16 to their mod). The requirements: Download link for beta 0.4.2: https://drive.google.com/open?id=0B78y5Tai3PVRdm5wNXppNENmaGM ArmA3.de: http://arma3.de/include.php?path=download&contentid=4698 ArmaHolic: http://www.armaholic.com/page.php?id=31668 Disclaimer For personal entertainment purposes only. Not for commercial use! Do not edit and redistribute without permission of the author. Creator claims no responsibility for any damages this add-on or mod may cause, use at your own risk.
  18. fingolfin

    Tier 1 Weapons

    Hey guys, sorry for being AWOL so long! As you might recall, there was some flooding in western Germany a few weeks ago and my hometown was hit pretty hard. I wasn’t affected (since I live a few miles away now) but I spend most of July and August helping old friends clearing roads, cleaning up, throwing away stuff and organizing new temporary housing for some of them. That kept me quite busy until and I am now only just returning to ArmA modding. So, right now there is nothing new to show, but I am getting back to it. No plans for both so far. Yes, they will.
  19. fingolfin

    Tier 1 Weapons

    Let’s please not discuss “private” mods (to put it in the kindest possible way) here in this thread.
  20. fingolfin

    Tier 1 Weapons

    In the future? Yes. But not in the next update. I’m not sure how many new model parts would be needed. The handguard for sure and the Magpul SL-K stock most used. The upper and lower show no differences to most other AR-15s at the first look but I am not sure on this.
  21. fingolfin

    Tier 1 Weapons

    NGALs are already available on the RHS block IIs and will also come for the URGIs (including combos with the WMX200).
  22. fingolfin

    Tier 1 Weapons

    It will not offer all features (no IR laser, visible laser or IR flood), but the scopes equipped with a Raptar-S will have a rangefinder. Like many things in ArmA it will be a bit of a cheat because the range will be displayed in the reticle, not on the Raptar.
  23. fingolfin

    Tier 1 Weapons

    "How many accessories should I put on the rifle?" - "Yes."
  24. fingolfin

    Tier 1 Weapons

    No, we didn’t. To make the Tier One accessories available on RHS weapons (apart from the ones that already have them) is a pretty simple config change, but it would result in some minor and major clipping of the models (like you said). That cannot be avoided. For some people this isn’t a bit deal, for some it is. I won’t do it to avoid all the bug reports/complains. But everyone is free to write a small config adding my accessories to RHS’ weapons and vice-versa.
  25. fingolfin

    Tier 1 Weapons

    It is basically a tube with a rail and some holes. 😄 DEVGRU used them before switching to the new Noveske rifles last year.
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