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Everything posted by mondkalb

  1. The Global Mobilization 1.2 Update is now available! Find more details here. Check the full changelog.
  2. The upcoming Global Mobilization 1.2 update is now available on the Creator DLC RC branch. Find out here how to access this branch. Note: You may need to restart Steam after activating the code for it to appear in the drop-down as described. Find the latest changelog-notes of this ongoing test in this thread. Thank you!
  3. Glad you could sort it. About the Marder, it's an iconic vehicle that exists on our ToDo list with rather high priority. 🙂
  4. Heya, can you check if you're running any mods, and if so, have a try without any other additional mods. It might be that they somehow interfere with the basic configuration of the weapons/magazines in GM.
  5. There is a low level configuration embedded in objects through Named Properties. This handles the low fidelity simulation required for high object counts of the same type. Typically trees and rocks do not have config classes, hence why you cannot read them.
  6. Heya, we cannot make any statements about future content beyond what is agreed as releasable between us and BI. Otherwise It runs the risk of being taken out of context and carried as "they confirmed XYZ", when in fact that was never the case. The tanks you mention however do exist on our own internal wishlist, meaning that we are interested. 🙂
  7. No terrain changes are planned. Both the Do 28 D-2 and L-410 UVP are STOL capable aircraft and can take off using 500m of any cleared surface. The roads and fields are perfectly suitable for this. Where there are power poles on the side, you can either clear them in the editor using the "Hide Object" module or give players a task to clear them away with the right engineering equipment (either flatten them with a truck/tank or apply explosive charges.) The highway is wide enough to comfortably accommodate either aircraft. So far I have not had troubles landing these birds in the countryside and taking off again. That was exactly their design purpose and why they are still today popular with emergency relief organizations. Regarding the terrain: We did indeed choose to keep the terrain as historically accurate as possible. Two reasons led us to make this decision: - The Inner German Border has never been accurately depicted in any game before. - We do not miss airports/runways, since the aircraft that would require them are - in our opinion - misplaced in Arma, since the game does not provide the necessary scale to give them meaningful purpose. The nearest West German jets that would reach Weferlingen at that time were F-104G. These were stationed just 8 minutes travel time away in the West. At Mach 2 (which they were capable of) it would take them 29.85 seconds to cross the map entirely from west to east. The trusty old prop planes here zoom along at about 300km/h. 🙂 Regarding other military installations: Mariental-Horst was in fact an Airfield, but only in WW2 and afterwards disbanded early on. The remaining military structures there were then converted into public housing. There is a small installation south of Volkmarsdorf that was occupied by the mobile early warning system of the Luftwaffe, and a listening post at Bahrdorf that was at the time operated by the French. Further, the Bundeswehr was prohibited from approaching the border any closer than 5km. (Some sources claim 3km, but my source who served with the West German Bundesgrenzschutz said it was 5km). The closest combat unit to that area was stationed in Braunschweig at the time, some 30 kilometres West of Weferlingen. I hope this provides some context and insight into the route and decisions we took.
  8. Great suggestions! Originally they are not planned, but I don't think adding this will be a big task, so I see a possibility here. I like the idea, but no promises though!
  9. Today we are celebrating a full year since the release of GM! We'd like to take this moment and give you a preview of the new content coming in the next update. https://dev.arma3.com/post/oprep-global-mobilization-wip-02 A big thank you for your ongoing support everyone!
  10. Heya, I've done a quick test: Firing KBA 25mm APDS-T at a sideways parked BMP-1 at 550m. It took 15 rounds (aimed at the center of the vehicle) to force the crew to eject. Shortly after the BMP-1 exploded from an internal fire in the ammo compartment, wrecking the entire vehicle. Same result after 11 rounds at 375m. A bit of randomness factors into this, so I'd have to up the sample size by an order of magnitude at least to have some average values to report. But in no cases did the BMP-1 fail to be destroyed after just a few rounds on target. Can you describe the situation and setup where you encountered a BMP-1 that survives 25mm hits? This would help us taking a closer look at what could possibly be happening.
  11. mondkalb

    Cold War Rearmed III

    That is certainly unexpected news! You should definitely get into contact with the very promising Conflict 85 and see if there is any synergies or cooperation that can be found. Perhaps join and boost their effort? Also check out CSLA3, they seem to be covering the US side quite well in regards to being an analogue of OFP.
  12. Great to see the LWI finally deploy, a lot of people were looking forward to this. Excellent work!
  13. mondkalb

    Global Mobilization - Changelog

    19-12-2019 Global Mobilization v1.1.3844 Content Changes Changed: Dispersion of G3 and variants increased to 0.0007994 Changed: Dispersion of AK47 and variants increased to 0.0014992 Changed: Dispersion of M16 and variants increased to 0.0010996 Changed: Dispersion of AK74 and variants increased to 0.0010181 Changed: Dispersion of SVD decreased to 0.0006429 Changed: Dispersion of MG3 decreased to 0.0009599 Changed: Dispersion of PKM decreased to 0.0010193 Changed: Dispersion of RPK increased to 0.0013090 Changed: Dispersion of RPK74 increased to 0.0008727 Changed: Dispersion of MP2 increased to 0.0034907 Changed: Dispersion of P1 decreased to 0.0066323 Changed: Dispersion of PM decreased to 0.0064054 Changed: Ai Dispersion multipliers added to all Handguns Changed: Removed indirectHit damage from 23mm API ammo Changed: Reverted church tower change, re-added roadway. This will block grenades, but allows you to climb the ladder again Content Fixes Fixed: PNMK gunner when turned out sees special periscope lod of Commander Fixed: Missing texture Popups upon placement of some ammoboxes Fixed: PL MG/AT/ATGM group have wrong side configured Fixed: SKOT/OT64 Crew unkillable Fixed: 76mm Shells no longer overpenetrate Fixed: PL Army Cap no longer provides armor protection
  14. Please try to verify the data integrity via Steam. Perhaps it didn't finish downloading or got interrupted somehow.
  15. Hello, yes the 1.1 update was unfortunately not applied to the Dev Branch. We've contacted BI to see if this can be changed on Monday. Thanks for the feedback!
  16. The GM 1.1 Update is now released! Find the full change log here. We have also prepared a dedicated game server where a GM specific CTI (Capture The Island) mission runs 24/7. It's a quick and easy way to get into some MP action with GM assets, and your progress and gear is saved between sessions until the mission is completed. Details: Global Mobilization Public Server No password
  17. Indeed, our research indicated that the PSO-1 is only compatible with the SVD mount. Accordingly it is in GM not possible for it to be mounted on the AKMN/KM-72. We did introduce the ZFK-4x25, which is made for the AK-74N. Regarding the RPK: It was very easy for us to provide an RPK with a wooden furniture, so we did. You will notice that in the Polish squad templates (Groups) that none of them come equipped with a RPK to correctly represent their equipment of the time.
  18. The GM 1.1 Update is now available on the RC-Branch. https://dev.arma3.com/post/oprep-global-mobilization-update-11 RC-Branch Changelog.
  19. mondkalb

    Global Mobilization - RC Branch Changelog

    29-11-2019 Global Mobilization v1.1.3738 New Content: Added: KPz1A1 (Only Olive, Winter, Mud variants) Added: KPz1A5 Added: M113A1DK APC Added: M113A1DK Command Added: M113A1DK Engineering Added: M113A1DK Medic Added: M113A2DK PNMK Added: PT76B Light Tank Added: SKOT-2A/OT-64A APC Added: T55 Added: T55A with Dshk Heavy Machinegun Added: T55AM2 Added: T55AM2B Added: DK Army Infantry '90 Added: DK M/00 fragmentation vest and variants Added: DK M/96 helmet and variants Added: Poland as new faction Added: PL Army Infantry '80 Added: PL Army Backpack "Kostka" Added: PL Army Field Cap wz. 0433 Added: PL Army Field Suit wz. 4652 Added: PL Army Field Suit wz. 4652 (Rolled) Added: PL Army Field Suit wz. 4652 (Autumn) Added: PL Army Field Suit wz. 4652 (Winter) Added: PL Army Helmet wz. 67 and variants Added: PL Army Vests and variants Added: C7A1 Assault Rifle Added: GV M/95 Assault Rifle Added: M16A1 Assault Rifle Added: M16A2 Assault Rifle Added: SVD Designated Marksman Rifle Added: C79A1 scope Added: PSO-1 scope Added: ZFK 4x25 scope New Variants: Added: Wooden furniture texture for RPG7 Added: Wooden furniture texture for RPK Added: AKM Assault Rifle Added: AKMN Assault Rifle Added: PL P2A1 flare gun clone (wz. 78) Added: 6x3 Bayonet (Cosmetic Muzzle Attachment) Added: DK Army display-name variants for G3A3, G3A4, MG3 ("GV M/75", "GV M/75 Carbine", "LMG M/62") Added: 21 unique camo faces Added: New music track "GM: Instigators" Added: Beacon system for vehicles Added: DK Army tactical signs Added: DK Army textures for 2t truck (They had exactly one: 98.130) Added: DK Army textures for all DK Vehicles (Desert, Tan) Added: DK Army textures for recon KPz1 camo pattern (Black) Added: DK Army textures for Type 1200 (Only Olive, Winter) Added: GE Army textures for Type 1200 (Only Olive, Winter, Mud) Added: PL Army license plate template Added: PL Army specific display-names for T55A, T55AK (T55L, T55LK) Added: PL Army textures for BRDM2 (Olive, Winter, Mud, Invasion) Added: PL Army textures for BWP-1 (BMP-1SP2) (Olive, Winter, Mud, Invasion) Added: PL Army textures for T55, T55A, T55AK (Olive, Winter, Mud, Invasion) Added: PL Army textures for Ural 375d variants (Olive, Winter, Mud) Added: PL Army textures for Ural 4320 variants (Olive, Winter, Mud) Added: PL Army textures for ZSU-23-4V1 (Olive, Winter, Mud, Invasion) Content Changes: Changed: Adjusted fence type #10 to allow vaulting over when partially destroyed Changed: Default fog base and decay values for Weferlingen Changed: Antenna Mast animation is now toggleable in the customization screen for the BTR-60PU12 Changed: Antenna Mast animation is now toggleable in the customization screen for the M113A1G Command Changed: Antenna Mast animation is now toggleable in the customization screen for the TPz1A0 Command Changed: BMP-1 texture update Changed: BPz2 texture update Changed: BRDM2 texture update Changed: BTR-60 texture update Changed: FlakPz1 texture update Changed: Lkw 0.5t texture update Changed: KAT1 texture update Changed: KPz1 texture update Changed: M113 texture update Changed: TPz1 texture update Changed: Typ1200 texture update Changed: U1300L texture update Changed: Ural357d texture update Changed: Ural4320 texture update Changed: ZSU-23-4 texture update Changed: Darkening bullet casing textures Changed: MPiKM-72 texture update Changed: Removed shininess of LATGM launcher and tube Changed: Data optimization to reduce build size Changed: Weapon direction memorypoint to follow Arma3 naming, for compatibility with community made weapon attachments Changed: MBT Damage system balancing Changed: Reworked group classifications to distinguish between '80 and '90 Changed: Former T55A adjusted to resemble early Czechoslovak T55, New T-55A model to resemble late Czechoslovak T-55A added, see Added section Changed: Reduced general range and force of explosive damage for all HE and HEI ammunition Content Fixes: Fixed: 23mm 2A7 sounds Fixed: 35mm L90 sounds Fixed: AI firing modes for scoped G3 Fixed: AI View from BT-11 tower Fixed: Church tower ladder opening no longer blocks grenades Fixed: Clock on West German GL trucks being mirrored Fixed: Default ammo in LP1 changed to eastern ammo Fixed: Duplicate cap in inventory for DDR Borderguards Fixed: Flipped fuel indicator on Typ1200 car Fixed: Inverted right antenna mount on FlkPz1 Fixed: Loadout in backpack for East German PKM assistant Fixed: Locality issue with West German vehicle smoke screen Fixed: Missing bounding box memorypoints for ACEI and ACEII containers, now supports Vehicle in Vehicle (as cargo) Fixed: Missing insignias in second lod of Type 1200 Fixed: Odometer counting the wrong way on TPz1 Fixed: Odometer not working on M113 Fixed: Outro "Tagesblick" Audio is now in German for German users Fixed: Removed extra Gasmask from East German Borderguard, Police and Dress Uniform Officer Fixed: Shadow artifact on BT-6 Fixed: Spelling error on M113A1G Dashboard Fixed: Spelling error on MG3 Ammobox "Leutsput" to Leuchtspur Fixed: Wrong rotation of squad.xml symbol on GE Tank Crew uniform. Fixed: Wrong winter destruct variant in config for Office 1 Fixed: rpt error regarding gm_sound_spatial_Rain_vehicle_02, *_03 and *_04. Fixed: Various loadorder issues Campaign Fixes Fixed: Campaign "First Impressions Matter" : Adjusted Enemy AI placement Fixed: Campaign "Republikflucht" : End trigger logic changed to sustain through long playtimes Fixed: Campaign "Tit for Tat" : Gate changed to let AI deal with it
  20. The above question was resolved on Discord in German. 🙂
  21. Heya, thanks for the feedback: 1. Can you be more precise? The uniforms do carry rank patches on the shoulders for all combat suits. 2. That could be a very easy fix. 3. There are versions of the M56 with and without net in the arsenal available. There is no gameplay feature that lets you change this other than changing helmets entirely. 4. Deliberately done since the snorkel would deform very badly during any sort of character movement, especially when prone. 5. We're saving the Chemical Suits for a future update to both sides of the Bloc. 6. There is a Seitengewehr attached to the belt. Maybe you mean something more specific here? 7. Thats again a deliberate choice. We'd rather have the backpacks available than not. You can, as player, of course leave the backpacks back in the vehicles before disembarking, or equip the AI accordingly. 8. Yes? Whats the issue to be precise? No default units from GM are issued with the Drum Mag other than the RPK Gunner.
  22. The 3rd October is celebrated as the German Unity Day! Let's take a look at the upcoming 1.1 GM Content Update: https://dev.arma3.com/post/oprep-global-mobilization-wip-01
  23. Created on 23rd May 2019 during the waiting period for the new Arma 3 Expansion. Many speculated that it will include aliens. But in case it does not, this quick addon will give you some solid quality aliens. I've purchased three alien character models from Turbosquid and made them usable within Arma 3. (Adjusting size and sekeleton to work). The aliens speak their own language! The creatures are found under: Independent -> Aliens -> Men Contents: - Alien Scout Model - Alien Brute Model - Alien Commander Model - Alien Hybrid Hunter Model - 2x Alien Language Radio Protocol Watch out for the Brute and Commander, as they are heavily armored. Bring enough ammo to take them down. All Aliens are placeable by Zeus. Credits: - Mondkalb: Configuration and Import - Will Morillas: 3D models of Alien Characters (https://www.turbosquid.com/Search/Artists/Will-Morillas) - 3diggerart: Mutant Hunter Hybdrid (https://www.cgtrader.com/3d-models/character/fantasy/mutant-hunter), Thanks to B.A.D for donating this! - B.A.D. for the second set of Alien Language sounds Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1749774001 Some pictures: This is entirely unrelated to Global Mobilization. It is just a fun little project for the evening without any stress or pressure. 🙂
  24. Heya Formtapez! Once the AWOL is triggered, this ends the campaign. I think the problem lies somewhere else: In order to redo the mission, you'll have to use the "Revert" button to set the Campaign's progress back to before that mission. Currently it thinks that mission was completed with the AWOL ending, and thus terminates fully. The "Replay" button simply replays the mission without changing the outcome of the campaign's next step. So I suspect you're attempting to fix the outcome of the campaign by using the Replay button. Try using the Revert button instead.
  25. Fixed wing aircraft are very low priority for us. There are other asset types and categories, such as Rotary Wing, that we want to cover first.