spectrersg
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Everything posted by spectrersg
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TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Kryptek doesnt have any camos under those name. And because its RIPSTOP, I'll only go off what they produce in ripstop. I may include Yeti in the future, but in all honesty, they stuff is easy to include. I just dont want to saturate the modpack too much. So their other designs are 50/50 right now. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks, check your PM box. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can incorporate them in the mod, in the future. Patches are quick and easy, just give me a good reference photo. Either way, check my Wish list on the first page Subscyed. I want to do an Eagle Industries and 5.11 24H RUSH. I'm not a good modeler and would need one for those. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll be happy to take a look and see it IG, thanks Eric. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No worries. Hope yall enjoy it. Yes, I accept payment donations in the form of this. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
DOU Lite and Heavy vests will be coming out. Ghillie suits will not be in this pack. I'm not going to focus on the T shirts as that will take work, that, frankly, I cannot put time into. Beanies, I attempted it a while back and they were broken. Now it looks like BI fixed them, and included their own apt variants, so in short, its just not worth my time to do them. ---------- Post added at 12:42 ---------- Previous post was at 12:11 ---------- v4.00 Added: Kryptek Camo (Highlander, Nomad, Mandrake) ACU DOU ECH and FAST helmets DOU Lite and Heavy Platecarriers Fixed: Minor display name issues on ATAC uniforms. This is it. Only thing I'll do is minor updates to keep the pack current with ARMA changes and anything I can tally off my wishlist. If any changes, tweaks need to occur, I'll list them as a future-to-do and handle it when I can get around to it in the future. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll look into the DOU helmets. FAST stuff - no promises. I'll look into the rangemaster style cap but redoing the headset may be a pain. Kryptek and ACU will only be uniforms. And regarding the undershirt stuff, I'm not doing to do the T-shirt + Camo uni pants. Too much investigative work at the moment. Most of the stuff I'm doing is simple due to time IRL constraints. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was unable to replicate any sort of error with the uniform class. Unless you can provide a .rpt file or error screenshot, there's nothing to fix...Thanks for the PM though. ACU is looking like it'll be green-lit. Looking into the possibility of adding MARPAT Boonie/8 point. No helmets as my .psd for the MICH helmet is missing... Sorry for those who requested it. Otherwise, I'm possibly looking to incorporate the two of the RIPSTOP variants of Kryptek Camo. Right now its Mandrake and Nomad. Depending on they come out, I'll also include Highlander. Thoughts? -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If I do an ACU, it'd be a one off type of thing like the MARPAT. I can start something, but wont release it until I'm happy with the way it looks. And AlexVestin has that covered. Along with the plethora of the other modders. I'll tell ya what, Eric, check your PM box. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No. Only because I can't find my template .psd file for it. If I run across it, I'll work on em Edit: also my this is my 666 post. 0_o -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Okay quick update to address some things. v3.95 Added: New patches New Heavy vest (White) Changed: 8 point utility cap, backpack and lite vest textures. Config of 8 point utility cap All previous patches sizing has been increased appropriately -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Those are 3 inch tags. I'm basing mine of the 1 inch tags. 1 inch is the IR square next to what you have circled. I dont want to make the blood types longer than needed. And I doubt I'll be tweaking the patches too much. They're all kinda at that golden size. Some, yes, aren't, but thats design choices I made to make room for those custom ones I have. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks Eric, et al, It depends on the amount of time I have available. I'm pulling overtime right now and was lucky enough to even get this little bit updated. I'll see what I can do. Meanwhile, can you show me an actual blood type patch worn downrange so I can eye the size change... Edit: by the way, those blood type patches are supposed to be 1 inch in wide. Atleast the simple ones I've seen. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I had a small bit of free time this week. I'm going to push out an update below. Regardless, I just checked the fatigue, armor values on current BI stuff and mine.. My armor values are still higher than BI and all my mass values are lower than BIS. Unless I'm misunderstanding everything my stuff is still stronger and lighter than vanilla stuff - so fatigue and armor should be fine. But I made tiny tweaks here and there. Stuff may not even be noticeable. ________________________________________ Anyways, this is going to be a final update for a while or until I have a want to add something or have to fix something. I truly hope people enjoy this mod and continue to use this. This will also be on Steam Workshop shortly. This is v3.90 and includes the following, but note that for the new camos, I will not be tweaking much as I didnt even want to include them or put time into them as other modders have done the stuff to hell already, if someone wants to open it up and make a tweak for me, I'm open to that however: Added: ATAC AU and FG camos (No combos available) MARPAT Arid and Foliage (No combos available... and begrudgingly on request) Unit Insignia Compatibility Collection of patches Changed: All uniform textures now have a ripstop material overlay (little grids) Uniform now have the US IR flag placed properly on shoulder Uniforms left arm velcro elongated to properly fit new unit insignia system Green and MCam on Heavy vests lightened appropriately Damage, mass, fatigue system balancing Download v3.90 here -
TASK FORCE APACHE www.TFApache.com TS Info: 72.5.102.232 Here's to us, Who's like us Damn few - Early Scottish Toast Looking to be in something more than just a ‘clan’? Do you want to be in a structured 'unit' that is the utmost professional? Are you able to be a leader? Do you have the correct skills necessary to succeed? Do you have the pit-bull like aggression to succeed? If so, then continue to read because Task Force Apache is for you. We are small, nimble units of highly trained warriors, who are experts at missions that traditional military units were never built for. Lightning-quick commando raids. Highly orchestrated assaults. Discreet operations in challenging environments. Extractions, recoveries, and other bold maneuvers that don’t even have names yet. The Army, Marines, and other large scale units of this community – they’re great at what they do. They are huge and potent and necessary. But they are linear, and we aren’t. We’re designed for speed and creativity. There’s a reason to take the Marines and say, “You start here. Get to there and destroy everything in between.†They get it done. But if you’re saying, “Start here, get to here, kill two guys, capture three, and then come out without anyone knowing you were there†– we’re your unit. First and foremost, time commitments are a big thing here in Task Force Apache. We pride ourselves on trying to accomplish our goals to the best of our ability while representing our unit as quiet professionals. However, to do this, we need Sailors who can be online, and who can actually do something here. This isn't a clan, this isn't a guild; this is a team and more importantly a brotherhood. Each part, each operation, each training all bring different specializations, challenges, obstacles, and of course, opportunities – challenge yourself. Realism is also a big factor here in TFA. When you proceed past our BST, you have many leadership spots and positions at your fingertips, however, only the true leaders that show they have the dedication necessary can become one. If you love realism, you'll love what we bring to the table. Core Values: abide by them, you will learn these in during washout phase. That is our main goal - to follow the correct path. If you follow the guidelines stated to you in our Basic Skills Test (our version of BUD/S), if you show yourself to be a true Operator, you can swing through the ups and downs. The Core Values aren't just a guideline or a suggestion; they are a policy and ideology. Finally, we are professionals in-game and out of game. Your rank doesn't classify who you are; what you do here classifies who you are. Every man will respect each other accordingly; there is no Mickey-mouse controversy or politics in this unit. If you have an ego or an obsession with power or rank – we’re not the unit you’re looking for. In this unit, ranks are earned, not given – there is no checklist other than our need, our appreciation, your dedication, and your skills. TFA does have requirements to join; we do not accept just anybody, make sure to read through our requirement on our website in full. We are now in ArmA 3 and will be taking full advantage of that but until then our unit currently has a ArmA experience with various realism units since 2003, we have seen what goes right, and what goes wrong in realism units – we understand the correct ways things should be done. Take a look at our website. Read through it and make sure you’re on board with the application process and who we are and what we want to do. It will test your determination, ArmA skills, competence and communication. It’s madness with a method, and something you can look back on later in your ArmA career and say to yourself that you accomplished something. If you’re a unit interested in running joint operations please contact us on our website/teamspeak and more importantly our forums. If you’re someone interested in flying and operating various aircraft under all conditions, we have very limited air personnel slots – you MUST put in an application as our normal website procedures, but immediately contact us over our Teamspeak. Realistic. Professional. Unbreakable. Not many, but much. www.TFApache.com TS Info: 72.5.102.232 Signed, D. “Boomer†Marston, Officer in Command
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TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No plans to do ghillie suits. There are other great mods that can include them and the default ones are good enough for our uses. Sorry. I don’t run the dev branch, so I have no clue what this is. How to implement, whatever it is, and what it actually does, is beyond me. If someone would tell me what it is, and how to implement it, it’s definitely possible in the next update. The next update will include ripstop material texturing on all uniforms (very small detailed grid patterns), and USMC MARPAT camos. Just one uniform of straight Desert and one of straight Woodland. Apparently everyone wants them according to my inbox. Lol. Thanks for using the mod Subscyed. I’ll update the values as large patches come out. It’s one of those things that’s an annoying little nuisance and most of the time gets overlooked. I don’t plan to add any vests right now. I hear Cunico is doing nice NSW stuff, so it looks like he has it handled (Cunico, if you’re out there, let me know if you’re interested in working together). Regarding the coloring, its one of those things that looked good in my eye, and still does. The green is matched to the dark green in the woodland camo. Its the same shade, as far as I know. Unless someone can show me otherwise. Some of the colors in the other uniforms are off a bit, but thats because I couldn't get the right mix - the game kinda changes the color of things in light and shadows. I make something that looks good in shade, but looks really light in sunlight. So, when will this update occur? Sometime hopefully by the end of September, I’m going through some very intense training right now, and back on the dating scene so… IRL takes priority. When I release this update, it may be the last update for a while; unless I find someone to take over the project. -
TFA - Naval Special Warfare Gear
spectrersg replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is already handled by the HiddenIdentity mods. I will not be adding balaclavas to the pack; I do however plan to add matching MARPAT camo's at some point before the start of September -
Tophe's Arma Dedicated Server Tool (TADST)
spectrersg replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Having the same issue. We're using the arma3pc.master.gamespy.com reporting IP and the servers aren't showing up. Seems as if TADST isn't working properly now? Edit: its just really slow... -
Feint could you look into these two: 1) Lower the Q speed, low gear mode, to something substantially more reasonable for when approaching shore. 2) When in Q speed, lower the dang engine sounds volume. I dont even know if its possible without writing a whole new config for it, but if it is... :)
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To the ArmA3 Community, We at Task Force Apache just wrapped up our first 24-hour Livestreamed Event. It has been an emphatic success and will occur as an annual event for the foreseeable future. Many hours were dedicated to the event itself, but many more hours were dedicated by the members of Task Force Apache and accompanying units to logistically pull this off via signups, Q/A sessions, documentation planning, mod streamlining, creativity and communication outreach. It’d never have been made possible if it weren’t for the effort of all involved and of whom participated. For the corresponding members of the following units, thank you: 7CMBG Swedish Operational Detachment 2MSOB JTF Orion 173rd Airborne J-SERE During these 24 hours, teams from these units performed a myriad of tasks and accomplished each and every one of them expertly, professionally and efficiently. Just some of the events included: factory raids, evacuations of civilians, port assaults, hostage rescues, airfield raids, HVT detainment, IED sweeps, enemy convoy ambushing, facility resupply, long range reconnaissance patrols, COP/FOB Defenses, CSAR, HVT tracking, and communications array assaults. These are all in addition to units following and executing the mission ordered meta-responsibilities. When our event was in progress many members of the public and unit members donated to our charity fund. We asked for donations that would be tallied and sent off as a bulk donation to the Navy SEAL Foundation. At the end, we generated USD$852.71 within 24 hours, all of which is now in the hands of the Navy SEAL Foundation. Going into this event we had set the goal of USD$500. This has been firmly overtaken and the sheer amount we raised astonishes me. I’m severely grateful to each individual who donated to the cause, whatever the amount, thank you from the bottom of my heart and each everyone’s heart that participated. I also want to thank the team at Bohemia Interactive for their tireless effort into making the game the platform it is and will become in the future for large scale, sandbox based warfare. Without the addition of Zeus, this would have NEVER have been possible. Secondly, to the team at ALIVE, I built the mission file and designed it with Zeus in mind, with your very mod being the behind the scenes infrastructure to support all personnel and administrative duties – in addition to providing enemy combatant spawns and patrols. The system works and works extremely well; thank you because this event couldn’t have been possible without it and your many hours of helping me understand and debug elements of the mission file. Thank you to all served in the event, for all of those who helped logistically, and for those who contributed financially to this cause. We’ll be hosting this again next year and years to come and hopefully include more units and raise more funds. Below you will find a few snippets from the representing the units and their involvement through the event. "The Swedish Operational Detachment's mission was to free a CIA-SAD operator, captured by approx 10 FIA. Mission was a full success with 6 minutes from touchdown to pick up, one friendly, walking wounded. SOD loved the way we could be redirected to other missions at any time and the cooperation across units worked pretty well, from team leaders down to soldiers." – S. Vikenslaett, Swedish Operational Detachment "Joint Task Force Orion took part in the 24 hour charity event headed by Task Force Apache/JSAF. We were a relatively late addition, only signing on three days prior to Saturday, May 31st. From the get-go the TFA guys were very supportive and very receptive on integrating us into their overall mission plan. The TFA guys and 7CMBG guys all went in geared for overt action. JTFO went in geared as Guerrillas. We had a lot of fun working with TFA and having Marston/Zeus mess with us. Unlike the other units we weren’t tied to physical objectives such as towns or buildings, which gave us a tremendously broad operational range. In short, we were hitting targets from Telos to Kavala. Everything from ambushing convoys to fending off battalion sized assaults with mortars and MGs. We even got to play AWT for a bit, which was a lot of fun." - Shaftoe, JTF Orion â€The event went very well for the 2nd Marine Special Operations Battalion, we had a good time completing our original assigned objectives, regrouped with friendly SOF. From there on in we were just Big Time Operating for almost 3 hours. Our guys had an awesome time hanging out, shooting the shit, shooting shit, and operating like there was no tomorrow. We would definitely love to join anymore similar events in the future and operate again.†- Sergeant Kevin Saunders, Second Marine Special Operations Battalion â€FANTASTIC! A 24 hour event that gave everyone a sense of realtime operations...Can't wait for next year, well done to TFA...But more importantly, we also get immense amount of pride through giving to those who have fought for the freedoms that are too often taken for granted and the families many left behind.†- Major S. Morency, 7CMBG Here's a video created recapping all of the above. Thanks to 7CMBG's 2Lt Junkie for its production!
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Different box dialogues for different radio types. Check your PM box for further and a diagram.
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Virtual Vehicle Spawner (VVS)
spectrersg replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tonic, we're having an issue where the VVS did the following: 1) Spawned certain 3rd party mod aircraft above the terrain by about a meter or so. 2) When people use the spawner, and someone JIPs, the JIP player sees all the vehicles that have been spawned stacked into/onto each other. When they attempt to spawn a vehicle it then results in a fiery explosion. 3) Would it be possible to have a SIDE filter? Or be able to restrict the VVS to show only vehicles of WEST/EAST/etc side via editor? 4) Wrecks - is it possible to have the VVS detect and clear any wrecks on the location of where a vehicle spawns? I apologize of this has been already discussed or brought up. Is it also possible to have the VVS read any vehicle inheriting the class vehicle/air/etc to make it more 3rd party mod compatible? -
Most definitely needed and wanted. Hope you can get it into a releasable condition soon.
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For anyone a bit confused on how to setup alternate and primary frequencies, and how to operate them simultaneously watch this video: http://youtu.be/PCSqqLajFYU Nkey, is there any way to get a small notification as to what radio is receiving a transmission? Similar to how you have a transmitting notification; just in reverse - a receiving notification. Transmission Receiving... with RT-1523G (ASIP) on XXX.XXX frequency
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When I'm a player, and I go into the zeus mode, I cannot transmit. Seems as if you cannot transmit when in the Zeus mode as a player - thats what I was asking about. Moreover, in the Enforce Usage module, the terrain interception coefficient is default at 7. Can you explain the terrain interception coefficient so I can better understand how to tweak the number?
