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rksl-rock

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Posts posted by rksl-rock


  1. 8 hours ago, kibaBG said:

    I don't want to seem mean but ... this is one of these hype machine projects, its never going to be released. We are supposed to look pictures, art, watch videos to infinity, making traffic to dev accounts. Its just like Beyond Skyrim mod, devs are just forever hyping. This is my subjective opinion and has nothing to do with quality of the mod, which is (probably) godlike top tier. 😄  

    Merry Christmas to you too.

    I promise you, PRACS is really not a "hype machine".  It is the sole work of a single man. Working in his free time. Supported by occasional contributions to bring a huge multifaction mod pack complete with Lore, missions and a huge catalogue of stories to the community for free. It was never going to happen quickly.

    Making any mod takes insane amounts of time, testing and troubleshooting to create. The volume of content, the lore and storytelling created around PRACS mod is the product of literally thousands of hours of blood sweat and tears.  As any experienced modder will tell you; making mods for Arma is a constant frustrating grind of iterations, testing and re-design. Especially when you try to make something as huge and as complex as a Multi-Faction mod with hundreds or models of vehicles, planes, helos, weapons, uniforms, scripts, textures and the inevitable thousand and one bugs that come with them. Fighting to complete any large mod like this when people like to criticise without first taking the time to understand the effort required is at best de-motivating and at worst a painful grind to deliver to an ungrateful audience.

    What so many spoilt people forget is that Modding is a hobby.
    It is done in our free time.
    We don’t get paid, so often YOU will have to wait for more important things to get done first: work, health, family and life in general. 

    Your "subjective opinion" is irrelevant.  The only thing that matters is that @wld427 has fun making free content for the community to enjoy. The Testers can assure you PRACS is not just smoke and mirrors Hype.  It is a huge, varied and very well curated mod pack that expands the A3 Armaverse in the same way it did in Arma 1 and Arma 2.  If it takes longer than YOU prefer to get hold of that free content that is a shame. However, anyone that has ever tried to make mods themselves will understand and tell you, it just takes time to do things properly.  And when people constantly try and shit on your efforts it makes it harder to push through those bugs and fixes to be stable at release.  Because when you do release something with even a single bug some people in this community will go to epic lengths just to tell you about it and make it all about them and their subjective disappointment.

    Anyway, Merry Christmas I hope you have a wonderful day and aren't too disappointed by your gifts, should you be lucky enough to get any.

     

    • Like 9
    • Thanks 2

  2. RKSL Bovington Test Area BETA41 is out on Steam.

    Now with added watery bits as requested by SentryUK.

     

    As always - READ the page first. Have fun.

     

    v3.BETA41 Update: 24 Oct @ 4:58am
    - FIXED - Geo location this has had the desired effect on the lighting.
    - ADDED the River Piddle. Yes that is its real name.
    - ADDED extra hescos at various locations
    - FIXED - several uneven roads.
    - ADDED - Lots of reeds and bushes along the river banks.
    - Added several new tracks
    - Added several bridges.
    - many more small tweaks and changes.

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    • Like 4
    • Thanks 1

  3. Just a heads up: v41BETA is due in a few days

    It's likely to be Saturday (24th) Morning.

     

    Whats changed:

    • Some minor tweaks to road network, smoothing corners and merges.
    • Tweaks to the colours on the Satmask and maps.
    • Toned down the saturation on the heather...way less purple now.
    • Added some more vegitation in the sparser areas.
    • Widened some of the country lanes to make AI use easier.
    • Added the River Piddle.

    Sentry put in a request for a river to enable river crossings using RHS's new pontoons. This was something I wanted to do orginally. But for various reasons did not push it.

     

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    There is a actually a river in this area with the fantastically British name of "Piddle", It is the real name and I'm not making it up. So I have added it in.  I'm going to stream some of the clean up work a bit later.  Internet permitting.  I was planning on doing this last night but my connection was going up and down all night.

     

    The river is located in the NE corner. it doesnt really affect what was already there too much.  The height map already included most of the detail already. So if you've already begun using the map for training or missions you may not be affected.

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    You can watch the earlier work to make the changes ingame.  Here: 

     

     

    I should be streaming the rest a little later on today.

     

     

    • Like 3

  4. 3 hours ago, wansec_6 said:

    Gday @rksl-rock,

     

    Had a chance to have a look at Bovington today. I reckon it looks great so far.

     

    How accurate to the real Bovington is yours?

     

    Looking forward to seeing how Bovington progresses.

    Glad you like it.

    Re Accuracy: Well it uses real world 1m resolution DEM heightmaps. So from that point pretty accurate until you get out to the 600m Range and the helibase in the NW (My god son made that area, he's 12). Those areas are pure artistic licence. 
    But the road placement is 100% real. The tracks maybe not so much but ive tried to stay close ot the way the terrain changes so they are - i beleive - pretty close.

    The building placement around the SW is mostly correct with some bits missing but the rest of the map is missing some key bits.  Lawerence or Arabia's house for example at Clouds hill.  There are several houses and farms missing.  I didnt feel they added anything useful so didnt bother with them.
     

    I think this needs to be said.  When I started this it was PURELY as an internal project for @mikephoenix and I to test our vehicles on. i had zero plans to take it to what it is now.  I showed some screenshots on my discord and people began asking for private version. It was only then that I even thought about releasing it.  I've already got what Mike and I needed from this map.  Having said that we are going to continue to develop the buildings etc.  But as so many people want to use it as a training map, I think leaving most of the space open for what ever use Clans and GU's want to do with it is probably the best way forward.  So you will see lots of fixes and the new buildings will start to appears, specialised spaces will get more populated eg testing tracks will start to fill out. Maybe some ambient buildings too but I'm not sure what else I could do with the map and still have it as flexible as possible.

     

    I'm open to suggestions.
     

    • Like 2

  5. 3 hours ago, krzychuzokecia said:

    Edit: I don't know where to post it, since there's no specific thread for that, but the big red banner target from your Training Objects pack seems to be bugged - it sinks into the ground after starting the mission (looks good in Eden).

    Oh?  I'll have another look at that. Thanks.

     

    Just FYI there is a bug tracker on the RKSL Website and you can always drop a note on our discord if you want a quicker reaction.

    3 hours ago, Omsi_Player_123 said:

    Thanks for releasing, i was following the development of the Bovington map on the RKSL-website. Cool to have a map were you can just have fun and test out the limits of differnt vehicles. Of course there are already other test/ training area maps, but none of them has all this features like ponds, bumpy roads, steep tracks, area with garages etc. Also nice that you are developing custom objects for the map, a lot of map-builders just use standart objects. Imagine building the Bovington Tank Museum on this map. But that would be a lot of work if the buildings should be enterable.

    You are welcome.  Its something I've wanted for a while and  the timing was just right when it happened. It really wasn't planned.


  6. RKSL Bovington Test Area BETA


    Bovington Camp is a real location in the Southwest of England. Its primary use is to teach members of the British Forces to drive and use all the vehicles in the British inventory. But it is also used to test and develop new equipment and improvements to existing kit.

    The map was started due to a conversation with @mikephoenix about having a map to test our vehicles on. I blame him for all that followed. 

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    This represents a lot of blood, pain sweat and so many tears its really not funny. It is not the best product I've ever released. And I'm reluctant to release it in this state. But so many people want to get hold of it I've chosen to let it escape into the wild.
     

    Some things you really need to understand:

    1. This really is an UNFINISHED, WORK IN PROGRESS!! Lots of broken and messed up things.
    2. You MUST set your view distance to no more than 4000m to get the best performance. It uses a 4096x4096 height map and has a 1m per vertex resolution and any view distance over 4k causes massive FPS drops.
    3. It will be updated and improved upon over time. That time frame may be months or millenia.
    4. This version is a slight step backwards in terms of progress in that it has a lot of placeholder buildings and objects.
    5. The green buildings are placeholders for custom buildings. These will be swapped out over time.
    6. White objects are unfinished or I've screwed up. They will be replaced faster than the green buildings.
    7. It was intended from day 1 to be an internal project soley for Mike and myself.
    8. If you want to whine and whinge about it, just unsubscribe and move along.
    9. And if you cant resist are going to whinge. Be constructive and make a Bug report here: BUG TRACKER

     

    Version History

    V3.BETA41 Public BETA - Fixes and additions
    V3.BETA40 First Public BETA Release
     

    Legal and EULA
    http://eula.rkslstudios.info/

     

    Stats:

    • 16.777 sq Km
    • 99,960 ish objects.
    • Some custom roads,
    • Lots of custom objects,
    • 600m Firing Range with custom firing points.
    • 25m Pistol Range


     

    Credits

    Created by: RKSL Rock
    Custom Objects by: MikePhoenix and RKSL Rock
    Tested by:

    • - Farsight
    • - Smudge
    • - Siddy - (when he could remember to download the right version)
    • - SmokeDog
    • - Kyle
    • - John M - Lots of ref pics and advice.


    If you would like to donate, I would appreciate it. Especially now with COVID its hard for people to do but If you like the map and out addons dropping me a Kofi would be appreciated[ko-fi.com]

    Rock Oct 20

    ECA6C0A6795E6FBD4C06C8DD5B0183E91248AC14

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    DOWNLOAD @Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=2255211315

    DOWNLOAD @RKSL - https://www.rkslstudios.info/index.php?/files/file/33-rksl-bovington-test-area/

     

     

    • Like 16
    • Thanks 1

  7. 52 minutes ago, Blaq said:

    Bro im seriously sorry, of course I didn't know u were dealing with cancer and I apologise for that also. I was being inconsiderate and really petty. I'm in Education at the moment and dealing with problems of my own (mostly family and my cousin's death) so I don't have the time or resources to make mods, wasn't trying to offend you or anything but was simply asking and making a statement l. 

    Regardless of "your reasons" or my health issues, please just think before you start making demands.  You don't know what anyone else is going through, as @FallujahMedic -FM- said, I do this as a hobby. I don't work for anyone here and I'll release what i want to when i can.  In the meantime show some respect and patience.  Attacking someone without thought may just be the reason they say "fluff it" and stop making public content.  And where does that leave you?

     

    Manners and patience folks.  It does wonders in everyday life.

    • Like 1

  8. 15 hours ago, Blaq said:

    Yeah problem is he is also working on a bunch of projects at the same time, might be a year or a couple months before we even see it (and I know patience is a virtue but come on). Need someone with a core focus. He was also working on HMS Albion/Bulwark but we havnt seen that for a very long time.

    Yeah, got a huge bunch of things on the go.  Lot of Uk stuff, lot of helping people out with their stuff, lot of chemotherapy, some texture work.  Real paid work and all the usual crap on top.  Plenty of Core focus, just not on what you want.

     

    Sucks to be you.


  9. 1 hour ago, ANZACSAS Steven said:

    I had a bit of a go at adding in values from the tkoh medium heli xml.It did respond to the changes but still didnt behave like tkoh unfortunately.But i mighta just missed something.Its a pretty serious little file.:)

    Well I'd say I have a handle on about 60% of the XML.  I have a list of variables and their meaning.  I even have some of the formulas in spreadsheets to help calculate the values.  What I really need help with is an explanation of how each variable affects behaviour in the simulation.  I say this because, previously I've enlisted the help of far more knowledgeable people than myself to help reverse engineer the values in stock configs.  In this case my old University lecturer in Aerodynamics at UWE ex of Rolls Royce and BAe.  And one of the design engineers that worked on the BERP rotors for Westland Helicopters.  Even they couldn't arrive at the same values as is in the configs.  And when we used the 'real life' values they gave me the helicopter was virtually unflyable.  With so little documentation it's hard to understand the effect tweaking one value has on another.  Right now its pick a class of helo and tweak - test - tweak - test rinse and repeat until satisfied. Laborious to say the least.


  10. 19 minutes ago, ANZACSAS Steven said:

    You have any idea if its possible to get the same torque effects as TKOH in arma 3?

    If someone wants to give me the RotorLIB SDk sure. 😉

     

    Without it calculating some of the values is neigh on impossible.  I sat down and tried for 4 months to decipher the XML values and reverse engineer it.  Either my math was wrong (very possible) or i was missing something.  Talking to others after the fact I'm definitely missing info.


  11. V3070Wildcatbanner.jpg

    V3.070 - Fix for the Fix

    - FIXED - Floats issue caused by the PhysX fix in 3.069
    - CHANGED - AFM - Increased Ir, Ib & maxBrakeTorque Values
    - CHANGED - Geo LoD to tweak damage
    - ADDED - Materials to Fire Geo.

    Honestly there are about 30 other things tweaked changed and poked to.

     

    Still lots to do, I was hoping to push the Version with Door guns today but the V3.070 put me 4 days behind my plan and its going to be delayed.  I have a busy few weeks ahead and it may be a little time before I can get it out.  Sorry if that disappoints anyone.  But real life wins everytime.

     

    Rock

    • Like 7
    • Thanks 4

  12. 35 minutes ago, kremator said:

    Thanks and Happy Birthday !

    Thanks.

     

    New version was pushed earlier.

    V3.068
    - FIXED Physx for Roadways
    - FIXED missing shadow from RH side step.
    - FIXED Copilot not being able to deploy floats in MP
    - CHANGED Rear door user action control position
    - TWEAKED Pylon values (Thanks Tetet)
    - TWEAKED Cabin Light Values
    - REMOVED EO Turret Search light option
    - REMOVED Option to control Aircrew doors in Eden (Possibly temp)

    • Like 4
    • Thanks 2

  13. RKSL Studios presents our BETA of the AW159 Wildcat HMA2

    This is a BETA and does not represent the final version.

    This addon WILL change and EVOLVE. There is no guarantee class names will stay the same and performance and features may change between versions.

    You need to understand:

    - This BETA (3.065) is approx 2 versions behind the current internal build. 
    - Internal textures not final
    - MFD system/setup is NOT Final
    - No guns in this version - next update...should be...
    - Torpedoes disabled - not working ingame
    - Depth charges disabled - not working ingame
    - Loadouts are going to change.
    - No wreck model

    Why release an older beta?
    Its my Birthday and Internally we've reached an impasse. I'm asking for a fresh look for issues. Specifically I want feedback on:

    • Basic Flight Model
    • Advanced Flight Model
    • Weapons performance
    • Radar & Sensors


    PLEASE NOTE: Please see the Change Log.
    AW159 Wildcat FAQ

     

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    ED95FC4C3ED5C3BD7FCE222D54454B71B41D9573

     

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    LEGAL DISCLAIMER

    - RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. 
    - The RKSL Studios addons are not an official Addon or tool. 
    - The use of these addons (in whole or in part) is entirely at your own risk. 

    The Full End User Licensing Agreement for this addon pack is available here:
    http://eula.rkslstudios.info/
     

    0F5BF1894D97731CED4E05E46A24485B87CC482D

     

    PACK CONTENTS

    • Wildcat HMA2 - Helicopter carrying 2 Crew and 4 Passengers.

    (The AH1 will follow later)

    FEATURES:

    • Dynamic Loadouts
    • Optical Turret with NV/Thermal modes
    • Emergency Floatation System - See the AW159 Wildcat FAQ
    • Option to open/close doors in EDEN attributes.
    • Option to open/fold Rotors in EDEN attributes.
    • Optional Support for Duda's Advanced Rappelling
    • Optional Support for Lesh's Towing Mod
    • integrated Towbar - for towing.

     

    BUGS AND FEEDBACK

    We would appreciate hearing about any issues or suggestions you have experienced. Please use the Bug Tracker below:

    Wildcat Bug Tracker
     

    CREDITS

    This addons and model is 100% unique and does not incorporate any 3rd party content:

    Models: RKSL Rock
    Textures: RKSL Rock
    Animation Setup: RKSL Rock
    Character Animation: RKSL Rock
    Config: RKSL Rock
     

    A3 Testing:

    • JASS
    • Toxic Lemon
    • Charlie's Hemorrhoid
    • Devoted Stoat
    • The Idiot previously know as "Generic Harmless Animal"
    • Kyle M
    • Soggy Biscuit III
       

    Research and Support, Help etc:

    * Banks for answering questions and reviewing Pizza. (Avoid Dominoes in Yeovil)
    * Jay B for reading the manuals over the phone.
    * Bertram for providing the most pedantic technical critic possible.

    And so many other that provided help solving many many issues.

    Thanks
    Rock

    September 2019
     

    Like this addon? Feel Like providing some help and motivation? How about buying be a Ko-Fi?

     

    DOWNLOAD ON STEAM

     

    • Like 18
    • Thanks 5

  14. 2 hours ago, Dedmen said:

    Towing with ropes is already possible.

    There are two inhibitors though, vehicles automatically apply their breaks when there is no pilot in them (I have a fix for that lying around, but didn't find time to test that yet, actually don't remember where I left it, oops) and thus cannot be towed.
    And additionally (afaik) the ropes have a hardcoded strength which can cause problems too if you apply too much power.

    And third, can't easily retexture the ropes, though I guess people will only care about that once the other things were fixed.

     

    About a month ago we talked about that in the ACE slack, and the automatic-breaks were the only problem we saw. And that can "relatively" easily be fixed.

    No, not the same thing.  The community towing solutions are only a work around. We are talking about more than just tow ropes. With a proper physX setup we are talking about proper articulated vehicles.  The ability to hook up trailers and tow at speed without lag and massive rubber banding.

     

    This was a feature in VBS 1.22 in 2009. Why not now?

    • Like 1

  15. I'll upvote this too.👆

     

    (Before i say anything else; Yes I know VBS is now different than the current ArmA/RV game engine)

    VBS2 1.22 way back in 2009 had physx support for towing.  Its 2019 and we still don't have a full PhysX implementation in ArmA.  Why not? Why has it never been implemented?

     

    For those that dont realise the possibilities:

    • Walking on moving vehicles.
    • Towing
    • Realistic damage
    • Realistic object interactions/collisions (ie no more flying tanks)
    • Arguably improved performance

    And far more.

    • Like 1
    • Thanks 1

  16. Errors 1 & 2 are now fixed the update will be pushed in the morning.

     

    Error 3 - Debeaching.  The reason its locked down so tightly was to make it a last resort kind of thing. Also to prevent cheating/griefing with it.  The first few versions were limited to >5kph and eventually 1kph.  Hemorrhoid found a way to cause havoc in the Welldeck of Albion.  hence why you have to be static.  

     

    Which LPD are you clashing on?


  17. 1 hour ago, kerozen said:

    Not sure if you are still owrking on this but is there any change for a Portuguese Air Force skins?

     

     

    I am working on a new Puma series base model that will allow me to create different versions and grow into Super Pumas, Cougars and Caracals etc  Its just taking longer because i dont have much free time.

    • Like 6

  18. RKSL Studios presents the LCVP mk5 - UPDATED v3.002

    The LCVP Mk5 was built by Vosper Thornycroft and FBM Babcock Marine, with the first entering service in 1996. Four of the vessels can transport a full Royal Marine company (around 140 troops) Presently, the Mk5s operate from the amphibious warfare ships HMS Albion (L14) and HMS Bulwark (L15)

     

    This addon adds a medium size landing craft in two versions:

    1. Personnel  - Carrying 30 passengers, 2 FFR enabled Cargo Turrets with a 2 man Crew.
    2. Vehicle In Vehicle - with a load space of 2.7(W) x 6.47(L) upto 12,000Kg and carrying 4 passengers with a 2 man Crew.

     

    NEW in v3.002:

    FIXED - Cargo and Crew now vulnerable.
    ADDED - Can now toggle all animations via the Attributes panel in EDEN.
    ADDED - New Skins. Generic Grey, Camo & Civ Yellow
    CHANGED - AI now can control the ramp.
    CHANGED -- Debeach conditions relaxed.

     

    20190601142531_1.jpg.b5a396e5e9411fbb726

     

    20190518124325_1.jpg.bdb870cf96dbcf683d8

     

    LEGAL DISCLAIMER

    • RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. 
    • The RKSL Studios addons are not an official Addon or tool. 
    • The use of these addons (in whole or in part) is entirely at your own risk. 

     

    You may:

    EULA2019.PNG.cf63cd0a35fe48975b6f55b05b7

     

    The Full End User Licensing Agreement for this addon pack is available here:

    http://eula.rkslstudios.info/

     

    PACK CONTENTS

    1) LCVP Mk5 - Personnel - This version carries 30+2 (Turrets) troops with a crew of 2. A driver and commander.

    • CLASSNAMES: rksla3_lcvpmk5_1

    2) LCVP Mk5 - Vehicle-In-Vehicle - This type is intended to transport vehicles upto 12000kg.  It is unarmed but does have 4x Cargo seats.

    • CLASSNAMES: rksla3_lcvpmk5_viv

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    CHANGE LOG

    3002 - Fixes and Additions

    • FIXED - Cargo and Crew now vulnerable.
    • ADDED - Can now toggle all animations via the Attributes panel in EDEN.
    • ADDED - New Skins. Generic Grey, Camo & Civ Yellow
    • CHANGED - AI now can control the ramp.
    • CHANGED -- Debeach conditions relaxed.

    3.001 - Bug Fix Release

    • Glass lens on Folding mast do not fold.
    • External dependency to Foxhound LPPV
    • De-Beach script activation is too restrictive

    3.000 - PUBLIC RELEASE

     

    FINDING THE ADDON IN THE EDITOR

    You can find the Objects under:

    UK Armed Forces > Boats

     

    ADDON FEATURES

    • 3x Decal options switchable in EDEN Attributes: 
    1. Royal Navy,
    2. Royal Marines
    3. Generic - As requested by several Dutch Community members
    4. OPFOR Camo
    5. Ind Generic Grey
    6. Blufor  Generic Grey
    7. Civ Yellow
    • NV/Thermal Obs camera in Commander's turret
    • 2x Firing-From-Vehicles Turrets (Personnel Version only).
    • Option to open/close covers in EDEN attributes (Personnel Version only).
    • ViV can transport vehicles upto 12,000kg
    • De-Beaching Option - You will inevitably beach this at some point.  If you don't have another vehicle to push it back this will save you.  In the Driver's position at 0Kph you will see an option appear "De-beach" - this gives you a short shove backwards. Repeat as necessary until you are afloat again.

     

    20190525163446_1.jpg.eb44b319d89b969b6813e695049b0b01.jpg   20190525163424_1.jpg.a8a4c4c53bfeec94cf97edf6f657150a.jpg

     

    PLANNED FOR THE FUTURE

    • Improved and More structured damage.
    • Fixed gun mounts on the fore deck.
    • Several other skins.

     

    A WORD ABOUT REALISM AND A SENSE OF HUMOUR

    We strive to make all our addons as realistic as the game engine and our own capabilities allow.  We all know that ArmA has some interesting moments with PhysX while we have tried to limit these without compromising the addon... things just happen sometimes. Do let us know.  But also accept that we may not be able to fix everything.

     

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    COMMUNITY COMPATIBILITY

    It has always been a basic tenant of RKSL Studios design philosophy not to negatively affect other community made content.  We do not replace core values or modify anything that will affect the function or experience of others.

    We are happy to discuss optional compatibility patches, but will not exclusively adapt our addons to anyone else's Mod standards. 

    All RKSL Content is tested against the currently available stable build of the Vanilla game and official expansions.  

     

    BUGS AND FEEDBACK

    We would appreciate hearing about any issues or suggestions you have experienced. 

    Please use the Bug Tracker below:

    LCVP MK5 Bug Tracker

     

    KNOWN ISSUES AT RELEASE - See the bug tracker for details

    1. Water vapour flows above the deck occasionally
    2. Vehicles loaded in cargo in the ViV version don't render correctly when in passenger slot.
    3. Vehicles loaded in cargo in the ViV version are sometimes partly white when viewed from the outside.

     

    CREDITS

    This addons and model is 100% unique and doesn't not incorporate any 3rd party content:

    • Models: RKSL Rock
    • Textures: RKSL Rock
    • Animation Setup: RKSL Rock
    • Character Animation: WLD427
    • Config: RKSL Rock

    A3 Testing:

    • Toxic Lemon
    • Charlie's Hemorrhoid (I dont name them - but he is a pain in the arse)
    • Devoted Stoat aka Jaime Smyth-Burton (No, he's not a Conservative MP)
    • Generic Harmless Animal (Its his initials GHA, believe me this is the nicest version so far)
    • Insoles aka Mark (he didn't have a nickname that he would tell us but he's a Royal Marine and we refuse to call him Bootneck)
    • Kyle M
    • JC (No, not that one, or the car guy)
    • DarcyBA (Sorry pal i refused to type your full chosen name here)

     

    Thanks

    Rock

    May 2019

     

    DOWNLOADS:

    @RKSL Website: DOWNLOAD v3.002

    @Steam Workshop: DOWNLOAD via STEAM v3.002

     

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