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McLupo

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Posts posted by McLupo


  1. like the m107 camo looks cool

     

     

    like the m107 camo looks cool

    Hi Ice_Age,

     

    I´m very pleased about your judgement regarding the weapon camo.

    But as I wrote it´s not final and one sample in addition to other samples.

     

    I would like to bring another sample closer to you.

     

    Weapon camo (desert):

    um5i7c4n.jpg 93rajskl.jpg

     

    Weapon camo (green variants):

    f6w9fljm.jpg bisqyent.jpg

     

    Greetings

    McLupo


  2. At the moment you are only using the normal camo, but the KSK often uses Multicam (http://abload.de/img/ksk14ilse2.jpg) too. It would give the mod more "variety" and  would differ the SF from the normal troops.

    Hi Reforger,

    thanks for the suggestion and your efforts..., but it already exists, as a sample. The colours must be slightly adapted, the texture partly reworked and that's it.  :)

     

    KSK Multicam:

     

    z2ldlrwm.jpg

     

    Weapon sample: G82 Sniper Rifle with a first texture (first sample)

    f55gyqex.jpg gx7r7tt8.jpg

     

    Greetings

    McLupo

    • Like 1

  3. Dear Mr McLupo,

     

    I really love your mod, may i have a suggestion ?

     

    could you add some MLI factions insignia that we can add to other uniform via arsenal  ?

     

    In this case, it would be possible to make really coherent units with "your universe" .)

     

    Thanks for reading and hoping it is possible.

     

    Hi buddy ;) ,

     

    to be honest, I never done it, but I will see how to do... :)

    At the moment I´m working on three projects simultaneously, please be passion ´til you get an answer.

     

    I will answer you asap, that´s for sure.

     

    Best regards

    McLupo

     

    lol, I was look at on armahoilc and i keep saying to me self, that look a lot like DPCU :)

    Hi Aussie Digger ;) ,

    I used the Mid Point DPCU, but I overworked it lightly with GIMP.

    I wonder whether you know the new announced pattern called "Beersheba"?

    I guess it is a mix of DCPU and Multicam and I like it very much.

     

    Picture from the official Australian Army Side: Soldier fitted with the F88 AugSteyr and multicam vest

    beersheba.jpg

     

    Greetings to Australia  :)

    McLupo

    • Like 1

  4. Personally i would keep the XM-8 - this is the Armaverse we don't necessary have to keep to real facts  ;). Also the XM-8 would give variety, and variety is good.

     

     

    I agree. The XM-8 is a very interesting weapon system. If it is too advanced for a certain type of mission or gameplay, more traditional rifles are still available.

     

    Hi,

    thanks to both of you for the comment and for confirming my decision.  :)

    Yes, the G36 Variants and the XM-8 Variants are non negotiable and essential to realising the project.

    (See also first post: Please do not expect a close copy of the real Special Forces Command. Keep in mind, that I´m working for fun...)

    Furthermore I'm so happy that I have been granted permission to use it in my addon.

    This includes the MP5, too from Marseille77, but this weapon must be updated.

    Finally, I thank you all for the nice talk and your interest, which is very fruitful for me and my project.  :)

    Greetings

    McLupo

     

    Some samples about the weapons progress:

    wldf2ag6.jpg hvrbfljv.jpg

     

    • Like 3

  5. nice German KSK 

    Hi Ice_Age0815,

     

    Thank you very much Sir!  :)

     

    Nice one!

    I'd toss the XM-8 and would focus on different G36k-versions (with different handguards, colourings or configurations) - or maybe even your own G3 and G28.

    Maybe take a look at these informations from the Bundeswehr page.

     Hi Belbo,

     

    I´m glad that you like it.  :)

    Thanks alot for the input.

    I´ll think about any proposal and I try to put all the ideas to reality.

     

    As an aside I would like to thank all of you for the many kind PM´s with alot of suggestions, or offered assistance, ideas and great support.

    Thank you so much for your advices guys.

     

    Greetings

    McLupo 


  6. Hi,
    despite considerable efforts and tests I was not able to spot an issue with the camos of the AAF Groups.
    The woodland infantry squad was displayed in desert, now I have fixed that issue.
    Many thanks to Kendar, who noticed this.

    First post is updated with the new Version 1.01.

    I apologize for the inconvenience.

     

    Greetings
    McLupo

    • Like 2

  7. kskmodlogo650uhpk2tm.png

     

    [WIP] German KSK Units by McLupo
    Special Forces Command

     

    Media:
    Pictures:

    f357yhah.jpg cnszg8wg.jpg zdscjwzs.jpg bxu426zu.jpg 4fdjnndy.jpg 9bwwzge5.jpg

     

    Video:
    not yet

     

    Project:
    I am currently working on a project that will represent the German KSK .
    It will be available in three different camo versions. (Woodland, Desert and Urban).
    Furthermore you will have hands on different, useful vehicles with classical camo patterns.

     

    One more thing: Please do not expect a close copy of the real Special Forces Command.
    Keep in mind, that I´m working for fun and I have no intention to compare it with the great existing mods,or to compete.

     

    Features:
    Fully retextured „KSK Zug“ (Platoon level)
    Retextured Special Weapons (G36/XM8/G22)

    Weaponbox and Accessories

    Different retextured vehicles

     

    Requirements:

    FHQ Accessories pack by Alwarren

    MRT Accessory Functions by da12thMonkey Robalo and Tupolov

    CBA_A3 by CBA-Team
     

    Planned features:
    More teams for special operations
    QRT, CQB, Naval and special squads
    More vehicles (land, sea and air)  in different camos (Fleck-, Wüsten- and Schneetarn)

    Letterings, patches, insignia 

    Special weapons (MP5, HK 416)

     

    Planned Camos
    German „Flecktarn“ camo (Woodland)
    German „Wüstentarn“ camo (Desert)
    Urban Night camo (simple grey/black)

    German "Winter Schneetarn" (Winter camouflage)

     

    The main goal of mine is to beware a more classical look, less futuristic.

     

    Timeline:
    Quality will take time - Because I want to do my best
    Expected date of release at the end of January 2016

     

    Infos:
    I will keep you informed about the progress at all time, in writing, with pictures or/and videos.

     

    Note:
    Everyone can feel free to participate in my work.
    I'll try to realize suggestions and ideas.
    But keep in mind -  too many requests can also interfere with my work.
    If you have questions, or something is missing let me know. I'll support you as best I can.

     

    Very big thanks to:
    Marseille77 | Donator G36 Variants
    Trixie | Donator XM 8 Variants

     

    Thanks for your attention that´s all for now.

     

    Have fun!!

     

    Greetings
    McLupo

     

     

    Special service for all german speaking user:

    You can receive the topic translated to german on ArmA World.

    Link: http://armaworld.de/index.php?thread/1199-wip-german-ksk-units-by-mclupo/
    Big thanks to Doc for his initiative.

    • Like 8

  8. Hi R0adki11,

     

    congrats on the release.
    Furthermore for all your endless hours you have spend for us to present this well fitted "boys" and the faultless game fun.  :) 
    Tested it and I love it.
    All mission designers will appreciate that addon, too, in particular because it is now possible to implement new ideas.

     

    Greetings

    McLupo

    • Like 1

  9. Hi mate,

     

    thanks for fixing the thing. 

     

    Sorry for the delay for giving some feedback, but aside I'm working on some new stuff.  :)

    I have played the mission and I noticed the changes you have made.
    But I got some issues:
    1. The sniper calls for ammo, did you change the load?
    2, Furthermore I got an advice of an issue about the sniper rifle from the RHS mod (M107).
    3. The battle is not well balanced, because both teams are understaffed (a second machine gunner to suppress the enemy and a medic are essential)
    4. The heli support is needless - because of too much power
    5. The "donekey" activation is missing (did it in my version)
    6. EVAC much too far, cause it makes no sence, because no heli is waiting...and only to reach the End Trigger...?

     

    Aside that I work on a stringtable and some stuff around the story - Informations, Intel, ROE, further explanations and so on, hope you will like it?!

     

    It´s a good mission and it is fun and the changes you made have an effect.  :)

     

    Keep it up.

     

    Greetings

    McLupo


  10. Hi Anwender,

     

    you´re welcome.  :)

     

    Sounds good. Many thanks for your efforts.
    I am excited about your changes and the progress.
    Download is done and I shall then give you a full feedback as soon as I can.

     

    Finding and writing a comprehensible story is not a big deal, if you would like me to help you to do so, please let me know.  ;) 

     

    Greetings

    McLupo

     

    PS:

    One last point: Take your time, do it step by step and don´t overdo it and your mission will become  a good one.  :) 

    • Like 1

  11. Hi Anwender,

     

    at first let me thank you for your effort and hard work.  :) 
    I guess it is a beginner mission and for that the technical ascpect is very good.

     

    ...but are far too short, to allow some tactical manoeuvre.  ;) 

     

    All in all I did it in 10 minutes...?! (Veteran mode)

     

    ..., but it was fun and that the main thing, I guess!

     

    I don't allow myself any criticism, but I want to point out what is, let me say, uncomfortable.
    Please take it as an advice and/or help.  ;)

     

    In detail:

    Pro:
    A functioning beginner mission.
    All inserted elements working fine, til to the end.
    Takistan a nice place for a battle.

     

    Contra:
    You called it "Takistan Story", but  you're not telling a story. It is really a pity.
    No intro, lack of overview, picture and name of the author... and no impressive atmosphere.
    Why presents an IED an immediate danger in this area? No convoy is on the way and no patrol is planned.
    The insertion on a hill, exposed to every one, is not a good idea.
    Otherwise the highground position was my key - all bad elements could be killed from this point, but boring.
    Most of the enemies are not grouped and working not as a team.
    What is the reason to implement the great RHS mod if you didn´t use the potential of that awesome mod?

     

    Take this mission as a basic to build up a propper mission, without missing anything.  :)

     

    Thanks again and keep it up.  :)

     

    Greetings
    McLupo

    • Like 1

  12. Hello Evil Organ :) ,

    thanks a million for your positive feedback, it makes me happy and most of all that you are using both addons.
    I will tell you a secret: I will release a MLI-Pack which includes both add ons. So every vehicle will be fitted with the right crew.

    It´s not a big deal and rounds off the work.  ;)

     

    Greetings

    McLupo

    • Like 3
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