strac_sapper
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Everything posted by strac_sapper
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RH SCAR H and M14 ACOG Replacement
strac_sapper posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This mod replaces the BIS Mk17, M14, and DMR with RH models. updated v0.5 10 Feb 2012. RH SCAR H, M14, and DMR Replacement by strac_sapper Description: This replaces the Mk17 CCO regular and SD with RH's SCAR H ACOG and ACOG SD. And the M14 Aimpoint with RH's Mk14 mod 0 ACOG or M39 EMR. Also, replaces DMR with M39 EMR. It also allows replacement of M14 with M39. If one has a powerful 7.62mm, why not put a ranged scope on it? In game their names are: For SCAR H: -Mk17 ACOG, Mk17 ACOG SD For M14: -Mk14 ACOG or M14 Sage SSDS (you can only have one active at a time!) For DMR: -M39 EMR The scripting names are of course unchanged. Installation: You can only use RH_m39_emr_repl.pbo OR RH_mk14_acog_repl.pbo at any given time, NOT both at the same time. Please choose one and feel free to change at any time. The others are independent of each other and can be added together. Included files: RH_scarH_acog_repl.pbo RH_mk14_acog_repl.pbo RH_m39emr_dmr_repl.pbo RH_m39_emr_repl.pbo Usage: Feel free to use this for any non-commercial or non-military purposes. - To replace SCAR H use: RH_scarH_acog_repl.pbo - To replace M14 use either: RH_mk14_acog_repl.pb OR RH_m39_emr_repl.pbo NOT BOTH. You must choose ONE! - To replace DMR use: RH_m39emr_dmr_repl.pbo Change log: -v0.1 initial release -v0.2 added RH's Mk14 mod 0 ACOG model to replace M14 Aimpoint -v0.3 added RH's SCAR H ACOG SD model to replace Mk17 CCO SD, fixes SD CCO zoom bug -v0.4 signature and key added -v0.5 added M39 EMR replacement for M14 and DMR Notes: When mk14 or M39 EMR replacement is active, ACOG/Scope sights appear when aiming down sight of RH's Mk14 EBR or M14 EBR with iron sights. A fix is to press the alternate sight button Number pad "/" [num-/]. This sets it to the iron sights. A more permanent fix is being devised. Credits & Thanks: RH for the model and permission StanThaMan for M14 acog replacement mod for inspiration Others on BIS forum BIS for the outstanding game Armaholic for posting so many awesome addons Forums Topic: - RH MGS weapons OA/CO - RH Mk18 Pack OA/CO - Armaholic Thread Required Addons: -RH mgswp OA/CO (for SCAR H and Mk14) -RH Mk18 Pack (for M39 EMR replacements) -Arma 2 (for DMR M39 replacement) Download Link: Gamefront Armaholic -
This addon replaces the BIS Mk16 Holo with the BIS Mk16 Mk4 CQ/T. v1 19 Feb 2012. Mk16 Mk4 CQ/T replacement by strac_sapper Description: This small config file replaces the BIS Mk16 Holo with the BIS Mk16 Mk4 CQ/T. This has been helpful dealing with the very accurate AI, and the Leupold Mk4 CQ/T scope is also very nice. In game it is named "Mk16 Mk4 CQ/T". All files are signed and key is included. Installation: Unzip the 7zip file into your My Documents/Arma 2 folder. Then use an Arma 2 launcher; it really makes life easier. If not, then add -mod=@strac_mk16_mk4cqt_repl to the command line of Arma2OA.exe Included files: strac_mk16_mk4cqt_repl.pbo Usage: Feel free to use this for any non-commercial or non-military purposes. Change log: - v1 initial release Notes and Issues: None known, please let me know if there are any problems. Credits & Thanks: BIS for the excellent model and game. Foxhound for his help. All modders on the BIS and Armaholic forums for their great work. Forums Topic: Required Addons - Arma 2 OA Download: GameFront Armaholic
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Thanks guys for all the feedback. Keep up the great work!
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Hi there, and thanks for the heads up. Just for your future reference, such warnings are much more meaningful if the posts directly ahead of and directly behind mine don't explicitly state how the user has changed the mod, while mine only mentions that I may have. :p I'm sure he has had problems with less mature users copying his work, and this is a big no no and unfair, considering how awesome this mod is. Heck, I have a mod in another game that I spend lots of time answering how to change it to others tastes; I personally take it as a compliment as it has a lot of downloads. I hope the creator of this mod does too from all of its supporters. Yes, I too look for combat just to hear the glorious sounds; and yes, I get killed in the process!
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I am quite impressed by the AI. It is quite vicious, flanks constantly, and will engage at long ranges. Very impressive for such a large, open world type setting. The AI on other open world video games is pathetic by comparison, and even most other military shooters don't hold a candle. Bravo. Negatives: the AI should be crouching and prone by default. Never standing. They are too accurate by a lot. If I don't lessen their skills I am too often shot before me and my teammates even get a visual; and this isn't from snipers either. Thanks BIS!
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Enhanced Skills Slider
strac_sapper replied to jedra's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is quite useful as is, and has tremendous potential as well. Keep it up sir, it is appreciated. Especially given the ridiculous accuracy of the AI right now. . . -
Yes, it is called breaking squelch. Again, the military radios won't beep, but others do. Thanks for the info though. I will look through the files to see where it is. Again, this mod is so good it is quite amazing! EDIT: thanks gatordev for the tip! I've gone into the radionoise config and am tweaking now. This is truly modular, which is great for the user. LordJarhead, don't mistake my comments as being dismissive; your radio noise is extraordinarily good. We all just like to tweak things a bit ;) EDIT: I should state when I was in we used PRC-77 and SINCGAR (pronounced "prick 77" and "sin gar"). No beeping on those. Perhaps the newer radios as used in game are different. I would be happy if someone would add some input on this.
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Indeed it is. Making mods is too much work to not follow your joy. :p Thanks again. The reason military radios wouldn't beep like that is the extra noise would be "non-tactical". With enclosed headsets or in a vehicle it would likely matter less. Keep up the great work, there is no way I can use other sound mods now. It has ruined me. EDIT: Not sure if this is the place to ask, but how did you get your weapons sounds so good, and the BIS ones are so quiet? Was there a reason BIS did this?
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I thought I had some idea about why the inventory sizes of the launcher ammo were the way they were, but after some research I admit to being befuddled. Let look: SMAW ammo (2 slots) = 4.4kg MAAWS ammo (3 slots) = 3.3-4.0kg smaller than SMAW ammo RPG7VL ammo (2 slots) = 2.6 kg and long RPG7VR ammo (3 slots) = 4.5 kg and long *all data from wikipedia. So it makes no sense for the MAAWS ammo to take more slots than both the RPG7VL and the SMAW ammo. Next is the "disposable" weapons, the AT4 and the RPG-18. Both are definitely not disposable, which is okay and can be remedied by mods, but their ammo is 6 slots! M136 ammo (6 slots) and 84mm RPG-18 ammo (6 slots) and 64mm NLAW ammo (3 slots) and 150mm (115mm tube) Its not clear to me why this is so. I have made a mod where the ammo slots for the MAAWS, RPG-18, and M136 are 2 each to better match the other weapons. This does not take into account the one shot nature of the two, but that was never on the table. There is a great mod here that makes them disposable, but it still keeps the ammo for the AI at 6 slots, which is what seems wrong. Disposable typically means it doesn't interfere as much with your normal load and is usually relatively "light". I've seen soldiers haul a couple AT4's on their packs for extended marches, with a full rifle ammo load as well. If anyone understands why BIS did this the way they did, please explain! :)
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This is extraordinary. Finally the weapon firing sounds are loud, great echos, loud weapons, no more chickens, loud weapons. . .did I mention loud weapons? Thanks a lot for this, your contribution to this game is rather significant. I can't imagine going back to the wimpy sounding weapons from the original! Just so you don't think I'm being too nice, I do have one comment. When breaking squelch I never heard a military radio make any beeping sounds like you have. Is this new to military radios, or do you just like it? Again, thanks, and know many many of us appreciate the effort.
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RH SCAR H and M14 ACOG Replacement
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I wouldn't be surprised if they use their own weapon variants. Try opening a US army Special weapons ammo box and see if the Mk17 CCO is replaced by a Mk17 ACOG. IF so then it is probably that ACE does have their own replacements. Yes, I love the M39 now. The model and optics model are really nice. EDIT: also try the USMC special weapons ammo box and you should get the DMR replaced if you use the RH_M39emr_dmr_repl.pbo -
SEAL Team Six 1-5 + Operational Detachment Delta for Combined Ops
strac_sapper replied to sick1's topic in ARMA 2 & OA - USER MISSIONS
Thanks for all your hard work. Have really enjoyed your missions and look forward to the updates! -
RH SCAR H and M14 ACOG Replacement
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
updated to v0.5, M39 EMR replacements added -
US Army Sappers (combat engineers)
strac_sapper posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This adds sapper units and teams to the US Army roster. Updated to v0.4 beta, 6 Feb 2012. U.S. Army Sappers by strac_sapper Introduction: US Army sappers work in squad and team sized elements in cooperation with Armor and Infantry, and this addon creates the necessary units and groups for easy use in missions. A team of engineers is seen as a "force multiplier", able to increase the fighting ability of nearby units by doing specialized tasks as well as direct combat. All of the members of a sapper unit are able to do normal infantry tasks, but more importantly every member also performed their specialized tasks. In every (good) unit this author was in, everyone in the unit worked including the squad leaders. The only exception was the MG and his assistant who would provide over-watch. Also, in Takistan, there is need for EOD teams, highly trained specialists in dangerous removal of explosives among other tasks. Units: All personnel, including squad and team leaders, have the ability to perform engineer tasks. And all sappers carry a mix of demo and mines, with more of one or the other. This way you can be prepared for changes in mission. Vehicles have load of mines and satchel charges. Their crew also have engineering capabilities. The units are set up as follows: Included Files: asr_abridged_throwablesatchel.pbo strac_engineer_veh.pbo strac_us_sappers.pbo maxxpro.pbo sti_stryker.pbo maxxpro_sti_sapper_cfg.pbo Installation: Extract the contents of the 7zip file into your My Documents\Arma2 folder, so you should have My Documents\Arma2\@strac_us_sappers as the filepath. Then add -mods=@strac_us_sappers to the command line in your Arma2OA.exe. Be sure to remove all old files before inserting the new ones. Notes and issues: I plan to add more in the future, to include other factions. Also, you can use any replacement skins you want, as I like to use Multicam and weapons replacements. All pbo's are independent (except for maxxpro_sti_sapper_cfg.pbo which requires maxxpro.pbo and sti_stryker.pbo). You can pick and choose what you like. The best bet is to use Robalo's full ASR Throwable Satchels addon. Changelog: v0.08 - Initial alpha release v0.1 - beta release, fixed class name overwrite, made EOD armed with M4A3's and added backpacks to them. v0.2 - added 3 engineer Stryker variants - added 2 engineer HMMWV variants - added engineer crew for Stryker. - added Robalo's throwable satchel addon, abridged for only engineers. - other config and text changes that are small v0.3 - signed pbo's and added key - added Engineer Bradley Fighting Vehicles - added namman2's MaxxPro MRAP in 6 variants - added Sapper AR, AAR, HAT, AHAT - added Sapper EBFV dismount squad - small text and config fixes v0.4 - added Stiltman's woodland Strykers - added BigMorgan and ThePieSky's woodland Bradley - changed EOD uniforms to Special Forces models - added M107 EOD - added woodland HMMWV's - other small text and config changes Suggestions: Give me suggestions about this. Required Addons: -Arma 2 -Arma 2 OA Usage: Feel free to use for any non commercial or non military purpose. All contributors retain sole rights to their work. Thanks and Credits: Thanks to all of the modders on BI forums and Armaholic for the inspiration. Robalo for ASR Throwable Satchel addon namman2 for MaxxPro MRAP addon Stiltman for STI Strykers addon BigMorgan and ThePieSky for M2 Bradley Reskin addon Foxhound for all his help and patience. DevilDog0352 for suggestions about current sapper units BIS for a great game and the models I have used in this mod Download: (if gamefront link doesn't work, try Armaholic) Gamefront Armaholic -
US Army Sappers (combat engineers)
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
updated to v0.4. see change log -
This adds woodland camouflage vehicles to US roster. US Army Woodland Vehicles by strac_sapper Description: When first encountering this site I searched for US Army woodland camouflage vehicles. This creates that addon. It uses BIS USMC units and Stiltman's Stryker addon, with US Army soldier/crew added and put in the US roster. I included BigMorgan and ThePieSky's M2 Bradley addon as it fills the roster out nicely. Thanks to both Stillman and BigMorgan for allowing the use of their great addons. It is nice to have them in one convenient location! Above image uses Nixo91 Multicam Reskin #1. If you must get your US Army war on in the woods or jungle, this addon is for you. Contains the following vehicles: M1A1 M1A2 TUSK M2A2 M2A3 M6 Linebacker M270 MLRS Stryker ICV M2 Stryker ICV Mk19 Stryker TOW HMMWV HMMWV M2 HMMWV Mk19 HMMWV TOW HMMWV Ambulance HMMWV Avenger MTVR MTVR Repair MTVR Ammo MTVR Fuel . . .others I cannot recall at this point (will add when I look it up) Installation: Unpack the contents into your My Documents/Arma2 folder and add to your Arma2OA.exe command line -mods=@strac_us_woodland_veh. Included files: strac_us_woodland_veh.pbo sti_stryker.pbo tgw_m2a2_woodland.pbo Usage: Feel free to use this for any non-commercial or non military purposes. The units are found under BLUEFOR > US > Armored, and Cars, and Support. Change log: v1.0 initial release Notes: To get sights or drivers view in STI Styker vehicles press numberpad 0. [num-0] Credits & Thanks: Stiltman for his excellent STI Stryker Pack addon BigMorgan and ThePieSky for their excellent TGW Woodland Bradley Reskin addon BIS for the outstanding game and models Foxhound for all he does Everyone on the BIS and Armaholic forums for their feedback and great work REQUIRED ADDONS: - Arma2 - Arma2 OA - STI Stryker Pack (included) - TGW Woodland Bradley Reskin (included) Download: Gamefront Armaholic
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US Army Woodland Vehicles
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here's a first go. There are a few items that are not in the hiddenSelectionsTextures which remain tan. That could require editing the p3d, which we cannot do. This definitely needs more work, but here's the start. -
US Army Woodland Vehicles
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah, there isn't one. This used old Arma1 models. I might try my hand at retexturing the OA model. Let me know if there is interest; it would be a cool addition I think. EDIT: added a list of all vehicles that i remember. . . -
Great bunch of missions. "black box" is great, not too many enemies for your small team, "general mortars" is a great long range slug fest in the mountains; I did have to rearm once though given the amount of ammo the ai was firing. "Needle in a haystack" was a standout to me, similar to "general mortars". Tough but fun. "insertion" has been too tough for me to complete yet; the enemy ai is viciously accurate in the woods! Thanks and looking forward to pack 2.
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US Army Woodland Vehicles
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks, and real glad you got it to work. Any suggestions would be great too. -
US Army Sappers (combat engineers)
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hardcore--hooah? :p These things are set up so you can use whatever multicam replacement you want. I use Nixo91 and fox09. I don't know what the f@ck the army was thinking with the ACU. Yeah, its cheaper, but it only works in a very few environments. I guess it does work at night too . . . Okay, now that that's taken care of; next up are some woodland vehicles with engineer loads. I want to make a set of missions/campaign. The first few are going to be in Chenarus with full on WWIII combat: anti-maneuver mission, breaching mission, etc. Then later you will be sent off fight a counter insurgency in Takistan and maybe Lingor too. Care to help out with these missions? Can you give me some examples of missions you did in Iraq/Afhgan that we can make into some solid progression through a campaign. I think this would be awesome. EDIT: If you want to help, we should start a new WIP thread so we don't veer this guy off topic too much. -
ShackTac Fireteam HUD (STHUD)
strac_sapper replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah, this is an excellent idea and superior implementation. Keep up the great work and additions to more maps. -
US Army Woodland Vehicles
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah, its on your end. They are all BIS textures (except the Bradleys) so if there is a problem it is either you or BIS. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
strac_sapper replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This mod is outstanding. :bounce3: Really outstanding. Your work on all the older units and vehicles is really good and adds a lot to the game. Also, you have the M728 CEV and it is a well done model too :D I would love to add it to my sappers mod. Yes, it is the wrong time frame, but man its the coolest. I will pm as well! -
US Army Sappers (combat engineers)
strac_sapper replied to strac_sapper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great info. The only change in the infantry is the introduction of the designated marksman with M16A4 or Mk14. The change to the sappers is that they are closer to the infantry. We used the infantry manuals, but changed our weapon loadout to serve the mission. I'm sure you do the same. Signed all the pbo's and added a key. Added namman2's MaxxPro MRAP in 6 variants, and added the Engineer Bradley Fighting Vehicle with a dismount squad. Don't know how much it is in use, but this game allows us to try out theoretical options :biggrin_o:. Also added some more troopers in the form of SAW gunner and Javelin gunner. I really appreciate the feedback I've gotten to improve this.