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bolo861

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Posts posted by bolo861


  1. 10 hours ago, GordonWeedman said:

    Regarding the Bren being able to use FAL (L1) magazines, that was only for the later Bren models that were converted from .303 British to 7.62 NATO and designated as the L4 LMG.

    You can tell the Bren and L4 apart pretty easily by looking at the flash hider, the L4 has a slotted cage style flash hider, similar to those of the L1 rifle and L7 GPMG, instead of the Bren's regular conical flash hider.


    Yes, of course We know that. Regarding magazine compatibility and assuming that generally metric and inch pattern FAL magazines are one way compatible (You can use metric pattern FAL mag in SLR, although reliability is not guarantieed, but You can not use SLR mag in metric pattern FAL) You can stick SLR/FAL mag into L4 Bren and the LMG will shoot. This solution was only for emergencies (not unlike feeding M249 from STANAG 30 rounders), FAL mags were not designed for top feeding and because of forces acting on magazine spring and feed angle this could cause stoppages, especially during sustained fire and especially regarding last rounds in the magazine. Also SLR mags can be a little wobbly in Bren magwell.

    But as a general rule You can feed L4 Bren from SLR/FAL mags.

     

    Thank God that Arma 3 CBA does not distinguish between inch and metric pattern FAL magwell, that would be a headache.

    Regards.

    • Confused 1

  2. Hi.

    Few bugs/suggestions.

    - G3 s Magazines and magazinewell should be assigned to proper CBA magwell class to be compatible with Niarms ones. (You should not be able to jam M14 magazine to G3 magwell).
    - HK33 s Magazines and magazinewell should be assigned to proper CBA magwell class to be compatible with Niarms ones. (You should not be able to jam STANAG 556 magazine to HK33 magwell).
    - MG3 s Magazines and magazinewell should be assigned to proper CBA magwell class to be compatible with Niarms ones.

     

    Additionally:

    PVS-5 NVG UI picture not found (probably wrong texture name)

    Warning Message: Picture equip\w\w_uk3cb_factions\addons\uk3cb_factions_equipment\nvgs\pvs5a\data\icona.paa.paa not found


    Thanks and Regards.


  3. Quote

    variants, and with them have borrowed some of the furniture to pimp an alternative M4A1 variant - namely the fully-functional and animated grip-pod and the Magpul stock.

     

    Screens look fantastic. Aside from variant with Magpull Stock have You also considered doing variant with LMT SOPMOD stock, this was very popular mod during GWOT era and You already have SOPMOD stock on Your 416s.

     

    Regards.

     

     


  4. 4 hours ago, SrLT. Vladimir Plotnikov said:

    I own a real 6B45 and this looks awesome compared to the real one 😁

    I would hope to see it soon with pouches or even the load bearing vest "6Sh117"! My unit would like to use this vest mixed with other RHS gear, since 6B23s are old, and Russian units need new gear! It looks awesome, keep up the awesome work!

     

    Russian units in RHS don t need new gear, althrough that is always welcomed. RHS AFRF doesn t represent modern russian military faction, it represents russian forces from roughly 2009-2013 timeframe with some newer bits and pieces. The same goes for RHS USAF mod. 


  5. 6 hours ago, evrik said:

    I did PM bolo861 following his comment for some clarification on what he was suggesting / i.e. what needed doing, but I am yet to get a reply. If you can provide an example, we can look at including the update. We are busy working on the BAF weapons at the moment, so it would be a good time to implement the magazine compatibility at least.

     

     

    Sorry for the delay, I ve responded to PM, config template in attachment.

     

    Thanks and regards.

    • Thanks 1

  6. On 11/6/2019 at 2:06 PM, scimitar said:

     

    An LWP inspired mod is currently in the works. Check out the Ludowe Wojsko Inflanty (Livonian People's Army) mod on Twitter:

     

    https://twitter.com/lwimod

     

     

     

    Hell yes, Orzeszek helmets, moro uniforms and Spychalski s revenge load bearing harness, LWP for the win!

     

    And I kidd you not Spychalski s kit isn t named choking suspenders "szelki dusicielki" just for giggles, try to low crawl with it and you ll see.

    • Like 1

  7. Could You guys maby add native config CBA JAM mags and ammo compatibility not only for M16s like it is right now but also for FN FALs, MP5s , M14s and RPK.

    You don t even have to add your native magazines compat to the list, just add CBA magazinewell entries to the weapons config.

     

    Thanks and regards.


  8. 16 hours ago, biggerdave said:

    I'm not sure if it's a bug per-say, but it seems odd to me that the M16A2 has a flat-top upper, while the colt carbine doesn't. (I realize this is the most insignificant thing to get peevish over, but I have very strong feelings on the subject of AR15 upper receivers for reasons I rather wouldn't talk about)

     

    I wouldn t be worked up abaut A4 flat top uppers on M16 rifles, after all 3CB guys can only work with 3d models they have access to, this is supposed to be only approximation of cold war era units. Please make note that even Colt carbine isn t period correct because it has modern buffer tube, receiver extension and 4 position modern M4 carbine gen 4 waffle stock, indicating that it s a post 2001 production carbine (or export carbine, or US AIr Force mixmaster one). 

     

    Regards.


  9. 14 minutes ago, Rook Mk1 said:

    The new cold war stuff is really cool, but tbh i'm in favour of splitting it into another pack. The amount of mods I have loaded is already pretty big, so it'd be nice to choose whether I'd want to use the cold war stuff or not at any given time. Though I could see how splitting it up could be bad for others.

     

    When You split it, it would still require weapons and assets, so You ll end up loading two additional mods instead of one and when You start to separate and double on everything needed, then You ll end up with redundant and double assets, this will result in even bigger clutter in arsenal and editor then right now.

     

    In my oppinion it doesn t make sense. 


  10. 12 hours ago, UK_Apollo said:

    I've just been chatting with Evrik discussing the initial bug reports. Unfortunately he has the 'flu so I'll post here on his behalf.

    The fixes for the Willy Jeep mirror and missing passenger bugs have turned out to be fairly simple.

    bolo861, you're correct that the M2 feed tray cover axis points are out of position on the MaxxPro. 

    Thanks for the reports, you'll get a patch update when Evrik is feeling better.

     

    Great thanks for the info also best regards and speedy recovery to Evrik.

     

    11 hours ago, froggyluv said:

    Hi any missions made with these units?

     

    When I finish and test with my guys the first two missions of Seven Days to River Rhine series I probably publish it on Steam Workshop to be available for public use. 

    It would require Rosche, Germany map. The subsequent missions will also require Global Mobilization DLC and LEN Cold War Aircraft mod.


  11. 2 hours ago, simkas said:

    I really like all the new vehicles in the update, the low res textures are maybe a little disappointing but they're not too bad, they're still perfectly usable. One thing though, I found a bug with the MUTT jeep that has the M2, the front passenger appears to be invisible (and seemingly invincible) from outside the vehicle. If I'm inside the vehicle and looking in first person, I can see the passenger but if I go into third person or get out and look from outside, they're completely invisible. If you're in the passenger seat though, everything looks perfectly fine. This is from the inside:286D3CE2897221723D7304D52B4CF4E2DAC3AA4F

    And if I get out:889C3B1E0C59D611700CD6BFA4D36033D2DBB7DC

    Hopefully this isn't a super difficult fix, I'd love to use the jeeps in the future.

     

     

    Yep, can confirm this the M151 MUTT M2 HMG passenger/commander is invisible in third person external view, also regarding M151 MUTTs judging from this screenshots and my testing ingame I think that side mirrors in external view lack rvmat or texture material or is it supposed to look that white and non reflecting?

     

    I ve also noticed that MaxxPro M2 HMG Pivot point for M2 reload top cover feed tray opening animation is set to high so it looks broken.

     

    Anyway great thanks for the fantastic update, love all the Cold War stuff. Great job.

    You Guys are simply fantastic. I wanted to get my hands on M151 MUTT for Arma 3 for years, to make use of it in my Cold War Fulda Gap scenarios.

     

    Cheers.


  12. 10 hours ago, Grezvany13 said:

    Well, you can't magically make a SATCOM appear out of thin air 😉

    At the moment I've set up the backpacks to be all available in Arsenal (except for the backpack without an antenna), and all antenna's are available as well.

    Just keep in mind that if have the Whip variant, you won't need another whip antenna in your inventory.

     

    HI.

    Could You maby set scope for standard medium ILBE backpacks without radio and anthenas to be available also in arsenal?

     

    Thanks and regards.


  13. 1 hour ago, Bukain said:

    Btw can i ask some questions if i may? 

     

    SAT vs OKK? which is better?

    Someone on the internet said MAK is the best in Turkey. Is that true? Is it really better than OKK? Also the OKK are also refer as maroon berets, right? 

    I'm asking because I'm currently making my own imaginary war in Aegean where i need to know which SF mostly involved in direct action. I think it goes to SAT right? I guess the maroon berets are Turkish version of green berets, mainly specialized in doing their stuffs inside enemy territory while staying undetected, right?

    Your distinction is too simplistic, it depends what type of mission you re designing.

     

    SAT - maritime special operations raiding force with counter terrorism capability (think like US Navy SEALs).

    OKK - special operations command branch with limited counter terrorism capability (think like cross between US SOCOM US Army Rangers and US SF).

    • Thanks 1

  14. 5 hours ago, HBAOplus said:

     

    Hi, I just thought that, could we make the front sight of the  M4A1 Block II(GL version) always unfold(like M16A4) as a compromise, so that we could use the M203‘s leaf sight?

    In my oppinion it wouldn t be elegant solution. more realistic thing to do is to leave it as is, real pros aim 40 mike mike by guestimate anyway. If you look at photos of M4A1 Block II with M203 in the wild, then you ll see that operators rarely even carry bracket sight for 203 GL because they lay it by MK1 eyeball anyway and it saves weight and real estate on the 6 o clock rail, leaving it to mount more essential kit like a PEQ box.

     

    Regards.

    • Thanks 1

  15. 20 hours ago, phantomphan said:

    CAG is organized around the Sabre Squadron concept, which is commanded by a Major and led by a pair of Captains, they are not the same as a typical squad in conventional use.

     

    Well, Yes and No. You re mixing levels of command and unit structure here. 

     

    Ok don t hold me to it s accuracy because I don t have primary sources before my eyes at this moment. But this is based on photos of The Unit operators and mainly George Hand articles from SOFREP.

     

    Sabre Squadron Yes - 4 of them (excluding Support, Signal and ADVON Squadrons) but it s BIG unit, bigger then for example reinforced SEAL platoon organized as Special Operations Task Force (deployed with all attachments to be separate self sufficient combat unit). It s big because it has to generate a lot of staying power and kinetic force (lot of ass and lot of boots on the ground) during direct action missions.

     

    Excluding attachments from Support Squadron and other parent JSOC elements Sabre Squadron consists of no less then 3 Troops.

     

    (This is debatable because for example British SAS Sabre Squadron consists of 4 Troops but counting heads on squadron photos from Desert Storm and Somalia - check George. Hand s Unit A Squadron photos from Somalia and Colin Rich s A Squadron photos from Desert Storm doesn t confirm that).

     

    Troop consists probably of no less then 4 Assault Teams. 

     

    Assault Team if I recall correctly  consists of 4/5 Operators. 
     

    Quote

     

    Is there a squadron with AT(MAAWS) because it is missing.

     

     

     

     

    Force configuration is fluid and mission specific (excluding attachments from ADVON squadron, sniper teams, heavy breachers, dog handlers from Support Squadron), If mission requires Sabre Squadron s assault team is designated as support team with machine guns or AT weapons, Every assault team in Squadron is prepared to perform this function but it s mission specific and rarely employed in such a way. So, no dedicated heawy weapons team, but every Assault Team could be configured in such a way if mission requires.

     

    That s what I concluded from warious sources and reading between the lines in various books and George Hand s articles (be aware that those sources are from timeframe roughly between 1991 and early GWOT era).

     

    Regards.

     

    • Thanks 2

  16. 59 minutes ago, Rook Mk1 said:

    I think the two FAL variants in the pack should have full auto capability, unlike the L1A1 which is semi auto only.

     

    Nah, lot of end user armies ended up blocking auto sears on belgian made FN FALs, so shooting only in single fire mod isn t a bug.


  17. Left a bug report on Github:

    https://github.com/toadie2k/NIArms/issues/154

     

    M16A1, M16A1 (GL), M16A2, M16A2 (GL), M4, XM177E2, RO727 Commando, RO733 Commando carbines and old Colt RO727 Carbine (GL) and Colt M4A1 Carbine (GL) don t have deployPivot bipod proxies on 3d models, so player with those rifles sinks through the ground in 3rd person view by deploying autorest function while in prone position.

     

    Thank You for the update and regards.


  18. 12 hours ago, 3cb said:

    I'm pleased to announce the release of version 1.1 of 3CB Factions

     

    Release notes:

    Added: Improved texture to UH1H M240s
    Added: Static Weapon backpacks to units in Eden Editor
    Added: Workaround AFM to UH1H
    Fixed: FIA HMG Offroad red texture conflict
    Fixed: Incorrect Hilux PKM name
    Fixed: M16 optic proxy position
    Fixed: MH9 bench and unarmed passenger issue
    Fixed: Missing T-series firing effects
    Fixed: Randomization of facegear on units can now be disabled in Eden via unit properties or via 3CB module
    Fixed: RPK name and incorrect magazine options
    Fixed: UH1H Armed side door animation. Now correctly hidden
    Fixed: UH1H Missing Rotor Shadows when at high speed
    Fixed: V3S Ammo truck having rear FFV turrets
    Removed: BIS equipment / weapons from T-series tanks inventory
    Removed: Empty T-34 LOD6

     

    Thanks for the update, one small cosmetic bug I ve noticed is that MaxxPro MRAPs still have vanilla BLUFOR weapons and gear in vehicle inventory. 

     

    Thanks and regards. 


  19. 16 hours ago, xon2 said:

    Hey,

     

    so i really appreciate the "addon" nature of this mod. It's great i can only take and load what i really want without cluttering my loadout lists in the arsenal :)

     

    What i am missing though is a laser+light combo attachment. Mods like RHS or SMA offer a AN/PEQ 15 + flashlight combo, but these mods are huge and have tons of weapons and gear, not especially lightweight. Unfortunately i have not found a standalone mod for this laser+light combo, would be really cool if you could add one to the NI Arms core package. 

     

    Have You even searched?

     

    Anyway, here s what You want:

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1126107423

     

    Regards.

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