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18 GoodAbout -TFP- Bridge.J
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Rank
Sergeant
Contact Methods
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Website URL
http://www.tfposeidon.com
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Biography
www.tfposeidon.com
Profile Information
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Gender
Male
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Location
Essex, England
Recent Profile Visitors
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Task Force Poseidon
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - SQUADS AND FANPAGES
TFP now enters it's second year of operation. Since founding in December 2019 we've grown to 30 active members each Sunday, completed two narrative campaigns created by our Zeus team, and conducted operations every Sunday of the year before closing for Christmas. We've just posted a new promo video, containing clips of our ops from this year: If you're interested visit our website at http://www.tfposeidon.com/ or jump on our Teamspeak (ts.tfposeidon.com) - Major Bridge.J TF Poseidon -
Knock People Unconscious
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 1.2 released 20-MAY-2020 Changes: - Updated to work with the ACE Medical Rewrite. Download V1.2 - https://drive.google.com/u/0/uc?id=19QM2crjGuK8SQ4PZstqQykggxHm-QiDw&export=download Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=906758817 -
-TFP- Bridge.J started following [WIP] ArmA 3 Youtube - Play youtube videos and watch them together!, Task Force Poseidon, 3CB BAF Vehicles and and 2 others
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NATO TASK FORCE POSEIDON SPECIAL OPERATIONS TEAM MINIMUM REQUIREMENTS Be at least 16 years old. Own a full, legal copy of ArmA III & the Apex expansion. Own a working microphone and have Teamspeak 3 installed (or be able to install it). The ability to make as many official operations as possible. There is no mandatory attendance requirement but we encourage members to attend as much as they can. Do not belong to any other ArmA III group or tactical/realism/MILSIM unit at any point during your time with us. We do not tolerate people who dual-clan. We are a MILSIM unit made up of players from around the world who like to play ArmA III tactically but also know how to have fun, and are currently looking to expand our membership with some quality people. The unit is a fictional NATO task force. We specialise in small boat operations, rapid air assault, and general SF tactics (HALO/HAHO, land warfare). We have two detachments: Ground - our boots on the ground. Ground is made up of two squads, each one containing a command team and 2x 6 man strike teams. These teams contain a mix of roles, and are designed to work together on mission objectives. Aviation - our eyes in the sky. We currently operate the AH/MH-6 Little Bird, UH-60 DAP, MH-47E Chinook and the MV-22 Osprey. OPERATIONS We meet every Sunday at 1300 EST / 1800 GMT / 1900 CET for an official operation, which are typically co-ops versus AI forces where we will deploy to complete some set objectives. However we encourage members to set up optional events throughout the week, and our members play a lot of other games as well as ArmA III. Official operations last for four hours (1800-2200 GMT). Also please note our weekly Sunday ops are forced first person unless you are in a vehicle. We also use respawns so if you die you can be reinserted into the mission, however there will be the natural delay of getting a chopper back to the staging point and securing an LZ for the reinsert. Another thing to note is we use the full ACE3 Advanced Medical System during our operations. We offer training on this during the mandatory core training for new members. RANKS Whilst we use a ranking system we do not use it to communicate, for example we do not call people by rank or “sir” both ingame and out of game. The ranks are merely to show how long a member has been with the group and their experience level, nothing more. They range from PVT to MAJ for Ground (depending on role) and from WOC to CW5 for Aviation (depending on role). MODPACK We use a custom modpack for official events consisting of popular mods such as ACE3, Task Force Radio, CUP Terrains, CUP Weapons/Units/Vehicles, as well as some in-house mods including custom ones. Like many groups we use a repository for the modpack (via Arma3Sync) so it's simple to keep them updated regardless of modding experience. MISC We offer access to a group Teamspeak server which is running 24/7, an ArmA III game server which runs our training base, and a chance to become part of a community and enjoy both tactical ArmA gameplay and whatever people are playing. Our website is located here - http://www.tfposeidon.com/ Joining process is here - http://tfposeidon.com/forums/showthread.php?tid=23 And here is our Youtube channel: https://www.youtube.com/channel/UChYtgeXsXR_4g8Fuu7W-H6A Thanks for reading, Major Bridge.J on behalf of TFP.
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-TFP- Bridge.J changed their profile photo
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Some good points regarding the MAWS sensor. Still, it'd be nice to have the pylon there if Jets pylons end up making their way onto the Apache. Just adds more options which is never a bad thing. :)
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Oh yeah, we fired a lot. Was one hell of an op and the Apache saved our guys. Was just curious as to how long it takes to clear, we ended up switching assets before we had a chance to see it functional again. As for the Stingers, I've not seen pictures of them using AA loadouts primarily but the airframe is capable of it. Both Wikipedia and the British Army Website list the anti-air under armament. It may not be a regular loadout but I think it'd be a nice option, especially if you guys run with the Jets DLC pylons. Why not have more options, right? :) I know the Apache has two main AA options, either one Sidewinder on each wingtip (total of 2) or dual Stingers (total of 4). Appreciate you answering my questions promptly.
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First of all, great mod. We love using these vehicles in our ops. Now I do have two questions: 1) Will you guys consider adding the Stingers on the Apache's wingtips? They are capable of mounting them and it adds a nice anti-air option to the aircraft. 2) With the Apache we suffered a gun overheat during our last op. Makes sense, but does it go away over time or is there a procedure/system to clear the overheat? Cheers guys, and once again great job with the mod.
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Memory error with custom terrain
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - TERRAIN - (BUILDER)
I haven't, am out of town at the moment but when I get back home I'll try that. I am indeed using pboproject. -
Hi guys, so I've revived one of my older terrain projects and am running into a weird error. After a few minutes of playing on it the game crashes with the following error: "The instruction at 0x00000000018B5D53 referenced memory at 0x00000000000000. The memory could not be read." Any ideas as to what could be causing it? Has anything changed significantly in terrain-making since 64bit went out? It's only my terrain this is happening on, and I'm not running any other mods. The terrain uses all vanilla assets.
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Check out our social media & YouTube channel: FACEBOOK TWITTER YOUTUBE We are a MILSIM unit made up of players from around the world who like to play ArmA III tactically but also know how to have fun, and are currently looking to expand our membership with some quality people. The unit is based off of the UKSF's Special Boat Service. We specialise in small boat operations, rapid air assault, and general SF tactics (HALO/HAHO, land warfare). We have two detachments: Ground - our boots on the ground. Ground currently contains Company HQ, an STA Patrol, 2 Troops, as well as SBS(R) - our reserve element. Aviation - our eyes in the sky. We currently operate the Merlin and the Wildcat. As for roles we have many available, including: Patrol Leader Weapon Specialist Assault Engineer Mission Specialist Pathfinder Pilot Special Gunfire Observer Troop Medic Signaller Now, let me list our minimum requirements: Be at least 18 years old. (16/17 considered on a case-by-case basis) Own a full, legal copy of ArmA III & the Apex expansion. Own a working microphone and have Teamspeak 3 installed (or be able to install it). The ability to make at least 50% of the official operations on a four-weekly basis, currently held at 1900 GMT / 1400 EST on Sundays. Do not belong to any other ArmA III group or tactical/realism/MILSIM unit at any point during your time with us. We do not tolerate people who dual-clan. OPERATIONS We meet every Sunday at 1400 EST / 1900 GMT / 2000 CET for an official operation, which are typically co-ops versus AI forces where we will deploy to complete some set objectives. However we encourage members to set up optional events throughout the week, and our members play a lot of other games as well as ArmA III. Also please note our weekly Sunday ops are forced first person unless you are in a vehicle. We also do not use respawns during the Sunday events. Another thing to note is we use the full ACE3 Advanced Medical System during our operations. We offer training on this during the mandatory Phase 1 + 2 training for new members. RANKS Whilst we use a ranking system we do not use it to communicate, for example we do not call people by rank or “sir” both ingame and out of game. The ranks are merely to show how long a member has been with the group and their experience level, nothing more. They range from Rct to Maj for Ground (depending on role) and from O. Cdt. to Lt. for Aviation (depending on role). MODPACK We use a custom modpack for official events consisting of popular mods such as ACE3, Task Force Radio, CUP Units/Weapons/Vehicles/Terrains, as well as some in-house mods including custom ones. Like many groups we use a repository for the modpack (via Arma3Sync) so it's simple to keep them updated regardless of modding experience. MISC We offer access to a group Teamspeak server which is running 24/7, multiple ArmA III game servers, and a chance to become part of a community and enjoy both tactical ArmA gameplay and whatever people are playing. Our website is located here Joining process is here Thanks for reading, Maj Bridge.J on behalf of X Squadron.
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Squad/Clan List - Please read the rules in first post!
-TFP- Bridge.J replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Squad name: X Squadron SBS Timezone/location: GMT/International Gamemode preference (eg coop or pvp): COOP Contact email: noreply.xsquadron@gmail.com Website address: http://www.xsquadron.co.uk/ Short description: We are a MILSIM unit based off of the UKSF's Special Boat Service. Language: English -
-TFP- Bridge.J started following ACE3 - A collaborative merger between AGM, CSE, and ACE
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Knock on Vehicles
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Possible? Probably. But I have no knowledge of the systems required for that (ACRE/TFAR etc.) I am going to look into it but no promises. :) -
Knock People Unconscious
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 1.1 released 16-APR-2017 Changes: - Core code rewrite - Added CBA keybind (default is Home, can be changed in the configure addons section of the controls menu) - Mod now available on the Steam Workshop Download V1.1 - https://drive.google.com/uc?export=download&id=0B6PQLNEQasydVFJFLXJzOE9lWkk Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=906758817 -
Knock on Vehicles
-TFP- Bridge.J replied to -TFP- Bridge.J's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 1.2 released 16-APR-2017 Changes: - Core code rewrite - Added variables to control showing a hint - Added blacklist/whitelist options - Supports vehicles that inherit from Wheeled_APC - Now called Knock on Vehicles (old name: Knock on Tanks) - Mod now available on the Steam Workshop Download V1.2 - https://drive.google.com/uc?export=download&id=0B6PQLNEQasydM1RKSEZybXJSYms Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=906748433 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
-TFP- Bridge.J replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Glad to see it's not just us having this issue. Thanks for the solution, will test on our end and hopefully it works :) Cheers Bridge -
ACE3 - A collaborative merger between AGM, CSE, and ACE
-TFP- Bridge.J replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Having some problems with the weather system. After about 5-10 minutes of playing a mission the wind will go up to max rendering smoke etc. useless as it just blows in a long line along the ground. I have the module down with ACE weather set to disabled, as this is how we have done things for months now (we like to have the weather synced but that's it). This only started after the recent updates, any idea as to why?