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Found 10 results

  1. Tier 1 Weapons - A mod by Fingolfin Description This mod adds several weapons used by US SOCOM units in different setups and color variants. It is based on the RHS framework and should work fine with ACE. Content Weapons: • SR16s with 11.5 and 14.5inch barrels, URX4 rails, various stocks in different color variants • HK416s with 10.4 and 14.5inch barrels, Geissele, Remington and Midwest rails, various stocks in different color variants • Mk46s & 48s in different color variants • M110k1s and M110k5s • Glock 19, Glock 22 & SIG Sauer P320 handguns Optics: • Vortex Razor HD Gen II and Gen III • Leupold M3A • ShortDot 1-8x24 PM II CC • Nightforce 1-8x ATACR • Elcan SpecterDR 1.5x/6x • Eotech 551 and 553 • EXPS3-0 • Micro T-1 & T-2 • 3X magnifier • G33 magnifier • L3 magnifier • all in various color variants Accessories: • LA5B and NGAL • Surefire M300C, M600V and M603V • KAC, Daniel Defense, Larue, and gangster grips • Gemtech Halo, Rotex-IIIC, Surefire SOCOM 1 & 2, KAC 7.62 QDC/CRS, KAC 5.56 QDC & QDC/CQB, AAC M4-2000 and Dead Air Sandman-S suppressors Features • highly detailed models and textures (mostly) • a wide variety of weapon accessories and scopes • ACE compatibility (not fully tested, please report all bugs you encounter) • optional BettIR config here: https://steamcommunity.com/sharedfiles/filedetails/?id=2271191070 Download https://steamcommunity.com/sharedfiles/filedetails/?id=2268351256 Changelog 1.2.6.05: • new optic mode for the LPVOs: CQB mode; better field of view, but MRAD markings are not displayed correctly. Use Next Optic Mode (default Ctrl + NumPad /) • new Elcan SpecterDR 1.5x/6x versions with ARD and Docter III attachments • fixed Elcan SpecterDR 1.5x/6x reticle • standalone EXPS3-0s, Aimpoint Micros and Romeo4Ts were moved a bit forward 1.2.6.04: • magnified Romeo4Ts can now change reticles (Previous Optic Mode, by default Shift + NumPad /) • Elcan SpecterDR 1.5x/6x 2D version converted to CBA scope • improved NGAL textures (thanks to Eagle) • Magnifier combos on Larue risers were moved a bit forward to avoid clipping with backup sights on some weapons 1.2.6.03: • fixed VMR-2 reticle was on the first focal plane • improved reticles on low magnification for the ATACR-18 and Razor Gen III • added tracers to the 7.62mm belts (every fifth round, same as in the RHS mags) • changed the reload animation for the 14.5 rifles to Toadie's long barrel animation 1.2.6.02: • added BCM Gunfighter Vertical Grip Mod3 MLOK • config improvements for the CBA scopes • mid/long range scopes now have the correct mil dot dimensions (compatible with ACE ballistics) • fixed: some attachments were not moving with the recoil animations on handguns 1.2.6.01: • M300C and M600V standalone attachments available on more weapons • improved (I think) mid/long range scopes (better field of view) • improved rvmats on the URX4 and SMR rails. • fixed: attachments not showing on some SR-16s 1.2.6: • added M300C and M600V standalone attachments • added M110k5s with ACS stocks • added black SIG Sauer MCX Virtus variant • added PIP scopes for mid/long range scopes (check your CBA settings) • small model changes to make the SR-16s more accurate • changed the EXPS3-2s to EXPS3-0s since only the latter are used in SOCOM units • fixed missing muzzle flip on the handguns 1.2.5: • added SIG Sauer MCX Virtus • added SIG Sauer Romeo4T • added SIG Sauer SRD762 • many scopes now use the CBA scripted reticle functions (smooth zoom, illuminated reticles - check the CBA options for key-binds) • fixed loud Mk48 sounds Known issues • You cannot switch between reticles on the magnified Romeo4T sights. The switch optic mode function in CBA would be an option, but it is used for flipping the magnifiers. • The magazines sit too low on the SR-16. This is to avoid clipping with the bolt. • Only the light cone is showing on the SAW laser/light combos, not the light point. No idea how to fix that... • Pistol magazines won’t show up if the pistol is holstered. That will be fixed when the next A3 update comes and mod authors add the “showHandgunMagProxy = 1;” to their configs. Please report all bug you find. Future plans • to be announced... Requirements • CBA • RHS USF Origin of the content All of the models and most of the textures I used were not made by me but all of them are either open source or were purchased legally by me (mostly via CGTrader). Here is a list of the original creators: • Toadie2K: HK416 base models, Mk46s & 48s, Leupold M3A, Doctor III, Gemtech Halo, Rotex-IIIC, ammo belt, AAC M4-2000 • ParallaxGameStudios: Geissele rails, EXPS3, ShortDot, Micro T-2, G33, M300C, M600V, Daniel Defense VFG, Larue FUG, SOCOM 1, Nightforce ATACR, NGAL, Glock 19, P320, URX4, Magpul RVG, Daniel Defense M-LOK VFG, Magpul MVG, Magpul M-LOK AFG, Surefire X300U-B • Hans Christian Lie Johannessen: M110k1, KAC 7.62 QDC/CRS • Kiory: Harris Bipod • natelaurin: 3X magnifier • n3600: Vortex Razor HD Gen II • janxo: LA5B, M603V, Surefire Switch, SOCOM 2 • 3DSanTan: KAC VFG, Sandman-S • TeoCG: Elcan SpecterDR 1.5x/6x • zraider: Micro T1, dual switch • Artistwall07: Larue riser, Midwest rails, MFT stock • chamferzone: Glock 22 • san_san37: L3 magnifier • warden_1: Vortex Razor HD Gen III • madmax1539: Eotech 553 • Kerj-3D: Grip-pod • Krycek & 4Echo: Pistol rail mount Credits Along with these talented creators I have some other people to thank: • the RHS team for their outstanding work and the framework for this mod • Toadie, Spartan0536 and Navaro for their great add-ons and their kindness to make them open source • and to Bohemia Interactive for a great game and their continued support. Disclaimer For personal entertainment purposes only. You are not allowed to reupload parts of this mod or the whole mod without the written permission of the author. You are not allowed to use parts of this mod or the whole mod in your own creations without the written permission of the author. You are allowed to retexture parts of the mod using the hidden selections as long as the original mod stays a dependency. The creator claims no responsibility for any damages this add-on or mod may cause, use at your own risk.
  2. Tools of The Trade(TOTT) About: Tools of The Trade(TOTT) is an ambitious Arma 3 project to bring a wide variety of Tier 1 SMU weapons and attachments to the Arma 3 platform. We have future plans to expand past SMUs but one thing at a time. We will be using real-world references and connections to ensure the highest level of accuracy and authenticity seen in a video game modification to date(to the best of our ability). The release date is still being determined as we figure out the scope of the project, feel free to get updates faster and follow along with the project as it comes together in our discord here: https://discord.gg/fqdzJ9fkgW Below are a few of the weapons planned for initial release:
  3. Hello, I want to make a scope pack with a lot of optics. But Im confused about how to do it. Looking at arma samples... I dont know if I have to seperate the lens from the tube or its another texture slot... So... How a scope should be modeled? Is there any guide or video where explains how to do it? Im using blender!
  4. RKSL Studios is Proud to present the Second Release of the RKSLA3 Attachments Pack This is the first of a series of Small Arms themed addons that I'm working on. Hopefully plenty more will appear in the coming years of Arma 3's life and this initial release will give you some indication of what I'm striving for in the long run. This addon adds a small selection of scope attachments to Arma 3, utilising the game's weapon customisation feature. Currently the pack contains four optical sights: A Schmidt & Bender 3-12×50 PM II marksman scope (available in two variants both with black, desert and woodland colour schemes) A Schmidt & Bender 5-25×56 PM II sniper scope (with black, desert and woodland colour schemes) A Trijicon RMR mini red-dot sight, (variants for both rifles and handguns, both with black and Flat Dark Earth colour schemes) The UK Armed Forces Elcan Lightweight Day Sight (LDS) (in black and RAL 7006 coyote brown). An Eotech EO552 1x Holographic Sight (in black and RAL 7006 coyote brown). The main aim of the pack is to reflect personal equipment available to members of the UK's Armed Forces and their weapon systems. Full changelogs: RKSL_LDS.pbo RKSL_PM_II.pbo RKSL_PM_525.pbo RKSL_RMR.pbo RKSL_EOT552.pbo Be sure to read the online documentation (pending) and readmes for classnames and where to find the attachments in the editor. This addon addon requires the Community Base Addon! Joint Rails is required to maximise compatibility with Arma 3 weapons: Not only official weapons, but community-made weapons as well if they incorporate the common rail platform. Joint Rails is included in Community Base Addons (CBA) The RKSL Attachments Pack will hopefully be expanded to include more items in future - not limited to weapon scopes alone. The focus of the pack will likely continue to be to reflect equipment issued to UK Armed Forces, but additions will be made by the RKSL team on an ad-hoc basis, reflecting the current needs of our own projects and particular whims as addon makers. We hope you enjoy it. **Downloads** v.3.02(c) Download Mirror 1 - @STEAM Workshop Download Mirror 2 - @RKSL Studios I accept donations if you want to provide one, no matter how small. This is completely voluntary and I'll continue to work on addons regardless of whether people donate to me or not. My ArtStation page for models in this project
  5. the_one_and_only_Venator

    SPAR-16 Optics position

    Hello good people, after a lot of great additions to the game one thing always kind of bothered me: The position of the optics on the SPAR-16 family of rifles introduced wit APEX DLC seems to be very far forward. While I understand why it could make sense to put some collimators further forward it doesn't really make sense with optical sights. It also just looks off somehow. Would it be possible to put the optics further back (like the SPAR-17 already has)? That would really please me and (imho) just make it a lot better looking. Thanks in advance, David / Venator
  6. TL;DR, see my major conclusions Before we get started, for those who are not familiar with how to use the 2x fixed-zero Rifle Optics in the first place, see the "Sight Usage" section of Dslyecxi's TTP3, about 40% of the way down under "Basic Infantry; Combat Marksmanship; Basic Marksmanship" http://ttp3.dslyecxi.com/2_basic_infantry.php Now, since the earliest parts of the early access period, Arma 3 has had a series of 2x-and-a-bit magnification optics with fixed 300m zeroes and ballistic drop compensators. There were (and to a certain extent, still are) a lot of assumptions going around about these optics. That some are for certain calibers. That 7.62mm NATO has no corresponding optics. That any optic "in a certain caliber" would match up with any weapon in that caliber. Kind of makes sense, right? That because the RCO (MX) and ARCO (Katiba) were both found on 6.5mm weapons, they were interchangeable and that any 6.5mm weapon would work with them. Same for the MRCO (Mk20), ERCO (SPAR-16), and 5.56mm. And because none of them came with 7.62mm weapons as their "obvious" partner, big bore was -poop- out of luck for 2x optics. But I've been watching a lot of Rogue-9's videos regarding mechanics investigations in Rainbow Six Siege recently, and every single time he does in with assumptions, they get busted (side note, go sub to him if you have any interest in Siege, his work is very informative). This started getting me thinking about some of the assumptions I had about Arma 3, and the 2x Rifle Optics was one of the biggest ones. So I loaded up Hebontes, and after some trial and error getting the target ranges right, I loaded up my rifles and started plinking. The results were... well, native English speakers know what they say about assumptions: they make an Ass of U and Umption For those who just want the results, here's a link to the documents I wrote up about General Recommendations and Conclusions https://docs.google.com/document/d/1urGglgS6M_d26dFl3nynFDkGbUSdRvqgvw2tsCgONxw/edit?usp=sharing Recommendations per Weapon https://docs.google.com/document/d/1v4a5em93QRZodoPky1dW0Vl4_9pGlB_3MXoj9BUTN_s/edit?usp=sharing Testing Data per Optic https://docs.google.com/document/d/1bUjriRrR7xVe7XSViNZxnhE4siJ3tZabByN2Xn-v8_M/edit?usp=sharing Pictures are not included since most of you should already know darn well what each optic and reticle look like by now Testing Procedure First major conclusion: The only weapons that work flawlessly with any optic are the ones they are paired with. RCO-MX Carbine ARCO-Katiba Rifle MRCO-TRG-21 ERCO-SPAR-16S Beyond that, any example of consistently acceptable performance was down to ballistic characteristics being sufficiently similar Second major conclusion: Within 400m, it really does not matter. Within 500m, only for particularly fast or slow weapons will the markers be incorrect. By extension, any of the 200m reflex sights as well as the NVS will be just fine within their limitations Third Major Conclusion: The only optics that are truly hassle-free are those with adjustable zeroing. If you have the choice, I'd recommend the DMS over any of the 2x fixed optics, as it offers several advantages (4x, idiot-proof rangefinder, adjustable zero 100-1000m, etc) with the only disadvantage being unable to be used with NVGs. Of course, the Nightstalker is also available, but the Nightstalker is more likely than not to be unavailable, and it's kind of a bit too easy in my opinion (so much so the US Army is trying to copy the concept with FWS-I) Fourth Major Conclusion: While the long-barreled marksman rifles (MXM, Mk-I, CMR-76, SPAR-17) can make use of 2x optics, they are really much better suited for adjustable-zero. I'd recommend either the medium range (DMS, MOS) or medium-long range options (AMS, Kahlia). The other 7.62mm rifles, however, are well set for certain 2x optic combinations should you chose to go that way Final Major Conclusion: My recommended optic combinations. These combinations require no (optimal) or little (good) adjustment to achieve consistent hits within their effective range. Grenade launcher variants are included with their rifle and carbine counterparts RCO Optimal: MX Carbine, SPAR-17, CAR-95, CAR-95-1, Navid, Mk20 Rifle, Mk20C, Mk18 ABR, TRG-21 Good: MX SW, SPAR-16, SPAR-16S, TRG-20, LIM-85, Mk14 ARCO: Optimal: Katiba Rifle, Katiba Carbine, MX SW, Mk-I EMR, CAR-95, Navid, Mk20 Rifle, Mk18 ABR, TRG-21, LIM-85 Good: MX Carbine, MXM, SPAR-17, CAR-95-1, Type 115, Mk14 Acceptable: Mk200 MRCO Optimal: CAR-95, TRG-21, Mk14, Katiba Carbine, Mk18 ABR Good: MX Carbine, SPAR-17, CAR-95-1, MXC, Katiba Rifle ERCO Optimal: SPAR-16S, SPAR-16, TRG-20, Mk20C, MXC, Rahim Acceptable: AK-12 (50m slow @500m, 100m@600) Adjustable Zero (DMS, MOS, AMS, etc.) Recommended: MXM, SPMG, MK-I EMR, SPAR-17, Type 115, Zafir, Navid, Rahim, CMR-76, Mk200, AK-12, Mk14 Special Note: Zafir has varying degrees of front sight blockage with any optic other than RCO, which isn't a good match anyhow. Also, ERCO has some front sight blockage with some weapons, namely the Navid, Mk-I, and SPMG I hope you found my investigation useful. I certainly have. Thanks for reading, and I'll see you on the battlefield For those interested, a link to a similar investigation I did for the AT launchers https://docs.google.com/document/d/1oGznRhgYVCrSSCgKP8ZcB-Q9aQCMJVo94tmPjEvml_o/edit?usp=sharing
  7. This small add-on is limited by the type of a sight attached to the weapon and the distance from the eyes to the aiming machine for the aiming when using head mounted Display. STEAM Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=965614001 armaholic http://www.armaholic.com/page.php?id=33073
  8. Hey guys, i'm new with configs so please go easy on me. Im trying to add a new LRPS to the game by taking the old one and adding a new display-name, the NVG vision mode and some mass via config addon. I do not get any Errors, Messages nor rtp-entries, not even script errors. Everything is fine until I'm looking for my scope in the Virtual Arsenal and can't find it. Here is the config.cpp The mods I use are CBA_A3, ACE3, ACEX, and ACRE2 It would be awesome if someone could help me and also explain it.
  9. Good day, I have got a little problem with a custom optic I am trying to get ingame for a mod I am working on. The optic has a round .p3d model with a texture applied correctly. However, ingame, it works as if it were magnified like x10..? Here some screens and how I defined the optics in the config: This is what it should look like: http://i180.photobucket.com/albums/x230/ArTaNiSS_2007/besaOptic_zpsayfbzduc.jpg This is what you see: http://i180.photobucket.com/albums/x230/ArTaNiSS_2007/20170113105129_1_zpsuqkrzvd6.jpg And this is the UV layout in O.B: http://i180.photobucket.com/albums/x230/ArTaNiSS_2007/Sin ttulo-1_zpsmww2t4q3.jpg Here the config: class RCWSOptics; class crusader_commander_optics { class Wide: RCWSOptics { initFov="(36 / 120)"; minFov="(36 / 120)"; maxFov="(36 / 120)"; visionMode[]= { "Normal" }; //thermalMode[]={2,3}; gunnerOpticsModel="\7Y_weapons\optics\crusader_commander.p3d"; gunnerOpticsEffect[]={}; }; class Medium: Wide { initFov="(150 * 0.05625 / 120)"; minFov="(150 * 0.05625 / 120)"; maxFov="(150 * 0.05625 / 120)"; }; class Narrow: Medium { initFov="(60 * 0.05625 / 120)"; minFov="(60 * 0.05625 / 120)"; maxFov="(60 * 0.05625 / 120)"; }; }; Then in the cfgVehicle I have this: discreteDistance[]={10,50,100,150,200,300,500,750}; discreteDistanceInitIndex=2; gunnerOpticsModel="\7Y_weapons\optics\crusader_commander"; gunnerOutOpticsModel=""; gunnerOpticsEffect[]={}; showgunneroptics = 1; gunnerAction="passenger_generic01_foldhands"; //mbt2_slot2a_in gunnerInAction="passenger_generic01_foldhands"; //passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands gunnerForceOptics = 1; gunnerCanSee = 31; class OpticsIn { class Main { useModelOptics = 1; gunnerOpticsModel = "\7Y_weapons\optics\crusader_commander"; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; initAngleX = 0; minAngleX = -100; maxAngleX = 100; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.4; minFov = 0.1; maxFov = 0.9; memoryPointGunnerOptics = "usti Hlavne3"; visionMode[] = {"Normal"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; cameraDir = ""; }; }; class ViewOptics { initAngleX = 0; minAngleX = -70; //-5 maxAngleX = 60; //45 initAngleY = 0; //0 minAngleY = -20; //-20 maxAngleY = 40; //20 initFov = 0.4; minFov = 0.1; maxFov = 0.9; visionMode[]= {"Normal"}; }; class ViewGunner { initAngleX = 0; minAngleX = -100; maxAngleX = 50; initAngleY = 0; minAngleY = -20; maxAngleY = 20; initFov = 0.4; minFov = 0.1; maxFov = 0.9; visionMode[]= {"Normal"}; //thermalMode[]={4,5}; }; I have searched on the forums for anything related with optics, however the nearest I got to my problem was with a post about some Sanchez, but no joy in the end. I have tweaked the Fov values some times, but the only thing I achieve is getting in more/less zoom, without actually changeing the actual size of the optic. Thanks in advance for your time, Loki.
  10. I've been playing through Apex, and it's a blast. However, on the missions where you have NVG IIs, the thermal capability which should be a life-safer in the thick jungle, isn't nearly as useful as it should be. The reticles on the rifle optics all-but disappear in thermal. In 2035, I'd imagine someone would have figured out how to add a little heat or chill to the optic reticles just for contrast, maybe not the reflex dot, but the in-scope reticle. What I've ended up doing is using the thermal capability more for scanning, and once a heat signature is located, I'll switch to NVGs to actually engage the target. I end up switching NVG modes a lot. If you can put your scope right over the target, you can barely make out the reticle over the white background of the target. However, for the most part, if you leave your thermals on while engaging, you are just tube shooting and hoping for the best. Are there any reticles which are more thermal friendly in the arsenal?
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