Search the Community
Showing results for tags 'Delta'.
Found 8 results
More SO mods for 1980s and 90s
zicci posted a topic in Arma Reforger - Mods: DiscussionThe strongest and most close-knit unit of Bois playing Reforger (keeping it alive) is wanting more mods that support the games intended setting. mods that make sense and enhance the AR experience: - Uniforms that aren’t crye - CAR-15 weapon - NIGHT VISION FOR THE 1980s and 90s!!!! - More black uniforms - Black jumpsuits - Woodland Unis with Flags on shoulders - More vests and chest rig variations - Old gen 1 Glocks with era accurate attachments - Suppressors for original guns only - Stand alone flight helmet (1980s) - Flight helmets with and without NVG - Gas mask w/wo helmet (protec) - Flight glove shirt variations - TOW mounted vehicles Don’t get lost trying to copy Karmakut in everything. Play the game in its era and experience good fun. There can still be Night Vision and cool tactical moments but we want authenticity. And ColdWar era special operations is where it’s at anyway. DONT MISS OUT ON THE POTENTIAL.
RLG Division Delta
Newsom.C posted a topic in ARMA 3 - SQUADS AND FANPAGESReaper Legion Gaming Division Delta Arma Unit Operation times: Sundays 1500 (3PM) US EST Platoon Trainings: Saturdays 1500 (3PM) US EST We here at Reaper Legion Gaming wish to offer you a chance to join our ArmA unit, Reaper Legion Gaming Division Delta (RLGD-D). To first explain what Reaper Legion Gaming is, we are a multi-platform gaming community with members who play all types of games on all platforms. However, we’ve grown to such a size that we have created a whole new ArmA unit discord for just ArmA 3 alone! So, why join RLGD-D? What makes us any different than any other ArmA unit out there? These are good questions, and my answer is this; RLGD-D is a friendly environment. Our admin’s first concern when members join the unit is that we want all members to feel comfortable and welcomed like family. We’re not looking for numbers, we’re not looking for just operators. We are looking for people who want to come in, have some fun, and make some amazing memories with other members. Now for the more technical side of how we’re different. In truth, RLGD-D is a fictional Tier 1 Special Operations Group. We’re a sweet mix of everything good about the United States Delta Force as well as SEAL Team 6. However, with our numbers growing, we are looking to expand into being a fictional task force as well, opening up opportunities for rotary pilots, and as well as fixed wing to assist the SF guys. So, if you are interested in joining a unit full of fun and crazy people, then feel free to hop into our discord and give our unit a look. You can also take a look at our website for more information about our community. RLGD-D Website Reaper Legion Division Delta Discord Teamspeak: Address: destin.fl.doucl.com Password: 12ReaperLegion34
1st Platoon - Vietnam and WW2 Operations
R0adki11 posted a topic in ARMA 3 - SQUADS AND FANPAGES1st Platoon (formerly Project Delta) was created by Eggbeast (Unsung mod lead Developer) back in 2017 as a way from which some of the developers as well as beta testers could play the mod together, it was then expanded that idea to include the general public but still handpicked. We have our orientation course for new members joining the group on Saturdays at 11:00 EST/16:00 UK and our large campaign operations (50+ players) every Sunday at 11:00 EST/16:00 UK time, we also have a monthly World War 2 event to change things up a bit. We take part in various campaigns of the Vietnam era from 1964 to 1971 as well as WW2 era from 1940-1945 and consists of three squads, a recon team and a flight element - Spartan, Viking, Vandal, Wraith Recon Team, Eagle Flight . Each campaign we do is 12-13 weeks long with a different 'theme' for each new campaign, rotating between Air Cav, Marines, Airborne, Armoured and even Special Forces plus we use the task force radio mod for communication but only Nco's and officers carry radios in their load out. Simplicity and fast paced action is key to our gameplay, we use the AIS medical system and only employ two formations: Column (single file or staggered) for moving when out of contact, and battle line when in combat. To be a member of 1st platoon you must attend the 3 hour orientation course to get access to our events and other channels in our discord. The orientation course is there for us to get to know you, let you know what you can expect at our events and what we expect from you. Attendance is never mandatory but if you want rank then you need to show up on a weekly basis and stay for the entire 3-4 hour ops, Pfc's can ask for a specialist spot if there's one open as they're the ones who have attended the most events. RULES: Comradeship: Our large ops can get long and complex with multiple objectives, combat noise, radio traffic, etc so we ask that you never argue or debate with your squad nco's while we're in ops as we have a chain of command. We have squad debriefs after every op so if you want to voice an opinion or concern then that's the time. Respect: Please be friendly and DO NOT use offensive names/images as we have zero tolerance for Nazis, trolls or extremists. Understand we're all trying to enjoy a game on our free time and have no time to manage someone causing offence to others. Discipline & Teamwork: Rambo's/Lone wolves are not welcome as you will be expected to follow orders and stick with your assigned squad, fooling around at our ops is highly frowned upon as we're trying to focus and have fun. Team Speak: We're on Team Speak when we play and you're required to be there and have a mic when playing with us to receive the server info and password. Team Speak address: nlsmain.com:9988 Mods: Steam Workshop::1st Platoon Vietnam Mod List Steam Workshop::1st Platoon WW2 Mod List
Task Force Green | Arma 3 Realism Unit | Now Recruiting
JpaoGTM posted a topic in ARMA 3 - SQUADS AND FANPAGESTask Force Green is modeled after an assault troop within the elite special mission unit of the US Army, Delta Force. Our focus is to create the most authentic in-game experience possible while maintaining a high degree of entertainment for our members. Outside of Arma we are a welcoming and relaxed group of friends who leaves the "realism" for in-game only. We’re currently recruiting for openings within our Assault Troop teams, Operational Support Team (Pilots and Pandur Crew), and in the near future the Recce Team (Sniper/Observers). We’re also looking for experienced mission makers and Zeus operators to join our Troop HQ. Operations schedule: Alpha / Charlie / OST-1 1st & 3rd Saturdays of each month @ 2000 EST Bravo / Delta / OST-2 1st & 3rd Sundays of each month @ 2000 EST There is no training pipeline / interview or assessment in order to join our community. All you have to do is fill out this form [docs.google.com] with some basic information and get in touch with one of our unit leaders to get access to our modlist, teamspeak, and server IP address. If you’re interested in learning more, please contact me on steam and I'd be happy to answer any questions or concerns, as well as get you started with joining the group. Thanks!
Sugar Lake [67 sq km river delta terrain]
major_desync posted a topic in ARMA 3 - ADDONS & MODS: COMPLETESugar Lake v1.51 by Major Desync Background Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries. Given the strategic importance of these assets, Sugar Lake is home to two recently requisitioned military installations - Joint Air Facility (JAF) Sugar Lake (formerly Sugar Lake â€œInternationalâ€ Airport) and Camp Burnside (formerly Sugar Lake Marina). The military detachments in these bases are supported in local security and counterinsurgency actions by a number of private military contractors (PMCs). The most prominent of these is Ion Services, which operates out of an extensive facility in the port. The security provided by these forces has encouraged the government to locate several of its displaced persons (DP) camps in Sugar Lake, housing citizens internally displaced by the virulent insurgency that wrack the country. Some of these refugees have voluntarily fled conflict zones, others have been resettled as a result of Ward of the Government Orders. Corporate Social Responsibility Pacts with a number of private enterprises, including Vrana Industries, provide these refugees with welcome opportunities to supplement their subsistence allowances with Productivity Credits by working in the local oil and port facilities. Insurgent and other criminal groups have tried to exploit the DP camps as recruiting grounds, but thanks to the vigilance of the government, the military and their PMC security partners, their efforts have been unsuccessful thus far. The Vieilhomme Delta is a maze of bayous, channels and watercourses of varying size, and low-lying islands covered with tall marsh grass and patches of dense forest. The wetlands are infested with a number of anti-government militias. According to government sources, several of these insurgent groups are proxies for foreign states and non-state actors bent on the destabilisation of the country. Moreover, many insurgents are affiliated with international organised crime syndicates, who have made Vieilhomme Delta a highway for narcotic and arms, and human trafficking. Features: Terrain dimensions: 8.2 km x 8.2 km Terrain area: 67.1 sq. km (same area as Zargabad) Heightmap resolution: 4 m/pixel Elevation range: -15 m to +16 m Approx 280,000 objects drawn from A1, A2, and A3; AiATP or CUP Terrains is a required addon. Vast majority of buildings enterable. Low-lying river delta marsh terrain, with high marsh-grass and patches of dense woodland; many navigable bayous, bays, and channels. A large low-density urban area surrounded by levees, and several small outlying delta settlements. A large industrial port facility, with a number of different compounds, including a PMC base, several shipping container yards, and oil storage plants. An air-base, with extensive hinterland and associated radome installation, military camp, and fuel storage facility, all surrounded by levees. A military camp with extensive dock, field hospital and airmobile facilities. A range of industrial facilities including several oil refineries and isolated outlying extraction rigs and installations. Sugar Lake's size, topography, ground cover, and locations make it perfect for amphibious operations involving boats, subs, and divers, and/or airmobile elements, as well as counterinsurgency search-and-destroy missions, and/or insurgency raids against military or industrial infrastructure and/or personnel. The various oil and port installations are suitable for close combat and MOUT. This is not an ideal map for extensive armoured maneuvers, aside from convoys. However, Sugar Lake does offer a chance for amphibious vehicles to shine. Required Addons: CUP Terrains OR All in Arma Terrain Pack (note AIATP is no longer being updated, so CUP Terrains is recommended) Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Media: Screenshots Video showcase by MS Leveldesigns Video Zeus flythrough by Hisashi Nagato. Review by Officially Lost. Change log: Beta v1.0: First release. Beta v1.1 (16/11/15) FIXED: Error message on start-up: â€œCannot Load Texture Ca\misc3\wf\data\black.pacâ€ by removing several objects including tents from the DP camps. (Thank you Auss for the pro tip!) FIXED: Placement and height of a number of objects - including oil platforms, wood docks, powerlines etc. ADDED: More pier ladders to oil facilities and wooden piers to make it easier/possible to climb out of water. Beta v1.2 (26/04/16) FIXED: Ugly artifacting on dirt textures due to new parallax mapping. FIXED: Various misplaced objects (floating garbage bins, sandbags etc). TWEAKED: Sugar Lake now uses the CUP Terrains models for all pre-Arma3 objects. It is still compatible with All in Arma Terrain Pack as of this release date. TWEAKED: The following objects incompatible with the latest versions of MakePbo have been removed: Shooting_range_acr, seacat, garbage_metal, powgen_big, TWEAKED: The positions of some of the army_hut, hotel and yellow bungalow house objects, and objects around them to compensate for inconsistent positioning in CUP Terrains. Beta v1.21 (hotfix for 1.60) (1/06/16) TWEAKED: Config and surface textures to come up to 1.60 standard. Fixes the 1.60 Black Sky bug. Thanks to james2464 and Makhno for the necessary know-how. Beta v 1.3 (10/07/16) Visual Optimisation - Making Sugar Lake Sweet Again. ADDED: Some trees and bushes in marsh areas. TWEAKED: Config lighting settings. TWEAKED: Sat image to better match the default surface textures. TWEAKED: Some of the surface texture PAAs. TWEAKED: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons. Thanks to t800a and Cype_revenge for hints and tips. Beta v 1.31 (20/08/16) TWEAKED: Improved outside terrain. Beta v 1.32 (23/08/16) FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip. Beta v 1.4 (14/04/18) TWEAKED: Water colour now changed to muddy delta brown (props to Bludski and the Cambodian Playground dev team for the config settings) ADDED: 1 new industrial area in the port featuring APEX objects ADDED: Scattered APEX objects to the oil facilities and town areas FIXED: Map glitch (fixed by A3 update) FIXED: Issue with bulletproof windows in some CUP A2 buildings (fixed by CUP updates) FIXED: Issue with CUP A2 army hut objects (fixed by CUP updates). FIXED: Buzzards now land without stalling on autopilot (fixed by A3 update) v 1.5 (05/05/18) ADDED: More Apex and Malden objects across the map. FIXED: Some misplaced objects from v1.4 v 1.51 (05/05/18) FIXED: Some misplaced objects from v1.5 Known Issues: 1: The row of buildings at grid 056978 has a weird lighting glitch, where they do not appear to reflect the ambient artificial light after dark. However, it will reflect vehicle lights, and lights placed via Zeus. 2: A3 water is invisible through A2 windows, which gives players x-ray underwater specs when looking through them. 3: Since v1.2, running Sugar Lake with All in Arma Terrain Pack, produces an annoying, but harmless error message requiring the CUP_Ca_Plants_E2 addon when launching Arma 3. Select OK to close the message and resumes the game launch. As of this release, Sugar Lake is still fully compatible with the All in Arma Terrain Pack. 4: Some of the A2 trees do not play nice with the new A3 lighting. Credits & Thanks: Silola for the outstanding X-Cam mod, with which most of the objects in this terrain were placed, and without which this terrain would have been delivered in multiples of the time and fractions of the quality. CAPTNCAPS (teamproskill) and FSF for their ever helpful Terrain tutorials. Bushlurker, M!lkman, Jakerod, Uro, Aus and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero, whose tools underwrite most of the the Arma modding community. Gav for alpha testing. BIS for producing the Arma series. Download links: Steam Workshop Armaholic PlayWithSix
Combat Applications Group
Robisfunny posted a topic in ARMA 3 - SQUADS AND FANPAGES1st Special Forces Operational Detachment - Delta, Army Compartmented Element (ACE),Delta Force, Combat Applications Group (CAG), Delta, Task Force Green or simply The Unit. Whatever you know it as, it is the top US Special Operations Unit. In this unit we aim to emulate the most elite Counter Terrorist's that the United States has. We have weekly Missions and Training, that strive to test not only one’s Arma ability, but also real world critical thinking skills. We do a lot of joint operations with Arma’s top milsim units (75th RRC, ODA 951, 3rd ID, and 72nd Airborne, just to name a few). Structure We have 2 Assault teams (Raptor and Viking) of 6-8 members and a Recon team (Night Owl) that has 4 members. Each team is a fully capable of taking on any mission alone, or combining with other teams on larger objectives. Mods http://steamcommunity.com/sharedfiles/filedetails/?id=928136030 We recently cut down our mod list to 22 mods, hosted on Google Drive and Steam. We also use a number of scripts to increase capability and immersion, the main one being our undercover script that takes in not only clothing and gear but also the players actions into account. Times We primarily play in the evening, and are based in the Central US time zone. Training nights are on Thursday, starting at 8:30pm Central, and Operations are on Saturday at the same time. Other training/joint ops/practice ops, will take place at various times throughout the week. Nothing will be announced with less than 72 hours notice. Website - www.cagarma3.us TeamSpeak - 1stsfod.teamspeak.wtf Discord - https://discord.gg/W4JFAgN My Steam profile - http://steamcommunity.com/profiles/76561198066309983 If you have anymore questions please hop on TS or discord and poke me.
scenario [SP/CO-6] DeltaForce - Crusade [ENG/RUS]
vigvam posted a topic in ARMA 3 - USER MISSIONSDate: July 6, 2035, 04:00 Place: Stratis island Situation: NATO troops are returning to Stratis. Is planned large-scale operation, which is impossible without the support of naval forces and aviation. At AAF troops are missiles M5 'Sandstorm', which can cause significant damage to the attacker fleet. Delta Force tasked to penetrate into enemy territory, destroy missiles and coordinate the actions of SEAL units. Features: Game Modes - Singleplayer, 6 Player CO-OP + Zeus; Walkthrough duration - Long; Difficulty - Hard; No required addons; Voice acting - no; Titers and descriptions - eng | rus; Step-by-step operation - start playing a small party, then lead SEAL assault forces and complete the task; A lot of game mechanics that change the gameplay of ArmA 3 beyond recognition: Unlimited Virtual Arsenal; System revival; Mark objectives; Power Supply System; Arrest and interrogation system; Holograms; EMP; Explosive materials; And much more. Links: SteamWorkshop MediaFire Armaholic
[Recruiting] [A3] [US] Task Force DELTA
jonnyetiz posted a topic in ARMA 3 - SQUADS AND FANPAGESWe are a small new unit always looking for new people. I will describe the best I can all of our details, requirements, and what we need. First off, with Requirements: 13+ Years of Age Generally Good at ArmA Fast Learner Now some Details people may want to know: We are working on a mod from scratch for our milsim only Mods are 17GB (All worth it) We are new and dont have many people We include the 58th Special Operations Wing, the 11th MEU, and (inactive) the 45th Naval Squadron. When we get more people we will have more and more events. We know other milsims who may want to PvP We are a little bit more casual, as in we dont require everyone to know MOS codes, and we have easier forms for Article 15/Counseling/Etc. forms. What we need: We need most people in the Marines, and you can reserve your spot in the Naval Squadron, but you will have to go to the marines. Your rank will perfectly transfer* if done so. All of our (high) command spots are closed, so please do not ask about them. *If you have anymore questions, feel free to check us out on our website (taskforcedelta.tk) or TS at (ts3.taskforcedelta.tk)