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TPW MODS: enhanced realism and immersion for Arma 3 SP.
tpw posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
TPW MODS - ENHANCED REALISM AND IMMERSION FOR ARMA3 SINGLE PLAYER TPW MODS is a modular and highly configurable suite of nearly 30 addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience without requiring any scripting or module placement. You can use the TPW MODS of your choice to enhance any existing missions and campaigns, or to simply turn any empty map into a living world a la Far Cry, with endless replayability and a host of subtle realism and immersion touches that you probably won't even notice until you play without them. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS has been under constant development since 2013, and continues to be refined and expanded largely due to user feedback and suggestions. Bonus content Download (154 MB) Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 - I will not support TPW MODS from unofficial versions. Dropbox: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip - always the latest version PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion - many thanks to Sonsalt et al. Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20230927 [CORE 2.00, ANIMALS 1.71, SOAP 1.76, FOG 2.01] Added support for Normandy, Lybor, Sa'hatra. Incapacitated units will use screams from SSD_DeathScreams if available. [ANIMALS 1.71] Fixed bug which spawned animals too far from player. Dogs now mainly spawn around buildings rather than out in the open. Full changelog Features TPW MODS consists of a number of independently configurable components: AIR - Ambient aircraft flybys ANIMALS - Ambient livestock, wildlife and animal noises BLEEDOUT - Progressive injuries BOATS - Ambient civilian boat traffic on waterways CARS - Ambient civilian traffic CIVS - Ambient ambulatory civilians COMPRESS - Volume compression of loud nearby gunfire CORE - Essential functions for TPW MODS CROWD - Larger stationary low-CPU civilian crowds DUCK - AI/player reaction to nearby projectiles FALL - AI/player reaction to bullet hits and falls from height FIRE - Fires in barrels and fireplaces at night FIREFLIES - Fireflies, houseflies, mosquitoes FOG - Region specific weather, fog, mist and dust storms, foggy breath FURNITURE - Automatic CPU friendly furnishing of default A3 buildings HOUSELIGHTS - Lights in houses at night HUD - Advanced heads up display for infantry PARK - Ambient parked cars and wrecked vehicles PUDDLE - Puddles on flat ground after rain RADIO - Ambient radio chatter in /near vehicles and on foot RAINFX - Raindrop FX on surfaces and goggles REPAIR - Automatic repair of player vehicle at service stations SANITY - Improved behaviour of AI drivers near footbound AI SKIRMISH - Ambient infantry combat SOAP - Region specific civilian sounds and music ZOMBIES - Ambient zombies You can use any or all of the 27 TPW MODS components, and depending on the mods you choose you can expect to see your game changed in the following ways: Infantry realism Units reacting realistically to suppressive fire by ducking/going prone, and running away from nearby unexploded grenades (TPW DUCK). Player experiencing audiovisual suppression effects under enemy fire (TPW DUCK). Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Sounds for jumping, falling, rolling and turning prone, looking down sights (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). Units only run around weapons raised when in combat (TPW SKIRMISH). Units adhere to less rigid formation, occasionally stop and exhibit relaxed animations (TPW SKIRMISH). Units do not abandon (and will try to heal) incapacitated and dead squadmates (TPW SKIRMISH). Automatic repair of player vehicle at fuel stations (TPW REPAIR). More realistic (slower) movement and stance change speeds. Automatic volume reduction of nearby gunfire, to simulate 2035 era active noise cancelling hearing protection (TPW COMPRESS). Civilians Region specific civilians in towns, walking from house to house and reacting to weather, cars and battle (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses, reacting to weather, cars and battle(TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS), playing music from their car radio (if using TPW SOAP). Drivable civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). Civilian zombies, if using maxjoiner's zombies addon (TPW ZOMBIES). Civilian and military road vehicle AI will slow down/stop near footbound friendlies (TPW SANITY). You may specify which native Arma3 and mod civilians to use on different geographic regions. Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present. Ambience Ambient furniture in enterable Tanoan, Altian, Maldenian and Livonian buildings and houses (TPW FURNITURE). Lights in civilian houses at night (TPW HOUSELIGHTS). Fires in barrels and fireplaces at night (TPW FIRE) Region specific ambient civilian environmental noises (voices, coughs and sneezes, traffic, music radio, telephones, domestic and construction noises, trains on appropriate maps), with support for user added sounds/music (TPW SOAP). Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP). Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player, and distant police sirens in built up areas (TPW SOAP). Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP). Additional forest ambience such as creaking trees, falling branches, snapping twigs, small animals rustling undergrowth and leaves, occasional distant chainsaws (TPW SOAP). Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO). Appropriate sized flocks of baaing/bleating/clucking sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS). Ambient Camels on Sefrou-Ramal (Western Sahara cDLC) Owls and foxes at night, dawn chorus of birds in the hour or so before sunrise (TPW ANIMALS). Distant howling wolves at night on remote areas of European/Nordic/Arctic maps - may be configured off, or forced on for other maps (TPW ANIMALS). Frogs croaking around reedy ponds and waterways (TPW ANIMALS). Sharks around the player in deeper water, if using Feint's Sharks addon and or THA_Sharks (TPW ANIMALS). Ambient wild and rideable horses if using the dbo_horses addon (TPW ANIMALS). Crows gradually flocking around dead bodies if there is no nearby combat (TPW ANIMALS). Wild boars with customised grunting sounds will spawn in forested areas, if using EO's ambient boar mod (TPW ANIMALS). Occasional brown bears on remote areas of European/Nordic/Arctic maps, if using walk3r's brown bear mod - may be configured off, or forced on for other maps (TPW ANIMALS). Water buffalo on various Asian maps, if using EO's ambient animals for Cam Lao Nam mod (TPW ANIMALS). Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR). Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES). Buzzing flies gradually building up around dead bodies, rubbish piles and bins (TPW FIREFLIES). Whining mosquitos around the player at night (TPW FIREFLIES). Reduced engine and collision volume, increased wind/tyre volume of default Arma3 wheeld vehicles if using JSRS Soundmod (TPW_MUFFLER). Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust devils on treeless regions of desert / middle eastern / central asian terrains during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG). Rain droplet effects on most exposed ground and object surfaces near the player (TPW RAINFX). Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX). Raindrop noises on player's helmet and raised weapon (TPW RAINFX). Puddles on the ground around the player during and after rain (TPW PUDDLE). Documentation Full readme with installation and usage instructions Full changelog Configuration settings Air Animals Bleedout Boats Cars Civs Compress Crowd Duck EBS Fall Fire Fireflies Fog Furniture Houselights HUD LOS Muffler Park Puddle Radio Rainfx Repair Sanity Skirmish SOAP Streetlights Zombies Disclaimer / Licence I totally refuse to accept responsibility for anything that might happen to your game/computer/life as a result of using my mods. I'm not a BI developer, I don't force you to use the mods, I don't ask you to pay for them. If you don't like TPW MODS, don't use them - don't demand that I change them to suit you. If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and properly acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside your pbo addon and monetising it does not count as returning it to the community. Redistributing my work under your own name via Steam Workshop or elsewhere is expressly forbidden. I can't make you do the right thing, but I hope that you do.- 5767 replies
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ballistics ArmA III Ballistics Overhaul WIP
Spartan0536 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
IMPORTANT NOTICE, This is a WIP thread for my ballistics code, if you are looking for the final values please visit the link posted beneath this advisory! Ballistic calculation parameters updated (03/17/2024)! Finalized Values Link: http://forums.bistudio.com/showthread.php?173466-ArmA-III-Ballistics-Overhaul For all questions regarding my ballistics work please go to my Q&A thread located here: http://forums.bistudio.com/showthread.php?192752-ArmA-3-Ballistics-Overhaul-Q-amp-A Hello fellow ArmA players/modders, ArmA III is a great game with amazing potential thanks to the efforts of its community and Bohemia Interactive. However the ballistics in ArmA III leave much to be desired especially in some of the more well known rounds like 5.56 or 7.62 where bullets do not do enough damage or penetrate the right amount of barrier material. This is where I have decided to help out, I do extensive research, calculations, and testing to all of my ballistics work to ensure they are as authentic and realistic as ArmA III's engine allows me. Q: Why are your ballistics better than anyone using BI's ballistics? A: BIS default is terribly off base, and many mod makers use their numbers as a base and make some small modifications thus making them flawed. All my work is based off of REAL WORLD BALLISTICS taken from reputable sites and are backed by the ammunition manufacturers. My ballistics information is easily within a 5% margin of error making them as realistic as possible within a "simulator". Q: What about Ruthbergs Advanced Ballistics Mod, are his values wrong, are your values better than his, whats the deal here? A: Ruthberg and I communicate with each other fairly often, we are working cooperatively by different means; my code is bullet specific, where as his mod changes the environment and weapon variables that interact with bullets. Ruthberg's ballistic simulation is far better than mine, however his mod does put a lot of extra strain on the server/system using it, so in heavy firefights you are likely to experience lag issues. Because my code is all based on BI's parameters and code you will NOT see any lag from my work. To make things clear, Ruthberg and I are NOT in competition with each other and we never should be, he covers one aspect of ArmA and I cover another, we both have the same goals in mind, we just go about achieving it in different ways with different results to total realism and client/server performance. Q: What kind of limitations do your ballistics have in ArmA? A: This is a very good question, in recent testing I along with a few other mod developers have confirmed that Body Armor as far as the plate carrier goes, adds armor to the legs, arms, hands, feet, and torso to the body, the helmet adds armor to the whole head, face included. Body Armor does NOT have an "armor check" to it, it simply negates a portion of the damage based on how "heavy" the armor is, this means that a JHP or even a frangible round will do more damage to the target even though it would not have penetrated the vest, this is a SERIOUS problem, and to my knowledge there is no mod available that fixes this. Another big issue is how BIS calculated object/material densities in ArmA III, my favorite example is the "Metal Shed from Hell" test, where I take a BIS default ArmA III metal shed that looks like its sheet metal but has enough density to completely stop a BIS default 5.56x45mm NATO round in its tracks. My ballistics including penetration may be Real World correct however this does not mean that they will interact with ArmA's material environment correctly, this is something that is completely out of my control as different buildings have different densities and there is no standard model or reference to work from regarding this. ArmA III also does not simulate drag realistically, this I figure is due to 2 things, 1 BI did not want to spend more time than they deemed necessary to accurately simulate ballistics, and 2 they wanted the game to operate smoothly across a wide variety of systems. Q: How are your ballistics values formulated, and why are they superior to BIS Default? A:I first research the ammunition in question based on military viability and if the round is not military standardized I go into more of a practical Civilian/Law Enforcement sense. I then take the information from my research including a whole ballistic profile and plug it into JBM's ballistic calculator. I then plug in my standard atmospheric model (see the next Q&A for more information on this) into the ballistics calculator. I then run the calculators and and gather the data for transfer to Bakerman's ArmA III ballistics calculator v2. Once the data is compiled in Bakerman's v2 calculator I manually adjust the Airfriciton value to closely match the real ballistics curve (its simply NOT possible to get it 100% correct using default parameters). Once those ballistics curves are matched according to my specs (see below for additional details on this) I start working on penetration and damage values set by BI protocols. After the penetration and damage values are calculated I check the values and performance in game using SMA's (Specialist Military Arms) test range. If all checks out I then release my data for public use. Q: What exactly does your "Standard Atmospheric Model" look like? A: G1 Drag Coefficient (I do not like using G7's unless the data is there, for sniper based rounds like .300 Win Mag/.338 Lapua/.408 Cheytac I may consider using them, the difference in performance should be negligible in ArmA III) ISA (International Standard Atmosphere) density of 0.07648 lb/ft3 @ Sea Level Ambient Temperature of -2.1 degrees Centigrade or 28.4 degrees Fahrenheit 0% relative humidity 0.0 meters or 0 feet in altitude (hence SEA LEVEL) Barometric Pressure of 28.147 Hg This all matches up with ArmA III's speed of sound being set to 330 m/s and the atmospheric density equating ISA parameters. Q: What is this "acceptable deviation" you refer to? A: ArmA III by default does not fully simulate drag functions correctly, so given that fact I have to establish a "threshold" limit to what I consider the maximum achievable deviation from reality, this breaks down as follows... 0-1% = Perfect 2-3% = Ideal 4% = Average 5% = Maximum Limited Threshold Pistols & Shotguns = 50m Point Target SMG's / PDW's = 100m Point Target Subsonic Rounds (AR/SR) = 200m Point Target Everything else will be hand calculated based on the rounds performance data available. *NOTE: These percentages are based on MAXIMUM POINT TARGET RANGES, any shot taken outside of MAXIMUM POINT TARGET RANGES is not configured in my ballistics calculations, this is due solely to an ArmA III simulation issue. Q: What does your "damage profile" system look like? A: My damage profile system is based on BIS's system but with more detail based on bullet composition and design that covers every bullet profile used in modern times. This is a 10-1 scale modifier which again BIS uses in conjunction with projectile velocity and mass to get a damage coefficient. My scale is listed from 10-1 below. BI calls this "Sharpness". 10 - Depleted Uranium (Large Caliber rounds 20mm +) 9 - Tungsten Carbide (Large Caliber rounds 12.7mm +) 8 - Steel Core (Large Caliber Rounds 12.7mm +) 7 - Tungsten Carbide (Small/Medium Caliber Rounds) 6 - Steel Core (Small/Medium Caliber Rounds) 5 - Full Metal Jacket/Total Metal Jacket (Small/Medium Caliber Rounds) 4 - BTHP/OTM (Small, Medium, & Large Caliber Rounds up to 12.7mm) 3 - Jacketed Hollow Point/ Soft Point (Small/Medium Caliber Rounds) 2 - Pre-Fragmented (Small/Medium Caliber Rounds) 1 - Frangible (Small/Medium Caliber Rounds) *Please note that the higher the damage profile number the less damage to the target but the more penetration the round has. Depleted Uranium and Tungsten Carbide rounds do not deform easily at all, this makes their wound tracts much smaller than a hollow point would thus making them cause less damage to the target, this is not to say a .50BMG with a Tungsten Carbide core would not kill someone, its just that its energy transfer would be less as it would pass though the target. Q: Why is you bullet drop different from reality, can you make the bullet drop more realistic? A: Yes I can, however ArmA III's default ballistics engine is very limiting in the way that it does not generate parabolic arch's like real bullets do, this inherently affects drop. Any arching you might see is based on the zeroing of your weapon. Now you CAN make adjustments for drop by altering the speed and airfriction however this would seriously impact damage and penetration and would not represent realism in that sense, its just too little of a change to justify a massive edit that would make the performance unrealistic for something that most people do not even notice. Q: When are xxx calibers/rounds or where are xxx calibers/rounds going to be made available? A: When they are finished, rounds/calibers that developers are currently working with take precedence, while I realize there may be xxx gun out there using xxx ammo/caliber I do have a lot of work on my plate and I will get to the rounds as time progresses; I do not get paid for my work, its all freeware, and I have to pay my bills. Q: Will you do xxx caliber or xxx bullet? A: I believe the RHS team has the best answer for this, and I use their following algorithm to calculate my answers as well: foreach(var question in questions) { if(question is Stupid) { return "We will consult the spirits"; } } *NOTE THIS IS WHAT RED HAMMER STUDIOS WROTE ON THEIR Q&A, I JUST COPY PASTED, ALL CREDIT GOES TO THE RHS TEAM FOR THIS CODE SEGMENT! I encourage all weapons/ammo mod makers and even BIS if they wish it to use these values for their weapons (please keep the rounds named appropriately to accurately reflect the ballistics). Using this code is FREEWARE, all I ask is if you use this code please give a "special thanks" referencing my contribution in your mod. The code and its values come with absolutely NO WARRANTY what-so-ever, the end user assumes all liability for any and all damages that may or may not be incurred by their use. "Standard Agreement" All I ask is that I am included in the credits to your mod for any work my code as contributed towards your mod, if you win any mod contests or prize money I shall NOT require any payment only a mention of thanks in credit where it is due. Groups/Members that require PUBLIC AUTHORIZATION to use my ballistics code: None at this time.... Groups/Members NOT ALLOWED UNDER ANY CIRCUMSTANCES to use my ballistics code: 1. 2nT Group - Tristen/MrHuachuca -
23. Panzer-Division "Eiffelturm" Who are we? We are a professional Arma 3 realism unit portraying the 23rd Panzer Division, Panzergrenadier-Regiment.128 and their combat actions throughout the second world war. We also portray other Wehrmacht units such as the 79. Infanterie-Division during our Stalingrad and Kuban campaign. With our current manpower, we operate at a company level with over 70 members, hoping to expand to over 80 in the near future. With unit leadership and other members having years of experience in Wehrmacht realism, we aim to deliver the most professional, accurate and realistic portrayal of a Wehrmacht company in the second world war. What we offer? We take pride in our historical accuracy, and aim to offer the most authentic realism experience to someone who wishes to join our ranks. As well as realistic combat, we structure and operate our group as Wehrmacht units would have been historically. This encompasses ranks, tactics, tactical commands, radio procedures, uniforms, medals, weaponry, and most importantly camaraderie. With years of friendship between members of the unit and our diverse, international collection of individuals, you will be welcomed into a stable, active and friendly community to bond with. With a team of dedicated unit developers and permission from mod creators, we are the most customized and specialized ArmA 3 WW2 unit created with development in all areas of the gameplay experience. This includes completely custom maps, vehicles, uniforms and even artillery pieces for all theatres and time periods as well as special uniforms for individuals who have earned a combination of awards. Primary Language: English & German German is utilized to increase the immersion and historical authenticity of the events. - During trainings and operations, primary communication is done with English. (85-90% of communication) - Tactical movements and commands are given in German. (10-15% of communication) Combat billets Entry level combat billets is where all speculative members of the unit begin their time with the 23. Panzer-Division: - Mechanized Infanterie - High Demand Graduate level combat billets (You may progress to their different paths within the Kompanie when you graduate Rekrut Schule and reach Panzergrenadier): Specialized Gruppe Roles (MG-Gunner, MG-Assistant, Assistant stretcher bearer, Grenadier, Rifleman) - Tornisterfunktrupp (Funker - Radioman) - Kompanie & Zugtrupp's (Melder - Messenger) Sanitätstrupp (Sanitäter - Medic) - Panzer Crewman - (Gunner, Radioman, Driver) All billets are subject to availability within the Kompanie and those who are best fit for the role. Requirements to Join Age 18+: Accept if met current Criteria. 16-17-: Accept if met any of the following: - Friends with a current standing member of the unit. - Previous experience in a realism/mil-sim/reenactment unit. - Show above average levels of maturity for their age. - Show an interest in developing their current understanding and learning more about the Wehrmacht and what we do as a whole. Technical Must have a legal copy of Arma 3. Must have a working microphone. Must have or be able to have Teamspeak 3 VoIP program installed. Must be able to use Push to talk on Teamspeak 3 while in game. Must be willing to download mods off of Arma3Sync and utilize ACRE2 Schedule Attendance to main Sunday events and Saturday trainings is 100% mandatory. If real life bars you from attending you are able to write in a Leave of Absence to inform that Unit that you cannot attend: - Kompanie Operations, PvP's, & Trainings: Sunday, 2:00PM EST (19:00 GMT) - 1. Zug und Panzerzug (1st Platoon 4th Platoon(Tanks)) Training: Saturday, 2:00PM EST (19:00 GMT) - Aufklärungstrupp (Reconnaissance Troop) Training: Thursday, 6:30PM EST (11:30 GMT) Contact & Media Join our Discord below and fill out an application if this sounds interesting to you. If you're still thinking about it how about taking a look at our YouTube channel. Discord: http://discord.gg/YvMJQ57 Youtube: https://www.youtube.com/user/PaleJudge Steam: https://steamcommunity.com/groups/23PanzerDivision-public
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"OPEX is a masterpiece." (Sowens) "This mod is awesome and should be approved by Bohemia." (Unknown) "You have made what I've been looking for since a very long time." (Guim's) "My friends and I are now only playing this mission." (Neall) "It's a titan work. Respect." (BingaNarko) "Thank you and go on, you're the best dude I have a poor PC and OPEX is running fantastic." (NeXoWw) "God bless you !! To be honest I've never seen someone who is so reactive and attentive to the community's feedback." (Bobzap / Sayker) "This mission is becoming so epic. I love it."(xaxa) ..... DESCRIPTION OPEX is an immersive, realist and fully dynamic task generator for ArmA III military simulator. The first version was initially introducing the French Army fighting against terrorist organizations all over the world (hence the French name Opérations Extérieures - means External Operations). This new version now allows players to chose among several armies, depending on enabled extra mods ! AUTHOR'S NOTE Bonjour ! I have to be honest, OPEX has totally be inspired by MSO from ArmA II. After I have tried it, I thought the idea of a dynamic task generator was brilliant, but some features were not perfectly fitting to what I was expecting for and some others were missing. So firstly, I tried to customize the original MSO but finally I chose to rebuild everything from scratch. After more than 8 years of development (yeah, really !), and even if there are still many things to do, it's now time for sharing all I have did so far ! MAIN FEATURES Made by Gemini Mission that required more than 2000 hours of learning, experimentations and development (project started in 2012) SP and MP compatible (from 1 to 50 players) Unique immersive and realist atmosphere Select the theater of operations (Europe, Middle-East, Africa...), your army (France, USA, Russia, UK, Spain, Czechia...) and the opponents (Taliban, Islamic State, Boko Haram, generic ultranationalists...) - extra mods may be required to get all options (see below) Entirely built with random parameters for generating unpredictible situations and unlimited replayability Custom menu at startup to enable/disable/set main mission features Plenty of things to do: select a specific task (among more than 20 available), patrol to find and fight the enemy, locate and destroy weapon caches, neutralize IEDs, search buildings and interrogate local people to gather intel, capture opponents... Dynamic civilian life with custom interactions (talk, search, arrest...) Dynamic AI activities: patrols, ambushes, reinforcements, suicid bombers, roadblocks... Dynamic reputation: take care of the local population or it may rise against you Gather and exchange intel to recruit AI teammates and to get extra supplies, vehicles, supports... AI improvements: ability to assign/unassign NVG/flashlights/silencer depending on daytime and behaviour, ability to board into nearest static weapon... Primary needs system: eat, drink and sleep to avoid bad effects Customizable MP synchronized music receiver in order to listen music into vehicles Performance friendly: useless AI entities are automatically disabled/deleted to save computer/server ressources Persistent save for both server (mission progression, global stats...) and clients (loadout, personnal stats...) Playable without any mod (vanilla game) but compatible with many ones (CUP, RHS, R3F, 3CB, FFAA, BW, CFP, Project OPFOR, TFAR, ACE3, Winter 2035...) Readable content fully translated in French and English And much more to discover ! Made by the Community Advanced medical system (tweaked version of Psychobastard's AIS script) or expert medical system (if ACE mod is detected) Optimized AI behaviour (thanks to R3F AiComTarget script) Move and transport almost every item (thanks to R3F Logistic script) Random and dynamic weather (thanks to code34 for his script - I modified it a bit so weather's evolution is depending on world regions) Futurist but realist electronic tactical glasses (thanks to TPW for his script - I modified it to create motion detector and hearbeat functions) Live video feeds (thanks to BangaBob for his script) Little immersion tweaks: light sensitive map and NVG's optimized utilisation (thanks to Viperidae for his scripts) Map gestures with nearby players (thanks to dslyecxi for his script) HOW TO INSTALL OPEX ? It's very easy, just watch this video (think to enable subtitles to get full detailed information). VIDEOS OFFICIAL (trailers, tutorials...) [FR/EN] Gemini OTHER GAMEPLAY SERIES [FR] MrRatSuper [FR] TypeX [FR] Faiavan INTERVIEWS [FR] RackBoy PICTURES REQUIRED ADDONS / DEPENDENCIES OPEX can be played without any mod (vanilla game) but in order to enjoy all the features and possibilites, it is highly recommended to subscribe (for free !) to the official mod collection. If you don't have a large storage capacity and a very high speed internet connection, you can also select only some ot these mods. COMMUNITY FEEDBACKS Don't hesitate to share your feedbacks, your suggestions and to report any bug or issue you may encounter here on the official BIS forum, or on Steam. KNOWN BUGS/ISSUES Picture "pictures\overview.paa" not found at startup when joining server despite the picture is present in the mission folder, I don't know how to fix this. Some vehicles are sometimes exploding when spawning because collision detection is not reliable at 100% despite I'm trying to improve BI's commands as much as possible. Ambient AI animations may sometimes be weired when playing on MP. TO DO LIST (Extreme priority): fix bugs and issues reported by the community (High priority): add compatibility with best incoming mods (OFrP...) (High prioriy): create version for several other maps (Medium priority): add new tasks (Low priority): optimize and tweak all scripts and functions (or better: rewrite everything because so many time has passed since the first code I wrote !) (Low priority): correct current localizations and add new ones (will require some translators !) SPECIAL THANKS Bohemia Interactive, for the best military games ever (OFP/ArmA serie) code34 and MSO/PO3/ALiVE developpers, for the dynamic/random mission concept Kamih, for the first MP tests during the early development HeroesandvillainsOS, Vengeance1, Scimitar and Sumsun93 for their precious feedbacks All beta-testers, testers and reviewers for their precious feedbacks and suggestions BangaBob, for the live feed and drag body scripts Binesi, for the defend/patrol tasks scripts code34, for the dyamic and MP compatible weather script dslyecxi, for the ShackTack Map Gestures script KC Grimes, for the building occupation script Killzone Kid, for its optimized random position script R3F team, for their Logistic and AiComTarget scripts Seth Duda, for its towing scripts TPW, for the hud, houselights, streetlights and animals scripts Viperidae, for the Little Immersion Tweaks scripts Meh44, for the Russian translation Tonic, for the Virtual Vehicle Spawner script All addon and mod makers whose creations are used in this mission: ACE team, ACRE team, CBA team, CUP team, Icebreakr, James2464, Keeway, Minimalco & Robster, Nkey, R3F team, RHS team, X-Cam team And fore sure, thanks to all the OFP/ArmA community for thinking, creating and sharing so many brilliant additionnal content If I forgot to mention someone, please excuse me and contact me ! SPECIAL DEDICATIONS To the old OFP french community, that participates to give me the passion for this game. And above all, many many many thanks to my wife, who is so patient and comprehensive every time I'm only thinking about the developing this project ! 😘 IN MEMORIAM This mission is dedicated to the memory of Faiavan (1979-2018). I only had the chance to share one or two missions with Faia but his accent, his good mood and his sense of humor made me feel good. May he rest in peace. DON'T FORGET TO RATE IT ! If you enjoy this mission and want to motivate the author, please click on the 5 stars on the top of this web page and on the thumbs up button on the top of the Steam web page. It's free and it's always a pleasure ! DONATIONS If you would like to support the author's projects, you can also make a donation via PayPal by clicking here. CHANGELOG Please keep in mind that OPEX is a non-professional and non-official mission. It may be more or less often updated in order to enhance it. So if you play it, do it at your own risk. DOWNLOAD From Steam Workshop (highly recommended because it requires only 1 click - then everything is automatic) From Armaholic (not recommended because it requires manual installation and updates) From my website (not recommended because it requires manual installation and updates) Enjoy !
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sas [UK/EU][Cold War/70s/80s] H Squadron - Special Air Service [Semi-realism]
MarcAlecai posted a topic in ARMA 3 - SQUADS AND FANPAGES
H Squadron - 22 Special Air Service H Squadron is a Cold War themed MilSim community based on the British Special Air Service in the late 1970s - early 1980s. Aiming for a semi-realistic MilSim experience, the community will focus on the fictional H Squadron, deploying to conflicts, flashpoints and British foreign policy actions overseas, both fictional and based upon historical events. What we do: - Provide a short training phase, designed to emulate parts of SAS selection. This is mainly to ascertain the level of skill and ability of new members. - Conduct a mixed array of operations including: -- Deployment to ongoing British overseas operations -- Conducting domestic and foreign counter-terrorism operations -- Team Tasks (training and rapid overseas deployments) -- Training foreign militaries. - Approach taskings with the method of ‘basics done well’ using historic British Army doctrine and period equipment. - Research and interest into the SAS during the Cold War period. Requirements: - Age 18+ - Arma 3 - A short list of workshop mods DLCs: -- Mandatory - SOG Prairie Fire, Western Sahara -- Desirable - Global Mobilisation (Separate mod list available for those without Global Mobilisation). Desirable traits: Interest in Cold War history. Interest in Cold War period SAS operations and strategy. Squadron structure: - HQ Troop - Command and Control - 4-8 men - Air Troop - HALO, HAHO, Static Line - x16 men - Boat Troop - Maritime, Diving, Boats and Submersibles - x16 men - Mobility Troop - Motorised Patrols, Weapons, Logistics - x16 men - Mountain Troop - Reconnaissance, Surveillance, Mountain Warfare - x16 men - RAF and RN support assets. What to expect: Twice weekly sessions (Days TBC) Relaxed command structure. Encourage individual patrols to operate independently, and with creative strategy to overcome developing and changing situations, often where the odds are stacked against the squadron. No long training or probation period. Selection phase designed to ascertain the level of knowledge and skill of individuals. Which we can then add to that knowledge, to bring everyone to the same operational standard. If you are interested in what we do, please join our discord. We are hoping to run our first selection phase soon. Waiting for ample numbers to show interest before we start. We are in the early stages of setting up this unit, so if you're keen to have a say and be involved in running this community now would be the perfect opportunity to sign up! Discord Link -
Squad name: 29th Infantry Division Timezone/location: EST & GMT, NA&Europe Gamemode preference: PvP (with occasional PvE) Website address: www.29th.org Short description: The 29th Infantry Division was activated on March 14, 2005, playing in both The Trenches and Battle Grounds. The reputable 29th Infantry Division that stands before you today participates in the "realism" community of Arma 3, Rising Storm 2: Vietnam, and Squad, with past involvement in Day of Defeat, the Red Orchestra Modification, Darkest Hour: Normandy 1944, and Red Orchestra 2/Rising Storm, and Arma 2. Prior to August of 2008, the 29th Infantry Division was a unit within the Half-Life Modification, Day of Defeat. When the 29th started out in Day of Defeat, there were roughly 17 members, and almost half of them were inactive. Today, the 29th ID has become one of the largest Realism Units with 350+ members. In April 2021, our unit expanded to a true Regimental size and showed no sign of showing down. Through training and discipline, we've gotten to where we stand today. We continue growing stronger by the day with new members, returning members, and even veteran members with more than a decade of service. Basic Combat Training, or BCT, is one of the ways we accomplish training new unit members, Cadets, into respectable soldiers of the 29th Infantry Division. Our intricate and well-organized office, Lighthouse, takes care of BCT and trains every soldier that enters the unit. Because of Lighthouse and its efforts, our number is constantly growing. There are many other offices and ways to get involved in the unit; here in the 29th we don't simply "get by." Hundreds of individuals have put forth hundreds of hours building the foundation on which this unit stands today, and we are proud to call ourselves soldiers of the Fightin' 29th! Language: English
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A Squadron, 1 Troop 22SAS Discord: https://discord.gg/wAxv7rtu Branch: MilSim, Realism Timezone: GMT Language: English Operation Times: Sundays 1915 GMT Age: Mature 16+ About Us Here at A Squadron, 1 Troop we base our operations and training of real world special forces missions and events striving to give an authentic MilSim experience. We aim to develop as small teams and become excellent at our teamwork, planning and execution when it comes to our operations and trainings. We operate as a troop consisting of three patrols of six people. What we are looking for We are looking for people who are looking to work with small teams and improve over time and frequency, people with professionalism and the motivation to complete tasks with a serious milsim mindset and people who want to 'do the business' within a community of like minded people. Our Mindset Like stated previously we are looking for people who want to take it serious and work well within a team, with that we understand that real life comes first and all we ask it to be informed of absences. We also operate on a first name or nickname bases. Candidacy Once you have been through a interview process you will be slotted into candidacy, where you are to complete required trainings and time requirements before being slotted into a patrol as your selected role. Our Roles: ⦁ Patrol IC (Time is service and training required) ⦁ Patrol 2IC (Time is service and training required) ⦁ Patrol Lead Scout ⦁ Patrol RadOP/JTAC ⦁ Patrol Medic ⦁ Patrol Support Weapon Specialist Unit Training and Operations Our training night will consist of one of 2 things: Squadron Objective training, this is where we tackle a number of objectives as a squadron implementing skills and lessons we have learned from previous training and operations. Or patrol specific training, this means you will be completing training as a small patrol based on what your IC and 2IC think you need to train on. Our Operations Night will consist of a structured and storyboarded campaign that we progress through every sunday and what happens is based on the actions your patrol completes. (We Use KAT Medical for our medical system) Looking to join? Join the Discord and message a recruiter for a interview or to answer any questions. https://discord.gg/wAxv7rtu We will see you in the RV :)
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101st Airborne Division [A3] [NA/EU] [WW2] [A3] [Realism]
Coldfront15 posted a topic in ARMA 3 - SQUADS AND FANPAGES
Introduction The 101st Airborne Division is a United States ArmA 3 Milsim unit that focuses on portraying the events of the Second World War through the eyes of the 502nd Parachute Infantry Regiment. We emulate a Parachute Rifle Company, the premier light-infantry of the United States. The 101st also operates a fighter-transport squadron consisting of combat and transport pilots that support ground troops in their efforts. Paratroopers were versatile in World War II, they were deployed to the Pacific, European & Mediterranean theaters. Although we primarily portray the 101st Airborne, we do campaigns focused on other units and revisioned-history events. Some of these range from the snowy forests of Finland, the luscious jungles of the Pacific, and of course the fields of Normandy. All of our missions are made in-house with a lot of care - such as custom-scripted events and interactions that most communities can't pull off. We have a heavy emphasis on organization and professionalism, but we're still a community. We play together outside of ArmA and build lasting friendships through gaming, with a heavy emphasis on camaraderie. Come join us, and portray the airborne! Billets Combat Billets: MOS 745 - Infantryman, Rifleman Rifleman Grenadier Messenger Ammo Bearer MOS 746 - Infantryman, Automatic Rifleman Automatic Rifleman MOS 604 - Infantryman, Machine Gunner Machine Gunner Assistant Machine Gunner MOS 657 - Medical Service, Medical Aidman Surgeon Aidman General Aidman MOS 607 - Signal, Radio Operator Radio Telephone Operator MOS 844 - Light Artillery Crewman Gunner Cannoneer MOS 770 - Army Aviator Combat Aviator MOS 636 - Intelligence Analyst Intelligence Clerk Membership Requirements We host mandatory events on Sundays, however if you are to participate in said events you must complete a Basic Training & Individual Technical Parachute Training: all of which will update you on the standards and procedures the unit follows. We have an orientation day/period for those unfamiliar with ArmA and mods we utilize on the server. Technical Requirements: Must have a legal copy of Arma 3. Must have a working microphone. Must have or be able to have TeamSpeak 3. 17+ Age Requirement, exceptions on individual basis. Schedule Attendance to main Sunday events is mandatory. We have an accountability system, but we understand real life comes first. If real life bars you from attending you are able to write in a Leave of Absence to inform that you cannot attend: Unit Operation/Training/PvP Day: Sunday @14:00 EST (2:00 PM EST) Contact Interested in joining? Pop in our discord, talk to a recruiter and submit an application! We're always open for recruitment and happy to have anyone that fits the requirements. Please note that you must meet the requirements and be capable/willing of filling out the proper form, completing the interview, and utilizing the mods we have laid out. Discord: https://discord.gg/j2uhxmr Teamspeak: 45.13.247.222 Website: https://www.101aa.us -
"So gory, that Bohemia Interactive once banned it from the Workshop!" "The most badass mod you've ever used." Adds various elements of gore to ArmA3 such as blood splatters, blood sprays, blood pooling, bleeding, gibbing, and other misc details. For Multiplayer: Servers and clients must run the addon. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Github: https://github.com/zooloo75/BloodLust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! 🙂 Changelog:
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So I'm a sucker for small details. Quick and briefly I'll say to look into vehicle damaged models(blown up state), needs a revision. I don't think that an rpg round to any vehicle should make all its tires dissappear or like on the humvee, where the A pillar I believe is bent inwards. The vehicle destroyed state models are the same of an aircraft Guided bomb that's done its job on them. The vehicles should stay as they were before they were destroyed, here is an image of what just an rpg does. Knocks the motor out , but all tires are there, not lowered from missing suspension due to explosion(the most common model developers use for games, the lowered to the ground and slanted wheels damaged model). Just knocks the vehicle out. All tires should stay on, or atleast disappear if a missle or rocket directly hits the wheel. What we don't want for the game is some Regular objects as aftermath of a battle. We want damage that tells a story of what happened there. I guess what I'm trying To say is that after vehicle is blown up it just looks like an object we could can place there from the objects list in armavision. Remember never do copy and paste methods to your games. Next would be smoke columns should be much taller. Much much taller. And last longer I'd say. Other than that, you guys are killing it and I highly enjoy the game! If you guys truly listen to the community. I'd assume we'll see these changes !
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[USA][Modern/Near-Future Realism] Evergreen Technology & Defense
Firelight Guy posted a topic in ARMA 3 - SQUADS AND FANPAGES
What are we about? Evergreen is an Arma 3 group focusing on realistic near-future operations as seen from the perspective of a private military contractor. We strive to maintain an enjoyable balance between realism and fun in our operations, with roleplay strongly encouraged. What is Evergreen? Evergreen Technology and Defense is a private defense contractor headquartered in Columbus, Ohio and with branch offices in San Diego, CA and Charlotte, NC. A subsidiary of ETS Holdings, Evergreen provides security, intelligence, and research solutions for defense and other industry clients across the globe. Our goal is to provide a high return on investment by identifying, meeting, and exceeding our clients’ security, training, and consulting expectations. How we play We encourage roleplay within realistic contemporary and near-future operations from the point of view of a private military company , entering into a dark world of failed nation-states and wealthy special interest groups willing to do anything to see their goals achieved. Narratively, Evergreen employs professional and experienced operators from many Western nations and vetted former members of host/partner nations military and police forces. An expectation of professionalism is expected in your conduct as a part of Evergreen, but we do not throw rank or expect anyone to render courtesy based on assumed superiority. Evergreen uses an internally developed force structure in its Ground Combat Elements based around highly flexible ten-man formations known as Troops, comprised of two fireteams of Critical Skills Operators, overseen by a senior operator and an attached systems technician supporting the team by means of unmanned aerial systems equipped with precision munitions. Every Ground Combat Element is made up of three such Troops and led by an Element Lead and his Operational Advisor. We carry out our activities against AI-controlled hostile forces augmented by a Zeus game master. When we play Official operations will be conducted on the 1st and 3rd Saturday of every month from 19:45 to 22:00-22:30 CST. How to join If you are; - 17 or older - own a legal copy of Arma 3 APEX - Speak fluent English - have a functional headset/mic and TeamSpeak 3 - are available for at least one, preferably both, monthly official operations then contact us for next steps by email at: evergreenpmcgaming@gmail.com -
2para [UK/EU] 2nd Bn, Parachute Regiment | British Realism Unit
2 PARA posted a topic in ARMA 3 - SQUADS AND FANPAGES
_______________________ 2nd Battalion, the Parachute Regiment British Realism Unit _______________________ ABOUT US The 2nd Battalion, Parachute Regiment is an ARMA 3 military realism group that recreates a modern interpretation of real operations, utilising up-to-date and realistic British army doctrine. We focus on having immersive campaigns and missions alongside having like-minded, mature and focused members who can appropriately carry out said operations in an effective manner and members who are able to work in a friendly and close-knit section. Our main focus is a unit is to host and play realistic and deeply immersive missions and to host a community where all members can have a good time and have some serious fun, not only destroying the enemy but making some friends along the way. Our primary recruitment video ROLES In the 2PARA community, we host a variety of roles and specialisms, allowing members to specialise in any field they would like to and to become a dedicated specialist role within the team to assist in operations. Some of our specialisms include: Leadership & Commanding Various Combat Medical Qualifications Signals Heavy Weapons Precise Weapons Instructing Rotary Aviation Intelligence & Reconnaissance and many more... 16 CSMR personnel training their MERT capability OPERATIONS We hold a high expectation on attendance, as mass attendance improves the experience for all of our members, however we understand commitments and other requirements in the lives of others. Because of this, we have a clear communication policy between members and their direct superior being able to report leave and absence. Below are some of the time scales and days we host specific events: Primary Operations (MANDATORY) Currently hosted on Monday & Wednesday Timed from 8PM GMT onwards Secondary/"Fun" Operations (OPTIONAL) Currently hosted occasionally throughout the week Timed from 8PM GMT onwards Training & Selections (CONDITIONAL) Currently hosted throughout the week, mainly Thursday and Friday Timed from 6PM GMT onwards A Coy, 2 PARA deployed into the Lythium Region of Afghanistan REQUIREMENTS Legal copy of ARMA 3 Working (and FUNCTIONAL) microphone ATLEAST 16 years of age Strong Attendance Correct attitude of maturity and seriousness Willingness to learn and train Ability to work with others and make friends JNCO Cadre being hosted at our Infantry Training Centre LINKS Our Discord - http://www.discord.gg/mMGfbAjN9X Our Twitter - https://twitter.com/2para_arma Our Teamspeak - 161.97.157.162-
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[EU/NA] TF131 - Taskforce Witchcraft | Semi-Realism Milsim Community
Protasium posted a topic in ARMA 3 - SQUADS AND FANPAGES
INTRODUCTION Welcome to the EU/NA Arma 3 community. We here gage in realism but remember to have all the fun as a community in general playing multitude of games prioritising on Arma 3 specifically. We have a major multi national group of people which is looking to expand further into the milsim atmosphere. We have Serving, Ex-Serving and multiple different branches in the private military sector with mass amount of experience which we are welcoming anyone to come along and take in the experience also. https://www.youtube.com/watch?v=FTAMwu_CCSc&ab_channel=Xincie OVERVIEW We take pride in the work we do so we are currently working on an ALIVE server with full immersive AI commanders which allow us to do a multitude of missions and keeping it immersive as much as we can. Using the skills we have gathered to make it more exciting and REAL. We also have a flight detachment which provides support to the ground infantry which we mainly focus on. Our main focus is to keep the community ALIVE and make it a home for anyone to come and join. INSIGHT With the experience and personalities we have within the unit we gage on keeping it 18+ but welcome anyone who is willing to deal with the banter and the knowledge that we can provide as a solid community. REQUIREMENTS - Age: Must be over 16+ - Able to take a joke and dish back the jokes also! - Valid ARMA 3 copy. - TS3 client and a working headset and mic - Willing to learn and experience what it means to be in a "milsim" community. DISCORD https://discord.gg/TF131 Teamspeak and server links will be given once joined the discord. -
[US][Recruiting] 3rd Battalion, 5th Marines | Modern Milsim | New Player Friendly
Tyler Razz posted a topic in ARMA 3 - SQUADS AND FANPAGES
Group: 3rd Battalion, 5th Marines | ARMA 3 Milsim Language: English Timezone: NA (EST) About us: We're a new unit that was started in 3/2022. Our goal overall is training to get us organized for operation phases. We are a semi-serious REALISM unit. We are here to help new people, Teach anyone who wants to learn the game how to do everything, and overall have a functioning unit. Recruitment Requirements: ➣ You must be 16+ to join. (Some Exceptions) ➣ You must have a functioning Mic What we have open for positions: ➣ Infantry (Rifleman, Grenadier, and Auto Rifleman) ➣ Corpsman (Medic) Recruitment Process: We have a short application, leading into a short interview to determine your knowledge on ACE, TFAR, and basic Arma Mechanics. We will determine from this application process where to start you as we are a new unit. Current Divisions: ➣ 3rd Battalion, 5th Marines (Infantry) ➣ Marine Aircraft Group 39 (Aviation) Schedule: Thursday: ➣ Bootcamp @ 20:00 EST (First Training that's Mandatory if started at Pvt.) Saturday: ➣ Field Training Exercise @ 20:00 EST (Mandatory, but excusable.) Discord: https://discord.gg/66jsKtkZYg -
[A3][Recruiting][US][Realism] 13th Marine Expeditionary unit
stryker2982 posted a topic in ARMA 3 - SQUADS AND FANPAGES
We are a brand new unit in the ARMA 3 scene and are looking for new members to join. We are a realism unit that is opened with billets and ranks that need filling. We are not gonna make you run laps or do virtual pushups if you mess up however we have other ways like simply kicking you from the server if you mess around too much. Be able to understand when the time is to smoke and joke then get serious for the folks who enjoy the realism aspect to all of this. What makes us different?: We operate on a realistic basis on ARMA 3 to keep the immersion for all players going. We also have a developing storyline within the deployments or campaign of the unit. That means anything that happens on the ground in operation has a chance to affect the overall mission or story of the campaign's flow. For example if you kill more civilians then you are likely to encounter a higher level of insurgency and landmines during operations. Even taking down enemy communication lines or field HQ’s will have positive or negative effects on the current operation. Speaking with civilians or assisting civilians might provide more intel on the ground. Maybe it's real or maybe it's fake, who knows! If you find this intriguing and are interested come talk with us in our Discord! https:https://discord.gg/NRm6qpQX Requirements: We have a 16+ policy however if younger you may join under the guise that you can be mature. To roleplay your rank and name in game for the sake of everyone else's immersion. Follow the Unit Rules and Regulations. We operate mainly on Saturdays and Sundays 1900 EST, but honestly if more then 4 members are online we can operate anytime in the week as well. Have ARMA 3 and respected Unit Mods with TeamSpeak. Active at least 3 times a month. Cannot be a leader in the unit if you are dual Milsiming. Positions that are currently open. To those that prove they have prior service or overall well versed in knowledge and combat leadership ability. -
We are a realism-based, mature team that functions primarily as US Army Special Forces ODAs. We are a community of people who enjoy working together and recreating the intensity of combat without the onus of having to role-play military rank and courtesies in and out of the game (commonly called mil-sim). The 5th SFG operates its training and missions on Eastern Time (North America) GMT -5, Fridays at 2000 EST (training and live fire), and Saturdays at 2000 EST (campaign missions). We may have other missions and training sessions during the week, but most members get together at our set times. Our tactics are based on real-world training documents and videos as well as our own experience in the virtual battlefield. We train, not like some units do where they want you to memorize Army ranks and such, but how you can become a vital part of your ODA and perhaps even lead an A-team yourself someday. NOTE: You must be 18 years of age to join, speak English, have a working copy of ARMA 3, a working microphone, a decent internet connection, and be willing to download and install mods (we offer technical support). You must be willing to work with others and communicate, get shot at, have things explode nearby, jump into and out of helicopters and airplanes, operate in foul weather and darkness and generally stay with your battle buddies. https://discord.gg/BbawGRaCCj Drop by our discord and ask any questions you might have, get support in installing our mods, setting up Teamspeak, and becoming a member of a Special Forces Group (Virtual).
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[NA] & [EU] 7th Cavalry Gaming Regiment - ARMA 3
Hess.J posted a topic in ARMA 3 - SQUADS AND FANPAGES
7th Cavalry Gaming Regiment Branch: Milsim Main Language: English (We have members from all over the world) Timezone: Zulu Time (UTC/GMT) Operation Times: Usually weekends from 1800z (1100) - 2300z (1600) (Operations are posted at least 7 days in advance) Operation Type: All Required Mods: https://wiki.7cav.us/wiki/7th_Cavalry_Arma_3_Mod_Set Other essential info: The 7th Cavalry Gaming Regiment, often referred to as "7Cav", is a long-standing Military Realism (MILSIM) unit that primarily plays first-person military shooter/simulation games. The Regiment was founded in October 2002, making it one of the oldest clans in the areas the Regiment covers. Joining 7Cav is a unique experience, with over 450 members across ARMA 3, Hell Let Loose (PC & Console), Escape from Tarkov and Battlefield 2042 we offer a community that provides realistic training, dedicated operations, and a simulated CAREER. Soldiers start as a recruit, but quickly advance through the ranks, earning medals and ribbons, and progressing through leadership development in a community dedicated to realism and in this case, historical authenticity. Arma 3 Career Pathway: https://7cav.us/threads/401/ Teamspeak information: https://wiki.7cav.us/wiki/Teamspeak Discord: https://discord.7cav.us/ Website: https://7cav.us/ Feel free to reach out to me with any questions either on these forums or through Discord. -2LT.Hess.J- A highlight of training from Charlie Company : Opportunities within 7th Cav include: Alpha Company, 1st Battalion, is the air asset of the 7th Cavalry. The mission of Alpha Company is to find, fix, and destroy the enemy through fire and maneuver; and to provide combat, combat support and combat service support in coordinated operations as an integral member of the combined arms team. Bravo Troop, 1st Battalion is an Armor & Cavalry sub-unit of the 7th Cavalry's First Battalion. The purpose of Bravo Troop is to find, fix, and destroy the enemy through direct and indirect fire; as well as providing reconnaissance and surveillance and Health Service Support to the Combined Arms Battalion. The mission of the Charlie Company is to close with and destroy the enemy with direct fires. Because of the Airborne capability, Charlie Company can conduct disruption operations in the enemy's rear area. -
recruiting [EU/INT] 1st International Response Force - An International Realism Unit
nld_brian posted a topic in ARMA 3 - SQUADS AND FANPAGES
1st International Response Force An International Military Simulation Unit dedicated to a high level of tactical simulation. The 1st International Response Force is an International Realism/MilSim unit dedicated to a high level of tactical simulation. As a Unit we intentionally choose not to base ourselves on a real life unit so that we can use a structure that is based on the real world but merges officers and NCOs to reduce redundancy. We are a newly launched unit that has been in development for eight months so that we could get our systems perfectly established for the type of experience we want to create. Here are just some of the examples of what defines us: Strong Foundations Spending eight months developing a unit comes with some advantages - we have used our over three years of experiencing running MILSIM/REALISM groups to design a group that will allow us to reach a great level of military simulation without suffering a unit collapse because of boredom and paperwork. We decided to close down our old unit which had more than 140 active players so that we could dedicated ourselves to building a robust MILSIM group that would stand the test of time. The 1st IRF is designed to grow to 160 people, which is in our experience the largest active group that we can maintain at our desired level of quality. Rigorous Training As a unit we have over 30 MOS codes backed up with more than 35 training programs which combined total over 700 A4 pages of written training content. All of our training programs are written by people with real life experience but have been adapted to our specific ARMA environment. This is a step change to the regular “Modified Field Manual” approach of some units as it means we are only training useful and applicable information. The 1st IRF is an environment where anyone can fulfill their ambitions of leadership at any level in confidence that they will receive the highest quality training necessary to perform their function in a correct and standardized way. We don’t believe in making it up as we go along and are religious in our dedication to standards and interoperability. Deployments We don’t believe in the weekly operation concept that many units use. It is brittle and does not work well for international communities. Instead we use a 5 week deployment cycle in our unique deployment battlespace. Elements in the IRF operate on independent deployment cycles with 1 week of training, 3 weeks of operations ( scheduled on a per element basis working around availability ) and 1 week of off time so that members are free to enjoy other games. This system would not work if not for our dedicated team of 57As who manage and run the deployment environment to ensure it is providing a high quality MILSIM experience. A Wide Variety of Elements The 1st IRF is home to a wide variety of element types including infantry ( Airborne, Air Assault, Amphibious, Light and Mechanized Infantry ), Aviation ( Fixed and Rotary Wing ), Logistics ( Air Traffic Control and Logistical Supply Teams ), Armored ( Bradley and Paladin crews ) and Leadership Elements. Each Element has a custom training program and mission set but is equally useful in the battlespace. We do not have any element for the sake of having them and each is essential to our successful operation in the deployment environment. This is due to our “No Magic” policy meaning that we do not use teleports or arsenal’s in the deployment space. If a member dies or a unit runs low on supplies - a real team will need to make the supply run or reinsert that individual. Friendly and Mature Community We pride ourselves on having an open and welcoming community. We only allow 16+ members to become uniformed members of our group but younger players can still join our public servers in order to learn and experience with us. Unit dramas are a constant threat that can be extremely destabilizing to a unit; To prevent this we operate with a high level of transparency as well as defining our stance on all actions in our Discipline Guidelines. Our command staff do not discriminate and we are publicly committed to equal rules and punishments regardless of rank or position. We release all of our materials and tools publicly so that we are held accountable by our community. We are driven to be the best not because of proprietary tools but because of our community. You can learn more about our group and the roles available by visiting our website at: https://1st-irf.com or joining us on TeamSpeak at: ts.1st-irf.com We require that applicants are: 16 or Over Have access to a Microphone and TeamSpeak Maturity and a wish to learn Our info in a short list: Country: International Operations: Wednesday, Friday and Sunday - 1900GMT Timezone: GMT Play Style: Realism/MilSim Attendance Requirements: x2 Operations per month Age: 16+ Website:https://1st-irf.com/ Teamspeak: ts.1st-irf.com:9987 Discord: discord.gg/Auz5Jsp As we are just launching this is a great opportunity to grow with the unit and become part of our founding group!- 1 reply
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milsim [NA\EU] [A3] 2nd Battalion, 5th SFG | ODA 555
MSG A. Woody posted a topic in ARMA 3 - SQUADS AND FANPAGES
INTRODUCTION The Operational Detachment Alphas 555, 2nd Battalion 5th Special Forces Group, commonly known as ODA 555 "Tripple Nickle" are a highly skilled and trained unit inside Joint Special Forces. We stand for having realistic and immersive experiences where teamwork and cohesion are key. In our operations, you will encounter every aspect of modern warfare. From the reconnaissance to logistics every part is important down to the last man. We are a newer unit that was recently attached to the Joint Force. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ABOUT US Our view is to create a unique unit where there is focus lays on creating realistic and immersive operations where all aspects of modern warfare will be encountered. From the reconnaissance to logistics to communicating with civilians and obtaining intel/maintaining relations every part is important and will be seen within the unit's operations. We are working hard to make it a fun environment for our team members as well as making sure things are done right when we are in operations. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ We are looking for individuals that are willing to do the following: 18Z- Operations Sergeant 18F- Intelligence Sergeant 18B- Weapons Sergeant 18C- Engineer Sergeant 18D- Medical Sergeant 18E -Communications Sergeant ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ OPERATIONS The Unit is currently in a deployment phase to Finland for a conflict. We are still working to grow our numbers and get people trained before the next operation date. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Monday: Team Trainings 8 PM EST Thursday: Unit Wide Training 8 PM EST Sunday: Main Unit Operation 8 PM EST ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ JOIN US! If you think you have it in you to become a Green Beret then join us! Discord -
Original post: "Is there any way to make backpacks accessable only when they are on ground or by other players using 'Open Backpack' action? The goal is to make player drop the backpack to get access in its inventory and so make them more realistic." UPDATE 15th Sept. -18: An addon version made! Script provided by @pierremgi PBO provided by @HazJ Download: https://hazjohnson.com/ArmA/@realisticBackpacks.zip Addon is now signed with key and bikey.
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[SP] Mabuta pack, CWR² v.1.6 demo
Batteriefuhrer 1-288 posted a topic in ARMA 2 & OA - USER MISSIONS
Скачать видео World War III started on 21 July 1985. How exactly did the war sparked is out of anyone's guess now. Probably a development of the recent Maldens crisis. Frontier clashes between Warsaw Treaty troops and NATO forces along the Inner German border quickly escalated into an all-out nuclear exchange with thousands of warheads raining down throughout Europe. As a young Soviet conscript, who serves his draft in the GDR, jump into the thickest of action amidst the atomic butchery of the early battles in central Germany.- 29 replies
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special operations [4th MRB] 4th Marine Raider Battalion Realism Unit
Capt Childs posted a topic in ARMA 3 - SQUADS AND FANPAGES
4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training or Combat Patrols: Weekly - every Tuesday 1900 US Central Time Full Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: 4thmrb.net Forums: 4thmrb.net/forums TeamSpeak: 38.103.170.8:9988 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Steam: steamcommunity.com/groups/4thmrb- 20 replies
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Task Force Tempor 8 Introduction Welcome to Task Force Tempor 8, TFT8 strives to create MilSim experiences according to our shared vision: compelling gameplay, authentic combat, interesting premise. We adapt real-world military concepts and practices that meaningfully contribute to the Arma 3 experience, and reject those that do not. The Task Force Tempor 8 Arma 3 (abbr. “TFT8”, hereafter “the unit”) is a gaming community for mature players who enjoy a well-organized military simulation experience in the ArmA™ franchise. It is inspired by regiments of US Military Branches. Operation & Training Times Regular Operations (UTC-5) Sundays 1400 EST Trainings throughout the week (Accurate schedule on our discord) What Are The Requirements? - Must have a working microphone - Must speak English - Must be 16+ - Must own a legal copy of ArmA 3 and APEX DLC The Unit The Unit is split into 2 primary parts. Ground and Air. Ground (Spartan) is based on the US Army Rangers and currently consists (at the time of writing) of HQ (Platoon) and 3 squads (1st, 2nd, and 3rd Squad) Air (SOAC) is based on the joint aviation unit controlled by the US Army's Special Operations Aviation Command (SOAC). It comprises detachments from various aviation units across the US Military. __________________________________________________________________________________________________________ If you are interested in joining, head over to our discord and speak to a recruiter. To learn more visit our website. https://discord.gg/9uBySFuGjN
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2nd Battalion, 5th Cavalry Regiment The 2/5 Cav is an Arma 3 milsim unit that strives to create a realistic environment focused on the Vietnam War. Our overall goal is to create a fun, professional, environment that our members can enjoy. We emulate an actual Army unit that served in Vietnam for the vast majority of the war. As a result, we prioritize immersion and realism in our efforts involving mission making, ranks, in-game assets, and unit structure. Open Billets: Rifleman Grenadier Automatic Rifleman Fire Team Leader (Upon Approval) About us: North America based unit (Operations take place at 1900 CST) Teamspeak IP: 104.156.254.117:9101 Website:https://2-5cav.net Youtube:https://www.youtube.com/channel/UCsIM0nnVc-1d-s1XBKtY6Rw Discord:https://discord.gg/pT8GnpaYkm Home to former and active duty service members Requirements to join the 2/5 Cav: Must be proficient in English 18+ years of age Availability to attend operations on the 2nd and 4th Sunday of every month Demonstrate maturity and professionalism Have valid copy of Arma 3 / TeamSpeak 3 / S.O.G. Prairie Fire DLC Must not be active in or take part of any other Vietnam War realism unit Contact our Recruitment Office Personnel Via Discord: SGT Irwin - Scare#5703 SGT Pimentel - LCLdark#5407 PFC Gibbs - Gibbs#5111
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The Academy | A Milsim Open Learning Community
xBioHaze posted a topic in ARMA 3 - SQUADS AND FANPAGES
The Academy About The academy is a place centered around learning and teaching Arma 3 milsim material. We offer an open and collective process of learning and teaching a variety of milsim related topics related to ground, air, and leadership disciplines. The Academy is not a milsim unit, it's a community where you can come and go as you please. For example, if your unit does not offer combat diving training or rotary flight training material, you can come to the Discord server to ask questions and soak up knowledge. You can learn material to prepare for a qualification at your home unit or to prepare yourself for a unit's training pipeline. If you're looking to share the knowledge that you have then there are plenty of opportunities to do so. If you have a thing for topics ranging from reconnaissance and surveillance or unit recruitment and retention, there are plenty of channels for you to share your knowledge and insights. Future Plans We plan to fill up the several topic channels with a variety of resources and answers as the community grows. We'll also be expanding our YouTube channel to feature a variety of shows to help spread insights and knowledge around the Arma 3 community. Lastly we plan to expand the team for growth. Discord: https://discord.gg/YmQF8pGcKp YouTube: https://www.youtube.com/channel/UCl1iEcXiQGTfbB5tC0CADOw/ Discussion Page: https://steamcommunity.com/app/107410/discussions/10/3105766250708112204/