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Found 37 results

  1. Hello Guys, I'm facing a new problem when I'm trying to startup a helicopters in ARMA 3. Normally you get the helicopter, and you start the button "ENGINE ON", but now with some news mod I have to do a startup procedure ? Well, great! But how I do that ?? With "ALT" I can move my view and go on the button, but I can't click it.... Thks for your reply... Steph list of MODS Print Screen Cockpit Huron
  2. Hey there guys, I am looking around and wondering if anyone knows how to set up Dynamic Simulation, for ALL non-player units in the session, at all times. .. maybe a sleep or check timer where it applies it in periods for all non player units. Both from the start of the session and when you spawn them in mid session, through script or by Zeus Micro managing activating dynamic simulation on any and all units is a bit tedious for me as Zeus
  3. Current Version: 2.12.0.1056 Latest Release Date: 2023-10-17 Current TeamSpeak 3 Support: 3.6.2 ACRE2 The Advanced Combat Radio Environment Introduction ACRE2 is a full fledged communications suite for Arma, allowing realistic radio and voice communications through Teamspeak 3. The original ACRE released in the Summer of 2010 set the bar for communications in the Arma series and allowed what was once the tedious and long task of organizing Teamspeak or Ventrilo channels, with multiple whisper lists and no direct communications between groups, to be reduced to a natural implementation in a single Teamspeak channel. All players are able to speak with each other directly or use in game configurable radios to communicate at longer distances providing unparalleled immersion in the Arma series. ACRE2 takes what ACRE1 pioneered to a whole new level. With increased performance and stability ACRE2 provides and even more immersive communications experience for the Arma user. Direct voice communications has had a complete overhaul and introduced new features such as occlusion from the environment, including vehicles and buildings, as well as multi-channel audio, allowing voices to be heard from multiple sources. A new virtual language feature in the Babel System allows mission makers to designate "languages" to certain players, making those that do not speak the same language indecipherable. This presents a multitude of gaming scenarios including player translators (Babel allows multiple languages per-person) and enemy communications that are unable to be understood. The core feature of ACRE has always been radios though, and that has undergone major improvements in ACRE2 as well. A new, extremely powerful and modular distributed data system allows for a whole manner of new features to be simulated in a robust and reliable way, and powers the most realistic real time radio simulation released in either the civilian or military market. The new data system is designed to support large numbers of radios, in a JIP compatible and persistent world setup, as well as allowing for the future implementation of highly advanced features such as data event logging and radio replay ability. While the public beta only implements two functional radios at the moment the robust and well documented framework allows for rapid prototyping and easy implementation of new radio systems by ACRE as well as the community at large. The entire system is implemented in a way to maximize commonality with current Arma modding practices, going so far to even allow individual sounds of the radios to be modded by the community or any other feature. Requirements ACRE2 requires the latest version of TeamSpeak 3 be installed (either 32-bit or 64-bit), as well as the Community Base Addons (CBA) for Arma 3, which is available on Steam or on GitHub here. Download Traditional Download: https://github.com/IDI-Systems/acre2/releases/latest Steam: You can now find ACRE2 on the Arma 3 Workshop. Our content is published under the name ACRE_Team Installation Instructions & Troubleshooting: https://acre2.idi-systems.com/wiki/user/installation ACRE2 Release 2.12.0 ACRE2 Release 2.11.0 ACRE2 Release 2.10.0 ACRE2 Release 2.9.1 ACRE2 Release 2.9.0 ACRE2 Release 2.8.0 ACRE2 Release 2.7.4 ACRE2 Release 2.7.3 ACRE2 Release 2.7.2 ACRE2 Release 2.7.1 ACRE2 Release 2.7.0 ACRE2 Release 2.6.4 ACRE2 Release 2.6.3 ACRE2 Release 2.6.2 ACRE2 Release 2.6.1 ACRE2 Release 2.6.0 ACRE2 Release 2.5.1 ACRE2 Release 2.5.0 ACRE2 Release 2.4.2 ACRE2 Release 2.4.1 ACRE2 Release 2.4.0 ACRE2 Release 2.3.0
  4. Hey guys, I have a question about the fire. I do not find a good solution to change the position of the fire. in the memory-lod the action-point is indicated, but unfortunately the fire burns on the ground and is therefore hardly visible. Is there a simple possibility?
  5. Hi, I have a little problem with activation/deactivation of triggers. I have 4 triggers named : trigger_1, trigger_2, trigger_3, trigger_4 (they spawn enemies). I want if trigger_1 is activated (once) all other triggers should be disabled for lets say 2 hours and then re-enabled except trigger_1. Then the same for trigger_2, etc. I tried to use trigger deactivation field of trigger_1 to disable the other triggers with enableSimulationGlobal but I should make the trigger repeatable and when I re-enable all triggers (enableSimulationGlobal true) trigger_1 will spawn enemies again which is not my intent. I hope I explained well, really need to solve this ... 😰
  6. someguywho

    TitanIM

    This looks like it could be some good competition: http://titan.im/www/index.php/page It uses the Outerra engine, hopefully they'll release a version to the general public.
  7. CX-FL-1776 Knightfall

    Mass Zeus Editing

    I'm trying to see if there's a way to edit multiple units at once. I have the toggle simulation module thanks to ACE3, but I'm trying to figure out how to use this module on more than one unit at a time. I'm trying to put together an effect where all AI units stop in place as though their frozen in time, but this is the only roadblock for me. Any advice would be greatly appreciated!
  8. Hello, I'd like to create a link between MATLAB and ARMA 3 such that they can exchange data for boat dynamic visualization. In particular, I want to send from MATLAB to ARMA 3 the linear and angular accelerations/speeds/positions of the boat model run in MATLAB and receive in MATLAB from ARMA 3 waves and impact forces. Is it possibile? eventually how? I didn't find any topic about this. I know that this is possible with tools such that Unreal Engine but I think that ARMA has all the built-in environment I need.
  9. Group: United Task Force (UNITAF) Branch: Flexible Schedule / Attendance - MILSIM just without the Yes Sir no Sir. Availability: Join on operations as often or as little as you like, including reserve roles if you want to join but aren't sure you'll make it. Language: English Time Zone: Central Europe (but we have plenty of people from the Americas and Pacific and wouldn't say no to more) Our Arma-integrated Website: United task force Discord: discord Operation Times: CEST/GMT/UTC - Flexible schedule (attend by choice from 1 to 20 ops a month) using our dynamic ORBAT deployment application. Operation Type: COOP (from 5-man Special Operations missions to 40-men+ beach assault we have it all) Mods: ACE / TFAR / RHS (Full list: mods) Roles available for:- Marksmen- Snipers- Leadership- Fixed Wing pilot- Rotary pilot and gunner- Tank crew- Autorifleman- Anti-tank/anti-air- Everything, seriously, any role is a potential option. Other Information: United Task Force is a one-of-a-kind session based cooperative MILSIM experience for the Arma series. A unique blend of realism, solid teamwork, just without the yes-sir-no-sir. Our Website: United task force FAQs and more information about UNITAF on the website. - 24/7 Public Server - Just search for UNITAF in the public server list. - Private session based MILSIM operations. - Numerous training sessions so you can become an expert in whatever roles you choose. - Our one-of-a-kind game integrated MILSIM website application. - Full of cool and friendly people from across the world. - Powerful and well maintained servers to reduce frame-drops and keep the game as immersive as possible. Email adress: hq@unitedtaskforce.net Website features: /- Order of Battle: Deploying on our missions looks something like this which makes it super easy to keep track of what team you're in and what your radio frequency is etc ORBAT Snapshot /- Operations Order [OPORD] are written in full for all official operations. To add immersion and let you know exactly what you should be doing on operation. OPORD Snapshot
  10. I would like to do this array objArr = ["_object0","_object1","_object2"]; {_X enableSimulation false;} forEach objArr; at the end of a code which is used to spawn shit load of objects. Is there a way to make this array go from _object0 to _object99 for example, without typing out every single one of them? if not, is there any other way to solve this issue? Situation: I have an sqf code from Zeus Enhanced to spawn shit load of objects, I want to add a code at the end of it to make them all have disabled simulations.
  11. CoseDola

    GreenMag

    [W] GreenMag aims to improve ammunition handling in Arma 3. Steam Workshop What does it do? With GreenMag, your empty magazines stay in your inventory after reloading instead of dissapearing into the void. These Magazines (and any othr Mag with missing ammo) can be refilled with the new bullet items if it's a magazine and belts if it's a magazine for machineguns. These bullets are available in packages ranging from 10 to 60 bullets wich can be unpacked through ace or in the inventory to get the actual bullets. Magazines can be refilled and unloaded through the ace selfinteraction menu. Ace magazinerepack does get deactivated by GreenMag, so repacking magazines has to be done through unloading a mag and refilling another with the ammunition you aquired through unloading the first one. Magazines that require belts can be refilled with the belt items. Those are available from the range of one bullet to 200. If the needed ammunition is less then the size of the used belt, the remaining lenght of the belt will remain in your inventory and can be attached to another belt to regain a larger belt item. Features - Load / Unload magazines - Ammunition, Ammunition packages and belt items - bullets can be taken out of belts to fill magazines with them - configurable through CBA settings CBA Settings GreenMag provides multiple ways to customize your experience. From completely disabeling the mod to customizing how many magazines you want to be shown in the ace interactions. For mission creaters can also choose if they want a basic system or a advanced system for ammunition handling. While the basic system differs just by caliber, the advanced system also differs by type, e.g. tracer and non tracer. Compat patches Collection Patches are available for: - RHS USAF (more to come) Do other mod items work? Most of the time they do, but limited. Mods that do not have a compat patch will most of the time work with the basic system, because the caliber can usually be read from the magazine classname. This can only be impaired if the magazine does inherit wrong GreenMag values from another magazine. To register a non-supported magazine as one that needs belts to work, use this: [["Magazin_A", "Magazin_B"]] call greenmag_main_fnc_addBelt; If they requiered caliber does not exist, it won't work obviously. Known Issues - Removing an empty magazine from the weapons magazine slot through drag & drop will make the magazine vanish into the void. Licensing GreenMag is licenced under APL-ND. See https://www.bohemia.net/community/licenses/arma-public-license-nd for more information
  12. Is there a way by scripting or by making a cfgvehicles patch to make an object's boundaries be ignored by AI? I want the AI to go through the object as it didn't exist. Disabling simulation or creating it as a simple object doesn't work. The object is there just for visual purposes like a curtain.
  13. FILE EUG 1.02 (Dropbox, APL-SA license) INTRODUCTION Not sure, if there's any point in releasing this toy, but you never know, who's watching... Different types of weirdos are out there, so why should it collecting dust hidden in the dark corner of HDD... Anyway. EUG is an experimental SQF script that tries to model basics of ecosystem. Everything is visualised on the 2D map, nothing to see in 3D. At this point there's no any user-friendly GUI, so any tweaking would require script editing with some global variables given in init.sqf. Every organism is in fact an array of values ("genome"), visually represented by a marker, marker characteristics correspond to certain genome values. Simulation runs in cycles, and at least with my CPU it can take even several minutes when number of organisms exceed few thousands. Mostly for optimization purposes whole land mass is divided into square sectors. Some calculations performed each cycle per each organism require information about near(est) other organisms, which is obtainable way cheaper, if we determine the occupied sector and focus on organisms inside it. Acceptable simplification. Each species can mutate at procreation (next generation may inherit altered genome). Initial population is generated "ex nihilo" by randomization a set number of seeds/"hatchlings" around player's position. Scenario is automated - it will open the map and start initial seeding till some plant survive. Herbivores are added at 100 plants, carnivores - at 100 herbivores. Since initial genome is random, result my strongly vary each run. It is possible, initial plant will die before any successful seeding, in that case just restart the scenario. At shift+LMB simulation will pasue, there will be shown temporarily a marker with enviroment values at clicked pos, also nearest organism's genome will be shown and logged into RPT. LMB to resume simulation. As for further development, no particular plans, but if something comes to mind, the file shall be updated. Feel free to experiment with the code. Low quality video sample on Twitter (wip version). General simulation variables: RYD_ECO_Speed = 1;//pause between cycles in seconds. RYD_ECO_InitSeed = 100;//amount of seeds randomized at init "ex nihilo". Divide that by 20 for herbivores and carnivores. RYD_ECO_FLocRad = 200;//sector radius (halved dimension). The bigger, the cheaper calculations, but less accurate simulation. By default 119 sectors on Stratis. RYD_ECO_Run = true;//if false, cycles will not run. RYD_ECO_ShowSeed = false;//if true, seeding is visualised. Slowes down simulation. RYD_ECO_ShowLifers = true;//if false, there's no visual representation for organisms (juggling with numbers behind the scenes only). There are 4 main elements of the simulation: environment, plants, herbivores and carnivores. ENVIRONMENT Modelled are only few key characteristics: Temperature - may range from -40 to +40 C, half of the map height is warmest ("equator"), top and bottom edges are coldest ("poles"). Locally temperature depends on ASL height (the higher, the cooler). Variables: RYD_ECO_BaseTemp = 40;//max temperature (Celsius). Minimal is always 80 degrees lower Humidity - may range from 0 to 100%, depends mainly on ASL height (the higher, the drier), also will be higher close to the shore line. Variables: RYD_ECO_BaseHum = 50;//base humidity at sea level Fertility - represents not only mineral abundance of the soil, but in general - growth friendliness, say, sunlight access etc. Main factor limiting plants density - each alive plant decreases local fertility, while dead plant - increases it. For optimization purposes this value is statistically averaged per each sector (one, shared value common to whole sector area). Variables: RYD_ECO_BaseFert = 5;//base fertility. Lowering this value may greatly reduce plant population (due to less number of successful seeds) RYD_ECO_FertDiv = 50;//divisor of the value, by which local fertility will be reduced at new plant growth (and raised back when the plant is dead and decomposed). The lower value, the lower possible plant number per area, which makes it good way to regulate plants population density and therefore CPU load PLANTS These organisms "eat" sunlight (accumulating energy), require certain ranges of temperature and humidity to grow and occupy local space by reducing local fertility till death. Procreation via seeding, when certain fraction of max energy capacity is reached. Each seeding certain amount of positions in seeding range are randomized, then tested against seed's requirements stored in the genome. If requirements are met - new plant begins its life there, otherwise - seed vanishes futile. Visualised by solid markers of various colors, shapes and dimensions depending on genome. Genome structure: [ (random [10,100,1000]),//spreading range 0 (random [1,15,25]),//spreading amount 1 (random [0.5,0.75,1]),//spreading energy treshold 2 _enC,//energy capacity 3 _enG,//energy gain 4 [_tMin,_tMax],//temperature range 5 [_hMin,_hMax],//humidity range 6 (random [0.1,4.5,10]),//fertility treshold 7 (random [0.01,0.05,1]),//patogen susceptibility 8 (random [10,30,100]),//lifespan range 9 [(random [0.025,0.05,0.075]),1],//[(random [0.002,0.05,0.1]),1],//mutation chance 10 [],//visual 11 (position player),//position 12 RYD_ECO_CycleC,//seeding time 13 (random [_enC/100,_enC/10,_enC/5]),//stored energy 14 true,//is alive 15 "",//marker 16 locationNull//location 17 ]; HERBIVORES These organisms "eat" plants. As animals, are mobile and will move if, in order of priority, there's a carnivore to run from, there's discomfort due to hunger (towards best found plant near) or not optimal environment parameters (towards best fitting spot in range) or at random if no plant nor better spot found. Movement costs energy. If organism is near to full of energy, it procreates by direct division (organisms of next generation inherit half of parent's energy each). Uses non-solid markers with pictures. Genome structure (shared with carnivores): [ (random [100,200,300]),//movement range 0 _enC,//energy capacity 1 _enG,//energy gain 2 [_tMin,_tMax],//temperature range 3 [_hMin,_hMax],//humidity range 4 (random [0.01,0.05,1]),//patogen susceptibility 5 (random [10,30,100]),//lifespan range 6 [(random [0.025,0.05,0.075]),1],//[(random [0.002,0.05,0.1]),1],//mutation chance 7 [],//visual 8 (position player),//position 9 RYD_ECO_CycleC,//seeding time 10 (random [_enC/100,_enC/10,_enC/5]),//stored energy 11 true,//is alive 12 "",//marker 13 locationNull,//location 14 _isCarn//is carnivorous 15 ]; CARNIVORES Similar to herbivores, but eat herbivores, not plants, feeding on a herbivore kills it (drains energy to 0, part of energy is consumed, the rest is wasted). Don't run from anything. Genome structure same, as for herbivores except last entry is true, not false. Markers as for herbivores, but turned 45 degrees. Well... That's it for now, I suppose. Enjoy?
  14. WINGS PRIMARY FEATURES Standalone 2nd Window Viewport of Aircraft Avionic Instruments in ArmA 3 ® Digital Clock, with In-Game/Real-Life time display Fuel Quantity Fuel Flow and Aircraft Exhaust Gas Temperature (EGT) Oil Temperature and Oil Pressure Instrument Vacuum and Amperage Airspeed, Attitude, Altitude, Rate-of-Turn, Heading, Vertical Speed and RPM indicators. Navigation Instruments including VOR1, VOR2, ADF Radio Navigation and Avionics Instrument Panel with support for COM1, COM2, NAV1, NAV2, ADF, DME frequencies with Morse Code Identifier Adjustable Dials, Knobs and Functionality to provide Realistic Flight Simulation Experiences Compatible with customActions to enable Button Input Functionality to Operate Panel Support for Night Vision Goggles and Panel Backlighting with 2 Colour Modes; Orange and Green Support for Saitek/Logitech Flight Panel Hardware, for multiple devices Integrated Mission Support via Mission Templates and PBO Addon File Create and Navigate between your own Airports via the Mission Editor! WINGS AUXILIARY FEATURES Built as a 2nd Screen Application for Customisable Flight Simulators Powered by ArmARedisDB; a fully functional and real-time speed Memory Database system providing accurate, reliable data results Customisable, gauges and solutions available upon request CONCEPT DESIGN SCREENSHOTS OFFICIAL TRAILERS ADDITIONAL CAPABILITIES In addition to our groundbreaking venture, we have been working alongside ArturDCS to create an additional 'key emulator' application based upon his well renown DCSFP suite. This application is a new, standalone version is built specifically for ArmA use and allows for users to operate the legendary Saitek Pro Flight equipment for use in Armed Assault..! Click Here for ArmAFP Github Repository! This will be packaged with the full release of WINGS. DOWNLOAD LINKS Click Here for Google Drive Mod Download! Click Here for Steam Subscriber Download! NOTICE: The download is available, and we expect changes, defects or errors as the project encounters various mod compatibilities. Please report them here or on the steam community workshop. Please ensure you read the readme.pdf CREDITS & SPECIAL THANKS Bohemia Interactive, inspiring simulation enthusiasts for generations to come! VolumeInfinite, Project Manager, Lead Designer, Lead Artist, Lead UI/UX Design Creedcoder, Lead Programmer 『BLANK』Programming Yax, CBA Input Programmer ArturDCS, Middleware Programmer Special Thanks to Doofer911 (their YouTube channel is available here) for their advice on implementing NAVAIDs into ArmA 3; an upcoming potential feature. Additionally, we would like to thank Crielaard, Firewill and Yax for their flight simulation support/advice!
  15. EN FRANCAIS : LA QUICK REACTION FORCE RECRUTE ! La QRF recrute des personnes motivé voulant s'investir et devenir de véritable soldats au sein d'une unité dynamique et rigoureuse voulant vivre des expériences inédites de simulation militaire ! MAIS QU'EST CE QUE LA QRF ? La QUICK REACTION FORCE(QRF) est une unité de simulation militaire française sur les jeux vidéos multijoueurs "Arma 3" et "Squad". La simulation et le réalisme sont la conduite de notre unité pour pouvoir se rapprocher autant qu'il est possible du réel.Nous basons notre unité sur l'armée Française de nos jours. Le système de hiérarchie, le système de grades, les médailles et les procédures de combats etc... ont été adapter aux jeux vidéo. Lorsque vous vous engager, vous commencez en tant que soldat de 2ème Classe et entrez dans un cursus de formation ou vous êtes entraînés par nos instructeurs qui font de vous de véritable soldats de la "QRF", lors de cette formation initiale vous apprenez l'ensemble des compétences nécessaires a un soldat pour pouvoir remplir les différentes missions. Si vous recherchez un nouvel aspect du jeu vidéo et une expérience totalement inédite au plus proche de la réalité, rejoignez la QUICK REACTION FORCE. LES CONDITIONS : - Pouvoir parler français - avoir 16 ans minimum - posséder un micro et un casque - Pouvoir se libérer une a deux fois par semaines 2100h - 2300h le lundi et jeudi LES LIENS : - En savoir plus : http://qrf-reality.fr/about/ - Discord : https://discord.gg/GMaPBUu - Site web : http://qrf-reality.fr/ - Groupe Steam : https://steamcommunity.com/groups/qrf-realit RESPECTUEUSEMENT, CNE DIMITRI K. STARLIGHT COMMANDANT D'UNITE 1ERE CIE QUICK REACTION FORCE ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ IN ENGLISH : THE QUICK REACTION FORCE RECRUITS! The QRF recruits motivated individuals willing to invest and become real soldiers in a dynamic and rigorous unit wanting to experience unprecedented military simulation! BUT WHAT IS QRF? The QUICK REACTION FORCE (QRF) is a French military simulation unit on multiplayer video games "Arma 3" and "Squad". Simulation and realism are the driving of our unity to be as close as possible to the real. We base our unity on the French army nowadays. The hierarchy system, the rank system, the medals and the fighting procedures etc ... have been adapted to video games. When you commit yourself, you start as a 2nd class soldier and enter a training course or you are trained by our instructors who make you real soldiers of the "QRF", during this initial training you learn the set of skills necessary for a soldier to be able to fulfill the various missions. If you are looking for a new aspect of the video game and a completely new experience closer to reality, join the QUICK REACTION FORCE. CONDITIONS : - To be able to speak French - be at least 16 years old - own a microphone and headphones - To be able to free one to twice a week 2100h - 2300h on monday and thursday CNE DIMITRI K. STARLIGHT COMMANDANT D'UNITE 1ERE CIE QUICK REACTION FORCE
  16. Magazine simulation: Open-source mod for magazines simulation in ARMA3. Adds authenticity to long firefights, feel and overall visuals. Short description: Using BIS' super-simple objects method mixed with various SQF code tricks, decals will stay persistent throughout mission time without affecting server and client FPS, it is a lightweigh addon; assuring very low network traffic and performance impact zero-to-none. Source Code https://github.com/the0utsider/mag-drop Steam Workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=1373715042 *Requires CBA V1.26 - 04-25-2019; - Added: Extended debug options (CBA settings) - Tweak: Simulation improvements Now you can disable default P3D getter method of simulate mag mod when things don't go as expected (weird placement / rotation of spawned magazines etc): You add "author" name located in magazine's cfg; then add this using CBA option, this will force mod to use generic magazine p3d model for those authors' magazines. example - 1A If you don't want to mess with config viewer, you can enable debugging option. When you reload a magazine with this option enabled, author name will be copied to clipboard. example - 1B mod video (long, artistic version)
  17. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack. Bravo consists of Mechanized Infantry, Armor, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  18. Hi devs! All with the fifth anniversary of Arma3! I wanted to talk about the free look ability of player inside the vehicles, after Tanks DLC it looks contradictory. In the - GAME OPTIONS/GENERAL/VEHICLE FREELOOK there is a setup (enabled/disabled) however, now after appearence of armor Interriors this setting does not will affect heavy armor vehicles. The activated FREELOOK will have influence only on planes, helicopters, cars, MRAPS - all vehicles in Arma3, but except only tanks and APC. This fact makes the setting of FREELOOK not stable for any vehicle in game. So player get different rules for free rotating the head inside vehicles. When FREELOOK activated, then in planes, helicopters, civilian cars, light armored vehicles the player can rotate his head only by means Mouse, while inside the tanks and APC the player must use "Alt + Mouse" - this makes the player control not identical to all vehicles in Arma3, because after update 1.82 in the Tank and APC, the "Mouse rotation" is only the turret/optics rotation. All this moments makes some confusion for player relatively game settings. As seems to me, inside tanks and APC it would be better to invert this control. The freelook must be - only via mouse, while the turret/optic rotation must be via Alt + Mouse. If this will be done, then the "VEHICLE FREELOOK" could have the same effect on any vehicle in the Arma3, It would be logical. Among other things, simple rotation of the head for a human looks more simple and natural action than the rotation of the turret or the optics of the tank inside. For this reason, this action should be easier to manage for the player control - only the mouse is the rotation of the head, while the Mouse + Alt (or any other button) - this is the more adequate rotation of weapons or optics inside the any vehicle. Devs if you still are not going to invert it, then please, in the game settings give to the player any way to inverting this control or customized as desired. It still does not exist. Any way to turret or optics rotation via "Alt (or any button) + Mouse" would be very desirable, while the FREELOOK would work just like in all other vehicles by means only mouse rotation. This is a main advantage of this feature - it would make the FREELOOK game setting the same for any vehicle in Arma3 Thanks...
  19. The flight model right now is very unrealistic and unique of other games. It feels as if jets are gliding through the air. If you roll your plane to the right or left, it doesn't move. I suggest for there to be more improvements in the flight model to match that of other games such as GTA 5, Battlefield 3 or 4, War Thunder, or even flight simulation games such as Flight Simulator X or X-Plane. Some suggestions include: 1. Weight 2. Wind and pressure 3. Flaps improvement 4. Rolling improvements
  20. This is a new unit**That means easy promotions and leadership rules** Players who are new to Arma are encouraged to join this unit! We would like to help you learn the game and how milsim works. The problem with most MilSim units is that they require a huge commitment. That doesn't work for players who have jobs, families, and social lives to attend to. 801BTFO's mission is to give an option to soldiers looking for realism but also freedom. We would love for you to be a part of the unit but we won't hold you to strict commitments. We do ask that you fill out an application but no interview process is required. A relaxed training session will be used to prepare you for your time in the 801st unit. We hope that you feel welcome and accepted into our community. We are a MilSim unit. We will strive for realism but we will not do so at the cost of your life outside of the milsim unit. Your training will go more in-depth but realistic communication and strategy are required during missions. Outside of missions, just have fun together. The server has been designed so that gamers using Nvidia's Geforce NOW to run the game can play. Note that there will be special instructions if that is the case but we would love to have you in the unit. USA, CST If you are interested, you can find more info including application and mods here: https://units.arma3.com/unit/801btfo
  21. Hi, I have a gun store as well as a vehicle store that were made in VR so that everything is flat which I plan to use on other terrains. It will be created via code, etc... The problem is, the compositions are very complex (in terms of how they are made) and they use vectors and all that. The BIS composition functions does this but it doesn't take these things (vector, etc) into account. The only thing I can think of is to create some function that copies position, simulation, vectors, etc. Or modify the BIS composition functions? I am looking for advice and ideas for the best approach. This is the vehicle store (you'll see what I mean by complex) https://imgur.com/a/RLV7I Here are some images from gun store that will give you an idea of what the issue is: https://imgur.com/a/ZLbvF
  22. Hello devs! Unfortunately, after the release of DLC Tanks, the change of positions (driver/gunner/commander) in Arma was not affected at all. It was always a needle in my ass, but after the release of the interiors, this problem even aggravated. Why? After the release of Tanks DLC, I see how in half of second a player can find himself in any chair (driver/gunner/commander), without considering the inner walls of the vehicle and other units! Unfortunately, this looks not good. Please note, in most tanks or APC driver position has a separate location. This is a completely separate cabin, which is closed on all sides by bulkheads. Those. being inside such a vehicle, a person physically can not change his position - "from gunner to driver" or "from commander to driver" or "from driver to commander" or "from driver to gunner". This is physically impossible! Why do we see this in Arma? When a player changes all positions passing through the walls, then it looks absurd. I propose to take this moment into account and make a change of positions from the position of the driver (or to driver position) accessible only from the outside of the vehicle. In this case, the place where the player wants to sit should be free. So it should be in real life. For example. If you are in the gunner position, then in order to sit in the driver's chair you need to first get out, go to the driver's hatch and only after that sit on the driver's seat. Or vice versa. In this case devs, you can use the action menu (choice of place) or personal icons (when a player approaches a certain place of the vehicle) It seems to me that every interior, before changing positions should take into account the current position of the player. Most vehicles physically even do not allow (!not leaving vehicle) changing the position "from gunner to commander"and vice versa. For example, see Varsuk T-100 or Rhino. It is impossible physically to change position from the gunner to commander's position and vice versa. The main weapon prevents this! In this case, also it would also be good to change positions from only the outside vehicle. Such a feature could add a bit of realism (time spending for changing positions). In general, I want to say - in most cases, for change positions (driver/gunner/commander) the player must leave the vehicle and the position where he wants to sit should be free. Devs please try give the player a bit of realism on the backgrounds of vehicles interiors.
  23. Hi Devs! Just some impressions of gameplay in the Heavy Armor Interiors. For me, unfortunately, playing inside the tank interiors, I got a big disappointment. On the one hand, the player sees beautifully modeled interiors. Yes, from the visual point of view, it looks great, but on the other hand, when you play inside, there is not even the slightest simulation which is necessary, according to the current interior. The my first problem - the player teleports through the bulkheads of the vehicle. I hope that there are people for whom this is also a problem. Soldier can change his position (driver/gunner/commander) in half a one second and go through any walls not taking into account the current interior. This point already leaves a not good impression for player. Next, I continued to play and noticed that the internal simulation inside the any tank or APC is just zero! After all this, I do not understand what the interior was for? It only looks nice but does not carry any functionality. Devs and users, please look at these screenshots. This is a interior of criticaly damaged tank: You can see that this tank is damaged by 90-98%. "HULL", "ENGINE", "GUN", "LEFT TRACK", "RIGHT TRACK", "TURRET" - they all have critical damages , but inside tank, there is not even the slightest visual sign of any damage! a) where is the smoke inside the cabin? b) where are the sparks? c) why do all the devices work as if the tank is not damaged? d) when you play in the cockpit there are no alarms! (alert sound, flashing light bulbs etc) e) when players tank get heavy hits, player not observe any slightest shaking/sway f) when players tank get heavy hits, player not observe any slightest sound of this heavy hit g) at any damages the glass of observe windows do not have cracks Devs, I hope after release TnaksDLC, you'll add at least a some simulation to beautiful interiors of all armored vehicles. If a tank of player get hit 120 mm or Missile Hit, then the player must feel it - there must be a sway and sound of hitting! If the tank is critically damaged, then the player cabin should have smoke, sparks, the screens must have picture interference or even lost vision, there must also be alarms
  24. An unidentified sniper from the elite Joint Task Force 2 made the shot from a distance of 3,540 meters using a U.S.-made McMillan Tac-50 rifle and Hornady 750 gr Amax ammo chambered in .50 BMG cartridge! The Canadian Armed Forces confirmed Thursday that a member of Joint Task Force 2 made the record-breaking shot, killing an Islamic State insurgent during an operation in Iraq within the last month. The elite sniper was using a McMillan TAC-50 sniper rifle while firing from a high-rise during an operation that took place within the last month in Iraq. It took under 10 seconds to hit the target. “The shot in question actually disrupted a Daesh [Islamic State] attack on Iraqi security forces,” said a military source. “Instead of dropping a bomb that could potentially kill civilians in the area, it is a very precise application of force and because it was so far way, the bad guys didn’t have a clue what was happening.” The military source said the JTF2 operation fell within the strictures of the government’s advise and assist mission. “As stated multiple times in the past, members of the Canadian Special Operations Task Force do not accompany leading combat elements, but enable the Iraqi security forces who are in a tough combat mission,” the statement said. “This takes the form of advice in planning their operations and assistance to defeat Daesh through the use of coalition resources.” The kill was independently verified by video camera and other data. “Hard data on this. It isn’t an opinion. It isn’t an approximation. There is a second location with eyes on with all the right equipment to capture exactly what the shot was,” another military source said. A military insider told The Globe: “This is an incredible feat. It is a world record that might never be equalled.” The world record was previously held by British sniper Craig Harrison, who shot a Taliban gunner with a 338 Lapua Magnum rifle from 2,475 metres away in 2009. Previously, Canadian Corporal Rob Furlong had set the world record in 2002 at 2,430 metres when he gunned down an Afghan insurgent carrying an RPK machine gun during Operation Anaconda. Weeks before, Canadian Master Cpl. Arron Perry briefly held the world’s best sniper record after he fatally shot an insurgent at 2,310 metres during the same operation. Both soldiers were members of the 3rd Battalion Princess Patricia’s Canadian Light Infantry. U.S. Sergeant Bryan Kremer has the longest confirmed sniper kill shot by a U.S. soldier. He killed an Iraqi insurgent with his Barrett M82A1 rifle at 2,300 metres in 2004. JTF2 special forces are primarily tasked with counterterrorism, sniper operations and hostage rescue. Much of the information about this elite organization is classified and not commented on by the government. The unit’s snipers and members of Canadian Special Operations Regiment, who are carrying out the main task of training Kurdish forces, have been operating in tough conditions in Iraq. The Trudeau government pulled CF-18 fighter jets out of Iraq in 2016 but expanded the military mission, which will see the number of Canadian special forces trainers climb to 207 from 69 in an assist, train and advise mission. Canadian commandos are not supposed to be involved in direct combat, but are authorized to go up to the front lines on training missions with Kurdish Peshmerga fighters and to paint targets for coalition air strikes. For operational security reasons, sources would not reveal the names of the elite Canadian sniper and his partner, nor the location where the action took place. A sniper and his observer partner are often sent to remote and dangerous locations to hunt down insurgents while having to carry heavy equipment. Once they have located the target, snipers follow the same methodical approach before each shot. Breathe in, out, in, out, find a natural pause and then squeeze the trigger. Canada has a reputation among Western military forces for the quality of its snipers, despite the small size of the Canadian Armed Forces compared to the United States and Britain. “Canada has a world-class sniper system. It is not just a sniper. They work in pairs. There is an observer,” a military source said. “This is a skill set that only a very few people have.” The skill of the JTF2 sniper in taking down an insurgent at 3,540 metres required math skills, great eyesight, precision of ammunition and firearms, and superb training. “It is at the distance where you have to account not just for the ballistics of the round, which change over time and distance, you have to adjust for wind, and the wind would be swirling,” said a source with expertise in training Canadian special forces. “You have to adjust for him firing from a higher location downward and as the round drops you have to account for that. And from that distance you actually have to account for the curvature of the Earth.” Source: https://www.washingtonpost.com/news/morning-mix/wp/2017/06/23/how-canadas-tiny-military-produced-deadly-record-breaking-snipers/?utm_term=.654ffa726d7c https://www.theglobeandmail.com/news/politics/canadian-elite-special-forces-sniper-sets-record-breaking-kill-shot-in-iraq/article35415651/ https://en.wikipedia.org/wiki/Longest_recorded_sniper_kills Their Loadout Specs (Most Likely): https://drive.google.com/file/d/0B-evVfZruOxISVpISjB1Wld0OW8/view https://drive.google.com/file/d/0B-evVfZruOxIUi1UTkppQmF0Y00/view
  25. Hello. If we consider the upcoming update - DLC Tanks, then for me, creating the interiors (driver, commander, gunner) for armored vehicles - it would be the most welcome innovation for Arma3, which can be related to upcoming game update. Please Note. Today (v1.76) in Arma3, !only armored vehicles do not have interiors and this looks at least strange. Why such dislike for armored vehicles!? Why the player does have such a contrast in the simulation of controls of all vehicles and armor? I remember that OFP had interiors for armored vehicles and it was in 2001! I think in 2018, @BIS need to revive the old traditions, because any vehicle in Arma should have a interrior, then the player will have the same feeling from controlling all vehicles. In any case, equality it is a fair! I can imagine, that this is not a small amount of work, but such work, realy could raise the Arma3 gameplay to a new level! I want the users of Arma3 to express their thoughts about the interiors of armored vehicles, which are lacking in game. Subsequently, developers can consider this topic and draw useful conclusions. Welcome...
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