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General Equpiments and Accessories (or GEAR), is something that came out of my slight impatience from the absence of this set of Uniforms in the A3 scene, I simply cannot properly do proper post-normandy scenarios without M43 uniforms, therefore, with all my almost nonexisting modelling skills, I present thee some of thee this mod, which end up including more than just few uniforms. Requires BOTH IFA3 and FoW For weapons mostly, FoW for equipments like radio, and ifa3 for vehicles Uniforms: - M1943 jackets, standard infantry version and paratrooper version with modified pockets on their pants; ranks from Pvt to S/Sgt - M1942 Paratrooper uniforms - Mantels (With different boots) - Tanker jackets (also with different boots/pants) - recoloured IF m1941 jackets and webbings to fit better. m41 now has a more greener-beige OD3 look, compared to the yellowish look of the original - M41s, in few variants - HBT 1st and 2nd pattern uniforms - M37 wool shirts also in few variants - p41s - p41s with m41 jackets Eqiupments: - M1 Helmets (model done by motta, texture by ethridge) - Jeep Caps - M7 Gas Bags worn on chest or leg and Gas Brassards on right arm - M6 Gas Bags - M44 SWDGs available on Glasses and NVG slots, they fit m1 helmets of both FoW and IFA3. - Assault Vests - US Airborne felt pads on glasses slot, compatible with FoW m36 suspenders - Helmet band that fits IFA3 helmets, available on Glasses and NVG slots - some new US bandoliers (great now theres a total of 3 models of em), available as a backpack, and also as glasses/NV for decorative purposes - M1928 Haversacks with some variants, be it M10 or M43 shovels - M1936 Musette Bags and Suspenders - M1945 Pack and Suspenders - M43 and M10/M28 shovels in glasses/NV slots, hanging on the belt or on suspenders - USMC M1941 Packs (alot of em) - USMC Musette (Field) Bags - Full set of web gear, be it cartridge belt, pouches, most of everything (credits to Justin N. for providing me some assets like highpoly cartridge belt, canteen, m24 pouch, and bandolier) Units: - groups of guys, standard infantry of early - mid - late war, MTO units, and winter units - Groups of Airborne Units, 101st, 82nd, 17th Airborne Divisions, comes in m42s and M43s. - groups of US Divisions in midwar uniforms (m41s + hbts/M37s) and latewar uniforms (m41s + m43s + mantels) available in editor and zeus, including 1ID, 2ID, 3ID, 4ID, 2AD, 28ID, 29ID, 34ID, 36ID, 77ID, 90ID, and some i may forgot - Unit Patches of 17AB, 26ID, 28ID, 30ID, 79ID, and 90ID - several more unit patches made by bigstone, 1ID, 2ID, 4ID, 35ID, 36ID, 42ID, 104ID, 106ID - Reskin of P47s, depicting the 62nd FS of 56th FG - Reskin of US Panzers - Groups of marines, in few set of uniforms: Early, camos, late, and stuff( each come in landing preset with full gear and inland set with more varied headegear and stuff) Optional Files: If one wishes to not play with the numbered units, one might go to the mod's directory and remove the file "simc_uaf_44_divisie" from the addons folder credits: - IFA3 team for everything; weapons for units, rank and unit patches; - FoW team for also everything; weapons and other equipments like radios - Bohemia Interactive for the arma sample models (and the game itself), made my jeep cap out of one of those beanies - Ethridge for m1 helmet shell textures - motta: teaching me how to measure in blender, giving me accurate sizes for E-Tools, made 87th ID patch and stencil, providing 3D scanned jump boots and m1 helmet models. - Justin N. for basically teaching me how to sculpt nice normal maps, all the newly sculpted uniforms wont happen if it wasnt for his instructies. he also bought tannenbaum's models which is the base for several of the gear models. - Schwienyy for UV-mapping the haversack, advices and ideas, testings, and additional screenshots - Bigstone for advices and ideas, helmet band model, patch textures, and testing; Actually bigstone deserves more credits for dropping me all those ideas, w/o him this mod probably wont be this big, which actually, its not even that big now but it still could be much smaller - Jaki for advices and ideas, testing, some textures, and additional screenshots. - Courtland: Garrison cap model - did i miss someone? Download (Requires FoW and IFA3): Steam Workshop Or Armaholic Old Version (Requires only IFA3): Steam Workshop Or Armaholic ^ Yes, earlier versions of this mod only required IFA3, however After some deep thinking, intense contemplation, I decided to no-longer support this version, and continue working on a new one where the uniforms fits FoW webbings instead of IFA3. This version will remain as a rather stable legacy version, incase anyone prefers the IFA3 webbings or any other reasons. the new version has more or less the same classnames so it should be backwards-compatible if one decides to switch Full Changelog: By the way, If anyone wants to somewhat help me out even more, (which will help me in a rather significant way) one can donate to me via paypal; send it to my paypal email adress email@example.com Or alternatively, you can support me on patreon: https://www.patreon.com/Brainfag/ -------------------------------more pics:
So I'm trying to make a mission for my community based in the Pacific during WW2 using FoW, IFA3, etc. specifically a defense mission based off this scene in The Pacific: One thing I'm really trying to capture from that scene and translate into Arma is that opening part of the battle when the Marines are all looking across the river trying to spot the Japanese who are just out of sight in the treeline and then all the Jap soldiers open fire all at once. However I haven't been able to get a good way to really simulate that intense initial opening fire where it almost feels like a wall of fire. I tried using the AI module from ACE in Zeus where you can tell them to suppress an area but that thing barely works (seems to be an issue of compatibility with one or more of the WW2 mods), with half or more of the AI firing in the complete wrong direction for no reason (even when they were pointed at it in the first place) and those that do fire at it are so wildly inaccurate that it's absolutely no threat. The next thing I was considering doing was using this: to record each soldier and some mortars one by one, with me putting the playback and activation in after each one so I could better sync them up but that'd be so incredibly time consuming and a pain in the ass that it'd much better if there was an alternative way that worked almost if not just as well. So if any of you have any suggestions, that'd be lovely.