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Found 5 results

  1. Background The 20th Armoured Infantry Brigade was founded in November of 2015 by friends without sufficient time or hardware enough to fully commit to a proper MilSim unit- but still want to play professionally as a part of a team. Mission Our current aim is to provide a professional unit that realistically recreates the role of British Armoured Infantry. In this role, the FV510 WARRIOR sees use within the section for the infantry to fight with and out of. We are also well versed in dismounted infantry tactics for varied operations, and for operations with other units where the use of Warrior wouldn't be necessary. Our overall goal is to provide a unit which uses realistic British SOP's as best as possible, whilst also having fun and banter. Who We're Looking For We are looking for people who are motivated to create a unique MilSim experience. Since we aim to recreate a realistic representation of the British Army, we'd love to find personnel with previous military experience, with experience using WARRIOR and Armoured Infantry, and those with leadership and management experience. As it is, we currently have a fair amount of members who are current or former service members of the British, US, Danish, and Croatian Armed Forces, including members who have served within the actual 20th AIB itself. If you would like to advise or help out, please give us a shout, and we will do our best to accomodate you! We're also looking for modders to help with the creation of realistic in-game variants of the FV510, FV103, FV107, and AS90. We are indeed willing to donate to those willing to help. If you'd like to join a MilSim unit, but do not have the time for regular attendance, consider checking us out. We offer a reserves programme which accommodates your availability once you've completed your training. Things to Note Regular trainings are on Wednesdays and Operations are on Saturdays, both at 1900 UK time, unless we are doing special events or joint operations. We are looking for people aged 16 and up, especially those with prior military or cadets experience Please do not ask us to merge with your unit. We will not accept any offers. We are open to joint operations provided you use ACRE2 and allow joint training to be conducted beforehand. We do not have Sodexo Catering or friday afternoon weapons cleaning, and when you finish your CIC we give you a virtual daysack (which also works at night). We are a Military Simulation unit. We do our best to implement tactics and SOP's that are in use within the British Army. As such, we have a strenuous training programme and qualifications to be earned, and we expect a certain level of maturity and discipline from our members. We do not, however, require members to address each other by rank or act a certain way outside of the game. This is, after all, a video game and lines have been drawn that we do our best not to cross. Summary and Contact Info We're a tight-knit MilSim unit focussed on British Armoured Infantry. Looking for those with military, cadets, or leadership experience. Training/Operations wednesdays/saturdays, 1930 UK. Realistic training and performance, without the real army bullshit. Custom in-house mods and a strong forces-based membership Our communications assets can be found here: WEBSITE: 20th Armoured Infantry Brigade TWITTER: @20XMilSim TEAMSPEAK: ts.20thaib.org.uk STEAM PAGE: http://steamcommunity.com/groups/20thaibmilsim DISCORD LINK: https://discord.gg/uNzFHz9 Thanks for your time and consideration, Charlie1210 and the 20th AIB Team
  2. Description:Unhappy with the ingame Mora IFV, we have decided to edit it with the aim of making it more true to its real-life counterpart. We basically nerfed the hell out of it to make it more realistic. As I'm doing all this on my HP Probook, I'm not able to provide a demonstration video (of decent quality) at this time. I'll do my best to sort something out in the near future. Features: - Woodland and Desert retextures (reworked Grace's textures) - Added Woodland and Desert SLAT armour and camouflage nets- Autocannon (L21A1 RARDEN) has 6 round magazines and a lot slower rate of fire- RARDEN uses correct ammunition and a realistic amount (27 HE-T and 15 APDS-T magazines)- RARDEN doesn't reload automatically (the gunner has to press R or select the ammunition type)- Tweaked reload times - Coaxial machine gun (L94A1 Chaingun) has 11 magazines of 200 rounds and also a lot slower rate of fire- Turret traverse and gun elevation has also been slowed down to a realistic level- Turret stabilisation removed- The gunner can traverse (and fire) when turned out - Weapon safety- ACE inventory for a full section replen- And other small tweaks... On the RARDEN... The weapon has a pretty unique reload system that we, due to engine limitations, were not able to simulate fully. In reality it uses 3 round clips, two of which can be loaded in the magazine at the same time. Now the trick is, you can fire all six rounds in automatic, however the reload will be slower because the next round has to be manually cranked into place by the commander (we also couldn't get the commander to reload and select ammunition type, seems to be hardcoded to the gunner). But, if you fired just the first three rounds, the commander would be able to put another clip in the magazine and cranking wouldn't be necessary. In short: we had a choice between reloading every three rounds or having a slower reload every six. In the end, we've decided that it was more important to have 6 rounds ready to go if the situation requires it. On ACE 3 dependency... I honestly have no clue why it depends on it... The vehicle breaks completely when launching without it. It seems to be an inheritance issue, which is strange because it inherits from the vanilla APC_Tracked_03_base_F, autocannon_30mm and LMG_coax. I would love to make it vanilla friendly, but for the time being we've put in ACE items in the inventory since it already depends on it. If anyone could provide assistance with the reload system or the ACE dependency it would be greatly appreciated! Installation:Unpack and copy the @20th AIB Realistic Warrior folder into your game folder.Included files:20AIB_Warrior_Public.pbo20AIB_Warrior_Public.pbo.20AIB_Gundich.bisign 20AIB_Gundich.bikey Media: http://i.imgur.com/TMPzTIV.jpg https://i.imgur.com/TeRs99M.jpg https://i.imgur.com/4zDxHvF.jpg https://i.imgur.com/uRDPNML.jpg https://i.imgur.com/FamkuYt.jpgNotes:ACE is required (the mod completely breaks without it, unsure why)We fully recommend that Grace's Real FV510 Handling and power mod is used in conjunction with this one, as it provides realistic handling.Credits & Thanks:20th Armoured Infantry Brigade Mod Creation Team:Gundich (Choffix) - Configs and texturesKeown - Provided most of the information on the WarriorDexter - Configs With - Media Rory Murphy for starting this project two years ago Grace for his textures. and Bohemia Interactive for the Mora 3D model, configs and the game to rule them allChangelog:v1.00- Initial release v1.02 - Added compatibility with Tanks DLC - Tank DLC features such as SLAT and camo nets fully functional in both woodland and desert colour scheme - Merged woodland and desert variants into one vehicle, textures can be changed through the garage feature - Added safety - Tweaked inventory - Various other minor tweaks v1.03 - Fixed weapon inheritance Known issues: - Turret magically stabilises itself when in cockpit freelook (seems like an engine limitation) - Gunner MFD not displaying fully correct information regarding ammunition - "unknown animation source muzzle_hide_cannon" (unsure what causes it, shouldn't affect gameplay) Requirements:Advanced Combat Environment 3 (ACE 3) Community Base addons A3 Download links: Armaholic Steam Workshop Google Drive
  3. Hello everyone! I've been working with UK military vehicles in Milsim communities for about a year now and having recently changed to using the Warrior we had to resort to the default Arma variant and it's partial re-textures so a week ago I decided that I will try and learn how to model a new vehicle into ArmA from scratch and I have been spending a lot of time since then watching tutorials, reading forums and asking questions just about everything. I downloaded Blender and started to learn how to use it and this is where I stand after a week: My intent is to create a better and more immersive version of the one currently available with a fully modelled interior not just for the passengers like they do now but also for the crew and with opening hatches like the rear door as seen above and the top hatch. I'm learning as I go, discovering fast ways to do something that took 30min of manually moving each vert with one shortcut but I enjoy it! :) This thread is for me to keep you guys updated on the progress and ideally, if people are willing to ask some of the more technical questions and possibilities as besides the base model I have no idea haha! As you can probably see I'm currently working on the driver's hatch and with me wanting to give it an interior there has to be an inside view where he can manually look out the viewing ports which afaik I will have to accomplish by making them simply openings with glass to look through instead of the periscope it has IRL. The only other possibility I see is using PIP to simulate the periscope but I don't think that is a good idea as the quality is very subject to the client's settings. The problem I currently have is that if they are just viewports the driver his head will be a lot higher than it is IRL (he will have to be able to see outside with his own eyes directly) which I think will make the helmet clip through the top of the hatch and making the hatch taller isn't really an option as it will just look unrealistic from the outside. Any ideas? Thanks in advance for the feedback!
  4. Hey, I'm working on the config of a model I created but I'm having trouble with the config of the Physx, more precisely the speed. I am aware of the normal reason for this, being that the memory points for the wheels aren't all the same diameter but that isn't the case, the warrior was stuck at about 12-13km/h when this was the case with the sprockets at a different size but after fixing this the new max speed is a whopping 8 km/h! picture of the memory LOD for the axis & bounds: physX.hpp link: https://drive.google.com/open?id=1_clmWh1yXm2z_BAag3cgdt9eqgLZv-DU model.cfg link: https://drive.google.com/open?id=1YTLLd0_N6zpp9vNuSeWGRRM9dN2k8ABo The only thing I can think of might be the mass? The mass for the geometry is 25400.0 and the mass for the Geometry PhysX is 6.45. Pictures of both: Any help is very very appreciated!
  5. Hi, I'm trying to replace the warrior's(mora) weapon systems and I'm encountering an error with rjm_l21a1 but rjm_l94_coax works just fine. I have tried commenting out different things to find the error but I still can't figure it out. Here's the config: //Addon makes a new warrior with realistic weapon systems and names //Addon config by Rory Murphy class cfgPatches { class rjm_warrior { author[] = {"Rory Murphy"}; requiredVersion = 0.01; factions[] = {}; units[] = {"rjm_fv510_warrior_d","rjm_fv510_warrior_w"}; weapons[] = {"rjm_l21a1_rarden", "rjm_l94_coax"}; requiredAddons[] = {"A3_Modules_F", "A3_Armor_F_EPB_APC_tracked_03"}; }; }; class cfgVehicles { //define all classes for the rarden to function properly class APC_Tracked_03_base_F; class Turrets; class Turrets : Turrets { class MainTurret; }; //Desert Variant class rjm_fv510_warrior_d : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Desert"; side = 1; faction = "BLU_F"; scope = 2; crew = "B_crew_F"; hiddenSelections[] = { "Camo1", "Camo2" }; hiddenSelectionsTextures[] = { "rjm_warrior\data\fv_510_turret_d", "rjm_warrior\data\fv_510_body_d" }; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; //Woodland Variant class rjm_fv510_warrior_w : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Woodland"; side = 1; scope = 2; faction = "BLU_F"; crew = "B_crew_F"; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"rjm_warrior\data\fv_510_turret_w", "rjm_warrior\data\fv_510_body_w"}; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; };//end cfgVehicles class class cfgWeapons { class autocannon_30mm; class LMG_coax; class rjm_l21a1_rarden : autocannon_30mm { displayName = "L21A1 Rarden"; magazines[] = {"rjm_6rd_apfsdp", "rjm_6rd_hei"}; }; class rjm_l94_coax : LMG_coax { displayName = "L94 EX-34 Chain Gun"; magazines[] = {"rjm_coax_ammobox"}; }; };//end cfgWeapons class class cfgMagazines { class 60Rnd_30mm_APFSDS_shells; class 140Rnd_30mm_MP_shells; class 200Rnd_762x51_Belt; class rjm_6rd_apfsdp : 60Rnd_30mm_APFSDS_shells { displayName = "6 RD APFSDP"; ammo = "B_30mm_MP"; count = 6; }; class rjm_6rd_hei : 140Rnd_30mm_MP_shells { displayName = "6 RD HEI"; ammo = "B_30mm_APFSDS"; count = 6; }; class rjm_coax_ammobox : 200Rnd_762x51_Belt { displayName = "250 RD 762x51"; ammo = "B_762x51_Ball"; count = 250; }; }; Thanks for any help
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