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Samstag, 25. März 2017
ArmA3 Module » RHS: Escalation von Red Hammer Studios (v0.4.2.1)
ArmA3 Module

RHS: Escalation von Red Hammer Studios (v0.4.2.1)
19.02.2017 - 15:00 von miller




RHS: Escalation von Red Hammer Studios (v0.4.2.1)

***** Update *****


da12thMonkey veröffentlichte den RHS: Escalations Mod in den Bi-Foren. Escalation - Unter dieser Bezeichnung präsentiert RHS zwei völlig eigenständige Mods: Streitkräfte der Russischen Föderation und Streitkräfte der Vereinigten Staaten. RHS: AFRF and RHS: USAF sowie die unabhängige fiktive Fraktion RHS: GREF.

Changelog siehe jeweiligen Download-Link.

Neu : RHS: Serbian Armed Forces Das Addon erweitert die bisherigen RHS Module um Serbian Armed Forces Einheiten.

Zitat

It has been almost six months since our last update and we know you have all been eagerly awaiting our next patch. This has been an unusually long development stretch without a release for us, but we wanted to bring a bit more to the table than previously. This update will not only bring an array of new vehicles, weapons, items and features but also delivers a whole new faction/mod.

Some of you have already noticed Serbian servicemen in some of our teasers, but we have never formally announced their official inclusion into RHS. Today however we would like to change that. In the past, “The Serbian Armed Forces Mod” team has successfully collaborated with RHS on the creation of GREF. This collaboration has resulted in a very strong bond and the eventual merger of their talented members into our team. We are very proud to introduce RHS: Serbian Armed Forces as a new mod in the family. It has been able to completely leverage the assets of other RHS packages all while delivering a very varied and unique base of it’s own content. We are very excited to have them within our team and believe you all will be too. RHS: SAF like RHS: GREF, requires AFRF and USAF to play.

The full list of new and fixed things can, as always, be found in the changelogs that are located in the downloaded mod folders.

Alongside this patch comes our transition towards the Steam Workshop, where this and all future updates will be primarily located. This means that the updaters that you guys so loved/hated will no longer be supported . We will be thinking of re-implementing some sort of a solution for server deployment for those of you that run on Linux systems, but that will come later. Our site will also receive a facelift at some point to reflect the transition to SW and could right now contain outdated information.



Quelle: Bi-Foren
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ArmA3 Module » Advanced Combat Environment 3 (ACE 3) vom ACE Team (v3.9.0)
ArmA3 Module

Advanced Combat Environment 3 (ACE 3) vom ACE Team (v3.9.0)
15.02.2017 - 10:00 von miller




Advanced Combat Environment 3 (ACE 3) vom ACE Team (v3.9.0)

***** Update *****


ACEMod veröffentlichte sein Advanced Combat Environment 3 (ACE 3) in den Bi-Foren. Diese Modifikation ist ein Zusammenschluss der ehemaligen AGM und CSE-Teams in Zusammenarbeit mit einigen Entwicklern des ACE2-Projekts aus ArmA2.

Zitat

ACE Version 3.9.0 has been released
Requires CBA Version 3.1.2 or later.

Changelog:
v3.9.0
ADDED:
- Add "Muzzle Velocity vs. Temperature Interpolation" and "C1 Ballistic Coefficient vs. Distance Interpolation" and "Truing Drop" to the ATragMX. So that you can calculate more and shoot less, or vice versa (#4639)
- Add Japanese translations (#4785)
- Add Korean translations (#4794)
- Add RH Acc Surefire flashlight map compatibility (#4846)
- Add Zeus module for attaching FRIES, but without Ketchup (#4597)
- Add Zeus utility modules (#4661)
- Add ace_setting for overpressure distance (#4691, #4770)
- Add frag definitions for all remaining ammo (#342, #4736)
- Add missing orange map chemlight entry (#4839)
- Add more Polish translations (#4821)
- Add optional "uniforms". Removes side restrictions for vanilla uniforms. Combatant cross-dressing. (#4435)
- Add optionals meta.cpp files (#4763)
- Add realistic names to civilian Kamaz trucks (#4851)
- Add rearm to Vehicle Ammo boxes (#4750)
- Add support for rearm vehicle cook off (#4779, #4565)
- Add x64 DLLs (#4764, #4765, #4758)

CHANGED:
- Advanced Ballistics has an improved simulation of transonic flight for even more delightful shooting (#4652)
- Advanced Ballistics has increased performance for more pleasant shooting (#4707, #4708)
- Change cook off burn rate calculation for more intense initial burn that more decreases with time (should reduce overall cook off length) (#4779)
- Change hearing event handlers to player only event handlers (#2627, #4727)
- Change overpressure config on 2a70 (used on the bmp-3/bmd-4; it has a very low muzzle velocity) (#4691, #4770)
- Change use new private syntax for winddeflection PFH (#4761)
- Code cleanups and overhauls of certain modules (#4818, #4813, #4562, #4580)
- Decrease concertina "dismount" time (#4812)
- Improved readability of the ATragMX's gun list. Sometimes the last part of long gun names were brutally truncated. No more cutting names sho (#4669, #4674)
- Sent AI medics back to medical school so they don't fail to perform their duty in some situations (#4797, #4800)
- Simplify config crawling in nouniformrestrictions (#4782)
- Simplify huntIR configs using += and issue it to RHS' M320 (#4521, #4199)
- The "tap shoulder" uses a spiffier non movement blocking animation (#4577, #4578)
- The .408 CheyTac has another brother. Say hello to the .408 CheyTac 305gr ammo. (#4667)
- The Range card is even more accurate by taking the bore height into account (#4715)
- The civilian plane isn't as useless as before, it can now load cargo. A little bit. (#4650)
- Update latitude and altitude map data (#4786)
- Vastly improved the ACE3 FCS. It doesn't need a compatibility patch anymore. It's perfect on its own now (#4653)
- We made the scopes module great again. It doesn't need a compatibility patch as well and it's even more accurate than Arma 3's vanilla zeroing, it's true (#4642)

FIXED:
- AI were not properly taught on how to use the Titan or a Javelin (#4856)
- Fix AI producing no grenade pin pulling sounds (#4799)
- Fix AI thrown flashbangs having no effect (#4799)
- Fix Kamaz medical truck being incorrectly set as a repair vehicle (#4850)
- Fix ace_particles smoke on arty shells (#4766, #4768)
- Fix deprecated AW159 and CH-47I config (#4726)
- Fix fastrope options don't show up on ACE interaction sometimes (#4819)
- Fix global execution of ammo crate cook off code (#4799)
- Fix miscellaneous typos (#4854, #4824, #4816)
- Fix missing refuel menu on static fuel station (#4533)
- Fix rhs gl smoke causing frag (#4691, #4770)
- Fix script error caused by new arguments passed to handleDamage (#4866, #4863)
- Fixed AI being too fast with locking and shooting Javelins. We had a talk about how not to cheat or at least how to hide it better (#2686)
- Fixed Laser codes not properly updating when turned on. Before it would have no effect until turning it off and on again.(#4677)
- Fixed a glitch where Javalins wouldn't be able to lock a target after switching launchers or changing fire modes, total losers (#4625)
- Fixed clackers not being usable by other players, sharing is caring (#4687)
- Fixed minor issues with scopes, too minor to mention (#4681)
- Fixed the range of the dead man's switch "detonate all" feature from unlimited to limited, which seems bad, but it's good (#4688)
- Fixed the realistic name of the HK416. Bigger is better, right? right? (#4873)
- Fixed various issues with the ATragMX, like dividing through 0. The ATragMX was brought up better than this (#4682)
- Some stances shouldn't drain or not drain your precious stamina as they wrongly did. Fingers crossed (#4591)
- Tactical Ladder, wasn't tactical enough and threw a script error (#4814, #4815)
- The Kestrel 4500 can now be used without having Advanced Ballistics enabled. But why would you? (#4544)




Quelle: Bi-Foren
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ArmA3 Module » MGSR Mod von rebelvg (v0.451)
ArmA3 Module

MGSR Mod von rebelvg (v0.451)
10.02.2017 - 10:45 von miller




MGSR Mod von rebelvg (v0.451)

***** Update *****


rebelvg veröffentlichte sein MGSR Mod Addon in den Bi-Foren. Ein Metal Gear Solid V Trailer ArmA3 Remake.

Zitat

MGSR Mod - Metal Gear Solid Remake Mod.
This is a small mod for the custom content you may have seen in my Arma 3 Remake of MGSV Trailer.
Some people asked for eyepatch and some other stuff so I decided to create a mod.

Changelog:
v0.451
- There was some small issue discovered that interferes with some of ace interactions inside of the vehicle.
- That was part of my mod's problem and part of ace's problem.









Download:
MGSR Mod




Quelle: Bi-Foren
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ArmA3 Module » Spanish Army Mod FFAA vom FFAA Mod Team (v6.0.5.2)
ArmA3 Module

Spanish Army Mod FFAA vom FFAA Mod Team (v6.0.5.2)
24.01.2017 - 19:00 von miller




Spanish Army Mod FFAA vom FFAA Mod Team (v6.0.5.2)

***** Update *****


FFAAMOD veröffentlichte sein Spanish Army Mod FFAA in den Bi-Foren. Das Addon enthält die bekannten FFAA Einheiten aus ArmA2, RG-31, Chinook CH-47, BRILAT, MOE und FAMET Soldaten sowie ein Waffen-Pack.

Zitat

This new update add the following content:
v6.0.5.2
----FIX----
- TOA M577 (Mando) [ ffaa_et_toa_mando ] - Aparece un mensaje de error al pulsar la tecla "M"
- Can't recover ship via the 2 side crane on the BAM.
- Gafas de sol en soldados españoles.
- No se puede andar agachado y apuntar con las miras ELCAN x4 en los Cetme E y C.
- Cálculo de posición de cargo erróneo




Quelle: Bi-Foren
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ArmA3 Module » Swedish Forces Pack vom Swedish Forces Mod Team (v0.6.7)
ArmA3 Module

Swedish Forces Pack vom Swedish Forces Mod Team (v0.6.7)
17.01.2017 - 08:30 von miller




Swedish Forces Pack vom Swedish Forces Mod Team (v0.6.7)

***** Update *****


granQ veröffentlichte sein Swedish Forces Pack Addon in den Bi-Foren. Das Pack enthält Schwedischen Streitkräfte, Soldaten, Waffen Fahrzeuge, Schiffe, Hubschrauber, Flugzeuge usw. für BluFor, OpFor, Widerstand und Zivilisten sowie die Insel Wamako.

Zitat

Changelog:
v0.6.7
- Fixed issue with Norrköping patrol boat blowing up when firing missiles.
- Mission: Air station Mike updated and fixed.
- Mission: Green hill, replaced helicopter.
- Added meta file for better steam integration.
- Fixes to the Strv 122 turn out

Swedish Forces Pack
The Swedish Forces Pack (SFP) features for example advance missiles, buddy reload, backblast, "random" numbers on helicopters. More than 30 new completely new vehicles, including airplanes, helicopters, drones, jeeps and boats.

With soldiers and weapons from the UN operations in Congo in the 1960's to present day and beyond, in woodland, desert, and snow uniforms. To enjoy all of this over 15 missions for 2-40 players are included, covering both adversarial and cooperative game-modes. But wait! There is more! If you download now we also include Swedish police uniforms, and some criminals to play with. If you like our work, please like us on Facebook and/or subscribe on Steam.


Compatibility
- ACE3, we do our best to be 100% compatible, let us know if we dont.
- MRT Accessory Functions, for the Aimpoint 3X scope
- ACRE
- TFAR, if using TFAR the Swedish soldiers will use a Ericsson Radio 180.



Quelle: Bi-Foren
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ArmA3 Module » Community Upgrade Project - Weapon Pack vom CUP Team (v1.81)
ArmA3 Module

Community Upgrade Project - Weapon Pack vom CUP Team (v1.81)
03.01.2017 - 07:15 von miller




Community Upgrade Project - Weapon Pack von CUP Team (v1.8.1)

***** Update *****



Cup veröffentlichte sein Community Upgrade Project - Weapon Pack Addon in den Bi-Foren. Das Projekt vom CUP Team ist eine Initiative, um den gesamten ArmA 2 Inhalt (+ OA und DLCs) in ArmA 3 (inclusive ArmA3 Funktionsumfang) zu implementieren.

Zitat

Changelog:
v1.8.1
ADDED:
* CUP_Weapons_Ammunition,VehicleWeapons - added weapons and magazines for M60 Patton
* CUP_Weapons_Curator - Added: Backwards compatibility entry for placeable container CUP_Weapon_lmg_M249 which got removed

FIXED:
* CUP_Weapons_Ammunition - fixed missing AGM-114K magazine string error
* CUP_Weapons_CZ805,FNFAL,L110,L85,M16,M249,SCAR - Fix Apex supressors and tracer magazines compatibility on many rifles (Fixes T1732 T1733 T1735 T1736 T1737 T1738 T1739)
* CUP_Weapons_Duty,Evo,L129 - Fix Apex supressors and tracer magazines compatibility (T1731 Fixes T1734 T1740)
* CUP_Weapons_L85 - fixed L85 model.cfg
* CUP_Weapons_L85 - Fixed the name of the rail in CUP_arifle_L86A2_ACOG which prevented Marksmen to have an optic

IMPROVED:
* CUP_Weapons_Ammunition - increased locking cone on Vikhr missiles, acquiring targets on Ka-50 should now be easier
* CUP_Weapons_Ammunition,VehicleWeapons - M68 HEAT magazines classnames adjusted to correctly reflect HEAT instead of HE
* CUP_Weapons_M16 - Improved hand position on M4 (Fixes T1742)
* CUP_Weapons_RPG18 - Added a secondary top ironsight for RPG-18 (Fixes T1776)

CUP Weapons Pack
This is the WEAPONS pack. It contains all the weapons, assault rifles, machine guns, shotguns, grenade launchers, pistols, sniper rifles, and whatever else goes "boom" in Arma 2 and the expansion and DLC's. All weapons are stripped of their attachments were possible, and these have been turned into attachable scopes, lasers, flashlights, and bipods interchangeable with the vanilla content.
Some of the weapons are new or derived from the original ones.

Documentation
Wiki
Class list



Quelle: Bi-Foren
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ArmA3 Module » Community Upgrade Project - Units Pack vom CUP Team (v1.8.1)
ArmA3 Module

Community Upgrade Project - Units Pack vom CUP Team (v1.8.1)
03.01.2017 - 07:15 von miller




Community Upgrade Project - Units Pack von CUP Team (v1.8.1)

***** Update *****



evromalarkey veröffentlichte sein Community Upgrade Project - Units Pack in den Bi-Foren. Das Projekt vom CUP Team ist eine Initiative, um den gesamten ArmA 2 Inhalt (+ OA und DLCs) in ArmA 3 (inclusive ArmA3 Funktionsumfang) zu implementieren.

Zitat

Changelog:
v1.8.1
ADDED:
* CUP_Dubbing_Radio_CZ,CZ_ACR,EN,GB_BAF,GB_PMC,RU,TK radio protocol

FIXED:
* CUP_Creatures_People_Military_USMC - Fixed: Eagle SPC (Rifleman) had invalid Pilot View LOD (fixes T1775)

CUP Units Pack
This is the Units pack. It contains all the units of the original Arma 2 and Arrowhead as well as the DLC. Right now, there are a lot of placeholder units that do not look like the original ones but are instead stand-ins using default Arma 3 uniforms and CUP equipment. In this version, the United States Marine Corps faction has been ported, meaning that the units are the original uniforms, vests, equipment and headgear of the Arma 2 units of the same name. All uniforms and vests are compatible with vanilla content, meaning that you can mix vanilla and CUP content.

Documentation
Wiki
Class list



Quelle: Bi-Foren
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ArmA3 Module » Community Upgrade Project - Vehicles Pack vom CUP Team (v1.8.1)
ArmA3 Module

Community Upgrade Project - Vehicles Pack vom CUP Team (v1.8.1)
03.01.2017 - 07:15 von miller




Community Upgrade Project - Vehicles Pack vom CUP Team (v1.8.1)

***** Update *****


CUP veröffentlichte sein Community Upgrade Project - Vehicles Pack Addon in den Bi-Foren. Das Projekt ist eine Initiative, um den gesamten ArmA 2 Inhalt (+ OA und DLCs) in ArmA 3 (inclusive ArmA3 Funktionsumfang) zu implementieren.

Zitat

Changelog:
v1.8.1
ADDED:
* CUP_AirVehicles_A10,AV8B,F35,Ka50 - added targeting pod feature (Multi-Function Camera) to F-35
* CUP_WheeledVehicles_LAV25 - Desert textures for all LAV-25 variants.

FIXED:
* CUP_AirVehicles_AW159,LAV25,Mastiff,Ridgeback,Wolfhound - Fixed AW159 lock on laser (Fixes T1496)
* CUP_AirVehicles_AW159,LAV25,Mastiff,Ridgeback,Wolfhound - Removed M240 FCS ability on Mastiff, Ridgback, Wolfhound and LAV HQ (Fixes T1774)
* CUP_AirVehicles_UH1H - changed setting arrangement in UH-1H and Slick to increase cargo capacity
* CUP_AirVehicles_UH1H - fixed texture assignment in gunner's view
* CUP_AirVehicles_UH1H - turbine transparency on UH-1H
* CUP_AirVehicles_UH1H - tweaked FFV positions for legs out (no more floating above floor)
* CUP_TrackedVehicles_m1_abrams - fixed camo assignment on M1A1 lower back plate
* CUP_Vehicles_Towing,Core,Fregata,LHD - All Towing scripts now run in a scheduled environment
* CUP_Vehicles_Towing,Core,Fregata,LHD - Change while loop to use CBA_fnc_waitUntilAndExecute in ANZAC Frigate functions
* CUP_Vehicles_Towing,Core,Fregata,LHD - Fixed glitchy LHD spawn (Related to http://dev.cup-arma3.org/T1541)
* CUP_Vehicles_Towing,Core,Fregata,LHD - Fixed LHD lights spawn
* CUP_Vehicles_Towing,Core,Fregata,LHD - Fixed LHD orientation glitch in Eden editor
* CUP_Vehicles_Towing,Core,Fregata,LHD - Fixed most script errors
* CUP_Vehicles_Towing,Core,Fregata,LHD - Fixed Towing vehicle attachTo position
* CUP_Vehicles_Towing,Core,Fregata,LHD - FV432 Bulldog now accellerates in W speed correctly up to 35kph (ca.), Q speed still inconsistent (related to T1824)
* CUP_Vehicles_Towing,Core,Fregata,LHD - Replace most Towing while loops with CBA functions
* CUP_Vehicles_Towing,Core,Fregata,LHD - Used "CUP_WaterVehicles_Ladder" variable instead of "ladder" to spawn ANZAC Frigate ladders
* CUP_Vehicles_Towing,Core,Fregata,LHD - Used remoteExec instead of CBA_fnc_globalExecute in Towing functions
* CUP_WheeledVehicles_LAV25 - LAV-25 variants had alpha texture selection name changed so it can be switched, now uses lavalfa_ca.paa.

IMPROVED:
* CUP_AirVehicles_A10,AV8B,F35,Ka50 - improved targeting pod feature (Multi-Function Camera) on A-10, AV-8B, Ka-50. Now on par with vanilla CAS planes.
* CUP_AirVehicles_A10,AV8B,F35,Ka50 - Planes and helicopters with pilot controlled targeting pod now have Laser Designator
* CUP_AirVehicles_SA330 - tweaked flight behavior of SA-330 to make it less maneuvrable
* CUP_AirVehicles_UH1H - added ability for cargo to move into different positions
* CUP_AirVehicles_UH1H - FFV for UH-1H
* CUP_AirVehicles_UH1H - removed the command from turrets to allow moving inside cargo as long as pilot is not present
* CUP_TrackedVehicles_AAV - AAVP7 now uses proper physx movement in water instead of scripted functionality
* CUP_TrackedVehicles_BMP3 - BMP-3 now capable of proper movement in water
* CUP_TrackedVehicles_BMP - BMP1/2 now uses proper physx movement in water instead of scripted functionality
* CUP_TrackedVehicles_ChallengerII - Tweaked lower elevation angle of Challenger 2 main gun to -7 as a trade off between reality (-10) and optical clipping (fixed T1730)
* CUP_TrackedVehicles_M113 - M113 family of vehicles can now properly move in water (fixes T1285)
* CUP_TrackedVehicles_m1_abrams - improved woodland and desert textures, with new palette
* CUP_Vehicles_Towing,Core,Fregata,LHD - LHD's Lower Winch action now MP and JIP compatible
* CUP_WheeledVehicles_LAV25 - Fixed transparency for optics glass for all LAV-25 variants.
* CUP_WheeledVehicles_LAV25 - Woodland and desert textures for all LAV-25 variants with new palette.
* CUP_WheeledVehicles_Stryker - adjusted M68 magazine in Stryker MGS to correct HEAT classname

REMOVED:
* CUP_AirVehicles_UH1H - removed UH-1H Slick model, rolled into single one with normal UH-1H
* CUP_TrackedVehicles_AAV - removed AAVP7 Water Mode useraction because of amphib simulation fix
* CUP_TrackedVehicles_M113 - removed obsolete "water mode" useraction from M113
* CUP_WheeledVehicles_LAV25 - lavafla_co.paa

Description:
This is the first release for the Community Upgrade Project Vehicles pack.
The Community Upgrade Project is the initiative to bring all the content of Arma 2 [+ OA and DLCs] from BI into Arma 3, upgraded to the Arma 3 feature set. Its goal is to provide those assets to the community as a mod ready to use in the game, and as an open-source repository for modders to build upon and learn from.

Cooperative and coordinated effort to get a coherent port of Arma 2 content [+ OA and DLCs] from BI to ARMA 3 standards Full availability of all source material under share-alike license (APL-SA). In essence everyone can make use of the work to build mods on his own as long as he provides credits, shares also his sources and keeps the same license Release of the content in a coherent way Content to come soon: vehicles, infantry, uniforms, terrains, objects, buildings, vegetation, wild life.




Quelle: Bi-Foren
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ArmA3 Module » Gac JSDF MOD von Gachopin (v0.7)
ArmA3 Module

Gac JSDF MOD von Gachopin (v0.7)
01.01.2017 - 13:00 von miller




Gac JSDF MOD von Gachopin (v0.7)

***** Update *****


Gachopin veröffentlichte sein Gac JSDF Addon in den Bi-Foren. Das Addon enthält portierte Japan Self-Defense Forces Einheiten aus ArmA2.

Zitat

This MOD is mainly units pack of JSDF. (gachopin's Japan Self-Defense Force mod)
type 89 rifle can use A3 optics.

Features:
- Japan Self-Defense Forces units ported from ARMA2
- type 89 rifle's model/texture improved.
- New weapons : M2 carl gustav (by major.kudo) , Minimi (by YAG) , type89 riflegrenade "gac_JSDF_M_RG_22_APAV"
- New cars : 0.5t truck, High mobility vehicle (by YAG).
- BXD can attach 1t tractor with action menu(empty -> car -> 1t trailor [[gac] JGSDF])

Changelog:
v0.7
***new feature***
- Panzerfaust3
- Type 01 LMAT
- Light Armoured Vehicle
- Carl gustav's new optic for HEAT
- Vehicle Customization for Light Armoured Vehicle, klx
- remove NV from units

***bugfix***
- Inheritance error message from current A3

***etc***
"HitpointsProtectionInfo" setting for body armor







Download:
Gac JSDF

Benötigt:
Community Base addons A3



Quelle: Bi-Foren
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ArmA3 Module » Afghan National Army and Commandos [SFF] von jarrad96 (v1.0)
ArmA3 Module

Afghan National Army and Commandos [SFF] von jarrad96 (v1.0)
28.12.2016 - 10:11 von miller




Afghan National Army and Commandos [SFF] von jarrad96 (v1.0)

jarrad96 veröffentlichte sein 75th Ranger Regiment / PMC Contractors [SFF] Addon in den Bi-Foren. Das Addon enthält afghanisch nationale Armee (ANA) und ANA 2. Kommando-Bataillon - 'Thunder'.

Zitat

Special Forces Faction mod [SFF] that adds the Afghan National Army (ANA) and the ANA 2nd Commando Battalion- 'Thunder'.

Historical Info-
Commando units were formed in the Afghan Army in early 2007, and perform similar roles to the US Army Rangers. They often serve alongside other allied SF units, who serve as commanders and advisors, or as support, for the ANA Army or Commando forces.

The Faction-
The Afghan National Army makes up the bulk of the infantry force of the faction- they wear an older style uniform in M81 Woodland camo with older flat OD IOTV vests and light headwear, with some helmets, and carry a mix of Kalashnikov rifles and M4A1's. The faction, both the ANA Army and the Commandos, are based on 2007 to 2010 photgraphs- for the Commandos that means pre-ANASOC time period.

Specialist Elements-
The ANA 2nd Commando form the Special Forces element of the faction, and are equiped with much more modern gear, such a M4A1's and M4A1 CQBR's as standard, with Crye Gen 3 Uniforms and custom plate carriers, Opscores, Night Vision googles and lasers. They also have more access to magnified red dot optics, supressors and IR devices like strobes.

Supports-
The Army is supported by multiple Troop tranport or 50. Cal Techincal's, while the Commandos have light Gunships and MRAPs for supporting fire if needed.

The Afghan National Army are grouped as Infantry units, and the Commandos are Special Forces

Faction has full Editor, Zeus, Task Force Radio, ACE3 and ALiVE support (faction name ANA )
Set ALiVE unit type to 'infantry' to spawn ANA, and to 'S.F' to spawn Commando teams.



Quelle: Bi-Foren
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ArmA3 Module » US Navy S.E.A.L.S [SFF] von jarrad96 (v1.1)
ArmA3 Module

US Navy S.E.A.L.S [SFF] von jarrad96 (v1.1)
28.12.2016 - 10:00 von miller




US Navy S.E.A.L.S [SFF] von jarrad96 (v1.1)

jarrad96 veröffentlichte sein US Navy S.E.A.L.S [SFF] Addon in den Bi-Foren. Das Addon enthält eine Reihe von SEAL-Einheiten, einschließlich SEALs wie UDT (Underwater Demolition Teams) und VBSS (Visit, Board, Search, Beschlagnahme) Ship Boarding Teams.

Zitat

US Navy S.E.A.L faction mod contains a range of SEAL units, including supporting elements of the SEALs like UDT (Underwater Demolition Teams) and VBSS (Visit, Board, Search, Seizure) ship boarding teams.

HISTORICAL INFO-
The U.S. Navy SEALs were established by President John F. Kennedy in 1962 as a small, elite maritime military force to conduct Unconventional Warfare. They carry out the types of clandestine, small-unit, high-impact missions that large forces with high-profile platforms (such as ships, tanks, jets and submarines) cannot. They form the US Navy's premier Special Operations Force (SOF) and are a component in NAVSPECWAR.

THE FACTION-
The SEALS in this mod are accurate to a mid 2009-June 26, 2012 (VBSS) to 2012-2016 (SEAL and SWCC) time period, based on photograhs, helmet camera footage or my unnamed consultant, with weapons and equipment based on the gear they used at that time.
M4A1's, HK416 and HK416 CQB form the bulk of the infantry rifles, with the Mk43 Mod 0 (SEAL designation for the M60E4) and M14 EBR in supporting roles.
They wear AOR-1 Camo and LBV6094 vests, as similar as possible as I could get to real life. The M1911 and FNX-45 are their primary sidearms. The M136 AT4 is also used as their primary AT weapon. Ammunition type for the 5.56 in the weapons I was not able to find sources for, so they have the same mk316 rounds as US MARSOC Marine Raiders (because both are Navy branches)

SPECIALIST ELEMENTS-
The VBSS ship boarding teams are based on a 2009-2010 Persian Gulf deployment, and have the HK416 cut down as a CQC carbine and OD spray camoed, with a few M249 SAWS and MP5K-PDW's- they also wear flat OD gear and carry close range dot optics for on-ship fighting.

It wouldnt be SEALS without naval assets, so in addition to the VBSS there is also Frogmen Combat Divers, Underwater Demolition teams and Seal Delivery Vehicles, as well as a range of water-bourne assets crewed by SWCC's, Special Warfare Combatant-Craft Crewmen, aka 'Swicks', who man the weapon systems and drive the various boats in the faction, and wear M81 woodland camo, instead of the SEAL standard AOR-1.

SUPPORTS-
Because of the quick, rapid water or airbourne raids of the SEALs they lack in Anti-tank assets, only having AT4's at the Squad level- as a result they have a MX-9 UAV available that can provide recon and anti-tank fire support if needed on ground targets. They also have a rangle of air supports from the UH-60 SF (Ghosthawk) to the MH-6 and RAH-66 Commanche, all with custom pilots/ crew and real life names for all vehicles.

Faction has full Editor, Zeus and ALiVE support (faction name SL ) Also supports ACE3 Medical system.



Quelle: Bi-Foren
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ArmA3 Module » 75th Ranger Regiment / PMC Contractors [SFF] von jarrad96 (v1.3)
ArmA3 Module

75th Ranger Regiment / PMC Contractors [SFF] von jarrad96 (v1.3)
28.12.2016 - 10:00 von miller




75th Ranger Regiment / PMC Contractors [SFF] von jarrad96 (v1.3)

jarrad96 veröffentlichte sein 75th Ranger Regiment / PMC Contractors [SFF] Addon in den Bi-Foren. Das Addon enthält US 75th Ranger Regiment sowie PMC Contractor Forces.

Zitat

Special Forces Faction mod [SFF] that adds the US 75th Ranger Regiment. Also includes a small PMC Contractor force.

HISTORICAL INFO-
The Ranger Regiment bridge the gap between Special Forcesunit and the regular military, with superior equipment and training to Army units but performing a wide range of missions including direct action, airfield seizure, airborne and air assaults, special reconnaissance, personnel recovery, and High-Value Target raids.
Motto- "Rangers lead the way!"

THE FACTION-
The 75th Ranger Regiment faction consists of Ranger units wearing Multicam uniforms and armed with Daniel Defence mk18's and FN SCAR-H's. The Rangers use period accurate equipment and weapons based on photgraphs and helmet camera footage taken from July 2014 through to December 2015 deployment tour of the 75th Ranger Regiment to Afganistan. Marksmen and command units are issued SCAR-H's, while regular Ranger infantrymen get Mk18's. They also have M249 SAWS issued on the fireteam level, with platoon level issue of MMGs.

SPECIALIST ELEMENTS-
A small PMC Contractor faction is also included, with equipment dating to between 2008 and 2011 in Afghanistan and Iraq.
The PMC units consist of smaller teams, with lighter equipment, including mixed civilian and military equipment, armed with primarily M4A1 Carbines, supported by the occasional DMR or autorifleman- Many of the PMC's have significantly lighter armor and gear than the Rangers, acting as more security and HVT protection or bodyguards than actual frontline combat units. They also have a small bodyguard team for escorting allied HVT's or VIP's.

SUPPORTS-
Chinooks give the Rangers the ability to deploy platoon sized elements on the ground quickly, as a QRF or rapid assault force. They have forces varying from light recon units and sentry teams to full squads, as well as an MMG team for when greater supression is needed. They have heavy heavy fire support if they need it, ranging from a RAH-66 Commanche gunship, M270 MLRS rockets and A-10 Warthog CAS. All aircraft are piloted by the 160th SOAR, a special forces alligned pilot unit, and they have a range of rotor aircraft such as MH-6 Little birds, Chinooks, and AH-6 Littlebirds.

The PMC contractors are grouped as Infantry units, and the various Ranger teams are Special Forces and Air Support.

Faction has full Editor, Zeus, Task Force Radio, ACE3 and ALiVE support (faction name BLU_AI )
Set ALiVE unit type to 'infantry' to spawn contractors, and to 'S.F' to spawn Ranger teams.



Quelle: Bi-Foren
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