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Forum » Sicarii's Mil-Sim forum » Arma 3
Joined: 2nd Aug 2014
Rank: SE5
Likes 76
31st Aug 2014

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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
1st Sep 2014

This isn't an Add-On but a nice tool to build custom ammo crates.

http://www.armaholic.com/ ... MO%2BCRATE%2BUTILITY
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
1st Sep 2014

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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
1st Sep 2014

This looks cool. Not sure if we should add it though.

http://www.armaholic.com/ ... page.php?id=23617
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
1st Sep 2014

Making a command decision on this one, GET IT!!! Now that I know this exists, stand by for an amphibious assault!!
http://www.armaholic.com/ ... page.php?id=26632
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
23rd Sep 2014



No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
23rd Sep 2014

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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
23rd Sep 2014

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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 4th Aug 2014
Rank: SE5
Likes 67
24th Sep 2014

@Somata is posted up to the TS on the Arma3 room. Please take a look and tell me what you think of this idea.
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Joined: 4th Aug 2014
Rank: SE5
Likes 67
27th Sep 2014

Combat Space Enhancement is a neat idea because there is one @directory to include and it does so much. The best thing it does is when you look in the editor and see that anything it can do can be included or dropped from each mission. That means a lot less trouble with addons you want or need for the mission but are not official SE inclusions.
I think having all-purpose addons like this one form a core, and each creator can then make a pack to include what is needed in their mission creations, is the Way To Go. This way, for instance, my missions may not have the added weight of some aircraft that aren't needed but can include unit types to fight against that are specific to the storyline. So we upload and download the specific packs when a new mission/play-date is set and mission editing and playing across many peoples work is easy. Same keybindings and expectations from the game, Ect.
Don't be discouraged by the alpha video. Just hit ESC and change the key bindings to use the Radial Menu, which is much cooler. Remember that the menu system will appear empty unless you put the individual modules down in the editor. The are making more great stuff for this one as we speak and some are already calling it the ACE mod of A3.
http://www.armaholic.com/ ... 05&highlight=CSE
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Joined: 4th Aug 2014
Rank: SE5
Likes 67
7th Oct 2014

Radio Environment

 There are two choices for radio environment that work with the current TeamSpeak client. They are Taskforce Arrowhead Radio (TFAR) and Advanced Combat Radio Environment 2(ACRE2). TFAR is open source and that is why even though it had a little more complexity, most groups switched over when ACRE(1) no longer functioned with the newest TS client. TFAR also has limited underwater function that is very cool and an addon of additional pack radios. I like TFAR fine, but SE had been using ACRE and may want to go with ACRE 2, especially if it turns out to be up and running with more features than TFAR. The ACRE 2 download page description uses lots of highly technical abbreviations that promise good stuff I know nothing about. Please look at these links, form an opinion and comment on what you want for SE A3 missions. Thanks!
ACRE2
  http://www.armaholic.com/page.php?id=19324
TFAR
http://www.armaholic.com/page. ... 5&highlight=TFAR
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Joined: 4th Aug 2014
Rank: SE5
Likes 67
8th Oct 2014

So I have begun to get some feedback on the @Somata mod pack. I have had some suggestions for the types of things that should be included in a "body" pack and have found a few of my own. There are some things like back-blast and weapon-resting that seem to belong in here and have multiple addons to choose from, but are left out because they are already a part of CSE (Combat Space Enhancement) ; which is based on editor modules, or the Authentic Gameplay Mod (itself a TMR derivative); which is not. These big realism mods are so much of what we want that I think any plan has to be based on them. Some of these have individual considerations as follows:
•LHM glasses is an awesome mod in wide usage that is worth it's weight in immersion. It's features compliment Group-Link 5s explosion FX and I hope we can use both together with LAxemanns Explosive Shake for some serious PTSD.
•LAXemanns Night Vision is a nerf that we really need in there. Making AI see in a more limited way in darkness with or without lights or NVG could be done in different ways to compensate.(share your ideas).
•FSF Sac-Ventral gives you chest packs. Scripted Para makes them mostly about arriving with a mortar or inflatable boat. I put it on the list.
•cyp_push_to_hear hopefully means useable comms in vehicles, which I have been retreating to the Audio controls panel for, and giving up spotting/realism in-game.
•BW_Load Calc is numerical(Kg) weight in the inventory screen, and may also be part of CSE, I still have to check.
•Blood_Mist is easy where GL5 FX configures to the clients taste and has so much good stuff that I prefer it. Since both of them can be shut off, I will look for your conclusions on what to do and maybe include a scripts list for stuff like switching off the blood mods
•BlastcorePhysXv2 is Nicoteens improvement on Optical Snares totally ridiculous mod that I must compare with Improved_Ragdoll_Physics: which beat out Ragdoll'd in my last test. Some AI stuff like Vcom or TPW_Fall have similar effects, so that is a consideration for the mission-writer who wants to part-out @Somata for the things he likes.
•asdg_lightswitch/MRT Accessory Functions :are different solutions from collaborating creators that need some playtesting. You (contributing opinions) are very right that snappy weapon accessories keying is just as important as running transitions and reloads for immersive play.
•asdg_jointmuzzles belongs with joint_rails. Essential attachment framework independant of any items you should wish to include.
•ARC patches and cap_with_patch, are both pretty awesome. They are mostly about morale and probably superfluous for anything other than a "Home-Base" mission. If we have a graphic artist, these two should share the SE banner image with squad.xml and that is why I include them. Squad.xml should be set up and their are free ways to do it, but it might be better to just use the Iclan website to have better control over the member roster. I don't know that we have an A3 roster yet, but imagine we will
•A3_freeaimfix is the most popular of maybe five anti-sway mods. I like sway-would rather adjust AI skill. This would be my pick though.
Those are, before more feedback, the changes I will make as soon as possible. I will add a version number in case you are including the original in a mission already.
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Joined: 4th Aug 2014
Rank: SE5
Likes 67
13th Oct 2014

Standardized ammo, kind of like Joint-rails is for attachments, this ones for the bullets.
http://www.armaholic.com/page. ... ght=MASSIS%2BWEAPONS


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Joined: 4th Aug 2014
Rank: SE5
Likes 67
14th Oct 2014

Some thoughts about weapon mods so far.
Grenade launchers
The newer ericj M32 cylinder GL has a dot sight with mil hatches that is completely useless. Marines groups are using it and it makes a bunch of smoke real quick, but you must adjust the range and then fire from the hip.  The only non BIS Grenade sights I have seen that are satisfactory are for Robert Hammers M-16A4/M203. I am hoping there is a standalone M79 or 320 about to appear on Armaholic.  I also like Kaelies Rifle Grenades, which will take some practice.

Launchers
I have tried out several and so far think Trixies launchers are the best. I also didn't get the Stuck-on-Back glitch with them.
 I like the MDH Top-down Attack mod for making the Titan interface work.
The new Modded BIS RPG-7 with it's AI specific ammo types is really exciting for mission makers.

Small arms
If we are playing as a real-world unit then using appropriate gear is matter of course. Mission writers prerequisite for his own story-line.   Otherwise I think players should have their pick of favorites ready in VAS and ASOR for all common ammo standards, requesting additional weapons inclusion to leadership.
   HLC mods guns are the only ones I've seen with iron sights that actually twist/change for different elevation. With a removed weapon HUD, that is a good deal.
    A thing I have seen over & over is the ammo-box huddle. Game days go by while the gear menu is sifted. We need a response from above about what is desired in a basic class-list  that I can write up for whichever gear menu scripts we want to use. I will include directions for where the file goes and how to save time with preloaded backpacks for uniforms and Medical. Lets get this going ASAP.  All I need to know for a start is what gear script, how classes should differ from The NATO faction and which basic weapons to use. Then you can give notes on what we've got. ASOR has an easy access script for units, a prefab box for the editor and editable levels of access that should be easy sets for vehicles & support drops. It would be my first choice.


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Joined: 4th Aug 2014
Rank: SE5
Likes 67
22nd Oct 2014

I think that a small arms @file is starting to look like a worthy idea. I have been looking at damage adjustment and the weapons we have picked so far and come to a few conclusions.

We need enemy weapons (some weapons are shit) and mags (there are compatibility solutions)  we can pick up and use. that means including a standard set of baddies, together with a choice of a few weapons inclusions set-ups/config adjustments.

The damage adjustment I want to use has to be edited for ammo types and required weapon addons. This means we need to choose enemies to play against and weapons to include for them as soon as we can. There may be a file requirement warning in our future, but I think we can handle it if that is how it goes.

I will next be presenting some kind of infantry addon group similar to Somata with my suggested basic baddies and their/our small arms.


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Joined: 4th Aug 2014
Rank: SE5
Likes 67
25th Oct 2014

To TMR or not to TMR, that is a question. What do you think about it: TMR?
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Joined: 2nd Aug 2014
Rank: SE5
Likes 76
26th Oct 2014

http://www.armaholic.com/ ... page.php?id=27109

I got the biggest chubby when I saw this! I am downloading now to test this beast out! More to follow.
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 2nd Aug 2014
Rank: SE5
Likes 76
28th Oct 2014

http://www.armaholic.com/ ... page.php?id=14932

Here is another ship that works. I just tested it and it works with A3, though the texture is not that great. My amphibious assault package is looking better and better!
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. -George S. Patton
Semper Fortis

Joined: 4th Aug 2014
Rank: SE5
Likes 67
4th Nov 2014

Joined: 4th Aug 2014
Rank: SE5
Likes 67
9th Nov 2014

Have  you seen this Taz? Watch the door animations at the end. This boat is a mission in itself!

https://www.youtube.com/watch?v=O9G3k05BC2M
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