- Added M16A4 Custom - Fixed the missing texture on the M103 - Added Glock Modular Handgun Systems, in Green and Black, Tan, and Multicam. - Added Tan and Multicam versions of the Glock 45CL - Fixed M103 LODs - Adjusted Barret M107 accuracy to 1.5 MOA - All Barrett sniper rifles, as well as the AS50 and L115s have dust clouds equivalent to the GM6 - Fixed various clipping issues with the Afghan Clothes. - Added Non-ARD versions of the M68 CCOs. - Added "SMG" M68s which have a fixed zero of 100 meters. Also Non-ARD versions are included as well. - Tweaked 3D models of the Glock 45CLs, shortened the barrels and adjusted silencer positions. - Tweaked Afghan uniforms to include versions with no hats. - Changed UI icons in Arsenal. - Added Ibex Ring (SMG) and (Rifle) sights, set for 100m (SMG) and 300m (Rifle). - Taliban Leaders now have a First Aid Kit (as well as the No Hat version). - Added an Ibex SMG Sight, which is set for 100m. - Added Oakley Glasses - HK416/MasterKey now has a Magpul Magazine. - Moved AA12 optic mount forward a bit, to help reduce clipping issues. - Fixed some texture mapping issues on the IARs - Fixed ASDG callout, Raven Warfare Group units now have proper weapon setups. - Hiddenselections are enabled for a majority of weapons, please check the README (http://562.50megs.com/Arma3/Ultimax100Readme.pdf) that has a guide on creating other textures. It should be noted that the various launchers (AT4 and Guided, Titan-Ds, and RPG) do not have this feature enabled, as well as various NVGs and other gear. - Raven Warfare Group rifles (M4, IAR) have branding on the magazine wells. - Tweaked Mk12 SPR model for an underbarrel rail, to reflect a "unit level" modification.
And speaking of game... Looks like next week I'll get to the helos, I'm taking a "DCS Skin Break" as well as modding break anyway, so hopefully I"ll be done with that and back at this stuff.
In any case, removing TMR has finally allowed the "fired" script that Revo last year work for the AT4 CS, which for those who fired the real thing (unlike me, closest was the 9mm trainer) will experience some fatigue, and it's my understanding that an average person can fire up to six in a 24 hour period. I'm not sure about the Guided version but would be a good balance given it's abilities. And this effect in-game is cumulative so when I get to uploading a new version of the guns pack, it'll work.
Drifting slowly back into Arma 3, and came up with a wip "Desert" texture, which you'll see below works well both n a woodland setting and also the small "desert" area of Altis. Overall I do like it and managed to set the Magpul sights as another hiddenselection as the texture is still very much WIP:
And found some better MP5 sights to mount on the HK417s, 416s, HK418, and the 615s (shown here), as well as adding some Magpul gear to the 615 magazines:
Other news, I finally fixed myself and got the muzzle flashes for the pistols working for once (simple work really), so I'm also making a .45 ACP flash suppressor for those who use them (I don't, i like muzzleflashes) on their weapons.
And basic work for the flash suppressor. It needs to be a bit larger but overall the basic look of it:
And a standard M27 with another "Desert" camo, again works well on Altis so far and the "Desert" area as well, so I like it (though the stock I may tweak) so far at least.
As for the Knighthawk I have the weapons and config setup, just need to confirm that things work and more work will commence on that.
As for the suppressors, I changed the rolloff to 50m so that should be a fair estimation for most of the smaller caliber ones, I have to readjust the Barrett (will be a bit farther away given it's size).
Was talking to somebody on the BI Forums and he mentioned some issues versus performance of bullets and the Taliban units, so I tweaked it and see if this makes a difference:
After some tweaks and checking (I may add the other two, not sure yet as most of it is part of the uniform, but more than likely sometime tomorrow I can get this out.
RC8 - Added separate hats for wear with other loadouts. Be aware that they are "as is" and may clip with various gear. There's not much I can do about it given the wide variety of BIS and third-party gear out there. - Added "Recruit" versions of the fighters, for some variety. - And just in case:
NOTE: ALL intentionally do not have any weapons whatsoever, i.e. they have a couple grenades and default A3 LBV Harness (Grey) as equipment. Given the amount of various weapon addons this gives mission makers some flexibility in using various weapons that they would like to arm these for their missions. I simply do not want to spend my time making various alternate configs to accommodate players. Learn how to add weapons and ammunition through the Editor or through scripting.
- Working on tweaking and improving on things, textures (not much but yeah I need to see what I can fix on that) and model improvements, functionality and so on.
- Other than the two "Desert" textures for the M4 and IAR (Which really works like Multicam, but I'm not complaining) there isn't any motivation to add any, nor am I really looking to add more things, so essentially RC68 will be more of a maintenance update. However, the Taliban Aggressor units have been updated, mirroring the stand alone version, which will of course have pre-set loads for them.
A Warning: For the SCAR-Hs I condensed the textures, i.e. copied the proper sights from the Arma 2 Source Models and adjusted the HIddenSelections so now the majority of the SCAR-H versions only require two textures, the main weapon texture and the accessory (hand grip, rail cover) texture, lowering work on me as well as players. The rest are relatively unchanged and the README is already updated to reflect the changes.
I was mucking with this weapon earlier and finally realized it needed some side rails (given the modification that was done before) so I'm adding them to the next version.
UH-60 Pack:
- With the graphical glitches the models work, just with BIS I'm not sure what' going on with that, so hopefully 1.54 when released, fixes those issues, but overall there is nominal functionality. Meaning that the FLIR ball works as well as the current displayed loadout from the previous page shoots and kills things.