With adding the HAFM aircraft in there is a RealSound mod for the F4 Phantoms. I tested it this morning on the server and just like the Speed of Sound mod it is an optional thing. When spawning the F4's you have two options in MCC one has the @RS as part of the name and the other doesn't. My understanding is that spawning the @RS ones will take advantage of the RealSound mod while the others don't. Also on the HAFM aircraft, they are not located in the NATO fixed wing folder you have to go to Hellas (GUE) faction then you can see them in fixed wing
Base mod pack with everything also added to the OP for those players who are behind a couple versions or new players.
MH reviews some guns and gadgets!! A cool pack that offers additional optics and accessories to ADSG Joint Rails is the FHQ Accessories pack While it has a bunch of different items in it one that I like is an EoTech sight with a flip up magnifier mounted behind it that you can use when you need to make a distance shot. The EoTech is an optic that I've always been partial to and when doing CQB this set up would great on a SCAR, also if I were going as a dedicated pilot having a simple set up incase of being shot down is nice and a little magnification a life saver. Thinking back it would have been great to have for the resort we stormed a couple of weeks ago that had me autorotating an AH-9 onto a street in the middle of the action before escaping with the last ground team survivor on foot. I'm sure I'm not the only one that was slightly saddened to find out you can't put any optics on the M60 that came in the HAFM mod. There is an M60 that does have a rail and is compatible with ASDG Joint Rails, HLC M60E4 It does require HLC-Core as its down side. (on the plus side you have the option for a mixed tracer/ball loadout) For more belt fed goodness that is compatible with ASDG JR, STI Weapons - Machineguns features: M249 (standard, full stock) M249 PIP (PIP upgrade version) L110A2 (British Minimi Para) KSP90 (Swedish version of FN Minimi) KSP90B (Swedish Para version) Mk46 Mod 0 (Mk46 variant) Mk48 Mod 0 (7.62x51 version) M240G (Standard version) KSP58B (Swedish version of the FN MAG) (no rail sadly) Not too bad for a 38mb mod Finally there is the NATO SF and Russian Spetsnaz weapons pack Tons and tons of weapons, both a great thing and also a bad thing. Because it is compatible with ASDG JR and does not require it you have multiple models for each weapon for each sight and then to top it off there are different models for each of those depending on what camo paint job you want on the weapon. So say you want an M4, there are 7 version of the black m4a1 to cover the different optics, then you have the underslung grenade launcher with another 7 but there is another grenade launcher so thats an additional 7, but what if you want it in forest camo, well then there is another 21, and another 21 for dessert camo, don't forget the cqb version. Needless to say if there was a way to just use the base rifles versions with the ADSG rails and not put all the extras in it could be nice but until then its one of those mods that is cool but totally impractical (not to mention its rather large).
so I'm just going to leave this here was watching some of the tac-ops videos and saw them set a couple off, not sure if it was this mod or another one. I'm kinda scared if we get it because if Gihzmo's artillery strikes and bombing runs are any indication it will end very very very badly for us.
That's using my Steam profile to launch the game. I need another copy and another Steam Account to get this running smoothly. Now, before y'all each go grab a copy and send them to me (much as I'd like to end up with 5 or 6 of them), don't. Summer-Sale is coming and we'd regret being too hasty.
And for anyone wondering, the Headless Client allows ARMA to hand the calculations for AI over to another instance of the application. Which, as we found out last night, is pretty much mandatory if you're running more than 100 AI units in an area. MCC has tricks for caching units not in the immediate area of the player, but that's cheating and can lead to ugly surprises (units popping up once you're within 100m or so). So, until BIS gets us a 64bit version of the server client (that can utilize more than 2GB of RAM), this is the next best thing.
I messed around with it this morning, recreating what we did last night. It did seem to work better, but there seems to be a fairly low limit on the number of AI that can be spawned for the Headless client. I was able to do a garrison of a town, but that was it. Everything else I spawned I had to spawn it on the server.
I may just not understand what you mean, but it seemed to be working pretty well for me last night. I conducted several tests- one of which involved no less than 40 infantry, 3 mechanized infantry, and 2 attack helicopters each for two seperate factions and set them at one another. They seemed to behave pretty smoothly.
There is a new truck pack out the Medium Tactical Vehicle Replacement (MTVR) it gives a nice offering of trucks a bit smaller than the HEMTT series.
Call me cynical, but my thoughts are mostly along the lines of, "why?" It's basically a less secure version of the Hunter. Or, if you need more room, why not go hemtt/Marshall depending on the speed/armor necessary.
SERVER UPDATED. Added Alive AI system Added Arma 3 Agressors Added Alive system to the map and divided the map of Altis into sections. The north-east section now belongs to NATO. The rest of the map belongs to CSAT. At spawn there is a small base with a few resupply vehicles and ammo crates. This is currently running on SRS_BSNS server only, so you do not need these 2 mods for the playground server. This also means this server is reserved for missions ONLY. Packs will be posted shortly.