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      ARMA 3 Sync Update   07/14/2018

      ARMA 3 Mods Updated! This update restructures our mod package, previously the mods would get added to either GOLIslandsA3 or GOLAddonsA3 and this resulted in a fairly large mod folder. Before downloading this update it is recommended that you delete your current mods first because A3S doesn't always clean up the old mods. To do this you simply need to head to the location that you downloaded the mods to for example: \Steam\steamapps\common\Arma 3 and delete all of the folders that start with @ The benefits of the new structure include: Being able to see what mods we are/aren't running To give you the option of disabling addons that you don't want to run To have the option of adding mods that some may like to run for example: Blastcore To have the option of downloading the mods outside of the GOL Repository for example: Steam workshop or directly from armaholic To have the option of creating campaign specific mod pack presets so users can select the mod set preset and only the mods required for the campaign will be loaded - this will mean better performance. This can be set on the server side so that the preset is made available to everyone for everyone to select.

      An example of this is that we are playing as the Russians against middle-east rebels. Only the mods required for this would need to be loaded and this can be determined by a mod preset - are present there is only one mod preset which is called "ARMA 3 GOL Mod Pack". Another preset can be added called "Battle for the Falklands" for example and then only the mods for this campaign will be loaded. Obviously by only loading the mods for this campaign would mean better load times and performance.

      Keep in mind that as a mission maker that if you save your mission while all of the mods are running then some mods will added themselves as required mods in the mission.sqm meaning that if you try to load the mission again later it will fail because it believes that the required mod is missing. When making the missions only do so with the required mods - if you do mess up then there is the option of opening the mission.sqm in notepad or some other editor and removing the mods from the required mods selection. The download size can be reduced if you choose to manually move the mod files but if you don't have much experience with the mods then please just delete the existing mods and download the mods fresh. Any problems then post a message in the technical support thread and myself and others who can will be happy to help   Download size:  35.44GB

personalvoid

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About personalvoid

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  • Birthday 10/31/1984

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  1. I voted maybe, as i got a malware while activating windows two days ago and all the removals have not been successful. I would have to reinstall windows today. I will join if I am quick enough
  2. Sorry chaps, birthday night dinner out...
  3. Still have to get back home... how did it go guys? CHeers
  4. I am still at the office late @work cause i am in shit support position. I wont be able to be there in time at all
  5. I’ll be there for training but not for the mission tonight
  6. I am late to the feedback... but i can only say so much since i lost about an hour because I was (am) on call duty this week... Although the training was re-iterating over vehicle formations, so something we have been practising over the last training sessions, I enjoyed the segments of the patrolling mission. @PARKER upped the level of detail, in props, which is always pleasant to see. I still enjoy more cqb and we faced not much challenge on that end, but that is also because the buildings were not that big to allow much contacts placed inside. IEDs were hidden and mines... well Bravo got a taste of an anti personnel close to a compound Unfortunately I was on top of a building at that time Sorry matey A comment on the contacts/enemy ranks, I would have expected more vehicles patrolling, like enemy technicals. My only suggestion would be to enhance these patrolling with main objectives / vehicles/ ammo caches to blow up, maybe well guarded areas or road blocks to clear out. 8/10
  7. I enjoyed the training, nice maneuvers and well performed. It was a nice addendum to the previous week. I feel the enemy placement was really nice on this, i am not a big fan of the buildings with the razor-like windows, but we did well. it was good to experiment with the team/veichle dynamics, it was the first time i had to coordinate this kind of approach. Thanks @Luke for the mission, i liked the purpose of getting hostages, but it felt a bit improvised as opposed when we are tasked to get there and extract the vip. Maybe because i subconsciously care less of a random civilian than i do for a vip Or maybe because it being the objective of the mission made the extract more important. Enemies should be considered always present, and a deterrant to any action/objective we take. If we don't have a clear goal, we will be basically wandering around killing enemies and even if a goal start to appear, the potency of the storytelling and immersion is probably less than stating a definite goal at the start. But that's just a suggestion, i always liked the idea of theatrical shifts of purpose during the mission, but then i also feel those should only add to the current goal rather than creating one from scratch. i hope this is good feedback even though doesn't say much on the technical level And i finally fixed my sound issues that went on for weeks!
  8. I just voted filthy lol edit: but may be late cause work
  9. Sorry for the late feedback... Anyway i loved the veichle training. Something new i never did. The IED is becoming a classic now, and i always managed to miss it/being late. We always see a lot of explosions, no matter how much we try. We also tend to stay all in one area, while we should maybe distance ourselves a bit more, proceeding in lanes so that if someone fucks up the ied we won't all blow up. I was late this time but thought i was lucky as i had to attempt defusing, but as soon as i went prone someone ran over an ied. Fun for him but not for me that i just started. Then we moved to driving. Next training we should try mechanised as we are fresh on driving skills. I am very curious to know what happened with the mission AI, but it did seem better than usual in terms of detecting, moving, flanking... nice.
  10. Hi Neko, I find https://www.worldtimebuddy.com/ is really good for these timezone issues
  11. Guys i might or might not be here tonight. I won't know until later... i will cast my vote as maybe I see it is really interesting... i hope to be there.
  12. Sorry just got back from surgery AND job interview all in one day. Pretty intense Btw I agree on the above, the good team members will know how to organise sectors when he has completed a cross. It should straightforward by just giving simple rules of covering uncovered sectors when moving forward, maybe the TL could give a priority sector to be covered first, then the second sector would be the Danger Zone itself the other two should cover the remainig / pair with the other teammates covering their respective sectors. At this stage we should even call the names, just the "next man", whoever is on the line to make the next move. But then on the battlefield we can get a very different scenario in this case it happened at least once with an an open intersection, and our buddy teams were split so we had to coordinate the move being separated. @unionjak was covering from the other side of the road, in an advanced position to get us through. Our team cross destination was a small garden with no walls... then after crossing there we could cross again to reach UJ and cover the same corner for him to cross. @Pilgrim and @Oksman moved quickly as I just mentioned what we intended to do, so good job there in dispensing me from micro management. This was a bit different than training but again a bit of adapting, and a bit of initiative got us through fine. Enjoyed seeing more dynamic tactics there. Alpha did really well on the CQB and advancing through the first and second objective. I think we enjoyed the first more, I felt our approach was more cohesive and dynamic. We crunched building after building, but we were thorough and got engaged from a flank too,where fire team one covered our team two securing the building, so although slower it was highly rewarding. Second objective was fine, down to the convoy I think then the upper side of town was a bit in the open ground and we lacked high grounds to spot/take care of the remaining mechanised veichles. Re-thinking this approach would have been better to ask for a fire mission on the BTR. @Raptor has been a great support throughout, loved the quick response on the fire missions on patrols, literally less than 10 seconds. WOW Filthy don't worry about the convoy, personally I enjoyed a bit less counter attacks of the first convoy after the whole town sweep. It was almost like cheating, but somewhat even more realisting in terms of response times from the enemy gunners. Some hiccups/mistakes are tolerable. Our second run we were able to enjoy the second objective fully, after a speedy fix... Not bad. The mission was a bit stretched for the 2 hours timeframe, considering also we got good attendance. The upside, we can re-play maybe as a filler just to go to the hostage camp! Thanks for taking the time to create this
  13. i think i am simply not fit to lead a team while speaking english in a fast paced scenario. I tried several times but I found myself more tense at the end of the game. Although I am flattered by the patience of the team while I had the honour to lead, as my performance fluctuates a lot and when it does i am even more tense thinkig about the debrief, i believe i might do better as IC rather than designated leader, i am happy to leave this task to @MACKAULE or the experienced @Juan Sanchez which i believe already led three crowns when i joined gol. thanks for your patience so far though!
  14. I will receive a job call at 8pm so i might pause in the middle of the training. In between jobs....
  15. Can't be there and i hoped so as I am on holiday .... bad luck

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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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