• Announcements

    • R4IDER

      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


Private Second Class
  • Content count

  • Joined

  • Last visited

About Chroma

  • Rank
  • Birthday 09/05/1996

Contact Methods

  • Steam

Profile Information

  • Gender
  • Location

Recent Profile Visitors

243 profile views
  1. I do have the game but just not got round to doing any training sessions on it nor do i have any other aircraft than the su-25
  2. Best behind in the company @Joe Malley
  3. Im glad you enjoyed my performance there I felt like i was in a fishbowl with all of bravo crowding round and taking pictures, mocking me. Id give me a 1star UBER rating.
  4. Radio mods as in task force radio? http://radio.task-force.ru/en/ It will install itself and you activate it in: tools - addons - scroll down to Task force radio - Enable - Reload
  5. From my point of view Bravo team started off really well and up to after we crossed the bridge everyone in bravo doing a good job. The only times we had trouble in the first half was when going round corners to come face to face with AAA, heavy tanks and a couple of technical issues which @Luke promptly sorted out so it wasnt a major issue. @Skeliton @Joe Malley @Evilcommand Were very patient with me and gave good callouts/positions for me to relay back to SL and 90% of the time kept good sectors. Thanks to you guys for making it a little easier for me as you know its pretty rare for me to take a team lead position. We had good communication and understanding with Alpha of where they where/what they were doing throughout. @Pilgrim and I gave each other support multiple times in the second half of the mission and during the bridge crossing, not so much in the first half though however as we were pretty much separated on each side of the MSR clearing buildings independently. Top moment for me was when my rifleman @Skelitonsaid he could hear intermittent "beeps" and we all thought he was mad until he crossed a tripwire wiping out 3 team members and THEN decided to get his mine detector up. Lol. Other than that i agree with @Filth the bridge crossing was a lot of fun but i was plauged with crazy rubber-banding which meant i had to rely on my buddy teams to do all of the shooting. These missions are really hard to pull off but @Luke did a good job of it. Its just a shame that these mods do cause performance problems that cant be avoided like this.
  6. @Filth @Pilgrim Very kind words thanks haha. I was a bit dubious about the civilian thing at first but glad the mission came off well. Sitting back as squad medic and watching you guys figure things out is really satisfying for me. Hopefully from now on my missions will follow suit. GG guys.
  7. Pretty successful mission. Actually made it to the end which is a feat in itself
  8. @PARKER should make an exception from your LOA tonight
  9. Mission: Patrol Duty Details: 12PM, Clear weather Situation: USMC forces in camp Garmsar are in need of a medical resupply. So to save resources elsewhere, instead of airlifting supplies over, it is to join a motorised squad (1-1) on their midday patrol run between the bases. The patrol is to move out of HQ Rasman mounted up in vehicles and move through the designated villages. Insurgent forces have ambushed our convoys/patrols before so it is recommended that through the red areas marked extra care is taken. Civilians will have a large presence during this op and insurgents will most likely be dressed nearly identical so PID targets. Any local carrying a firearm is shoot on site. Objectives: Secure all villages along route to Camp Garmsar. Deliver medical resupply truck Delivering the medical truck is only to be an objective if we have sufficient numbers to do so. There is opportunity for Air Corps to join in a reinsert/resupply role or to drive the medical resupply truck and get in action on the ground. Vehicles: M1097A2 (MHQ) M1230 (M2) M1237 (M2) 2x Humvee (M2) M1085A (Medical Truck) CH-47F 2x AH-6M
  10. It could have gone A LOT better however this being my first sat op I tried to give AAC a lot to do to keep them occupied. I think i overestimated a bit... Coupled with the issues people have been having the past few weeks basically meant almost no support in a mission that relied on CAS for some armoured units. @Raptor You actually managed to take out 2 of the frigates by killing the crew but i agree with the ridiculous range some of the weapons they had shooting at you across the map thats my bad. Overall I think there was a slight domino effect starting with AAC having technical issues which meant they couldn't perform as well as they could have meaning we couldn't have much support on the ground. I think with the naval ships gone and these bugs people are getting fixed, we would've been able to complete the whole mission. Shout out to @Filth @SoKkada @Raptor for putting up with the insane bugs going on and having to reconnect every 5 minutes Thanks to everyone else for keeping patient as well, hope the little time everyone was together was good at least! Ill look back at some older missions and see how people whove been doing this a lot longer than I have balanced things out.
  11. Terrain: Tanoa Weather: Thunder Forecast: Clear Time: 08:45 Situation NATO & US forces have liberated half of the Tanoa archipelago pushing CSAT forces down to the south eastern island. Fearing being cornered, CSAT is launching a dangerous assault at an attempt to take the NATO forces unaware by striking at the heart of the island to recapture a strong point (The sugar factory). Heavily outnumbered and outgunned The remnants of the CSAT presence in this island chain are required to make the best use out of there remaining assets to succeed. Enemy Forces US Naval vessels are parked off the western shore and pose a massive AA threat to our air units. NATO ground forces have set up all along the front and locked down most fortified positions meaning reinforcements aren't too far away from anywhere on the front. Air bases in the blue zone are occupied by AAA and USAF fighters and helicopters are on standby and will most likely be harassing our air units throughout the op. Mission 1 - 1 will begin down in the South East at HQ Mercury from which AAC will be airlifting using multiple Y - 32 aircraft to carry the infantry in vehicles to the LZ along the dotted line to avoid AAA. Upon arrival at the LZ infantry will either be para dropped in their vehicles or they will be landed dependant on the situation. The infantry's main objective is to recapture the Sugar Mill but however will need to clear the town of Tanouka to avoid being encircled. Once captured the mission is complete however if time permits there is a Tertiary objective to capture an enemy FOB nearby to the main airfield. AAC will begin, once 1 - 1 has been dropped off, by destroying any reinforcements sent to Tanouka during 1-1's assault. While doing this enemy fighters will be dispatched and AAC must also maintain air superiority at all costs. It is recommended that aircraft steer well clear of the US naval forces to avoid a hail of fire coming up at them as all ships will be heavily armed to protect the USS Freedom. Area Report Both objectives for 1-1 will be close together so expect compacted enemy groups. Movement from the LZ to Tanouka offers plenty of cover until you are within afew hundred meters of town which it then becomes open. From the Mill to FOB Diesel is a long stretch of road with low amounts of cover however it is unlikely enemies will have fortified this open space. Reports show that to the north there is a mechanised Squad, to the West a Motorised detachment and to the south an armoured detachment. Assets available 2x Y-32 Vehicle transport 1x Y-32 Infantry transport 1x To-201 Shikra 1x YAK-131J 1x SU-25 Frogfoot 1x MI-290 Transport 1x Ka-60 (armed) 2x Quilin M134 1x Quilin AT 1x Typhoon Transport (MHQ) 1x Service station (HQ Mercury)
  12. Despite the delay at the start of the trainnig it went pretty okay. More useful for the new guys that hadnt done this stuff before but thats absolutley fine with me. Always willing to try and get people up to speed that havent been around long. As for the mission apart from the heli fuck up on my part and not providing the right kind of helicopters. It went pretty well i understand @SoKkada and the rest of Alpha managed to go through the whole thing without any T4s which I was quite frankly very surprised at considering the amount of times we got ambushed, rushed by some APC or armed car. Bravo on the other hand suffered quite a lot @Pilgrim had several aneurysms from what i could make out. Maybe it was a team balance thing or just getting unlucky a lot of the time. I know I joined them breaching towards the end and a lot of us instantly got killed so it was probably the latter. Both Pig call signs did well in the end once AAC managed to get into the action and i think it was balanced quite well. Apparently an IFV can take out a tank destroyer at close range but I felt that made Pig 1 feel less safe which made them a bit more cautious when moving around the main objective. @Filth Thanks for doing a great job always as SL and i hope it didnt get too chaotic for you.
  13. @PilgrimThat's why I said we should get peoples focus on not dying instead. Maybe I didn't word it correctly. Just ultimately trying to save someone who'd have to code all this stuff out people are mentioning for no reason other than to make it harder for people to keep count. (Which judging by the soundoffs most of us cant do anyway)
  14. On the subject of people competing for kills. I think certain individuals will always be trying to big themselves up. So we should instead of trying to just stop it entirely, change the focus to something else. Such as the teams with least T4s. Because even if you remove scoreboards they'll still try and keep count. It just seems pointless

About us

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.

Social Network

Add us on social networks