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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

Joe Malley

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  1. I always enjoy these mechanized missions and especially commanding the vehicles that we are using, this is maybe the 5th or 6th mechanized mission I have been a vehicle commander for and it was just as fun as the previous times. I felt the training went pretty smoothly and did help to improve the cohesion between the vehicle and infantry. Overall, the mission was good fun, shout out to @Wazowski and @Liquid for being the fellow crew members in Pig. We had a few difficulties when first starting out due to the darkness of the mission, but once it got brighter we really started to get some good kills. Wazowski was an excellent driver as always, and liquid did an excellent job as the gunner especially as it was his first session with us. If you had put me in a vehicle on my first mission I wouldn't have done half as good as he did, the only issue was that liquid's ST HUD mod didn't properly work so he didn't have the compass at the bottom of the screen which made calling directions a bit awkward. But other than that Pig functioned well and I am extremely impressed with both crew members and hope to do even more mechanized missions soon.
  2. I was the commander of PIG1 in this mission along with @UnknownEngineer as my driver and @Wazowski as the gunner, both of them did extremely well, UnkownEngineer has a very good knowledge of the tanks we were driving and fighting, this came in handy when he would tell me what kinds rounds we could take and what we should shoot at different types of vehicles. Wazowski was an excellent gunner, a little bit on an itchy trigger finger, we almost shot Pig2 on a few occasions. But other than that the mission was insanely fun and driving both the tank and tank destroyer was a real challenge and although I have had some practise with the IFVs these vehicles were a new challenge. I hope we can do more armoured missions in the future. Lastly sorry if in this feedback I have left anything out or formatted something wrong, I don’t have internet right now so I am typing this on mobile.
  3. This mission was the first time I have been in a leadership role, and my lack of experience definitely showed during the mission. However, despite this, myself, @madmatt and @Evilcommand had loads of fun driving the armoured vehicles around and trying to support the infantry. The mission itself was fairly hard and we did, in the end, lose both of the vehicles in the mission. Luckily the last one blew up just before we finished so we weren't without armoured support for very long. I think the highlight of the mission for my team was during the hectic firefights that occurred towards the end of the mission once we had entered the town. The training was also very enjoyable and gave some well-needed training for the mechanized combat. Overall, even though the mission was a replay my team still had tons of fun, and I hope to get another chance to lead sometime again.

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.

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