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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

Arron

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  1. Not made a post in a while but spotted this. For some time I have been following Red Hammer Studios work as they build and test there units for arma 3, their working on both Russian and American forces. I can't wait to see what they are like when they are released here are some links to check out. https://fbcdn-sphoto...f26351b3ad28e70 Bradly IFV More Ruskis https://fbcdn-sphoto...1cda628abc93459 https://fbcdn-sphoto...2dda6b9acd47e36 Us Troops ACU http://makearmanotwa...GT#.VDU-5BaR8uc
  2. 10:10 The time was ten to ten,I climbed from my bunk and headed to the command tent for the morning brief. I was assigned to a small unit that was responsible for looking for a number of missing catering trucks that had been stolen from the forward operation base. 10:10 We climbed on to the workhorse of the US Army the CH-47 Chinook the heat was almost unbearable. The runway shimmered under the midday sun shadows of the helicopter drifted across the desolate landscape like a ghost.The call for thirty seconds echos around the helicopter followed by the cocking of weapons and a number of checks . above Oksman moves a casualty to the waiting UH60 Above Chris scouts out the town with his binoculars Above a fire team leader keeps a look out for hostile tanks. Above A high low is utilized for maximized firepower. Above Pvt Blocks my view as casualty's are being extracted. Above a squad support weapon is ready to fire.Combat Correspondent
  3. I never said that arma 2 should take priority in the last post my point was that you need to go all out one way or the other your going on a dangerous trail if you decided to balance as only the future will hold the answers as one way or an other will give you your answer instantly. Yes I would like to play arma 2 but I would rather play arma 3 than both. The last post was not to give any advantages to arma 2 but to be against playing both games.
  4. I feel any sort of rotation would cause core issues for instance think if one person puts massive effort in to a campaign only for its to be split or cut short or say there are individuals that that don't want to play one of the games. There could possibly be a patten in absences. My big question is it fair to make people play a game they don't want to play or will there be an option to opted out of playing one of the games. Going for one of the games cant solve this and playing two will not either. The point of balancing is to stop people leaving and playing both games but in fact by playing both we will miss out on even more recruits and make more people unhappy. You may be asking what theory I have to back up this statement. Think about it this way if there's a race and you bet on all the cars you are going to win but at the same time you are going to lose even more. But If you bet on the one car that's won its last 5 races of course you could lose but at least if you lose you lose a lot less than if you had placed bets on all the cars. As much as may of you would like to rotate the fundamental aspect would not work. You may be able to keep it up for some time but how long will it be until you here "Oh great its arma 3 this week" or "Oh great its arma 2 this week"(Sarcasm). Before long no ones happy. Its Forwards or Back the middle ground is unstable. As I have stated before don't vote to please everyone vote to please yourself or in trying to please everyone you will actually ruin your own experience that will effect others. Regards Arron
  5. Arma 3 would still be played but not as the main operation each week.
  6. The medical system is just one reason for returning to arma 2 in my opinion it has close to everything arma 3 has and more, so you don't get some cool combat stances or lighting and ambient effects but for a game that was mistaken for real by the bbc I would say its rather good. Many of you have stated "I signed up to play arma 3" but I signed up to play arma 2 and we have literary lost everything just to move around a holiday island. Apart from the medical system we have lost the weapons systems,AI scrips its fine to have all in arma but its ace that is what relly makes it each effect from mag stacking to LGM gives another layer and numerous procedures that follow them as GuzzenVonLidl has stated there currently is no fix for the arma 3 AI. Its like giving a blind man a machine gun. In response to to aircore needing to do more recon when I was playing FAC I was quick to notice that that the recon information would only get as far as chris and would not go any further it is also rather hard to compete with chris's UAV. We provide the information what you do with it is up to you. Regards Arron
  7. The air core enjoy casevac it gives us something to do because currently we spend 80% twiddling thums 10% blowing stuff up and 10% reinsert , back in arma 2 casevac was are bread and butter. Firstly I feel the weapons were a lot better in arma 2 there was better round drop and JSRS and blastcore made the weapons amazing in arma 3 the drop is close to nothing and the weapons sound and act like potatoes. Secondly with all in arma that we are now using. The recruits will have to have arma2 and oa, we also say that we play both arma 2 and arma 3 so this will cut the pure arma 3 guys. In addition to everyone wanting a medical system its already there in arma 2 no need for one of these addons to me we are just trying to get the game to be more like arma 2 when arma 2 is right there with everything. I personally prefer arma2 texture quality. It feels more grungy war like colder darker. Just my opinion on your thoughts. Regards Arron
  8. My personal feelings With the current state of the arma 3 I am really struggling to enjoy the game as I have noticed BI deliver a concept and its then up to the community to fix it an with no real news of ace well it looks like were up a river without a paddle. I would strongly recommend returning to arma 2 there are many ideas I have planed to improve the experience if we should return. If we should return please don't throw on after market movement the stiffness of arma 2 makes it more tactical. Since we are using all in arma recruits will not be effected as you would need the game anyway. Atlas is a holiday location not a war-zone with the new lighting it feels to happy. Here is a list of benefits and compromises of returning. Benefits 1. We would have a fully functional medical system. 2. We know the arma2 AI sweet spot no more super stupid AI missing every shot or Ninja like aiming. 3. We would have a large amount of functional units and weapons systems. 4. We have more islands at are disposal. 5. We can have tasty sound mods and effects. Compromises 1. We lose the many funky movements system.(NO SMK) 2. We will have to stop making missions that look like holidays. 3. Mirrors will no longer work. 4. Missions will be slower due to the medical features. There may be many more that I have missed but thease are the ones that I feel will make the biggest effect. Regards Sgt Arron
  9. well i did show a rocket on the loading screen
  10. I will help you if you return the favor, trust me it can be hard at times to motivate some of the guys to help.
  11. nice one cant wait to have ago
  12. Thought I would post some of mine as well.
  13. We have now lost two good pilots to internet connection and that means were looking for a new pilot. I am going to make this simple if you have little or no flying experience this is not the place for you it can be a very stressful job being responsible for 25 plus in the back of an aircraft. We are looking for someone who can deal with this stress and can confidently fly all airframes. We can teach how the armaments work but we are looking for the ability to transition from the current role without leaving a gap. Requirements You will be required to attend a Friday training at 7pm UK time You will have to ask for the permission to leave your current squad for the leader. Be able to fly both fixed wing and rotary wing (you will be tested) Have a stable connection Been in the clan for a month Finally write 150 words of why you think your suitable. Application Name : Current Squad/Role : 150 Words Suitability Study : Post Bellow
  14. Me and the guys just went through it and it is perfectly fine, heavy editing I think not
  15. Takistan Army Template After noticing on the faction thread that the takistan army was doing rather well I thought I might help out some of you guys that may want to make a mission with them but don't know how to do the gear select and so on. So if you look in the arma 2 templates on teamspeek you will notice a file called ARS@37_Template_TKARMY.utes this is the template. So what sort of gear is in it. Well I modeled it on the Afghan national army before the Americans started giving out M16s to every man and his dog. This is a full clan size supported template with the current structure adapted to the takistani army so it would be suitable for large operations or even Saturday games. For easy selection of vehicles I have also took the time scrolling for all the viable takistani vehicles and displayed them in the template. The Weapons featured The AKM is an assault rifle using the 7.62×39mm , powerful but does suffer heavy muzzle climb these make the bulk of the force with squad leaders and grenadier being armed with the GP25 Launcher.The Automatic rifleman will be armed with RPK 7.62×39mm with a 75round drum and a 40round clip of tracers.You know what these are so I wont insult you intelligence with pictures. RPO-M Caliber: 90 mm Type: rocket Overalllength: 940 mm Weight: 8.8 kg complete Effective range: up to 300 m (1700 m maximum) FSG Loadout will contain a squad leader role simular to the current the diffrence being an spas 12 or a GP25, the machine gunner will operate a PKM. Below are the missle systems that FSG are issued. RPG-29 Caliber: 105 mm barrel; 65/105mm warheads Type: rocket booster Overall length: 1850 mm ready to fire; 1000 mm disassembled for transportation Weight: 12.1 kg unloaded, with optical sight; 18.8 kg loaded and ready to fire Effective range: up to 500 m Armour penetration: ERA plus more than 600 mm RHA This is used as a replacement for the MMAWs for FSG 9K115-2 Metis M1 Type: rocket booster wire Overall length: 980 mm Weight: 13.8 kg Effective range: 0.08 - 2 km Armour penetration: 950mm This is used as a replacement for the Javelin for FSG Thanks for taking a look at this post and have some fun make missions with the template I am aware there are some other TK templates but is my prefered layout. Thaks Sgt Arron.

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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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