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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

Filth

Staff Sergeant
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About Filth

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    The Sarcastic German
  • Birthday 05/24/1989

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    http://steamcommunity.com/profiles/76561198014971848/

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    Wuppertal, Germany

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  1. How did it go?
  2. @falseprophet Legend!
  3. No, I'll be here. http://www.gol-clan.co.uk/forum/forum/17-leave-of-absence/
  4. Dear GOL, 2018 has been a rough ride for the group as a whole and many of the people contributing to running the whole thing. We're playing an old game. Arma 3 has been around for almost six years. The great majority of us here are seasoned veterans. Myself, I've played Arma almost exclusively with all of you, the GOL. Most of you I've known for many years. Guys like Guzzen and R4IDER have been around ever since I got here. Comrads like Parker, Pilgrim and unionjak I've been going into battle (and mums) with for years. Thanks to our new reserve system, which was rather readily accepted I'd like to note, we see a lot more of old friends like Neko, Thecmaster, MacGregor, and even Oksman. The downside to this is that, in an already tiny community, there is hardly any influx of new players. Thus it's surprising to see many new faces in the crowd. At times, Parker and myself (currently our only recruiters) had more applications to handle than our spare time allowed us to. 2018 saw the arrival of our Dutch connection, who continue to shake things up a lot. Young members only starting out have begun contributing to the group in a big way. In spite of some issues with discipline and some conflicts, we've seen many promotions and a lot of good conduct. Regardless of all the problems the group may have on so many levels, it still has an incredible amount of fight in it after all these years. Working with such eager friends and colleagues is a lot of fun. Makes me stick around. Recent past has seen numerous changes to our command structure. Many players have had to take a step back from leadership for a variety of reasons. All of these are deserved breaks, and I thank all of you (you know who you are) for your efforts, regardless of their duration. However, as a group we've struggled with a continuous shift in the command structure. It's a pleasure to see that there's still motivated, competent members around willing to lead by example. I look forward to working with you in the coming year. Challenging times lie ahead. Since a new generation of leaders took over in 2017, paradigms in the GOL have shifted. In the past, the group was very dictatorial. It was owned by individuals. Decisions were made by individuals in a top down manner. The decision making process was plagued by double standards. We lost a significant portion of our member base because of this. In 2018 things are very different. The group is owned by all of you, its members. Our decision making process may be slightly slower than in the past. However, everything we do these days is carefully decided by a group of people, taking the opinions, feedback, and best interest of the GOL as a whole into account. Our hierarchy these days is based on “merit and inclusion” (Quote Pilgrim) instead of ownership. As a result, the group is now more an expression of the will of its members, rather than a result of the ideas of its owners. This has sunken in with many of you. For instance, our code of conduct has seen a comprehensive revision which council recently approved. Further, conflict within the group is carried out in a more open, yet more civilised manner. Everyone willing to give their opinions is heard. Where opinions are opposed, compromise is found. Overall we see a much greater willingness to contribute to the group than we did in previous years. In my personal opinion this is our greatest achievement of the year. One that we can not take for granted. One that we may have to defend in the near future. It's uncertain whether the group will continue to thrive in 2019. Our existence is somewhat precarious. Very few mission makers struggle to keep up with our weekly demand. Our financial affairs are by no means sorted. Even my own continued participation and that of many other leading figures is uncertain. We're looking at some personal conflicts and disciplinary issues demanding a solution in the coming year, too. Another main issue is the cooperation with AAC, which has recently been plagued by a lack of joint training, organisational and technical problems. The addition of many new air frames is a first step but not a comprehensive solution to a much bigger problem. You know me as a pessimist, so I can't help but have a bad feeling about the challenges we face in 2019. But it's always good to remember that we GOL are a unique bunch. You'll have a hard time finding an Arma group that is more aggressive, more creative, better trained than us. Our ability to develop complex tactics, and practice them in cooperation with various support elements, makes us stand out. Our desire to stay fresh, getting better and better at what we do is unmatched from what I've seen in the milsim/tactical coop scene. The best example for this would be the development and improvement of a mechanised concept. No other group I know of has done this successfully, usually saying that “it can't be done”. Certainly can, with the GOL. I hope we can keep this up, and I hope to see all of you still playing in 2019. Regards SSgt. Filth
  5. Happy Crimbo everybody! Hope everybody had at least some time off work. And presents. And food and drink.
  6. While personally, I've never had any issues with A3S, I think many people have. So thanks for putting effort into this. Would like to take a look at this, too. @R4IDER Cheers!
  7. Never saw the point with the seperate mic. Some of my friends use seperate mics for recording, but none of them appreciate it for gaming. Myself I've been using the Sennheiser Game One for some time. Worth every penny. Very comfortable, even with glasses, fantastic sound, excellent durability and production value. https://www.amazon.co.uk/Sennheiser-506080-Acoustic-Gaming-Headset/dp/B00JQDOALC/ref=sr_1_2?ie=UTF8&qid=1538153610&sr=8-2&keywords=game+one+sennheiser If you're still going with seperate mic and headphones, you can't go wrong with Sennheiser or Bose.
  8. I understand. Thank you for making that clear. It didn't seem like that in the above. I only have this thread and what people tell me to inform myself about the events. I would still maintain the points I make in the above. Saturday is mission day and we have to offer something adequate to those few who do attend. There were options. The main point to take away from all this for me personally is that our mission making rota for saturdays is very poorly maintained (last update in February!). Furthermore, we have too few mission makers to provide missions for events. Currently there is a mere three (3!) members contributing to this, one of whom is on a long term LOA. See here:
  9. Thank you for doing that @unionjak, sorry to see that nothing came of it. I'd like to apologise to you all. Three Sergeants on LOA, that's @R4IDER @PARKER and myself, we're headless chicken apparently. It's a shame you didn't take @Jason's suggestion. That would have been a very easy, pain free way for you to have a quick mission. It's super easy to set up, enough of you have server access so I'm not sure why you didn't take that opportunity. This shit can not happen. No missions - no GOL. @Pilgrim @unionjak @SoKkada as the people next in line, this would have been your time to step up and call the shots. That's why we promoted you. Because we trust you to make decisions in this kind of situation. So I would like to ask you to do just that, next time something like this comes up. And that's pretty much my answer to this suggestion. This is what we have NCOs for, be it a Sergeant or a Corporal. That's why we promoted more than we need in the field. So, summing up. On one hand I'm sad to see that nothing was done in our (my) absence, even though you'd have had all the options and the authority to make decisions. On the other I'm sorry I couldn't be here. Sincere apologies. Let's make sure this shit doesn't happen again. Will need your help though. PS: The survey was utterly and completely inconclusive, like all the surveys that we do.
  10. A mixed bag, but left quite the impression. Editing: Basic, interesting concept as a basis. Terrain, gear, assets etc. were well chosen. I even enjoyed the fog, had some MGS V vibes to it. We're infantry: We fight by day, night, in the sun, in the rain and, of course, in the fog. It's just an environmental condition with its own set of challenges. But I do see that this could be a huge problem for air. The real balancing problem lay in the laser accuracy of any AI that forgave nothing. One round out of nowhere ended my own life and that of others in such numbers, it was ridiculous. Death was completely random and had nothing to do with behaviour, skill or coordination. I'm all for difficulty and challenge. However this AI was supernatural and no fun whatsoever to play against. The fog imo was more of the right idea to add challenge. Execution: Vast numbers of casualties with plenty a team wipe. This was partly caused by the AI, but also partly by our lack of organisation. @R4IDER refused to micro manage. An interesting experience that certainly allows TLs to develop their own skills, as @unionjak illustrates above. However, yesterday's three teams were unable to manage themselves properly on their own. Intent was not sufficiently laid out. Reaction to contact usually left us without any guidance from SqL. As a result 1. our progress was slower than it could have been 2. we could not bring our full capabilities against the enemy 3. we did not make sufficient use of terrain (which would in fact have been an option). Every move we made was uncoordinated. Weirdly, when there was guidance from above, teams were largely unresponsive to it. So from that perspective, it was a very weird mission. I'm not saying we're complete shit, we just need to work on this. Hard. I think it's fair to say the coordination between fire teams without interference from SqLs is one of the most important skills we need to develop at the moment. This mission made that very clear. The special ranging is an intentional part of RHS, which I understand is an attempt at realistically depicting russian weaponry. Alpha's AT missed the mark as well in a crucial moment during an ambush. Not sure what's up with that but on the whole, I'm not the greatest fan of disposable launchers. They suck whichever faction gear they're part of. The rifle ranging I find an interesting challenge, it's very feasible with such a small, high velocity caliber. But I see that you don't have to like it. I think in a regular mission we might have been very effective but caused by the insane difficulty and our lack of organisation we got, once more, our teeth kicked in by one of R4IDER's missions. Alpha on its own did very good work, especially @Chroma on the big gun (despite his hangover) and his buddy @UnknownEngineer who managed to survive the entire ordeal. Personally I enjoyed the initial stages of the mission best. Very chaotic but still quite nicely organised among the teams without much interference. We were unable to maintain that level of performance. Once again thanks to @Blu. @Byleth and @Des for stepping up to a highly challenging mission and making the best of it. This was still 8/10 after all the nagging. Immersive and difficult. Would like to replay.
  11. Training I made this one by the input I got from several members of the group. Yet I don't feel that we're ready for this live fire stuff. Our standard procedures and individual capabilities aren't that far yet, sadly. The goal of the excercise, all things considered, was not achieved. It was interesting as a sort of test though, and I agree with @unionjak that it is a highly interesting endeavour. Old school 1-1 style. It was possible back then because it was a very small group of people with a common, high level of proficiency. This no longer applies. From my perspective, we need to take a step back or two. Lastly thanks to @PARKER for his, evidently, hard work on the SOP. This gave me some valuable time. And it showed to me that, in stark contrast to CQB skills, the squad seems to be rather proficient with their reports when put on the spot. I noticed a distinct difference in quality though from this excercise to the mission. We need to work on that. 7/10 missed the mark on CQB training, but was enjoyable and interesting nonetheless. Mission kicked our teeth in and then rubbed dirt in our mouths. The initial defensive bit was a nice touch, something we could have seen coming since it's something @R4IDER has done before. This bit made me genuinely angry, trying to find a way to leave base. Sadly this was only achieved once it cooled off, and we had taken our fair share of dead and injured. Sad Filth. Once we were able to start operating, things became much more fluent and we covered significant distances (roughly 3km) on foot, under nearly constant pressure. This is an achievement. However, the casualties did not stop. They just piled on. The agreement among real life military thinkers is that 20% is, quote, acceptable casualties. We must have taken roughly 200-300%. Thoroughly inacceptable. Distance was covered, objectives achieved within alotted time. Still, just for casualties: Mission failed. Personally I wasn't happy with my own instructions. They were misunderstood on several occasions and I understand why. Got to give it to @unionjak and @PARKER though, talk about bloody decisive moves! 8/10 For the fun I had. Highlight: Ambush on 2x technicals and enemy garrison. Payback.
  12. Updated.
  13. Training Subjects Repetition: Contact Reports Focus: Squad Cohesion and Communication Live Fire CQB Excercise Preparatory Reading (Optional) Please take one minute to read up on 7. Basic CQB. Mission Info Counter-Strike on Nogova
  14. If no fresh mission is available we will replay last week's Combat Patrol by @R4IDER.
  15. Bump. Still relevant.

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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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