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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


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  • Birthday 05/25/1979

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  1. BOOM! Cheers @Jason / @hoofed
  2. 3 week chromathon incoming...all hail the Guzzenator. (i was gonna go with “get ready to CHRUMMMMBBBLLE!!!! HOLAAAAA” but thought that a step too far)
  3. @Chroma
  4. Morning All, I’m after a 2nd copy of ARMA 3 and Apex, if any see’s it on sale or even has a 2nd copy they wish to sell please let me know. Thanks
  5. Version 6.18.0726 released 27/7/18, tested and working on GOL server.
  6. Morning All Editing Last nights op had a one or two issues mainly due to a good turn out in my opinion. Firstly the AO being in ravines of mountains and along MSR's caused a narrow corridor for 3 team 1-1 to work in, this unfortunately meant one team normally had to be either in reserve at the back or slightly to far from the formation on the other side of the MSR. This worked ok in certain areas (Overwatch of MSR) but in others it caused us to bunch up quite heavily and slowed the pace somewhat. The fog only accentuated these issues. I also had issues ranging my weapon, it only seemed to go between 100 & 500m, my rifleman also mentioned issues ranging his AT, not sure if this is a bug with the RHS models or intended but it caused the rifleman to be highly inaccurate when firing AT so if another choice could be made or the problem fixed it would be worth letting other editors know the solution. Not sure if anyone else had the same problem? Apart from these things, my framerate seemed rock steady at an avg of 55fps for the whole op, great to see and experience. I enjoyed the gear provided by RHS and each objective was enjoyable to assault, an interesting mix of mountains, MSR's and fortified positions. I kinda felt we like we should have had a mechanized element but we pushed through. The enemies seemed well aware of our approach, alert and patrolling, again due to the turn out I felt like we could have handled more patrols as @GuzzenVonLidl mentions and maybe more contacts in and around the towns/compounds. Mission Helljumpers got off to a good start, 1 successful paradrop with 0 casualties as far as i'm aware, one or two got spread out but nothing serious, 1-1 regrouped on the rendevous point fairly quickly and set out towards the objective. Nice! Bravo @NeKoArroW @falseprophet (Team2) @Devastator @Jazz (Team1) were I have to say on top form, I always say that but last night was a step up, I didn't have to mention anything about formations apart from which one we were in....A breath of fresh air to see. Sectors were up at all times and stayed up the security this gave us allowed us to keep casualties down to a minimum, I think we had 3 T4's including myself for the whole op. Bravo's local comms was also on form, passing info constantly and giving detailed reports of enemy & friendly movements. A few shout outs have to be made imo, @NeKoArroW no need to say anything here, a long serving member of GOL and it shows, hard as nails last night, walking tier2 John bloody Rambo, always a pleasure. @falseprophet played as our AG last night, not sure if he's handled this role before in GOL, this role can be a real test at times Once the first contact was made he quickly learnt his AG duties and the requirement to provide data to his AR to make him effective, casualties were down so medical requirement was reduced but he provided great support to his buddy in all actions and treated multiple T3's / 2's quickly, really good stuff. @Jazz & @Devastator our T1 were for most part Bravo's point team and completed a majority of the breaching, this was done at a good pace and safely, again comms were excellent locally always talking to each other and me. Orders only needed to be given once and off they went. Many thanks BRAVO a real pleasure hopefully enjoyable for you all. Overall I felt the FT's worked well together apart from a few slow moments at dangerous locations and a bit of bunching up/formation confusion we were all communicating fairly well and once actually in the objectives made short work of our enemies. It's been a few weeks since I was here last on a Saturday and while my brain definately felt the pressure it was really good to be back and playing and yep I need the practise, funny how quickly you forget stuff when you stop. AAC did a top job last night, under pressure to perform they had their issues but pushed through and provided all the same so well done @Blu. @Byleth @Des Many thanks all GG Reminder - On a side note please let me remind everyone not to take anything extra from the equipment boxes unless specifically ordered, I'll be watching!
  7. Bumpity
  8. Morning I feel like I owe mostly @Filth who bore the brunt of my short replies but also Alpha @Chroma@Luke@SoKkada@Jazz@R4IDER an apology for my performance last night, my mood was at best irritable and short tempered, not sure of the reason why but its not what I would expect from someone leading a team in an op, so please accept my apologies if anyone got offended I did not set out to have a bad night or give anyone any Sh1t. The training was good, the contact report section I attempted to explain felt pretty rushed theory wise but still useful, the practical worked well as always and while difficult, frustrating for me personally and hectic at times was a useful exercise to complete and agree we should do a lot more of this stuff, @SoKkada did a good job of leading Bravo. Really enjoyed the op, the start was......YOUR A BA%$£*D @R4IDER.......Tier3, no Tier2....Oh no their all down....mommmyyyyy. While it's not how we normally would want to start an op, in mayhem, it always catches us off guard..this is @R4IDER we should have known better......so new question for briefings...Is our HQ secured? I liked the terrain and simple sounding objectives, also a non mechanized op which is back to using the terrain to advance, pretty enjoyable to do and always good to practise as a squad. @Filth lead us to victory in this one, while we took a fair few casualties, i believe that is on us and imo related to personal security and team discipline more than overall tactics i.e. resisting the temptation to look around that corner until were ready as a team or as TL's choosing positions and routes more carefully if we have the time. However I can't help but feel that my personal performance impacted everyone in my team so again apologies to anyone affected. Thanks for the training and op....
  9. Oooooooooo! Slowly rubs knees...yes please!
  10. I have also seen a 30fps increase since the change! Though still some rather large lag spikes at the start of ops but still a definate improvement! Whoop!
  11. Yep happy to do that, i havent SL frequently ever really and I know its something Filth is eager to get going. With regards to TL’ing i would like to see atleast 1 TL slot on thursday training filled by those eager to give it a go on occasion. I know @Skeliton @Joe Malley @Wazowski have all shown interest in the past and without opportunity this eagerness goes to waste, something we can’t afford to let happen. Shadowing for the first or just structuring the teams correctly (ie give new guys veteran teams) would be a good introduction to TL’ing. I’m just eager for as many players to give TL’ing a go as possible as when i did it for the first few times it made me appreciate the up hill task the nco’s have to deal with week in week out.
  12. How do, apologies for the delay in feeding back.. Training The training (Live fire exercise) was useful and focused us on squad manouvres, compound clearing and ROE / identifying targets before the op laid down by Raider for the evening, nothing to formal but everyone appeared to be focused on the task which was good. I'd of liked a little bit of theory mixed in there to and also to of allowed new TL requests ( @Skeliton) to have been granted as surely training night is the place for this to happen.. Op The op was a good crack, @Pilgrim did a top job as squad leader, we had a tough approach to some objectives but Pilgs handled them well if anything the TL's (me and @SoKkada) should/could have made a few team decisions a little quicker (i.e. talking to each other and pulling back sooner or informing SL that our approach was looking hazardous and to maybe have a rethink, hindsight is a fine thing though :). This being said due to the MHQ being very close to the combat the effects of the tier4's were dulled and we did regroup then re-plan our approach which was successful....excellent, however we were lucky not to get over run and lose the MHQ! Once we'd passed the 1st objective I could tell Pilgs was relaxing a little and starting to enjoy it, good forward planning and interaction with team leads prior to obj2 and not to controlling when first contact was made (FT's were allowed to adapt to the situation and were close enough to provide support for each other). I can see now what @Filth's "Mission type tactics" could potentially bring to the group but feel it will be something that experienced squad leaders will use at first and less experienced SL's like myself, Pilgs and Sokkada will have to adapt to. When i squad lead I tend to stay with the teams when moving then hang back while each team completes the order, where as Pilg is very much on the ground and in the fight neither of which would be correct in mission type tactics. It'll be interesting to watch multiple style SL's adapt to this kind of gameplay and how it'll effect our tactics/success factor. @SoKkada did a top job keeping the momentum going when SL was T4'd, good improvisation with undermanned teams under fire and focus on keeping surviving members alive. Unfortunately there were a few small technical issues (not bad going for a big mod change), mainly a lack of ammo I believe or weapons that wouldn't fire...this delayed Bravo heavily in certain places and killed the flow, apologies. Also the Blastcore tracers were ridiculous so removed them from the modset for the op). When Bravo was in the game I think we did well, I took a fair few hit's / tier4's myself so wasn't overly happy with my performance but the team was experienced ( @GuzzenVonLidl, @R4IDER, @unionjak, @Skeliton) and handled the situations well when we were all there. I really enjoyed the huge CQB compound, Raider had spent a bit of time on that and it was quiet difficult to get around safely (especially with highly explosive rocket launcher sitting in our AT's line of site lol). All in all a good session, with lots of learnings to be had! Good show what! Many thanks all..GG
  13. Training basic but important.. cheers @Filth
  14. lmfao....brilliant
  15. Morning Morning and Morning... Training Agree training was solid, included good explanation of training objectives, practical and live fire but kept as a squad based training session. As mentioned mechanized is some of the most complex and dangerous stuff we do in terms of potential casualties and organization especially when large numbers of players are present. Example....rolled up to 1st live fire zone, bravo tasked with North sector jump out half the team go the wrong way, 2 immediate tier 4's (inc me) and a whole lot of confusion..but that's why we're training it, good stuff from all. The resource links provided are very useful and made it a lot easier to get a handle on the theory when read prior to the training session and Filths / @Oksman guide is written from experience and an ARMA survival point of view which is great, very valuable information. Very enjoyable, can see the effort that went in, thanks @Filth Mission A very well set up and edited op from what I could see, perfect to practice what we had just been taught. Only point I would make was the opord lacked a few markers on the picture that would maybe of helped players get a better idea prior to the op. I enjoyed playing AG for @SoKkadaagain, though for Bravo it was a quiet night from an AG persepctive, T4 or nothing apparently? Not sure if that was people not shouting out injuries or just that there were no injuries. From Bravo's perspective I was with @guyjacklin @falseprophet @R4IDER who did a top job, did everything required, listened, stuck in position / sectors like glue asked if they were stuck. Not sure about that R4ider bloke though....needs a 2nd interview in my opinion The op itself I found very enjoyable, mechanized, well positioned enemies, roaming patrol, enemy vehicles, mines, tasks to complete, CAS and CASEVAC's, excellent example of what we want more of and reminded me of why I love playing with you lot and why I joined in the first place....a mix of lol's, holy shits and yeah babies! Missed my Ctab, orientation screwed Op highlights - Bravo getting caught out in the open in cross-fire, and fighting our way out without any major injuries...amazing job Bravo..........and.........listening to @Chroma's yells for help after getting accidentally locked in the MHQ.... possibly the funniest thing I've had the pleasure of witnessing this year. Rating 9.9/10 @guyjacklin could do with improving your mic somehow, a little difficult to hear what you were saying at times.

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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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