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    • 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


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About Pirate

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    BRB I'm Having My ASS Cleaned!
  • Birthday 02/01/1995

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  1. Mission was THE SHIT for me. Loved the editing and theres not much that could have gone better in this mission. Maybe we need to keep our heads down a bit more but i'm just excited to actually see some contacts on this map. I think this map is awesome if the mission maker calculates how the mission will play out. Thanks @GuzzenVonLidl for this awesome mission. Comms with @R4IDER were pretty smooth i think, i heard @SoKkada say there were some issues with bad comms and i would like to hear a more detailed report on what went wrong since there is probably some stuff i didn't pay attention too. Thanks everyone. 8/10
  2. Hi readers, So i love how we are slowly developing structure in this group. I noticed that we are discussing very useful stuff that we can apply in real digital combat. We discussed the way we did a squad flanking maneuver for example. I think this is a very good way to draw out mistakes that would normally cost valuable time in a mission. We went over some mistakes and opinions in a very civil and transparent manner. That's learning shit you won't quickly forget. I also want to ask team-members to give feedback or ideas in a training session like this. Don't be afraid to let yourself be heard. The people who are not that experienced yet can often have fresh ideas. @Lt.Chris did a decent job in leading. ( We'll go from ''Chris you're shait'' to decent for now. ) I did feel like we could have some more cohesion with the squads when approaching the airfield for example. But i'm still figuring that stuff out myself so i might be completely wrong on that. Mission was well made but for me personally it felt a bit easy. We didn't really find ourselves into the pit of oblivion, but it's good to have a nice and quiet skeet shoot from time to time i guess.
  3. Training Again high quality instructing explained clearly and executed in a new way. Nice that we got to stop early to discuss more detailed evaluations. That helps new people understand the maneuvering allot better as well id imagine. Mission The mission itself was solid and good. Not too much fancy shit, just a good hard mission. I think the terrain of Tanoa continues to be a problem to maneuver through. But with some practice we can have good squad tactics and eventual execution on this map as well. We like ''hardcore'' mode don't we? And because of this terrain the situation quickly turned hectic on several occasions which i'm apparently not used to when carrying a big machine gun. Overall: 7/10
  4. Accidental awesome thumbnail! Nice.
  5. And your notepads!
  6. Tried to make a video again compatible with my video card ( Shitty AMD ). Using the program ''uplay'' for recording. Will try to setup my editing program in the future.
  7. Training Liked the fast pace in the training. All useful non-boring stuff. Shame of the template issues but hey, good fun. Improvement: Shut up when somebody is talking, or whisper. Try to not interrupt lecture. Mission Love the map. ( As i've repeated many times in the mission, sorry Bravo. ) Mission kept us quite focused with the weird terrain. I think this terrain is more about using steep hills and terrain than actual hard cover. Some more suppressive fire from all of the teams couldn't hurt though. One very good moment in the mission was when we reacted to that close forest contact. Everybody went for some cover and started to throw grenades in a semi-safe way. This was really nice to see. Thanks.
  8. Training was quality shit, it seems like people were paying attention. We still need some work on staying calm in missions and using the tactics we use in training but i can see allot of improvements already. Mission was chaotic with some hard terrain to die through. Much more fun in the last part with some textbook overwatch. Thanks.
  9. Thanks mate I like the second to last one that says: Nice attendance!
  10. Sorry about the late post, i should do this right after and make some notes next time but ill try to feedback on what i can still remember. The training was quite interesting for me. It looks like the Tuesday training is already taken a bit more serious than before. There seems to be less theory explained and more practice done. That's really nice to see, and i think this works allot better. Clear examples were shown of both failed and succeeded executions. I think this is making things allot clearer for people. As i said in the debrief, i would vouch for smaller and more diverse buildings for these breaching exercises to simplify CQB Training. The mission went OK and i like having Parker as a squad leader. Even though he is still learning, he's doing a better job than he thinks ( Yes i'm hitting on you, call me ). This was a difficult terrain for me to teamlead/play on. I noticed allot of maneuvering was needed to find some better positions for my team, i think this is a hard task and i will try to pay more attention to this in the future. The mission was fun to play and i don't really have anything to add to the mission editing. Liked the caves allot. Thanks.
  11. Sorry, missed the post.

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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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