• Announcements

    • 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


Senior Airman
  • Content count

  • Joined

  • Last visited

Everything posted by Jason

  1. The next DCS session will be arranged for the 14/09/18. This is a training mission so anyone is welcome regardless of skill level. Come along and play with the purpose made training ground and ask any questions you need answered! DCS SRS is required and can be downloaded here: https://github.com/ciribob/DCS-SimpleRadioStandalone/releases If you need help setting it up, grab me, Hoofed or Raptor Base lesson for current DCS pilots is Air to Air Combat in the F-15. @hoofed @Raptor @Luke let me know if this is acceptable. Recommended Reading:
  2. It is for air to air Any questions just grab one of us and we'll get you airborne
  3. Final call for prospective Eagle Drivers. This is a training session so we will talk you through everything if needed to get you airborne and engaging radar targets in the BVR envelope (we'll even explain wtf that means). Server will be up at around 1830 and I'll be on TS from around 1845 ready to start at 1900. Please remember it can take a little while to connect etc so try to tip up 5 minutes or so early so we can deal with any problems. You will need the OPEN BETA of DCS. You can opt in for that in the program details on steam. SRS will not be used for tonight but if you need help setting up for the future we can talk you through that also. Come and give it a try, you might even like it!
  4. It'll be reet. It's easy once you get the hang of it. It's the radar that causes most problems and that's what we're training this time out
  5. This will take place on 21/09/18 at 1900 in place of AAC training. I'll try to have the server set up a bit earlier so people can get connected etc since I know it can take a little while. Just a friendly reminder, this session will focus on the F-15 particularly using the radar in BVR combat. You really need to at least own the Eagle to attend. I can talk you through start up and get you airborne as part of the lesson but you will need the Eagle to attend. SRS is not required for this session since it's a training session but if you are struggling to get it working, again we can talk you through it so you're ready for future combat ops.
  6. This session will now take place this weekend 21/09/18. Had to postpone due to AAC testing of assets for an upcoming campaign
  7. Been a long old time but I'm slowly catching up after summer. FOB Almyra is now open for business. Exercises include: AT range with moving vehicles Static MG range CQB training area 2 CQB live exercises (live as in you can die) Reflex range Next on the list is FOB Ocelot for the AG/AR range as per requests
  8. Here you go @PARKER Anniversary sale on both Vanilla and Apex: https://store.steampowered.com/app/107410/Arma_3/
  9. Update: Shkira Maintenance: Added MFD text for all applicable weapons Repaired fired EH to cover changes to AWS
  10. This in house mod is designed to repair the problems presented by CUP vehicles and also expand the usefulness of the aircraft in general. The mod is at: https://github.com/jasonjoyce971/ARMA3_CUP_Enhancement/tree/master/Packed BIS Forum Thread: https://forums.bistudio.com/forums/topic/202966-cup-aircraft-aws-enhancement/ Here's a teaser showing the F-35 in action: Initial release: Mi-8/Mi-17 Hip - Added AFM and payload options for weapon mounts Mi-24 - Added payload options applicable to each variant (D, P, V, Mi-35, Superhind III, Superhind IV) Mi-6 - Added AFM Su-25 - Added payload options Su-34 - Added payload options AW101 - Added AFM AW159 - Added AFM CH-47 - Added AFM SA-330 - Added AFM F-35 - Added faction specific payload options AV-8/GR9 - Added faction specific payload options AH-6 - Added AFM and payload options MH-6 - Added AFM A-10 - Added payload options AH-1Z - Added payload options MH-60 - Repaired landing bug Ka-50 - Added payload options Ka-52 - Added AFM Additional stuff: Comprehensive Field Manual entries describing weapon systems, aircraft types and AAC roles to help mission makers find the right craft for the job Custom made weapons: Brimstone - UK issue Air to Ground Missile Storm Shadow - UK issue small scale cruise missile RBK-250 - Soviet issue cluster bomb Kh-25 - Soviet issue Anti-Radiation Missile GSh-23 Gun Pod BIS virtual targetting pods BIS CCIP AGM-122 Sidearm - Helicopter delivered Anti-Radiation Missile
  11. Not got a second copy but if I spot an offer (and I'm not too medicated and forget) I'll send it your way
  12. Will put forward for the council to discuss having an established "back up plan" for future problems featuring the public server Any other ideas for a back up?
  13. Exactly why the friday thing fell through I think. still leaves 5 other days though (not counting training day obviously) Cmon guys, just because we're an arma clan doesn't mean we can't venture outside of arma for some social fun (unless ofc you're like me and your social life revolves around paw patrol)
  14. Not a bad idea especially during big break periods like summer, christmas etc. I used to make a lot of friday ops way back when but when I came back to the clan after my break the attendance simply wasn't there so they got dropped. Dunno about interest in other days. With the public server running there's nothing stopping people grabbing a few guys and playing there I guess. We did run our own stasi game for a while, not sure what ever happened to that tbh but it served the same purpose; it provided something for people to do mid-week if they wanted. Furthermore there are a few other games that have a following within the clan, you could get people together in those. DCS springs to mind immediately as a good example. While I try to organise a proper session once a month in place of AAC training, those other DCS pilots could quite easily get together and hit buddy spike or something
  15. Is that the one I did? If memory serves unless you've changed a shit tonne, there won't be enough players to complete it and it wasn't that well received anyway
  16. Push comes to shove guys, replay combat patrol on stratis. The objectives are randomly generated with each play through. There are some small bugs but nothing game breaking (unless the badguys spawn on our base again). I'm in no way able to make a quick one for today, I'm in full on "last weekend of summer running around like a bellend getting uniforms prepped" mode
  17. Just another normal training session in the AAC.......
  18. All AAC Types, we now have official ARMs and SAMs to play about with
  19. It is and noted.
  20. Not sure tbh Edit: Went back through the Steam news feed, looking at Autumn for dedis. Probably released alongside MAC at a guess.
  21. Oh No Another One!!!!! Yup it's that time again. I'm having to bring next months forward by a week since I'll be LOA when this should be happening (damn family birthdays). This mission will be a TRAINING SESSION focusing on air to air combat tactics. As usual though if someone wants to come along and learn something else let me know and I'll try my hardest to include it somehow. Training Materiel: Written Guide: https://www.mudspike.com/dcs-f-15c-combat-guide-for-beginners/ NATO Brevity Code: https://en.wikipedia.org/wiki/Multiservice_tactical_brevity_code
  22. Update: Armaholic Page: http://www.armaholic.com/page.php?id=32544 Direct File Download: https://drive.google.com/open?id=0ByNlPemEkj1gQWZHZUlBMEtGNTA Steam Workshop Page: http://steamcommunity.com/sharedfiles/filedetails/?id=940368971 Changelog: V4.1.6 General Maintenance: Jets: Various tweaks to F/A-181 systems Weapon data now correctly displayed on F/A-181 MFD Weapons: Numerous tweaks to enable F/A-181 update
  23. Up to you guys if you want to press ahead with it, it's only me that has to miss. If you're still interested in the BVR training session I can upload the mission somewhere for one of you guys to host it if you wish.
  24. FFS I hate the end of the school year. Going to have to cancel/postpone this one guys, I've got prior engagements for the next 3 Fridays. Let this be a lesson to you youngsters, women are bad for your gaming.
  25. MAP: Neaville Mission Date: 14/07/18 OPORD: Falaise Pocket Terrain: Rural Countryside, Villages, Normandy "Bocage" Weather: Light cloud Forecast: Slowly Clearing Start DTG: 21/08/1944 0900hrs Starting Location: US Field HQ Le Chateau de Pierre-Juliene ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ History: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 1: SITUATION Operations Cobra, Totalize and Tractable have encircled the German 7th Army around the small town of Falaise. A small corridor still sits between the Canadians to the North and the Americans to the South West between the towns of Trun and Chambois. If the allied forces can link up they will completely surround the decimated 7th Army and force it's surrender. Today we close the Falaise Pocket. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 2: MISSION DETAIL The 3rd Army is pushing hard to link up with the Canadians to our North East. We must push the remaining German defences back and cut the two MSRs running North/South between Trun and Chambois. If we can cut the MSRs and hold our line, the Germans will have no choice but to surrender. A. ENEMY FORCES Strength: Exact strength is unknown. Remnants of numerous units are scattered across the countryside in hastily constructed defences. The whole of the 7th Army is stranded North of our AOR and once we cut those MSRs you can expect a stampede as units try to escape. Composition: The 7th Army is strung out all over the place. Force composition is likely to be whatever they can get and throw at us so expect a mish-mash of units and capabilities. The only thing we are sure of is that we shouldn't see many tanks. The counter attack through Mortain cost the Germans a lot of armour which we doubt will have been replaced. Air Defense: Most of the heavy AA defences have already been stripped out and pulled across the Seine. Some heavier MG's might still engage low flying aircraft and the Luftwaffe is still trying to help relieve the defenders but they are running out of fighters and pilots. B. FRIENDLY FORCES E company will advance to our North to secure the town of Les Morinieres and cut MSR 1. F company will head South East aiming to cut MSR 1 at La Durandiere and establish a forward HQ. Our G company will advance in the centre aiming for the 7th Army local HQ at Neaville. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 3. EXECUTION A. Objective Overview Mission Intent: G company will advance in the centre of our line to attack the 7th Army HQ at Neaville. With the 7th Army HQ neutralised, G company will turn North and assault the 5th Panzer Brigade HQ at Le Vieux Chateau. Finally G company will advance to Hill 91 and cut MSR 2 at Le Carrefour Triste. With all companies in position, we must then hold until the Canadians arrive to seal the gap. Ground Forces Task: The ground force mission has 4 objectives: Secure the 7th Army HQ at Neaville Secure the 5th Panzer HQ at Le Vieux Chateau Secure Hill 91 and the town of Le Carrefour Triste Hold the line against the retreating Germans until the Canadians arrive Air Corps Task: AAC tasks are fluid and should support the overall battle plan (see notes). Tasks could include: Medical Support Air Superiority AT Gun Crew Mortars Tank Crew Sniper/Recon Sapper Work B. Intel Package AOR Overview: Note the Bocage terrain. Roads offer clear transit routes but you can bet the Germans are thinking the same thing. Use the bocage to your advantage. Initial positions and advance: Our first port of call is Le Chateau de Braye. We should clear it to ensure our supply lines are not threatened as we advance. A garrison here would endanger not only our transports but would also threaten our HQ. Neaville: Neaville promises to be a bit of a bastard to be honest. It's only a small town but the presence of the 7th Army HQ element means it'll be defended vigorously. Limited lines of ingress also makes it very dangerous for our tanks to help us out. We should make clearing a tank safe route into town a priority. Le Vieux Chateau: 5 Panzer have been quite canny about the location of their HQ. The Chateau is very easily defended but the woodland surroundings play into our hands. We should be able to get very close before assaulting. Hill 91: Our final stop. We will not have proper defences in place but we need to fortify the location as best we can. Liberated PAK-40s would be a god send along with properly positioned Shermans, mines and booby traps. Le Carrefour Triste offers us a solid flank anchor and controls the MSR so we will want to put some guys in there also. C. Coordinating Instructions Radio Frequencies Long Range Net: 50.1 D. Materiel and Supply Ground Force: 12x M3A1 Half-Track APC AAC: 5x P-61 Black Widow 5x P-38 Lightning 5x P-51 Mustang 8x Sherman Firefly MBT 4x M3A1 Half-Track Ambulance Mortars available at HQ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SnrAM Jason ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Notes: Grenadiers please remember that you have access to rifle grenades in place of your usual UGL. You need to load each one from the scroll menu. Aiming takes a bit of practice but they are great for area denial once you have the hang of them. As before, Pattons Third Army Cavalrymen are arranged as a regular force. Our AR slots carry the BAR while the MMG slots in Charlie teams carry the M1919. While the BAR is more mobile, the M1919 is way more capable especially when able to properly deploy. While the mission is not time sensitive, there is a lot of ground to cover. We also need to rely on stealing AT guns from the Germans as the US Cavalry don't have their own. To that end there is a stock of Half-Tracks to use. They are optional and there is nothing to say you must use them, but leaving them behind will make the mission take longer and may make the defence of Hill 91 overly difficult. AAC deployment should be based on Actuals battle plan. At least 1 fighter should be deployed to hold off the Luftwaffe but after that the choice depends on how Actual wants to use us. There are possible tasks for: Banshee (Air Superiority) - There will be Luftwaffe fighters and bombers in the area looking to keep the MSRs open Raven (Medical Support via the ambulances) - Obviously medical support will be needed but T-2s are very few and far between making this less desirable Anvil (Tank Support) - Very handy in this setting but is highly vulnerable to German AT defences which will inevitably be present Dragon (Mortar Support) - Decent fire support but does not offer AT capability. Long range accuracy will also suffer without GPS assistance Hunter (Sniper/Recon) - Good for long range recon and precision engagements but not capable of assaulting given the bolt action rifle Sapper (see below) - Brilliant in close combat and carrying AT mines to help cut the MSR. Severely limited range. The UAV trooper slot has been changed to a specialist Sapper role. The Sapper carries mines and the M2 Flamethrower. While suffering from extreme short range, the M2 is brutal in close combat and could be devastating in the fight for Neaville and Le Vieux Chateau. This is entirely optional and is there as a bit of fun to explore the things from the mods that we haven't used yet. The mines however would be indispensable in the defence of the MSR.

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.

Social Network

Add us on social networks