Arma 3
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SPS Weapons V2
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Data Type: Mod
Mod Type: Equipment, Weapon
File Size
Posted
Updated
1.268 GB
May 23, 2022 @ 2:28pm
Nov 28, 2024 @ 8:59am
20 Change Notes ( view )

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SPS Weapons V2

Description
SPS Weapons V2

2.3.0
Updated laser/light modules to adapt to ACE3's latest implementation of visible lasers. ACE3 has dropped their original implementation and now use the Vanilla game engine version which was added fairly recently. The laser/light modules in this mod now use the same implementation as ACE3 have removed their old implementation.

2.2.0
Added a series of laser pointers, IR illuminators and white light illuminators to the mod.
These include:
Steiner DBAL-A4
B.E. Meyers MAWL-DA
Wilcox RAID-Xe
Surefire M300C

I've included them in the weapon mod because for anything other than simple side mounts, the position has to be specific to a given weapon/rail. If people suggest this is unwanted, I can split this into a separate mod but it's not in SPS Equipment because these lights require ACE3 and this is my only mod that also has this as a requirement.

Use CBA next/previous attachment to cycle through the different modes available on each item.

As noted about positions, I've left the names relatively generic as placement may work on other weapons. However, the following is the general gist of things:
No additional notes - meant for HK416 quad rails. (Also OK on G95 Rail.)
SMR - good fit on HK416 SMR rails as well as the slim line rails
Ext - meant for the extended rail verions of a given weapon type
High - good fit on HK417 rails
LAMG - good fit on LAMG and LW-AMG rails.

2.1.0
FK BRNO PSD Pistol added with custom 7.5FK ammo. 3 Dot and Diamond/Ghost ring sights included.
More colour options may follow

2.0.0
V2 of SPS Weapons contains a major re-work to the HK416 and HK337 models with the desire not only to improve the quality of the mod but also to give the user more customisation.
As such, this mod is now set to require ACE3 Arsenal Extended - Core...

The reasons for this is there are now over 2,700 options of HK416 within this mod and so normal ACE3 arsenal becomes unresponsive without it.
This is the primary reason for releasing V2 as a new mod (as opposed to just incrementally updating V1.x) as the increase in size of 2.0 as well as the requirement for ACE3 Arsenal Extended - Core may not be to everyone's liking.

So what's included?
In addition to the revised HK337, the HK416 models include both the D and A5 configurations.
The D is available in 10.4", 14.5" and 16.5" barrels and include an M27 variant.
The A5 is available in 11", 14.5", 16.5" and 20" barrels.
As well as the original HK Quad Rail hand guards, there are also Geiselle SMR rails in both 10" and 14" variants, where appropriate.
Additionally, the A5 has the Extended HK Quad Rail, HK slimline rails in standard and extended length and the G95 rail.
A CTR stock as well as the original Crane or A5 stock are available, HK Diopter or Troy back up iron sights are options as well as the choice of A1/A2 Birdcage, A7 or Surefire SOCOM closed tine flash hider.
Appropriate colours exist for each model type.
As with SPS Weapons V1, angled and vertical foregrip are included on the weapons (to allow a bipod to be run as well, where appropriate) but there is also the option to have neither of these fitted. I hope, at some point, to add the options to run RHS fore grips when the mod is run in conjunction with RHS so that's the primary reason to have the no-hand-guard option added. But it may be some time before this is included.
GLM variants are also available on the A5 Quad Rails.

In addition, Ace3 Arsenal Extended configs for the original:
AI AXMC
HK417
HK VP9
KAC LAMG
KAC LW-AMG

Note that the main class names, .pbo names etc. are all carry over from SPS Weapons V1 so I'm hoping that those people that want to 'upgrade' from V1.x to V2.x should be able to do so without issues. However, this is as yet, untested.
(As such do not run SPS Weapons V1.x with V2.x!!!)

Known issues:
All UI images are currently 'closest match' from SPS Weapons V1. These may be updated as and when I have time.
Textures are not finalised so expect a big texture update at some point in the future. However, I want to devote some time to learning the new Enfusion Workbench so updates to this mod and other SPS mods might not be that frequent in future.
Popular Discussions View All (1)
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Jan 25 @ 12:22am
Lite Version
Reticuli
179 Comments
Steve  [author] Mar 16 @ 3:29am 
@Frost - I've not planned a collaboration with JSRS. I do think JSRS 2025 is pretty awesome so far though.
I generally try to start each weapon with a base class that inherits what I want from anyone using JSRS although that was all done with around the 'old' version.
I had a quick look at configs in the JSRS 2025 compat mods and I think they are easier to understand than the older versions so I might consider trying to do a compat for SPS Weapons at some point.
Frost Mar 13 @ 7:23am 
Hey Steve,
Thank you for your outstanding work on this mod. May I ask if you plan to collaborate with JSRS on sound design for this project? Or is there perhaps already something in the works?
Steve  [author] Feb 23 @ 5:19am 
Very kind words, @CombatMedic. Glad you like it.
Hopefully I'll get a few more updates in before moving to A4
◥[CombatMedic]◤ Feb 23 @ 2:20am 
>>> The best Weapon-Mod in the Workshop for Arma III <<<
baldtunE Sep 12, 2024 @ 2:16am 
Any change you could do version without ace? thank you in advance
Steve  [author] Aug 11, 2024 @ 1:48am 
@Dempsey, yes, anyone is free to use it as is from the Workshop.
You just can't re-pack it, re-upload it, reverse engineer it etc. as per the EULA.

For making a complete mod pack, there's a few options that make life easier.
If you're new to this kind of thing, the easiest 2 are:

1. Make a Steam Collection of all the mods you want your group to use.
2. Make an Arma 3 Launcher Preset of the mods you want to use.

The 3rd option in some ways is the nicest but a little harder to set up:
3: make an 'empty' mod (a mod that contains no actual content) where you set all the other required workshop mods for your group as requirements in the workshop page for your empty mod. On loading this empty mod in the A3 launcher, everyone will be prompted to download and add all these mods marked as 'required' to the launcher.
Dempsey Aug 10, 2024 @ 11:10pm 
Hey mate, looking to make my milsim group further down the line and right now I'm just checking out what mods I want and just wanted your permission to use this. I'm not competent with making in-house mods so right now I'm just looking at the workshop.
Steve  [author] Jul 1, 2024 @ 3:48am 
@VanMoldy - that will be a compatibility issue with another mod. Sounds like something you're using is changing a base class...
Moldyvan Jul 1, 2024 @ 2:26am 
It may be a compatibility bug, but the FK Brno has no visible magazines in either regular or ACE arsenal?
Steve  [author] Jun 13, 2024 @ 2:58pm 
Lol - just notices there is some info about for the SIG hybrid rounds. Not sure it's the same as the mil spec though...