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If I had more time, I'd have a look into how big a job it would be to do a ITN compat but I'm afraid I just can't do that at the moment.
However, they mention using BETIR which was basically loads of clever scripting to make IR much better with the OLD implementation of IR/NV.
So not sure if this is what's causing the issue?
There are definitely some of the older IR mods that have not been updated since the huge NV/IR overhaul (about a year ago) that break a lot of the new functionality.
I'm not sure if TOTT is one of those - if I get chance, I'll have a look
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.
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?
Hopefully I'll get a few more updates in before moving to A4
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.
There's 2 machine guns in this mod, both from KAC and have been about for much longer than the SIG stuff. Interestingly, only the LAMG (5.56) is still on their website when I just checked but if you google, you'll find videos still about of both the LAMG and the LW-AMG (7.62).
The weights of both of those weapons were exact to KAC's specification at the time but both have been under constant development so might not match current specs.
Magazine weights are always tricky as the main mods that people run tend to be RHS and 3CB etc. as well as of course, some vanilla assets. All of these use different weights for nominally identical magazines!
Bullet weights are all either inherited from existing mods like ACE3 or are the M855A1 and M80A1 (556 and 762 respectively) and should all be modelled correctly.
If/when more info comes available and weapons I've modded get re-chambered in 6.8, I'll look to add that.
I have started to look at something for scrim/camo netting for the AI AXMC but just struggling to find time to work on anything ARMA at the moment.
Different context but also two more questions, then I'm really done xD, do you plan to introduce the new ammunition type .277 Fury, i.e., the 6.8×51 mm cartridges, into your weapons at some point?
And second question, is it technically possible, and especially for you in terms of time, for your mod to have an addition for the AI AXMC so that we can camouflage it with foliage on the barrel, for example?
Thank you for your time and effort.
Hey Steve,
Thank you very much for your great mod.
I would like to ask you two questions that may have already been answered because you have already asked them somewhere else or that are not technically feasible at all.
In the MG variants you introduced: KAC, which is apparently based on the new XM250 from SIG, the weight sometimes doesn't seem to match correctly. Did you do this with some context?
Normally, a 100 round bag of 7.62 mm ammunition would have to weigh at least 2.4 kg. However, you only have 1.51 kg registered.
The bullet weight also seems to be too light for both variants 5.56 and 7.62, although I am simply not familiar enough with modding and the associated physics. Does this have any particular reason?
It's not something I'd rule out in future but not something I'm considering at the moment. For example, if I'm planning putting my models on a proper market place, it makes it possible to have something more sensible for pricing.
Also, I wasn’t necessarily talking about you having me let them for free.
Sorry.
What stops you using the latest ACE3 and the latest SPS Weapons V2?
You mention arsenal bugs with that - what are they? I'm not aware of any if everything is up to date.
V2 has always run with ACE3 Arsenal Extended which is set as a requirement.
This and the main mod have been updated since ACE3 updated so all functionality should be exactly as it used to be.
If you're running a dodgy re-upload not my version, you won't have these updates and 'new' ACE3 will have broken things...
There's a few more projects I'd like to do in A3 but I would like to start putting my stuff into Reforger at some point in the future when I have time and so learn modding in time for Arma 4!
I just wanted to ask you.
thank you for explaining it to me properly.
now i have understood.
I am happy about your work
i played with your AXMC mod for a long time and was so positively shocked by the quality.
i hope you are with us for arma 4 ^^
i would like to be able to play with their mods in arma 4 again
highest quality mods ever
thanks for everything and stay healthy
So to make it stand alone, I'd need to re-write the entirety of CBA (in a different style so it does not impinge on their IP) and include that in the mod.
Then lots of ammo type, proper ballistics etc are why the mod uses ACE3.
So I'd have to write all those modules (again, in a different way to the ACE team so as not to impinge on their IP) and include that in the mod too.
However, it will be a horrible experience as those 5000+ variants are compressed into about 7 with sub options when using ACE3 Arsenal Extended.
You can't really have lots of additional features without the code to back it up...
or is there a trick to avoid these dependencies?
a kind of standalone version
Fingers crossed for a different structure for Arma 4
Firstly, SPS Weapons is effectively replaced by SPS Weapons V2. I'm not sure where the idea came from to add new work to an old mod I've left on the work shop only to keep old subscribers happy.
The 416s are not lots of stand alone individual weapons.
It's 5000+ weapons all inter-weaved into a single pbo. There's we'll over 1000 hours work in making that pbo. To try to remove a section to 'just have G95s' is actually re making a huge chunk of this. E.g. the texture sheets - including all the baked textures, for the G95 also include other models to make the mod significantly more efficient overall. To make G95s only is re-doing the .p3ds with just the G95s, making G95 specific UV maps, re-baking, re-texturing and re-config-ing.
I won't be spending several hundred hours on re-making a section of V2 and adding it to the old, unsupported work.
Sorry!
Is it Hard to add the G95 Model in 10 ich, 14 and 16 inch to the SPS Weapons Mod?
Additionally, I can make the mod overall more efficient by sharing assets between the different weapons so trying to maintain each individual weapon as stand alone releases is not only much less efficient but also a huge amount of work. I'd quite like to do each major weapon as stand alone releases but don't have the time to support that. Sorry.
Also, one small detail but the mod is 1.18GB not 2GB so not quite as bad as you say in your note ;-)