Arma 3
298 ratings
KSK 2035
 
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Data Type: Mod
File Size
Posted
Updated
455.407 MB
Jun 18, 2016 @ 6:00am
Apr 22, 2018 @ 6:01am
5 Change Notes ( view )

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KSK 2035

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Description
Version: 1.40

Overview
Kommando Spezialkräfte 2035 delivers a futuristic version of the German special forces to Arma 3. KSK operators come in customised tropic-themed gear in the Crystallised Flecktarn pattern.

Features
- 4K re-textures of BLUFOR uniforms, vests, and headgear in Crystallised Flecktarn Tropic pattern.
- Designed as a CTRG partner faction.
- Full English and German translation.
- Zeus and Alive support.

Gallery
http://abload.de/gallery.php?key=qrBxLmEP

Basic Requirements
Arma 3 Marksmen DLC
Arma 3 Apex

How to Install
Standard mod procedure. Just subscribe on steam or manually download and unpack the @KSK_TROPIC folder to your Arma 3 directory. Then launch it with BI's or a custom launcher.

Known Issues
- The thermal-imaging-proof facewear clips through soft headgear such as booniehats and caps.
- Both Pandur II and Leopard 2 show AAF-coloured elements due to missing hidden selections (https://feedback.bistudio.com/T119594).

Contact
You can reach me on the BI-Forums: http://forums.bistudio.com/member.php?53386-IndeedPete
Or feel free to add me on steam: http://steamcommunity.com/id/IndeedPete/

License
Content created by IndeedPete is published under the "Arma Public License Share Alike (APL-SA)". You are free to take or change anything you can use, just give me a mention in the credits.

Credits & Thanks
- Road Runner for allowing me to re-texture his awesome 6094 vests!
- Igor Nikolaev for his Russian translation!
- Bohemia for the splendid game that is Arma 3!
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201 Comments
JakoI3 Mar 16 @ 10:10am 
Question?
Do you still work on this and if yes when we can expect an Update?
IndeedPete  [author] Mar 14 @ 1:08pm 
The tanks already seem a bit out of place for a special forces thingy. So, arty aside from mortars seems out of scope.
Timmy the Dragonborn Mar 13 @ 7:06am 
No arty, why?
IndeedPete  [author] Jan 19 @ 10:44am 
They certainly inherit from vanilla classes.
Lucas_Wu Jan 16 @ 9:51pm 
Vanilla? But the dual arms mod doesn't support your weapon...The ACR mod just use the weapon from apex.
IndeedPete  [author] Jan 14 @ 10:54am 
You mean the name pool for AI units? Yes, they're still NATO vanilla. Not really a high priority for me though.

I don't want to rely on other thrid party content (than the one I already integrated) so I will stick to vanilla for now.
Lucas_Wu Jan 12 @ 10:31pm 
Also...about AI names...check out the BWmod
Lucas_Wu Jan 12 @ 10:30pm 
If you like....please use the vanilla one or the HK416 in NIArms.
Because I use the dualarms mod, and it doesn't support yours.
IndeedPete  [author] Dec 31, 2018 @ 7:21am 
The insignia or the flag? Former can be removed by script or arsenal.
The khaki vanilla ones were initially meant to be just placeholders until I get around to do my own.
Lucas_Wu Dec 30, 2018 @ 5:54pm 
But you still need to remove the large logo on the right!
Besides, why arid units still uses green khaki guns?
(I prefer Black SPAR in the vanilla game)