#expeditionary_forces
1 messages · Page 1 of 1 (latest)



https://arma3.com/news/arma-3-creator-dlc-expeditionary-forces-is-coming-soon
https://store.steampowered.com/app/2647830/Arma_3_Creator_DLC_Expeditionary_Forces
https://discord.gg/eMF78KxPrQ
Explore new warfare capabilities in Arma 3 with the upcoming Expeditionary Forces Creator DLC.
The Marines have landed! Explore new warfare capabilities in Arma 3 with the Expeditionary Forces Creator DLC. Prepare your Marines for action on the Amphibious Warfare Ship, assault enemy shores with AAV-9 Mack IFVs and Combat Boats, bring supplies ashore with the LCC-1 Landing Craft, perform raids behind enemy lines with new Hunter reconnaissa...
Coming soon
🫡
More CDLC I'll wish was base game 
Better to not even start that discussion
It's been had a billion times on this discord

Is there estimate on a size (in terms of disc space) of the expeditionary forces ?

less than 3GB
It's MARPAT supremacy hype time bois 
Sign me up for anything coming from Chair... the guy can be considered a Primarch at this stage of the Arma Emperium
I hope that future patches can bring some civilian assets into the naval theme of this CDLC, Arma 3 has long neglected civilian shipping and those assets are instrumental for any immersive mission
Can’t play cause on Xbox 😭
I apologize for starting a rumor in advance. I have no way of knowing when release will be.
Going off of the time between when the WS and RF dlcs were announced and then released, EF may be coming within 3-4 weeks if everything is goes well
I'm super excited to play. thanks again all
the developers website was made using AI lol. if you go to their website (https://tinygeckostudios.com/) then click their logo at the top of the website it sends you to some AI website generation site.
the tool has an AI feature that you can use but that one was made all manually taking blocks from their app
out of curiosity i did try the AI generation and it came out as a garbled mess that looked like a website for a zoo 😄
fair enough, i personally dont care if people use AI, so long as its not just used as an "oh im too lazy to do something so ill just get AI to do it all for me".
✌️
More boats more fun
Boats on the ground
Boats in the Sky
oh me oh my
This looks super cool, can't wait for it to release. $7.99 seems low, I would have thought it would have been more.
No beach too far
Does the big boat move?
My thirteenth reason why
We never had such big boot that you can drive
except that one mod which was made by that one user
Hellenic armed forces i think
Duh
Walkable
Landable
Accurate collision``` the only drawback
The best thing is, one people ever expected to open an interior door
a literal 'Arma: Refrogger' 🔥
I'm not on A3 but I like observing the pandamonium that occurs when a CDLC drops
😄
Will this cdlc running on Server Like apex ? Or still need Owen the cdlc to play on a Server ?
you can use the compatibility data to play on a server if you dont own it and the server requires it
it will become available at launch
Right,still Wish the cdlc Like livonia Not need many GB loading extra Like sog Asset on whatever for map need Player how dount Owen the cdlc possible to join without possible to use IT then only for map need then the sog , anyway thanks , Hope many Player buy IT
EF does not add a terrain
I read IT only Asset and the reason why i ask
BI has their own DLC assets (albeit not terrain) be part of the base game download, so adding CDLC assets would increase the size further
That's right, but over the years most of my players buy a DLC because they couldn't use it on my server, and that would be a topic why it would be nice in the base game if players see it but can't use it. Most people are encouraged to buy a DLC / cDLC , You can dream sometimes thats all
just use the compatibility data. has the exact same effect as current dlc
people use mods all the time, but when it comes to compatibility data, suddenly it's a problem to have one more mod active. i just dont get it
This. There’s always massive pushback against using DLC and CDLC in arma units and it grips my shit. Actively avoiding some of the best content.
Don’t be poor, own an up to date pc with a large SSD. It’s 2024!
for me no problem i have all dlc and cdlc and i buy this to , my aspect its from player side thats all , but I still don't understand why it isn't done like in apex/enoch , but understand compatibility data and done
I still don't understand why it isn't done like in apex/enoch
Because it is what it is
https://arma3.com/dlc/creator#FAQ
Let’s goo!!!
Never mind…
No new stuff
Was hoping for some more detailed info on the new infantry kit
Wow - the AH99 getting some extra pylons, finally. Shame it's part of a CDLC 😕
Why is it a shame? You broke? It’s going to be 8 quid!
Because the AH-99 should have had it right from the beginning.
Didn't say I'm not buying, btw
😁
Arma 3 came out in 2013. They added content all the way up to version 2.0, and are still doing engine updates today. CDLC lets folks contribute additional content in 2024, within limited budgets and lets devs get paid. All good to me.
thank you!!
If Marines get a glow up then the US Army should get one both branches need competing drip
Apex is different from Contact in that regard... however the compatibility data is meant to make the download optional whereas for Bohemia DLCs the download is forced
Blame the fact that it took years for them to actually get around to the hardpoints/pylons mechanic
Yes
Not sure what AI does anything with EF?
Just get LAMBS or somthing
like ai pathing so they dont walk through walls n stuff. but what i meant was we got a great CDLC among many,all we need is now,and i meant this rhetorically is better ai update. that fixes issues n mayvbe even adds like animations for gunfights like cod etc
i have,though i think lambs is abit broken atm but i digress
well, it would be nice if tracked amphibious vehicles could be used by ai in water, but it doesnt seem to be an easy fix, so here we are
they cant move on water, just standing still
they can only go in a straight line apparently
we had to hold their hand to make them go in water correctly in the campaign, but its basically scripted, normally they wouldnt do that
its just an engine issue
i guess no one ever checked that as there was no tracked vehicle that could go in water in vanilla
ooh yea
I wonder what the LCC-1 is based off of?
french L-CAT
Considering what the french would do to black cats for fun, that's a cruel name
Good choice!
Man cant wait to never see any of these assets on public servers!
BI has added a bunch of official servers for all the cdlc stuff? Lol
the dlc is not even out yet 🤨
Doesnt matter youll never see any of the assets cause theyre CDLC locked
Same thing with WS
Youll never see any of those assets in any popular server
Only popular CDLC servers are from prairie fire
And that atleast makes sense being seperated
I played air control, extractions, and spearhead with 6 people last week. I’m not sure I understand
But theres no reason why Reaction Forces, Western Sahara and Expeditionary forces shouldnt be apart of the base game
When most of them are using Vanilla assets
There are. They’ve been addressed already by people who know more than me
Ya probably some greedy reason involving money
No. Have a good day
Garuda doesn't realize the difference between Bruhemia made assets and creator made assets
Its both when you take a vehicle from the vanilla game and make some slight changes to it
So it should be allowed in the base game
Its not like theyre taking peoples mods and putting them in the base game, o wait they already did that with the ADR-97s😅
Its not like they had a third party team make an official DLC before and put it into the real game
O wait they did that with Jets DLC😂
The ADR was their own mod created as an example.
jets was developed by both BI and B01, its a different process
we are a completely separate entity
they're only publishers
to be fair some stuff in official DLCs are also Outsourced
but different case just like what chair said
yea but in those cases BI is still in charge of technical design even if they outsource small bits here and there
its their project
in our case we do it all ourselves according to our own vision, BI only comes into play at the very end with a general review and QA and all that
this is in very broad terms
Tell me you’re simple without telling me. This has been discussed thousands of times before.
Don’t fall for the rage bait
First time ive seen it in here
And Im not saying anything against any CDLC devs I know they have no power over it
It just sucks that even the slightly modified Bohemia Vehicles cant even be allowed in base game
So youll never see them on a popular server
Especially with no actual base game DLC ever coming anymore
Adding things to the base game is a complex process, and can cause unforeseen problems. There is also the issues of who is responsible for maintaining, and fixing issues if the added content breaks something. There are many other issues that make adding the cDLC content to the base game much more difficult than people think.
I like some of the cool toys but its a little short on the content 😦 and no csat or fia stuff either
The boat should def have a CSAT counterpart
How much content should it have for $7.99?
Yes, that cDLC was way underpriced.
The only content I know of that's hidden is a chunk of the Contact stuff, sim rounds and aliens
the entire Tank DLC are outsourced
Yeah they stole real life tanks and digitized them into arma 3
at least the model
CSAT also get the combat boat
Can barely see it in one of the screenshots
One with the divers
Cool thanks for the confirmation
Looks cool, looking forward to EF! How long do you think it will take for Banned Inc to turn the landing craft into a battle barge?
Specifically the EDA-R?
Oh, there is also an counterpart for that landing craft
big question is will we be able to drive vehicles from the landing craft to the shore?
i will be big sad if it is just a scroll action that plonks them onto shore
thats how VIV works 🙃
however there's a static prop landing craft that allows you to walk and drive vehicles on it
Yes, and after driving off of the static boat, you could script the static boat to move back out to sea using unit capture, unit play. There are lots of workarounds if you are willing to do a little scripting.
:x hell no
Could do show/hide and use the normal vehicle perhaps
Anyway collision boxes will prevent you from driving or walking directly on the "vehicle", can only be done on the static variant
Could make a little cutscene where the boats driving to the beach, fade to black, teleport the player to an unhidden static boat then hide the moveable one
Am i the only one wondering why expeditionary forces wasn't given the M27 as an ingame rifle??
To kind of blend the armaverse with our own reality
I think it had to fit the Armaverse too
The SPAR-16S seems closer than the 'basic' SPAR-16?
Yep, there's a lot of ways to script it.
Why would they? From looking at the vehicle lineup alone one can easily deduce that the CDLC is not trying to represent IRL US Marines, with all their current equipment, but instead inserting itself into the 2035 armaverse timeline, where the US has adopted the 6.5mm caseless cartridge and the MX series of rifles. Not to mention that 5.56 struggles to put down well armored targets such as the CSAT infantry, and even AAF infatrymen wearing the heavier carrier rigs.
i liked the idea of the MXAR being like an M16 to the MX/M4 counterpart like how they were doing in the early 2000s
in that case there will be MXIAR, oh wait that's just MXSW
cope cages?
The irony is you made it match the SW in barrel length so you have actually ended up with an MX IAR 😁👍
no plans currently, i looked into it and deemed it was too much of a headache to fit the gunner in the current model
I'm not to late to add useless comment in this channel!
any plans for RC Branch release or is just going to be stright stable? or is i could tell you but then i'd have to kill you😁
We can nor deny or confirm
Have any of the cDLCs ever gone on a public RC branch before release? I don't remember that ever happening.
Negative.
I think reaction force had an RC released
nope
Y'all experiencing some mandela effect
Yeah the Mandela CDLC had RC indeed
the mandoline effect, it's the italian version
Day 7 of waiting for the dlc to release: I haven’t touched grass or felt sunlight in a week. I’ve not seen another human, haven’t bathed, haven’t eaten in that time period either.
As the depth of my insanity increases and my mind slowly deteriorates from lack of sleep and nourishment, all I’m able to do is mindlessly click the refresh button on the EF steam store page over and over waiting for it to release.
If my friends and family could see me now, they’d acknowledge what a truly pathetic sight it is to behold. I do not even know why I’m doing it anymore, only that I must. My hair has turned white and my legs have stopped working, the little muscle they had has left them.
I can no longer speak, only sit and drool while pressing the steam store refresh button over and over all day every day
Day 999...999 of waiting for the DLC...
Only about two more weeks to go, hang in there, we're rooting for you.
Yeah I mean I'm excited, but I'm not losing any energy or whatnot over it. It's wishlisted and Steam will let me know when to get it.
It’s a shitpost my friend
Only 23 more weeks until release my friend, you can hang in there
Of course anything can happen within the next few weeks, which might, or not, prevent you to enjoy the CDLC... a storm, electric black-out, internet shut-down....
Nuclear war
grasshoppers' invasion, slightly lukewarm tea, etc
And most importantly, the Eastwind device struck
Acquirement of BI by Tencent 😏
Or solar storm that fries electric grids, seabed optic fibre cables and satellites
my internet provider f'd up, so I actually dont have internet for the next 3 weeks. Today is the last day....
Well the good thing is that it'll be waiting for you (maybe) when you do get internet.
28.11. lll be there
is that the release date?
Anyone who actually knows the release date is under NDA and cannot tell you.
If it turns out that 28.11 really is the release date, then someone is going to get fired
How, do you know who to fire, do you ask? Well, ||you just take Finn Biermann to a damp basement and hit him with a metal pipe until he tells you his source and then you get to know what you wanted to know||
yeah but then you need to go to ||Germany|| and price of gas, not to mention food accomodation for the ||torturer|| and price fo the clean up, yada yada etc etc
Average person - $50
Any somewhat thick rag or cloth - $2
2 five gallon buckets of mystery juice - $10
3 rolls of duck-tape - $10
Informed decision making - priceless
Could save a trip if you fill the buckets with gas
I think he was mentioning the date he'll be back online with internet.
Would've been kinda cool to see the CDLC release today.
would be even cooler if it released yesterday
BLASPHEMY!
Pushed it back another week just by saying that
Hey, awesome to see a new CDLC coming in. I'm a dev on FASTER and so that people can use your project once it drops would you be able to DM me some basic info such as depot number and also your bikey spelling... example, "cool.bikey"
@exotic spire not sure what I started here,... But the 28.11. is the date that my Internet provider will finally grant me the power to access the Internet. That was pretty clearly mentioned. And to whoever comes to Germany, thank u Hazer for that one, it's too cold right now. I wouldn't.
I signed one for a different CDLC (already out). U can come and try out, but ur not getting a word out of me.
It's also a Thursday tho 
No!
Man I just thought that releasing the CDLC that has a big focus on Marines would be cool to release on the Marine Corp's birthday.
ur not getting a word out of me.
I'm afraid you don't know what you're getting into! ||I have cookies! 😋 ||
Me too, and judging by our "Mutual Servers", on Discord, I have a hunch which one it may be 🙃
anytime Freund
Well, just take a look at the credits, not much of a secret there
|| what type? ||
i think this confirms it, CDLC coming out 28.11
best news i've read all day
Maybe it’ll release the week before thanksgiving
The 28th is a major holiday in the US, so I kind of doubt it will release then. I think it will be next week.
BI is not an US based company tho
Pretty sure tiny gecko studios isn't one either
BI handles the sale/release, not us
Valve is US based.
Though they shouldn't be needed for a release.
What's Dedmen releasing a valve for?
release… pressure.
Eww not on the arma discord
. . . I will mute you for offtopic when I am done laughing 😄
PRAIRIE FIRE REFERENCE
No, but the US is the largest market for Arma, and the cDLC is about the US Marines, so the US is the primary market for this product. Thanksgiving is a holiday that people spend with their families, eating dinner, and watching football games, there is also a lot of travel, so many people won't even be home on the 28th.
What makes you think the U.S. is the largest market for arma players? 👀
statistics
What statistics?
i think germany is 2nd and then uk
However "Western Europe" is a dozen countries so it doesn't really count, making North America the largest (yes, I know, not a country either, aktchually)
It’s a single market, so it absolutely does count.
Well, depends what you're after, exactly.
Speaking of holidays, Poles won't have the same holidays as Dutch people, for example
Factor in that most of Eastern Europe is also part of the EU (the single market in question) and it’s an even bigger slice.
We were talking about markets.
Okay, I focused on that Thanksgiving mentioned earlier. Fair enough.
I don’t think Thanksgiving has any part in BI’s sales strategy tbh 😁
Pie chart 🤢🤮
Bar chart >
i thought it was funny how turkey dropped from the statistic the moment valve banned those sales
it was pretty obvious that quite a few people abused the prices via vpn
steam doesnt have pricing for the balkans 😦
Guys.... All I wanted to say was that my Internet is out till the 28th. Not start a 2 day discussion 
A holiday in your largest market should be a part of your sales strategy.
Yes, this is what I was referring to when I said it's Arma's largest market.
I mean it's not edible
😂
They’re harder to read what proportions are bigger on. They’re great if you want to manipulate people
I said the US is the largest market, as in there is no single country with a larger share. This chart would confirm my assertion. If there is another country with more players, please post your source.
My point still stands, this dlc is going to get a major percentage of its sales from the US, and because of that, a release on a holiday is not likely. Who knows, maybe BI will release it on the 28th anyway. I'm not sure why a simple point ended up being such a big deal.
Day off + new CDLC = not how the markets work I guess
Has there already been a specific release date yet? I'm seriously hyped for this DLC,
No
maybe the real release date was friends we made along the way
Our bond got stronger with each day
Hey Sgt kerry, will we see you in Arma 4? Lol....you really need to punch miller in the face
I'm quite sure that Sgt Kerry will be something around -20 (minus twenty) years old in Arma 4 so the chances of seeing him around aren't great 🙃
Ben Kerry:
Born 2015 (age 20)
Kerry would be -26 by Reforger timeline, so one can guess 😄
I was guessing and wasn't aware of his birth date being available online (although this is obvious, in hindsight), ...||but my point still stands 😛 ||
oh, I totally blame you for your lack of precision on that matter, thou shalt be punished and assigned to guard a UAZ on Malden!
Can't it be on Nogova, dad? 🙄
Bring out the beating pipe
last time I checked, the tickets prices were prohibitively expensive but one can wish
Don't hurt me
it has been foretold '26'
#Arma 3 Creator DLC: Expeditionary Forces will release on November 26!
Experience new amphibious warfare capabilities, new assets, and a new faction in this CDLC from @TinyGeckoDev.
Wishlist now on Steam: https://t.co/mlAP9LuQVy
Someone is getting fired 🔨
Two days early
Well, I was right, a release on the 28th was unlikely.
you're not wrong
I still don't understand why people got so worked up over me pointing out that a release on a major holiday in the US was unlikely. Anyway, I'm looking forward to the release.
I was sort of hoping that it would have been released on the 11th to coincide with USMC birthday
26th? hell yeah
the green AAF uniforms on the grey camo AAF boats looks a lil silly though 🙃
Yes, but that grey camo is what the base game uses for the AAF boats, so it's consistent.
consistently silly 😎 *dabs and flies away*
if you like digital camo turns out you might like dot product and pingpong
Will this come with any unique missions or MP game modes?
it will have a mini campaign, a coop scenario tied to the campaign and the usual BI gamemodes (zeus/warlords)
will the coop one still be playable solo?
yea i think you can beat it solo
we are talking about the coop campaign, Chair
ok but im talking about stroking my willy
expediting your force?
"sending reinforcements!"
little marines swimming ashore 🫡
cant wait to play as marine surrounded by seamen on the ship
Wishlisted. Love the concept and really like these CDLC that expand and extand Arma3 lore. In such a littoral environment as Altis, Stratis, Malden and Tanoa, the focus on USMC style assets for 2035 is inspired. 🙂
I feel like I underuse the water for missions on Tanoa especially
Anyone else getting the redirect to buy the CDLC, but it not actually being released.
What redirects
the launcher has been updated already in preparation for the launch of the dlc next week
It literally said on my screen that Exped Forces was out I've been trolled
Expired Forces
That's how I feel
Same
All copyright belongs to their respective owners as none of this content is done by me
clip taken from: "I did it again" done by Martincitopants
link to original video: https://youtu.be/rd45VcZNoLg
Email address: Ziopinoviolino@gmail.com
BOAT
Arma launcher says out now. I'm guessing it's releasing today?
Needa make a thing on a bot that just detects if someone asks if it's out now, and it just responds with "It's a mistake on the launcher. But stay tuned!" xD
bruh the cdlc shows on the launcher now under DLCs and has the GET DLC and COMPATIBILITY DATA buttons now and I thought I missed the release
Where expeditionary forces
release date is still the same. some bug mishap happened and steam page got premature info
I like the spiker missiles they pawgers
are you guys gonna make a sequel to this cdlc
It is too soon to say anything, no? We will not going to make any answer anyways
Looking forward to Expeditionary Forces
24 hours to go!
BOATing soon
EFVchads we're SO back
Love it! Thanks for the report in
o7
do we have a release time?
When It's Done®
Afternoon CET
Thank you Chair of the sitting.
Just a couple more hours now 
Excited for release. I've been waiting for awhile to buy this CDLC. 
Same! Looking forward to it : )
Definitely have been wanting more Naval and Marine content to go island hopping.
Agreed
Hi
Check the EF discord
Release got postponed till next week because of a last minute play testing issue
No further details provided sadly
whaaaaaaaaaaaaat!?
😂
Release was due half an hour ago now
But instead we got an announcement in the server
🙄

Like I said it’s in the EF discord
BI announcement should come any second now too
i see nothing from Chair
no there is a link to the discord it was pined Dwarden
ah right
capping
He’s trolling you dudes. It’s not in the discord.
Yea link is in the pinned just does not show the preview, only the store page steam/arma.
+1
?
it got delayed 😦
Hmm maybe discord app on my phone that's playing up.
always on the move I see 😎
Yup 😅
Tfw stuck on 24 hour duty watching for this release because I have nothing better to do
it says out now on the arma launcher, im guessing its rolling out rn
no thats been there for over a week
OUT NOW! Congrats 🦎
🍻
ITS OUT

Kill
I assume compat data is just up to steam?
Ahhhh!


CONGRATULATIONSSS!!!!!
link for Compatibility data please
It seems it's not out yet - but won't be an hour late
its public now
The Marines have landed! Explore new warfare capabilities in Arma 3 with the Expeditionary Forces Creator DLC. Prepare your Marines for action on the Amphibious Warfare Ship, assault enemy shores with AAV-9 Mack IFVs and Combat Boats, bring supplies ashore with the LCC-1 Landing Craft, perform raids behind enemy lines with new Hunter reconnaissa...
Coming soon
Steam taking a while to approve the compat data then
Congrats Chair and team, well done!
Wiki updated, official release date: 2024-11-26! Cheers, can't wait to play it! 🍻
Any youtubers that got early access? Just got it but I can't wait lol
not a lot of vids around this release
its this right for server A3serverBRANCH=233780 creatordlc ? , try it but no EF folder all other cdlc worked
It should be merged into that branch, perhaps needed to restart Steam client (if you even use that for Server). Or it just needs some time to propagate across Steam.
use steam cmd with bat file , setup new server all cdlc folder and bikeys on place only no EF , upload now from my pc , only ask its right or need other way to update a server , maybe steam happend
Congrats on the release! 🙂
is the compat data not working?
thanks!
yes i know of 2 at least, i guess theyll post their vids whenever they get the chance
Nope, all good now! Turns out I'd truncated a 6 from the url at some point, user error, sorry!
ok good
The link was actually missing that 6. I had fixed it shortly after posting - just didn't get the full link copy/pasted over.
I either leave a digit off or don't change CDLC titles when I post announcements...
Ah, so it's a leclair error! (again!) 🫡
Unfortunately the link to Steam Workshop data is also incorrect in Launcher, so we'll need to hotfix that 😦
Okay, that one I didn't do. 
dont worry, every dlc release needs a hotfix roughly a week after release anyways 😄
my biggest complaint thus far isnt even the dlc's fault, its the static ships framework stuff 🫠
Please I beg I WILL MAKE CREW INTERIORS FOR THAT APC IF I HAVE TO
yoo is the boat launch things on the sides of the LPD functional?
the ones that I think are labelled Boat Pit
the winches arent
Dang, the lil gate doors were functional so I thought maybe there was a chance
Congrats to the team on the release of the new CDLC. I purchased it immediately, and it did not disappoint. While its not a massive addition, everything included is well worth the balanced price imo. The quality is top-notch, and some of the new ideas / additions are truly appreciated. Wishing you continued success with this release.

"Rate up" is still not clicked I see 👀
I’m crying at the first campaign mission, I got shot 3 times and idk where from 😂
Good dlc so far; enjoy the camo 😄
Made us excited about a ship that we thought would be like the USS Liberty gave us a USS Freedom quality instead not complaining just saying should have been more clear that we weren't getting something like the Liberty
might someone tell me what the lil square opening in the middle of the LPD is for
looks almost big enough for like basketball or somethin
i was hoping it would be placeable in zues, but its still a nice addition nonetheless.
anyone knows the -mod= code for dedicated servers ?
-mod=EF;
i suspected, strange its not downloading it for me on app_update 233780 -beta creatordlc hmmm
true , need upload from your pc
at least im not finding the folder
and -beta its outdate i think
oh, its not included on the creatordlc ?
creatordlc Creator DLC Build 16459077 2 hours ago
says updated 2h ago
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 its the folder, i try the same ending up with upload
fun fact, the release happens exactly 8 months after Reaction Forces (2024-03-26)
any chance Laser Designator (Coyote) is going to be added in a future update?
These CDLCs are instant buys ngl. I like this low-cost-yet-fun trio of WS/RF/EF
(Well I haven't tried EF yet but)
true, plus Gendarmerie getting a missile boat 
They'll almost be able to go up against the police department of a 5-person town in rural America then
I kid I kid
Western Sahara should've been named Desert Forces
we never announced anything more than what was clearly shown in pictures
how is it not something like the liberty?
it's big static ship with some interiors, same as the liberty?
anyone knows what the LCC Side Load does?
Logic would say that you can load vehicles from the side, but somehow I can't load anything at all
no it just loads vehicles on the platform differently
rather than stacking them down the center
Fault time: 2024/11/26 19:47:51
Fault address: C9BEB098 01:0015A098ll G:\SteamLibrary\steamapps\common\Arma 3\Dll\x64\PhysX_64.dll
file: ef_rc_chapter2
world: Altis
campaign: ef\ef_missions\ResoluteCyclone
battle: Missions
mission: ef_rc_chapter2
Prev. code bytes: 45 84 FF 0F 84 86 00 00 00 48 8D 0C 52 0F 28 CF
Fault code bytes: 41 0F 10 44 CD 00 41 0F 10 6C CD 0C 0F 28 E5 0F
=======================================================
note: Minidump has been generated into the file C:\Users\konta\AppData\Local\Arma 3\Arma3_x64_2024-11-26_18-10-29.mdmp``` who wants the MDMP? 
I just wanna play with the new pt 76
dedmen
official servers
Arma 3 CDLC : Expeditionary Forces
Europe, EF
95.156.239.77:2102 - EF_MP_COOP1_Altis.Altis
95.156.239.77:2202 - EF_MP_Warlords_MJTF_Des_Altis.Altis
95.156.239.77:2302 - EF_MP_Warlords_MJTF_Des_Malden.Malden
95.156.239.77:2402 - EF_MP_Warlords_MJTF_Des_Stratis.Stratis
95.156.239.77:2502 - EF_MP_Warlords_MJTF_Wdl_Livonia.Livonia
95.156.239.77:2602 - EF_MP_ZGM_MJTF_Des_Altis.Altis
95.156.239.77:2702 - EF_MP_ZGM_MJTF_Des_Malden.Malden
95.156.239.77:2802 - EF_MP_ZGM_MJTF_Des_Stratis.Stratis
Europe EF + WS + RF
95.156.239.77:2902 - EF_MP_Warlords_MJTF_Des_Altis.Altis
USA, west, NY
45.159.5.135:2102 - EF_MP_COOP1_Altis.Altis
45.159.5.135:2202 - EF_MP_Warlords_MJTF_Des_Altis.Altis
45.159.5.135:2302 - EF_MP_Warlords_MJTF_Des_Malden.Malden
45.159.5.135:2402 - EF_MP_Warlords_MJTF_Des_Stratis.Stratis
45.159.5.135:2502 - EF_MP_Warlords_MJTF_Wdl_Livonia.Livonia
45.159.5.135:2602 - EF_MP_ZGM_MJTF_Des_Altis.Altis
45.159.5.135:2702 - EF_MP_ZGM_MJTF_Des_Malden.Malden
45.159.5.135:2802 - EF_MP_ZGM_MJTF_Des_Stratis.Stratis
USA, west, NY, EF + WS + RF
45.159.5.135:2902 - EF_MP_Warlords_MJTF_Des_Altis.Altis
USA, east, LA
109.230.208.227:5102 - EF_MP_COOP1_Altis.Altis
USA, east, LA, EF + WS + RF
109.230.208.227:6102 - EF_MP_Warlords_MJTF_Des_Altis.Altis
please anything related Profiling branch / Performance binaries report this into #perf_prof_branch also some server PhysX crash is known yet unfixed
Sure
Any intel on when the CDLC Steam branch for the server app will be updated with EF? SteamCMD is reporting no updates available, but there's no EF data installed.
Can you extend the radar on the Hunter LAAD as shown in the pictures? If so, how?
was supposed today. If something went wrong it will be fixed tomorrow. ~16 hours
You gotta bind your raise turret keybinds
then it works when you're the commander
default keybinds are Q and E, when you're in the commander seat
applies to other hunters too
Congratulations on the release, I hope the reception of it will live up to your expectations! 📈
thanks mate, fingers crossed 🙂
i have the CDLC branch on official servers and it has the EF data, you sure you downloading the CDLC server data branch and not just the default server non CDLC data ?
Yes, it's been our standard configuration for a while and we don't install CDLCs by any other means.
Reported current installed build: 16458567
I tried validating the install as well.
It's not urgent I guess, I'll try again tomorrow in case it's Steam having some kind of brainfart
thanks, issue found , recognized, will be fixed probably tomorrow
played through the campaign, solid 8/10, -1 for lack of any proper outro that would somehow connect the events from this to anything else happening in the universum, unless something happens if I do not spot everything in the 1st mission or have civcas in the rest of them. And performance in Kavala was bad even on perf lol
the plan is to make an intro/outro for 1.1/hotfix, didnt think about it until someone brought it up 😅
1.1 when? 😉
||How many objectives have you guys found in the recon mission?||
hit me with the hotfix then 
😄
7 I think
||Honestly calling in the rockets, chefs kiss. When I could do that I loved it. Shit I always do in Eden editor but now in a mission ||
All of them 😄
How do you know you got all. Also am I good to talk without spoiler here?
I don’t wanna ruin it for those who haven’t played yet
Cause I playtested it
Can someone explain to me exactly how I do this with the Expeditionary Forces Compatibility Data if I have the cdlc on the server? and players who don't have it can join with it? , need load the data pack to with mod=EF ?
Also Zeus helped 😄
Use spoilers please. I don't want to have to mute this channel to clear the "unread" discord mark 🥲
the server loads the DLC normally with -mod=EF, the players who dont own the DLC and use the compatibility data load the compat like any other mod
the data is the same
||Iirc that's all of them||
Kerry dies in the campaign
Also Stype kills Miller
Do you want a list?
is the new ship spawnable in zeus or does it gotta be placed in eden like the other ships?
Like other ships
Please 🙂
I have three questions: What is the "hold space" function to skip the cutscenes? I recall using it at one point but can't find it on biki anymore ||Why are those two guys falling down every time in the 2nd mission||? ||What is Miller doing on board||?
🤔
||- Checkpoint, you probably already found that.
- FOB on the hill, with a mortar you can also spot.
- Seaside FOB.
- Ammunition depot / bunkers.
- Military police station.
- Abandoned FIA camp from the East Wind Campaign.
- AAF MBT's.||
Oh I didn’t find the 6th one
but you're normally not able to turn the camera like that
it should be locked to the front
So far enjoying the CDLC, however, why does the boats have the inertia of a small moon?
I was dreaming about doing crash stops in the CB-90, But it just keeps going. 🫠
I'm on ultrawide screen
excuse the facepalm
@tired jacinth something we could look into?
😄
Players can't join, the launcher says they need the DLC, it has the data mod loaded but doesn't take it , server load the EF as mod and i drop the bikey on keys folder , any idea what i make wrong ?
and if there's a space to suggest anything, the intros should start with a longer fade-in because everytime there's a 0.5s of loading textures and seeing something else in different direction before characters are moved to proper places
as owner from cdlc worked well , for all other its blocked the join button
I hardly believe it's hardware issue, game is on a nvme
profiling might have more agressive loading
due to multithread
never had it look like this
i dont understand, is the server loading the dlc files correctly?
true on my side the launcher load the cdlc
do you think there is a way to compensate for this loading somehow
maybe, there's a command to preload area for camera
btw do you remember the function name for this hold space action
no, but I have source at hand.
BIS_fnc_keyHold
https://bilderupload.org/bild/dc8254184-image-kopie
this happend when non owner try to join
Weird question and defo not a priority over the other bugs but will there ever be an interior for crew in the marine vehicles?
aaaaaaaah so from the launcher directly
no it wont work that way afaik
that applies to all CDLCs
true test with rf but all time fail so i give up
and then how join player without owen the cdlc?
launch the game normally and search the server from the ingame browser/direct connection
thats just how the game works 😦
unlikely at the moment
The assault on kavala, isn’t that just an accurate representation of every Altis life server? XD
am i doing something wrong or is the first mission in the campaign walking 3km?
I found vehicles but they were locked 😔
no, you're supposed to walk and find stuff along the way
the fun part is towards the end, if you find the right targets
I walked back to the beginning to deliver a gift
ok thats worked select the mods and join on server browser , but then usless when not worked with launcher , thanks for your time
any input on which turrets are intended to go on the LPD? I assume its mostly Spartans and Centurions? Praetorian seems to be slightly too large for them
OH I just realized you guys added a new naval turret too, so I guess Mk66 would go on that front center hardpoint
spartans and mk66
The San Antonio class is a class of amphibious transport docks, also called a "landing platform, dock" (LPD), used by the United States Navy. These warships replace the Austin-class LPDs (including Cleveland and Trenton sub-classes), as well as the Newport-class tank landing ships, the Anchorage-class dock landing ships, and the Charleston-class...
same configuration as this one
Does anyone know the Difference between LCC-1 and the LCC-1 (Sideload)?
EDIT: Nvm, found it further up in the Channel.
It changes the Way Stuff is loaded on it.
I just finished the campaign and damn that was good 😄
#1236351872315686996 message correct
Are there more missions coming in the future or will it stay with those?
there's no plan to expand the campaign, however i'd like to have a proper intro/outro like tanks/tacops do
I don’t know who placed those snipers in the last mission but you made me rage 😂 took me a bit to figure out
😂
i saw someone livestreaming on youtube earlier who wasn't having a great time dealing with those either
Me: walks
Sniper: hehehe yeee boiiii
Me: has my brain now suddenly splashed all over the wall behind me
also ||not spotting the tanks in the first mission|| is going to really ruin your day once you get there
||I wonder what would happen if I found the FIA camp from campaign ||
Tbh the first mission was my favo, just sneaking around, doing recon stuff, not really engaging. Using your rockets
||nothing, its just a tie in with the base game campaign 😄 would've been lame if it wasnt there after the player spends weeks in it in the east wind||
Oh haha, nice touch!
Will the assets from EF also spawn in the main campaign or would I need virtual arsenal for that?
Sorry for quoting you out of context but i think this is important feedback for you, hope youll release some nice updates for your CDLC in the future 🙂
For me unfortunately the lack of CSAT assets is a big dealbreaker, CSAT and the AAF only got the Combat Boat which in CSATs case is strange enought why they share equipment with NATO, their oponent.
I always disliked the NATO bias of Bohemia Interactive and i am very sad that it is continuing in Arma 3s CDLCs, the lack of any CSAT static ships like a aircraft carrier and landing boats is very much limiting mission design and the gameplay experience.
Sure you could argue that for 8€ you cant expect much but seriusly, people would also pay lets say 12€ if we finally also get more assets for CSAT and AAF, like a CSAT landing craft also used by the AAF and a driveable corvette (50m length over all) for the CSAT (maybe soviet design) which is also used by the AAF.
But hell yes Arma 3 needs more naval content, this has been said now for 10 years and BI didnt cared at all.
i think i just read your comment on the trailer video 🙃
Alright thx for reading, just wanted to make sure itll reaches you 🙂
regarding the use of combat boats by independent and opfor factions, both china and russia do indeed produce their local copies of the CB90 so it's not entirely laziness or fiction
but i understand if you think CSAT should get some more content
this was a DLC that i could deliver in a timely fashion with what i feel was a good content lineup
i hope there will be a chance to address this in the future
I would think that you'd have to do Virtual Arsenal
Interesting didnt knew that, maybe youll be able to implement something nice to CSAT and AAF in the future, looking forward to updates for EF 🙂
looking at the past of CDLCs, typically if the sales are good, the developers can work on adding more stuff
so dont break the deal, support the maker
Yah I'm that way even though I'm not a CDLC worker or anything like that. The level of stuff for my book sales guides what I want to do. If it's popular and getting regular sales, I'll work on that. Other books I don't expand due to low sales and the like. I can understand the level of energy for new content based on sales, and overall interest. So I completely understand that. And frankly I like the content so far, though I need fo figure out how to get that display of fuel into my helos though, that was interesting when checking out the Python
Loving the DLC so far! Great new vehicles!
Do i send bug reports about EF here or to the Tiny Gecko Studios Discord?
here is fine too
In Eden editor. When editing the object specific attributes for the new LPD-36 ship, if you tick certain options like 'open hanger door' it breaks other doors on the ship. They still open but door texture is showing the door close. Even if you untick all previous object specific attributes you applied and start the same scenario again, the doors are still broken. You have to spawn in a fresh LPD-36 to have normal working doors. I also have screenshots if needed
ah, yes we're aware of that issue, its an engine thing
it usually fixes itself after a bit
like if you do a preview, then go back in editor and wait a bit
@steep abyss could it be that changing eden attributes isnt caught by the fix you made?
any chance yall can release the composition of the naval fleet from the cutscene of the first mission? 👀 its pretty badass fr fr
Makes sense. Hope it gets resolved soon as you can do some pretty cool things with the new ship like adding textures to the hangar door and renaming the ship on the back. However it's not worth changing those things if it breaks the doors
note that it only happens in the editor
once the mission is saved and played from the main menu it should work fine
saved/exported
it should even fix itself if you reopen the mission in editor, it's basically a temporary ghost of the object.
ah okay great! just tested and it resolves itself if you save as composition too
Anyone know how many objectives are in the first scouting mission?
||and if theres a helo base or some way to shoot down these helos||
Never goddamn mind holy hell spike NLOS is cracked
maybe overtuned a bit lmfao
missed a pass on a moving helo, did a 360 and chopped the tail off
😄
Macks are also very armored
got caught offguard by an AAF APC and expected to just die like in a marshal, but no this tanked it
its the classic nato fantasy
given that blufor has consistently had the worse ground units (and rotary, arguably) for the past 10 years
I'd say about time
armor on the aav9 is about what you would expect
Yeah could have just gotten lucky
havent tied the vehicle outside of VR but its should be a giant tin can
The new irl ACV is based on the superav and there’s no rating on there but I wouldn’t be surprised if it was 30mm resistant
And this doesn’t need to be airmobile like the marshal
So more armor isn’t a surprise
how can it be? its a large vehicle... cube square law exist
…doesn’t that make armoring easier
Volume goes up by cube
Surface area by square
Surface area is armor = weight
Volume = floatation
no it doesnt. when you increase the area of an object you are increasing the volume / density. a smaller vehicle that weighs more has better armor values
That’s only if it’s not a hollow box
and this vehicle is amphibious, made to go really fast
You get cubed amount of space/displacement for flotation
Cubed amount of space for engines
Only square amount of armor, as armor thickness stays the same as you increase size
Basic geometry
that suggest that the vehicle has poor armor protection
???
Man I don’t know what to tell you
you can model it yourself
larger vehicle = less armor needed per volume
you somehow cited the one geometric argument that kills your case
Like I didn't even think about this argument but you made it easy
no that doesn't make any sense. if you increase the diameter of a wheel by twice its size it quadruples its weight.
the EFV is 28.7 T with a size of 9.33m x 3.66m x 3.28m a T72 is 45 T with a 6.86m x 3.59 x 2.23m. the EFV also has a very large engine for its size at 27L with 14 retractable road wheels. its ceramic armor is also rated for 14.5 AP. a 30mm cannon would eat this thing alive
No clue where you're pulling these numbers from.
Take a box. Say you have a 1x1x1 box. It displaces 1 m^3 of water and can support 1000 kg of weight to float.
To armor against whatever threat, say you need some thickness of armor. Doesn't matter what. Each square meter of the armor, say it weighs 500kg. You need 6 square meters of armor (assuming you armor all sides, but math doesn't change if you choose to armor only some). You need 3000kg of displacement, so you're 300% over.
Quadruple the size of the box. 4x4x4. Displaces 64 m^3 of water and supports 64000 kg. You need 96 m^2 of armor, so 48000 kg. Wow, suddenly you can float. See how square cube law benefits bigger vehicles armor wise?
would have to check again with diag exe to give you an accurate answer but im sure that 30mm AP will pen the vehicle from the side
you're probably right, might have hit the front or ricocheted
but I'm just baffled that square cube law is what this guy cites as why bigger vehicles are harder to armor
i balanced it with the warrior and kamysh as reference so it shouldn't be far off from that
you need to make ambi vehicles larger to incease buoyance but you have less armor protection doing so
Not if you make it big enough
see the example
if you made the vehicle massive armor would be a small percentage of the weight
and you could thicken it
again, I'm not saying that the mack or any amphib vehicle can or can't/should or shouldn't be armored against 30mm
Just baffled at why you're using square cube
its simple bigger vehicles would be made heavier from the same armor value as a smaller more compact vehicle.
No shit
but bigger vehicles also have more displacement
and can handle more weight
and displacement grows faster than armor mass
I'm getting a status access violation crash apparently from the engine audio of the Mack - this is with the compatibility mod, as I haven't bought the CDLC yet - I would imagine from a mod conflict. I can't seem to pin down what mod it might be, no matter how many combinations I try. Any suggestions?
unsub to half your mods and try, rinse and repeat until you isolate the problem
Thanks. It seems to be the JSRS sound mod.
It took me a while because it's even in my stripped down QOL modlist.
Man I don’t know what to tell you
You can model it yourself
Bigger vehicle = less armor per volume
Has anyone had a conflict with a mod and the Hunter AT that makes it unable to move the turret?
whats the difference between the side load and normal LCC?
normal is load on center. it's good for tank or big wide vehicle
side is load on right and left, good for Truck or something thin and long vehicles
Lookin' about, would there be any possibility in retexturing the vessels themselves [As in being able to see config/OG textures to work off of]? First time trying to look into it, just wanted to see if it had been a possibility in other CDLCs or similar at a later date post-launch.
The LPD you mean?
Correct.
In a "correct" way, no. However there could be a stupid workaround I used on vanilla USSes
Oh?
(Not EF work, my Mods)
Gotcha, how'd you go about jerry-rigging it?
I am currently lazy to put the URL, but one or two of my Mods on WS has it
And Arma 3 Aegis or Arma 3 Atlas, I put a retex'd Liberty there
Gotcha, thanks for pointing me in the right direction 🤙
I did not tried my solution on LPD. But should work
Miller deleted my post
How do you load the vehicles in to the LCC?
In theory just roll up to it and you should have a scroll menu option to "load vehicle"
😭 Maybe I'm doing something wrong
Thank you though boss
No worries, on some mod vehicles you can only load when the ramp is open, idk if you have tried that already. I haven't gotten around to try it out myself as well so I might be wrong
So I can load it in eden but while in a live mission there's no option to load vehicle but then again I could be doing something wrong lol
ViV(load vehicle)is can't with static version maybe
I'll try my luck when I get home in like 9 hours and I'll let you know
Hopefully I don't forget
Oki! thanks boss!
Probably?
Btw was there any specific reason why you guys went with the LPD instead of an LHD for example?
Anyone worked out how to add a boat to the launch side panel of the LPD? In editor?
Maybe with a boat rack
If you place the right one for the right boat there should be a scroll wheel action near it while in a boat I think
There is already what looks like a boat rack int he model, the boat blew when I placed it on it
Hm. Not sure then, sorry.
its because different vehicles are loaded differently and i wanted that modeled in the game, sadly it required two different variants #1236351872315686996 message
the lpd cannot be reskinned currently, its a very complex model, might think about it for the next update/hotfix
all the other vehicles however can be retextured to your liking, there are sample textures on the official discord #1236374388945981501 message
you drive them up to the front ramp and use the useraction "Load Vehicle" from the scrollwheel
same system as the vanilla xian/blackfish
theres already one flat top ship in the game, i think this one was more unique
you're not meant to use that crane, the space is too small to fit either the speedboat or the combat boat
combat boats should be stored here using the proper cradles
Ohhhh its at the front I thought they could be loaded from the rear, thank you!
no, there's a techincal reason why the loading was disabled from the rear ramp
we tried it but were getting undesired results
Yeah great stuff, loved the last urban CQB mission, the positioning of the troops was quite well done. LCCs will be very fun for antistasi, same with the new hunter variants
Any reason for the mechanized landing the decision was made to use fade to blacks? Haven’t seen that done a lot in arma
Just easier to lay stuff out?
we're shifting stuff around and it was more reliable than holding the AI's hand to get to certain places
@pastel nest Thanks! Got it working with the crocodile! Personally loving the DLC! To confirm crane doesnt work at all? Even with RHIB.
no its just cosmetic
Is BlackFox here? he needs to make More Scenario's with this new CDLC!
The Server creatordlc branch should meanwhile be fixed, can the reporters of issues confirm that?
thanks!
What’s the yellow phosphor NV based on?
Looks a little odd
White phosphor is supposed to be sort of blue, no?
its amber filter
light yellowish tint
mostly made because i feel its softer on the eyes than the base game green
Makes sense, any plans for a white phos?
Personally I think white looks the best
Obviously a mod would change it to be white
the filters can be changed/added to your own mods easily, wouldnt make much sense to duplicate the items just for a different filter color
I liked the idea and implementation I made because it can make somewhat different feeling
changing the values inside EF_NVFilter will change the color of the lens
Fair enough, thanks!
The only fix I've made in eden was something with datalink
im referring to this
it seems the problem still happens when players change attributes to the ship in eden
Chair, do you wear a mustache IRL? Just asking because 90% of the EF faces have mustaches, which is fine but funny
nope, no mustache
Police that Moostache!
chair doesnt even have hair on the head
im shaved 😇
Me too 
Chair without hair is just C...
It is always the foldername for the mod or CDLC.
Cborne 🤯
Appears fixed here, an update was found and EF files are now installed
Heh- Looks good so far! Of course, I tested it against AI that was target practice and not "in the field", but so far- xP
Valve had to do something to do the depot, which they did overnight I believe. Good to hear it's worked.
oh I forgot to check guns. Are there more guns that can shoot underwater?
Looks like no. Aw. Eh well xP
We've just published a tiny stealthfix to Launcher (fixing the compat data link for non-owners).
so MXAR is just an MXSW with a lower ROF? Did some testing inthe TAW Range and read the CFGWeapon. ONly difference I see is MXAR is a lower weight and ROF. Penetration is identical, Impact shows slightly less, but idk the formula for that
Same barrel length so same performance
It’s a 16” rifle vs the standard MX’s 14.5. MXSW is 16” too.
I think it's meant to be an analog of the M27, right?
its meant to be an analog of the m16 as the mx is an analog to the m4 pretty much
He's right in a way though, that the M27 is a 16 inch barrel vs the M4s 14.5 and M16's 20 inch
fair, good point
its just how i personally see it, as the m27 is usually not used with an underbarrel GL, unlike the m16
Hey @pastel nest For the LPD Mk 66 and x3 spartan? Whats the configuration meant to be please?
2x mk66 and 2x spartans, same as this one: https://en.wikipedia.org/wiki/San_Antonio-class_amphibious_transport_dock
The San Antonio class is a class of amphibious transport docks, also called a "landing platform, dock" (LPD), used by the United States Navy. These warships replace the Austin-class LPDs (including Cleveland and Trenton sub-classes), as well as the Newport-class tank landing ships, the Anchorage-class dock landing ships, and the Charleston-class...
Thanks sir and keep up the great work
Speaking of, why can't we tho, being locked in feels limiting
Any word on retexture templates btw?
So i finished the campaign too and i've got some Praises and some Issues
Firstly it was good, wish it was a bit longer too, and i noticed some comment about it not linking towards the rest of the Eastwind campaign and that feels lacking too, maybe some message from Crossroads or something that shows this was part of a wider invasion
Secondly, Crew interiors on the vehicles would be really desired tbh, it stands out quite a lot without it, same for the LPD (which is an awesome choice) if the bridge could be accessible too like the liberty that would be cool, would be a nice naval addition to the Freedom and even CUP mod LHD
Thirdly, i agree with some comments about CSAT really needing some extra attention too in CDLCs.....if CSAT got a Chinese aircraft carrier (say the Fujian which would probably be old by 2035) the J35 and Chinese marines, that would have been an instant winner for all fans of the 2035 era
And to circle back to the campaign.... the marines felt a bit more bullet absorbing than usual, not sure why, but i watched an ai squad member soak up like 10 rounds and still not die....which seemed odd considering how hard it is to keep AI teammates alive in general Arma 3 campaigns but not really an issue for me
And i was wondering how difficult the campaign would have gotten if the objectives weren't totally spotted in the first mission.
Overall i'm glad i bought this DLC, hoping for future updates tho
it's just the animation for sitting on a chair we've used, it has freelook locked.
The have incoming damage reduced so they do not die like a flies, there's also a handler to reduce friendly fire damage even further as AIs sometimes mow each other down in urban fights 
The AMF AiO mod causes that conflict
Appreciate the consideration! It'd be cool to make a few minor texture changes, I'd be up for the challenge even if the textures are thrown around oddly in the UV.
The Amphibious Assault Vest is Level IV armour. The standard NATO plate carriers and most other vests are Level III.
Can anyone provide me the classname for some of the Hunter MRAP turret-weapons?
Titan NLOS and the 30mm HE autocannons - both from the FSV and the LAAD.
Select that weapon, open Config Viewer, check bottom-left of screen
Or at least where to find them
Thank you! The legend himself!
should be the same as vanilla briefings as far as i remember, like in the east wind when you're preparing for a mission
https://github.com/ChairborneIT/EF_Samples you can find the texture samples here
they have about the same protection as the standard vanilla nato rig/combat helmet, i dont think we do anything to change that in the campaign either, the only thing we tweaked was the stamina/carry capacity in the final mission because the player had to carry a whole bunch of gear and it would be limiting otherwise.
i understand your other concerns, interiors for the crew on the ifv and more CSAT content seems to be one thing that many want, so if there's time i'll see about fixing it.
well never mind, as veteran said we did change damage resistance
What are these remote Optics for? Do they have any function?
the remote on the optic you mean? its just cosmetic
IRL its used to control the ranging for the scope instead of fiddling with the optic itself
i find maneuvering the Combatboat very slow. Its not realistic at all..Boats at that size are pretty fast to maneuver..I talk about Stearing speed and acceleration especially when going backwards....I drive boats IRL and its much easier to maneuver a real ship than the Combatboat in Arma. Could you make the steeringspeed and acceleration faster?
Its also the steering range that is too low I guess....try to turn a Combatboat in a tight space...its almost impossible...IRL that is much easier.
does the vanilla boat have the same issue?
you're not the first to complain that they're not very easy to drive, handling will be revised
yes
That would be great...driving boats could be more fun...just make sure that you can turn the boat in tight spaces....Maybe you can watch footage to see how real boats of that size maneuver....but militarry boats should be especially maneuverable.
all I know is that AI sucks at using them. Wanna have one with passengers to unload? It will speed its way into the shore with bow so high the dismounting AI breaks their knees on jumping down. Then it will back up a few meters and keep thrusting into that very shore because it cannot turn around. No other boat does this
And if you want to make it stop in a specific spot you have to compensate and have the waypoint placed around 150 meters before that spot because it behaves like it doesn't even try to stop.
I think unitcapture was used in the campaign for the boat
Funny, I thought it was really manueverable 😄
Then again, I don't drive boats irl, and my only point of comparison was the other boats in the game
Here you see in the Video that this boat can almost turn in place: https://youtu.be/ypJ61xbQZwc?si=1KI2xw00SQQOjR-I&t=749
Welcome back to the FLUCTUS channel for a discussion about some of the United States most advanced patrol and combat vessels.
Fluctus is a website and YouTube channel dedicated to sea geeks. Whenever you are curious or an incorrigible lover of this mysterious world, our videos are made for you !
We publish 3 videos a week on our Youtube channe...
Later in the video you can also see differnt boats turning almost in place
The Vanilla boats are also the same and hardly maneuverable in tight spaces like rivers...try to turn your boat quickly in a river.
will see if it can be done, very high handling at low speed usually results in bad behavior at higher speeds
it seems that a config entry was indeed missing and has been fixed, however note that the AI will normally not be able to reverse off the beach on its own
in the campaign we used unitcapture/unitplay for the insertion in mission 1
Hope you find a good middle ground
I love that you can drop the back ramp for the AAV. Looks so good for screenshots, however i’ve only been able to do so via script. Please consider adding action to the crew seats. I also noticed the LCC has trouble with transport unload waypoints
so the reason why the rudder force is kept lower is that with higher forces the ship tends to do this if you keep steering left and right at higher speeds 😅 its just an arma quirk, will see if it can be tuned but its unlikely, the lcc also has the same problem
the vanilla speedboat does it too to some extent
it can be done with eden attributes too iirc, as for the lcc i think you're supposed to use the other waypoint type, unload cargo, iirc
I assumed it was like the blackfish transport, will try it again thanks!
The RHIB can totally flipped by doing that 😄
yes that should be it, from memory its two different waypoints tho
I like it 😆. But seriously it’s too bad this is behavior from core arma.
yea, tbh its probably not even the first time i try and tweak handling to make it turn better but every time it ends up like that sadly
if there's a magic formula i havent found it 😐
iirc when i did my first boat it was very maneaverable and did not lift up. i check again
Can you share the script to open the rear ramp on the Mack, I wasn't able to find it. Thanks
Can you maybe just adjust the reverse acceleration and the steering range? Those are the main problems i think
Steering is tied to the problem above so it's unlikely it will change, reverse speed and brake distance for AI have been fixed on both the LCC and combat boat earlier today
Will be in next patch/hotfix
I did several very manoeuvrable fast boats for SOG:PF, including the STAB, if you want to have a look at their configs for ideas. Or I'll be happy to help directly. Not easy for sure, but should be possible.
Ok thanks will take a look 👍
Can’t you Lower the Steering, Speed and Upper the Steering Range? So Only when you press very long it will steer stronger?
Physx isn't exactly intelligible like that 🫠
Maybe attachTo with a hummingbird will be funny
Apparently AGM-122 can attack visual locked target?
How do you mean?
HARM missile can track ground targets without IR or radar signal
which I find a bit odd
it's a dotted cross when locked on, i'm not familiar with aircraft hud, but it can also properly lock on radar targets like normal missiles
Will look into it
finally back in the digital world
any mods?
Upon further testing, the LCC will not drop its cargo using the TRANSPORT UNLOAD or the DROP CARGO waypoints. However it will successfully drop its cargo using a VEHICLE UNLOAD waypoint but its not exactly elegant (all cargo vehicles drop at the same time and ramp stays up). Also there is no option to open the AAV ramp from the edit attributes tab.
_enitity = this;
[_enitity, ["Toggle Ramp",
{
params ["_target", "_caller", "_actionId", "_arguments"];
private _isAAV = _target isKindOf "EF_AAV9_Base";
private _phaseAAV = _target animationSourcePhase "ramp";
if (_isAAV == true && _phaseAAV == 0) exitWith { _target animateSource ["ramp", 1, false]; };
if (_isAAV == true && _phaseAAV == 1) exitWith { _target animateSource ["ramp", 0, false]; };
},
nil,
9,
true,
true,
"",
"isPlayer driver vehicle _target",
5,
false,
"",
"" ]] remoteExec ["addAction", 0, _enitity];```
Thanks man, I need to open the rear door for a cutscene for a mission I'm working on, this is helpful.
the ramp staying up is just how the game works, and for good reason, if it animates and collides with other stuff you'll most likely get arma'd (vanilla xian and blackfish behave the same way), as for the waypoint type do the vanilla vehicles behave differently?
afaik they always needed a different waypoint type, the transport unload is for regular cargo passengers, and drop cargo is for slingload
Not home rn cause 🦃 day, i could check again later. ‘transport unload’ will unload passengers with land vehicles, helicopters, and VTOLs (havent tried boats). If i remember correctly, It will also work with vehicle transport VTOLs and when completing their landing they will open the ramp and unload each vehicles or box one by one which i suppose is what i was expecting with LCC. I have pretty much never used the ‘vehicle unload’ waypoint. Drop cargo is exclusively for slingloading but was worth a try during testing.
My feedback on the 3-missions.
||I dig "Boots on the Ground". I like the recon feature - reminds me of Force Recon from Global Mobilization. The mission makes sense from a tactical perspective, and its open nature makes it very fun. The rocket "NLOS" support is rad and the camera is sick. I'm not sure if the Tank platoon OBJ is supposed to be a deliberate fail task. I'm not sure how you're supposed to tackle that one. They bounced after I smoked the first tank with an NLOS.
Forcible Entry was a nice idea but was a little buggy - 'Clearing the beach' means clearing like 300m inland to find some hidden units (were they supposed to be on a trigger? The next part makes you occupy a support by fire position to defend against a CATK. If you don't occupy the EXACT 5m area of the 'support by fire position' then you won't activate the trigger or the counter-attack. At two points the mission jumps ahead "5 minutes" to get the mission reset for the next phase. One the 2nd jump you are spawned directly into the line of fire of a recoilless rifle. If you're not quick then it could be a lesson in frustration.
Shores of Kavala was cool but it felt really shallow - I can imagine that this is clearly a limitation of ARMA. You're attacking Kavala: it's the second largest town on Altis but the attack is only 2x USMC squads supported by AAVs. Just feels a bit empty. In reality, Kavala would be a Battalion(+) sized objective. Some of the OBJs have hidden guys and that was kind of a pain to go snooping around for them. The hospital attack was really fun. I would have loved to see Kavala broken into 2 or 3 missions where the Marines were fighting room to room and block to block ||
||"I'm not sure if the Tank platoon OBJ is supposed to be a deliberate fail task" this one is hard to complete by design, however you can consider it successful even if just one is destroyed
"clearing like 300m inland" in our playthroughs that generally doesnt happen, probably its the QRF that was missed in mission 1 that was coming downhill from negades
"One the 2nd jump you are spawned directly into the line of fire of a recoilless rifle." i thought we fixed this during closed beta as others reported it, we moved the waypoint back already but im guessing that wasn't enough
"Just feels a bit empty." fair, having a big fight in there with lots of AI is not something all computers can handle, some complained it was a bit laggy as it is already
thank you for your feedback 🙏 ||
Also -
Forcible Entry - I get told that I can use the rearm point and then I'm getting told to get my ass back in the fight when I get there. I'd recommend changing the trigger zone for that one
at some point during the mission the rearm point gets moved ahead
||before the assault on Kore when you reach the checkpoint iirc||
Yeah. This is during the assault on Kore. The Mack has a wicked low ammo count. After the beach and then the CATK I was out of AP
ok we'll look into it
It flows a little weird. It would make more sense if the player jumped "5 minutes later" into a re-arm point with full ammo so that they could seamlessly continue the mission
The Mack has such a low ammo load. I was not in a position to attack Kore without a rearm. Maybe unique to me? The 50mm is fun to hold the trigger down.
||in my playthroughs i usually needed a rearm after the counterattack, there's not much armor beyond that point up until you get into kore proper, and even then its just nyxes which get torn to shreds by the 50mm||
The DLC units are nice; the 3 missions are good, but it does feel like a tease.
I love the fact that western Altis is finally seeing some canonical action - I would love to have seen more though. An air assault into Orekastro, a tank battle in the valley east of Kavala, or a mission to highlight the new AH-99 variant (ode to A2's Death from Above). As I suggested earlier, multi-mission fight for Kavala - an ode to the traditional urban fighting of the USMC.
You guys did good and this is definitely worth $7.99
I bought the CDLC but not just for its content but as a thank you to Chair for all the work he has done for the Arma community over the years and also to support Arma 3's current devs who are doing a wonderful job maintaining the game relevant and fit for new content 10+ years after its release
I guess we could rearm/repair/refuel when reaching Kore.
I was playing just fine on stable, switched to Dev and started a new campaign (First Mission) and now I have an 100% crash rate at the very beginning, no mods
Use stable 😉
it has been reported by other people too, it seems using dev branch makes the game crash with the campaign 100% of the time
The only "bug" that I've encountered so far was M3 not starting the briefing - we were just sitting in the bay waiting for the speaker to begin (very realistic!). I have a feeling it was due to the SOG AI mod that I had loaded. But cannot confirm
please report only vanilla + CDLC, indeed ^^
https://feedback.bistudio.com/T186856 after some investigation i found its an engine issue, happens with HARM missiles from the base game as well, not just with ours
you can select a target and when you fire it will be the default target for the missile even if it shouldn't be technically valid
how to spawn USS Takmyr in editor?
search for "LPD" in the empty tab
ooo thanks
I was wondering also, for the vests it looks like there's some kind of tablet attached as well, would you be considering adding a tablet as an eden object based on it?
Maybe due to a helicopter spawn? Seems an acknowledged bug in dev branch.
#dev_rc_branch message
like a placeable standalone tablet in eden?
yeah, based on the one in the vest
i was reading earlier today that it should be fixed already, or will be fixed with the next build, in dev branch, so whatever it was it was related to the engine rather than something we were doing
i think polpox posted a link about it earlier
that might be asthetically good?
i'd have to look, idk if its all merged into a single object with the pouch or the mesh is separated
The campaign ORBAT for the MEU was also pretty decent too, if only Arma allowed drivable naval ships bigger than combat boats
you'd still have the problem of making the stuff you place on the ship sit still
idk if reforger can do that even
@pastel nest One more suggestion tho, i hope i don't seem like a pain in the ass....wouldn't it be better to have the marines using the M27 rifle instead? and the abrams as MBT? I've been looking at the armaverse as a whole and it seems the US military is just undoing years of budget cuts to try stopping CSAT, so based on real life samples you would expect the USMC to be receiving the least attention towards improvement and still using some old stuff. As i read somwhere: Marines make do!! if you want fancy equipment join the Army.
Well Bohemia has till 2027 to try fixing that for Arma 4
the timeline is different from ours, the US replaced the entire inventory of light weapons with MX rifles, didnt make much sense to reverse that and go back to 5.56, same with the merkava
Is it possible to add the radar-characteristics from the Hunter LAAD (being able to spot drones) to other vehicles?
Just a thought here, not suggesting nor requesting but imagine if the hunter was able to take 5 passengers instead of 4 because the 5th is the gunner that opens up the hatch and finds a 50 cal there 🪄
So a hunter without RWS??
103 Oshkosh 3D modelos disponibles para su descarga en cualquier formato de archivo, incluyendo FBX, OBJ, MAX, 3DS, C4d.
So how is the singleplayer experience?
good
finished the campaign in 3 hours. Can be beaten faster if you don't do all the things you're told to do in the first mission. Haven't tried playing the coop mission as a solo player yet
That doesnt sound bad for the price
it's longer than the Western Sahara's Extraction I think. for 8 bucks it's more than you would get anything else in any other game.
its just a function so it should be easy to do
well there goes my money
Extraction is longer if you're not skipping anything
it was unlikely before, it's even more unlikely now that CUP has a 1:1 copy of the hunter with that exact turret, also i dont see a way to make a character fit in there anyway, its been suggested many times before
its not worth the effort 🤷♂️
How do I do it? What specific function would I be looking for?
extraction is around 6 hours at least
obviously depending on how you play it, but even with lots of cheese it should take some hours
CUP already has too many vehicles, remove it from there and add to CDLC 😉, just kidding (unless it is posible)
ef\ef_functions\functions\vehicles\fn_antiDroneRadar.sqf function is located here
I'm curious how the surrendering units was done. Did you add a new hands up animation? or freeze them mid-vanilla animation? I also could not find the sound file for the "Dont shoot" dubbing. If possible, could you point me to the sound class name please?
How can I add the NLOS support to my own missions? With that slick camera?
its a base game animation, but the voice acting was made anew, the files are ef\ef_dubbing\data\voiceacting\ef_rc_chapter3\Surrender_Enemy_1_1 and _2
we'll be looking into turning that into a separate module users can drop in mission
Very nice! Thanks for making it a module
Would be nice if I could simply link it with the Support Requestor module
["init",_titan] call EF_fnc_liveFeedMissile ;```Showing the feed itself is done in this line, firing it is `fireAtTarget`
Is the DLC not playable on the Dev branch? During the start of the sec. mission, it always crashes
Reported already. Dev issue
I have to change to a diffrent version then?
Stable or Perf, for now
@minor dock worked on the 3rd try, so nvm
Is there a way to use the LPNVGs without the amber filter? It's cool, but I prefer White Phosphor. Alternatively, if anyone is willing to make a mod that reuses the LPNVG models without the filter, that'd be great.
It is done through a script and a config, you can alter it if you want
Where can I find the option?
By making a Mod
I wouldn't know how to even start doing that.
In the first mission of Resolute Cyclone, when re-loading a save, it seems like a tossup as to whether you'll get the green night-vision or the yellow night-vision. Is it just me?
we've had some strange issues reported when loading to an earlier savefile, even engine driven functionalities would have problems
Try toggling it on and off
@pastel nest Thanks for the Host server earlier, it was fun...except for the guys ruining it
Yes, that one guy was especially bad.
Thank you very much! If it's not too much trouble could you please tell me the name of the classname used for the hands up animation? I have search the animation viewer and closest I have found was a hands behind the head arrested animation. Which imo is not as good looking
@pastel nest btw was replaying the campaign and i was curious, what are the negative drawbacks of missing some of the objectives, how do they afect rest of the campaign?
So clearly if the tanks weren't spotted, they'd show up in kavala, but what about the FOB, or the supply depot? How would not seeing those affect rest of the story?
Hey man, use spoilers when talking about any of the details in the campaign.
Does this CDLC add new rebreathers or change adds new diving functionality?
It adds new rebreathers, functionality is unchanged.
Just realized it's only $8, got it
ah the rebreathers are coupled to the vests 😦
||if you miss the police station will spawn additional reinforcements during the attack on the beach fob in mission 2, if you dont miss the beach fob it will be struck by a cruise missile at the start of mission 2, if you miss or never trigger the QRF in negades it will come to reinforce the beach FOB in mission 2, alternatively if you spot the QRF but dont destroy it (its not technically an objective) it will also get struck with a cruise missile at the start of mission 2, if you dont destroy the supply depot it will spawn additional vehicles during the counterattack in mission 2, if you miss the tanks then it will spawn one past the second intersection in mission 3 (good luck with that lol), if you spot them but dont destroy them the tank will spawn but will be destroyed with an air strike, if you destroy at least one and prompt them to leave they will not show up in mission 3 (destroying them all is optional), the other objectives dont do anything past mission 1, the abandoned FIA base of course is an easter egg from the east wind campaign, the mortar on the FOB can be killed so it wont shoot you if you trigger an alert in mission 1 but wont qualify as an objective||
where is the powerlifting easter egg?
no fun in me telling you that 😄
hey I already went through the campaign
could be anywhere in the dlc, who knows

Having a strange issue, spawning the mack on water makes it such that it accelerates but it won't move, it's as if it's stuck on land mode. If you spawn on land then move on to water then it works okayish, but still it won't always go at full speed.
For example, spawn a couple Macks on water and give them a waypoint to shore, they won't move at all. Spawn them on land and give two waypoints, one into the water and one into the shore, they will move fine but not at full speed.
@pastel nest is there an event handler that checks when the mack has entered the water and "switches" mode or something of the sort?
if the AI is left to its own devices and just given a waypoint, it will be unable to use the IFV in water on its own, its an engine issue
as for going at full speed, the full speed in water is 46kph, how fast can it go for you?
if the AI is left to its own devices and just given a waypoint, it will be unable to use the IFV in water on its own, its an engine issue
Are there work arounds for this? I've trieddoMoveand no luck. I'd prefer not to usesetVelocityModelSpaceand all that
as for going at full speed, the full speed in water is 46kph, how fast can it go for you?
5 km/h
there is a bit of scripting to animate the gun up and down to avoid clipping with the fording kit being deployed
there's no workaround, its just the AI that doesnt know what to do
the explanation i gave myself is that tracked vehicles want to turn on the spot to orient themselves towards their waypoint like they would on land, but in water the rudder doesnt work unless the vehicle is moving forward
it works fine if you're in the commander seat and issuing movement orders yourself
with WASD
another option is to use unitcapture/unitplay, in the campaign we did it that way
I haven't had this issue with other amphibius vehicles like the AMV (wheeled), RHS BMDs (tracked), or Faces of War LTV (tracked)
That's not dynamic enough for me unfortunately.
5 km/h
idk that's not something we're doing, are you using ACE or another mod that has a speed limiter perhaps?
the problem is only with tracked vehicles, as far as i know all tracked vehicles have the same issue
This doesn't happen with RHS bmd or LTV from Faces of War though 🤔


