The mod has moved to Tactical Flava
https://reforger.armaplatform.com/workshop/5D550926D43F1409-TacticalFlava
1 messages · Page 1 of 1 (latest)
The mod has moved to Tactical Flava
https://reforger.armaplatform.com/workshop/5D550926D43F1409-TacticalFlava
Thats cool
Awsome
Btw I used and tested it before that rockets shot out super far that I had to chase them in GM
If I set the right elevation and azimuth will the rocket go higher and father than projected
If you tested on version 1.2, then there are problems in everything there))
I removed that version of the mod from the Workshop.
In 1.3, I hope the current ballistics are enough, I haven't checked it myself yet. I think I'll have time to make it +-adequate or leave it current (updated with the patch)
whats the mod link
The mod will be in patch 1.3.
No one knows when the patch date is right?
I think it's spring
Ahhh
dope
There Are Several Options for projectile scattering.
The first one is about 150 square meters
The second one is about 250-300 square meters (can be increased to 300-350 +-)
Which option is better? What do you think
This is nice
Were you ever gonna put chart to assist players to do the math or is there already one
150m looks better to me. doesn't seem too accurate but still low enough dispersion to be effective
The tablet is already on Paper in the Arsenal.
If I don't change the ballistics (I'll probably leave it as it is)
I'm also inclined towards this, the only thing I would like to do is make the gun mobile when firing, like a mortar.
So that with each shot there would be a shift along the Horizon and Vertically. I don't understand how it's done on a mortar yet.
Does this version come without any rhs dependency?
Yep, Full Vanila
Yoooo
You think it’s a possible development for a stationary and portable missile system to lock on direct coordinates given according to map
doesn’t space striders MLRS do that?
Wait what it does.
From the point of view of the BM-21, I do not consider it necessary, since the platform mechanism is manually guided. Still, I wanted to make a Vanilla version of the game.
RHS will do what SpaceStrider does.
Oh Sorry. I just didn’t know if it was possible
no problem) We need to wait a little bit for BI to implement the entire roadmap.
Yeah I heard from a YouTuber that there roadmap on the website isn’t all they are gonna do. They also have some tricks up their sleeves
I uploaded the EXP version, you can test it.
Uhhh wait I’m on console I dont think BI updated 1.3 to console
only PC
nice view
Fireworks
We would like to add more speed to the missiles, without changing the ballistics... It would be More Beautiful. And also the randomization of arrivals
Changed the damage and the area from the arrival of the rocket. See how it affects the GMC and if someone is using it on the test Server. There too.
The difficulty is that if we take the real values in KG for explosives, then full hell happens for FPS after the explosion.
I'm looking for the perfect balance. the TM62 has 8100g of explosives, the Grad Rocket (9m22) 20000g, after such fps dies)
I set up 5500g of explosives, it seems to be fine.
and how much FPS will you lose overall?
Are you going to do it for both platforms or just for PC?"
In theory, it works on all platforms.
and is it available for download?
only on the EXP version of the game
I saw that you were planning on making the PG-1M's crosshair, you wouldn't mind if I helped make it for you, right?))) I have to still add a couple stuff to it though before I make other variants that you may need
Thanks)
I found the scope, but it has terrible quality.
I'll be glad to
ok, I am still slowly working on it, I am basing it off of the second image
I also used this image from the instruction manual for the sight or for the BM-21 , I don't remember anymore
this should be transparent, let me know if you need me to make any adjustments for it to be compatible with arma tools
It is necessary that there be such channels. It turns out that you need to make an Alpha.
It seems to be
Next step in optic creation will be making of a reticle texture. Create a new texture in graphic editor of your choice and start painting the texture. In case of Sample Optic, TGA texture with Alpha channel was used. In Alpha channel section, which is supposed to be transparent was painted in black.
Vanilla reticles also tends to use PNGs with transparency in the background although creation of such might be troublesome if software that you are using doesn't allow preservation of RGB values when alpha is set to 0.
And make the grid itself white.
I noticed a glaring issue with that original Alpha, it had a weird edge on it, it is fixed
The background is black, not transparent
Here's how in this Case it is necessary
Iam fix it
The short divisions should probably be moved a little further away from the center.
It probably won't even be critical in the game.
Ty!
no problem my friend
will it have thermobaric ammunition?
I'm still thinking about it. 100% will be cassette.
Thermobaric systems are more suitable for the TOC-1A environment.
In my excitement of learning about this mod I've discovered that you can download mods made for 1.3 even if you're on an older version.
With this mod, it's ammunition doesn't exist so can't shoot it. But you can still drive it around and aim it. Again I know it's not supposed to work on 1.2.1 but it's interesting that it does.
Part of the toolkit is already available in 1.2, it is being added to patches, although the full functionality of these tools may be revealed in patches later.
For example, ShellMoveComponent was added to the regular version in the summer. This component is now responsible for the physics of the behavior of the Mortar shell.I hope I spelled it out correctly.
Changed the projectile's flight speed (increased).
The ballistic chart has changed (slightly)
It will be possible to charge the BM-21 from a large Heavy Transport station (It also works from a rocket depot for helicopters, I don't understand how to remove it)
So we can reload it now from those point?
Unload and load the rockets, right.
Arsenal Ural works the same way.
Sweet
I will not update on Exp, I will wait for the patch release tomorrow.
i cant wait for this
🫡
UP
bro very nice mod but can you explain how to use it? is the minimum range to fire 3000m ? i cant figure it out im trying to use the same logic in aiming as the mortars guide on youtube but it does not seem to work
Thanks! The logic is the same as on mortars, the ballistic chart is on a piece of paper in the arsenal. calculations are made in a straight line, the height already needs to be taken into account.
If there's a specific moment, it's better to show a screenshot of what you can't figure out.
Or I just didn't understand your question)
Hello, when will you add cluster munitions?
By Mid-April + Damage correction for HE
Love the mod! Just wanted to ask is the explosion effects final, or are you going to make it a bit larger?
Thank you very much!
It was a temporary plug, maybe I'll change it, but not for sure. I think when I make a test thermobaric effect, I will gain more experience to create high-quality particles.
Sounds good brotha, keep up the great work!
🫡
Heyo! I’ve been having a lot of fun with this mod, it’s really good. I’m wondering tho, do you think it’d be possible for AI to be able to aim and fire it with the artillery fire command?
Thanks!
Yes, I have plans to make an AI spreadsheet for Bots. It's still difficult, I don't understand how to do it, even taking into account the guide.But there are definitely plans!
dw i figured it out and its a great mod thanks for making it
fix sight HUD
Added a ballistic scale in the scope
Add Balistic Table
Can you explain the table?
the same as this
If you take the Table for the Soviet mortar, it will indicate similar data as on the American one.
Thank you very much ❤️
add Missile 9М43 Smoke
In short, there is a problem, for the adequate implementation of Smoke and Cluster rockets, it is necessary that the Rocket be detonated at a certain height from the ground and then the sub-ammunition was already flying. For this purpose, a component is suitable that is responsible for Fuze Time and simultaneously adjusts it manually or automatically.
So I need a constant automatic calculation of this detonation time.
This can be observed on lighting projectiles from a mortar.
Anyone who can figure this out will be grateful! The secret lies in the interaction of the projectile with the mortar. I still couldn't make it out.

fix Asset Weapon
Hollow guides
I've been thinking about how to do this for a year and a half, considering that I'm a full 0 in Blender 
Are you able to stop people from reloading it while it’s firing?
Not yet, I haven't set up WeaponBlast yet.
It needs to be set up in a good way
Sorry if this been asked before but can the AI fire accurately on their own ?
Unfortunately, not yet (although a ballistic chart has been created for them), since a component of missiles and helicopter pads is used, most likely because of this they cannot fire.
Probably when Bots will be able to fly and shoot from Helicopters to the pilot's position, then it will work.
I really want to implement it myself
Ok hopefully they do that soon but great mod tho it’s very well made
Thanks!
I also hope that in any case, when it is implemented, you will find out about it.
Definitely will I’ll always come to check here
Hey just a question but I’ve been having problems downloading it(I play on Xbox) it might be a local issue just checking
Hi, as far as I know, there are guys with XBOX, the X and S series, everything seems to be rocking.
Ty I’ll try it ltr
*Edited: Downloaded and worked for me on series X with a ton of stuff except Midbruh’s rappelling Huey, which has the issue.
That mods really buggy with other mods so I stopped using it
If there are any errors or problems, I would be glad if you would send me something to finalize.
If I get to it today I will
Hey so idk if I’m doing something wrong but seems like the rockets don’t register or disappear after firing because Im not seeing any impacts after I shoot.
On Xbox btw* forgot to add that
Same thing happens to me
This isn’t an issue I believe that vehicle is farther distant targets
Liked I can shoot half way across Everon with those so I believe you’ll have to somehow figure out a mathematical solution of where you want those rockets to hit
Hint: just move the elevation a inch up can me 500m up(not exact, but have that mindset)
I’m on Xbox too
Ok I’ll try that ty
👋 So they just flew over the hill, you have a distance of 3200m almost (hint on the right)
Bm-21 is only suitable for maps from 4-5 km+
If you want to test it, I'll use Everon, don't forget the height adjustment.
Yea I figured it was my mistake ty for the help
can AI use this nice vehicle to attack player bases?
Unfortunately, he can't use it yet.
As I understand it, the AI does not read the Missile component ballistic table.
Most likely, they will be able to shoot when, which will give them the opportunity to control helicopters and fire missiles.
How I relaod the Bm 21 ?
Vehicle Station(Middle)
Ammo Truck
and Rocket station
There is an action button for reloading behind the guides.
Hi,
do you have the formula of how many mils we need to aim higher or lower for when the target has a higher/lower altitude
height correction
(h1-h2)*1000/distance
h1= higher targer
h2= higher MRLS
Like this formula
and
final aim = height angle + height correction
Everything seems to be correct)
so if the MLRS is 8m and target is 152m and range is 5700 the correction would be 2.52
higher yes?
hmm
sight 0288 mils
sight correction 0313 mils
we just shot 3 grad 120 rockets on figari only 2 houses remain XD
your angle 5700m=288 mils
correction=(152-8)*1000)/5700=25,..... mils
288+25=313mils
look right
il wait until my Arty Observer is at the target and then we can see if the aim is true
ok)
Did you get to the right place?
yes
🫡
Schau dir Beschuss auf Levi und Millionen von anderen Arma Reforger Videos auf Medal an, der größten Spielclip Plattform.
whats if the target is lower?
then take the negative number and lower the aim?
yep
ok thx
Felmor? i remember you, didnt u run Darkgrus realism server 4 or something? (sorry for off topic)
yes i did
Adjustments to the MLRS recharge will be made soon.
It was:
All actions lasted 0.5 seconds.
It will become:
Resupply HE 5 sec
Resupply Smoke 5 sec
Refound Rocket 2 sec
This was done for Balance, as well as to get closer to the real time of reloading MLRS manually (just a little bit).
A full charge of the package will take 200 seconds.
What would you understand) The real time for charging a full package manually is from 7 minutes and above
Got a question, so I’ve recently used your BM-21 on my GM milsim server and it puts the server in a crash loop. Could that be because it’s conflicting with a mod or?
Is there an error log?
Friends use it on a Conflict Server for 100-128 people
They didn't have that.
It is also used by some Server Users,
so far no one has reported these errors. You're the first.
Who is using the BM-21 in the conflict, can you tell me if your Arsenal Truck is recharging?
5
5
1
Yes
✅
Ty
I’m tried to get an error log but wasn’t able to. Believe it’s just conflicting with another mod
The AI can shoot the BM 21 like a mortar ?
Hi, no.
Unfortunately, he won't be able to soon.
Since the mechanics are not Mortar-based, helicopter Pods mechanics were used.
Until the AI can shoot at the Pods, the AI will not be able to shoot from the BM.
1.0.7
Increased accuracy of fire. About 15-20%
Reduced damage to buildings
Increased shrapnel damage radius
Increased shrapnel damage
Сhanged sound shot
1.0.8
Reduced damage to buildings (it didn't work out perfectly, but it will be a little more lively)
Increased explosion radius
@fierce compass sorry if this has been asked before but do you think you’ll every make a more modern MRLS mod with guided munitions like the Smerch or Tornado S ?
It's possible to use the BM-21 without computers and guided projectiles (but then the whole point of such systems is lost)
However, there is currently no need for such systems in Arma Reforger.
Large mod maps are not supported by consoles, as an example. This affects approximately 30% of players.
All maps are mostly 6x6 or 8x8 km
The BM-21 and M270 with mortars are more than sufficient.
The maximum number of TOS-1A systems that can be used in this situation is
Hi, there was a problem. Your grad does not appear in the list of cars in gm although the mod is installed. I can show the list of mods but I do not understand why this happens
Please send the screenshots.
screenshots of mod list or car list?
And where were you watching? Locally or on the server?
Yes
I have it displayed in local mode
Try resetting all the object filters, I've had this issue with other mods.
yes, in local if this particular mod is the only one installed then everything works. But with other mods then either mod conflicts arise or there is no idea why
I can send you a list of mods in a private message for fun, I'll check it out if possible
As you said, it means a conflict with some mods.
They can forcefully edit the list of available vehicles in the GM mod or prioritize their own list, which may not include the B-21
and how can the priority itself be bypassed? I can add your mod to my custom mod and is it possible to see which mod increases the loading priority of certain mods
Create your own custom mod by adding the relationships of all the mods you are interested in. In this file, you can edit the entire list of vehicles you are interested in, such as the USSR vehicles.
Use the root file in Arma Reforger itself.
And check it in the GM mod
I tried to make it my custom mod but still the same problem occurs. I registered all the cars and in tools it works correctly but already specifically in the game with this mod loaded on the server it still specifically does not appear
That makes a lot of sense but the problem is the NATO US side already has the M270 MRLS which is a lot more modern/accurate to the B-21 you see the same issue with tanks/ifvs the Soviet side has old T-72s while nato has upgraded Bradley’s and tanks
A question, is that going to throw a mine or mine a radius?
Do you plan on making the MLRS work the same way too? Or something similar?
I ask in regards to my conflict server keeping Nato and Ru vehicles separate
This will lead to the Minification of the radius. At least that's what I plan to do
This is still on the Experimental Version of AR. But I've been planning to do remote mining for a long time. I hope I'll be able to do everything as planned by the 1.5v release
i feel like MLRS in current stage with cluter missles could blow up a server ;d
Simplified the whole system to simplicity.... Why didn't I think of this before..... Then I might be able to do remote mining with anti-tank mines. 9M28K missile
It probably doesn't look very visually appealing. But I don't think it's a big deal.
I also changed the Smoke Shell.
All 5 submunitions will appear at different points around the missile arrival zone. Previously, there were fixed coordinates.
I will release it in 1.5v
Added a mod to the EXP Branch client.
Feel free to test it.
"Smore"?
Smoke
But I won't do it anymore, I've found a better solution.
I think s'mores would be cool too lol

Testing mine extensions.Let's call it the Alpha Version.
These are not zones, as in the existing Claymore mods. This is precisely the touching of the texture (its collisions)
How many different mods did you make other than the bm21?
Only him. The rest was small and has long been forgotten. I did it for the servers.
Looks promising.
But I worry that when 1.5 releases the vanilla ap mines could break this behavior.
At first, there will be Vanilla mines, while Comrade works on a new mine model
Let's try to be a little more realistic....
And if you don't know Russian?
I'll translate, don't worry
I wanted to show you what I've got.
The point is, we'll be using the Mils at the base of the turret. We'll be using the wheel. And then we'll use the button to auto-aim at the specified angles.
In the cabin, there will be a Ural4320 with only a start button. The scope will be outside for alignment. I want to make the controls more realistic.
In the video, I select the angle that the turret should face.
Then I press the button, and the turret moves to the desired angle.
Waiting for 1.5 
1️⃣ New Guidance System. It's simpler and a little more interesting.
The Shooter and the Sight remained in the cockpit
2️⃣ New smoke projectiles. 5 smoke zones now appear randomly!!! (caution, do not shoot at people, it may cause basic damage
)
3️⃣ Updated 3M16 Mining Zones. The self-destruction timer is enabled (the Entity Zone is removed to avoid cluttering the GameMode resources). The timer can be edited in the Zone Prefab. The base life timer for the Zone is 15-20 minutes.You can disable and enable the Min timer in Edit Scenario Properties
Soon....
1️⃣ New Mine Model, POM-2
We will try to implement a system of sensors(strings), and the strings worked during tests in the game.
2️⃣ Try to implement the shooting button on the Ural panel (separate the functionality from the shooter)
The sight will be in the area of the angle setting buttons.
3️⃣ Make a BackBlast, try it. Because it doesn't work in the game with the current Muzzle.
"The self-destruction timer is enabled"
Just for clarification this means the minefield will despawn after 20 minutes?
That's right
In the standard state, the timer is active after the zone appears.
I have a timer set for 10 seconds in the video
You will put thermobaric and cluster munitions
For this version of the BM-21 (if we take that era), as far as I can find information, there were no cluster and thermobaric missiles.
Only these,
M-21OF (9M22U) with a high-explosive fragmentation warhead;
MZ-21 (9M22S) with an incendiary warhead;
9M28F with a high-explosive fragmentation warhead;
9M28S with an incendiary warhead
9M28D with an agitation head part
9M519-1...7 a set of seven shells for creating radio interference;
3M16 with a cluster head part equipped with anti-personnel mines;
9M28K with a cluster head part equipped with anti-tank mines;
I can make them, of course, but I don't see the point in using them yet. Especially cluster ones. The HE missile already has good damage and a large area of effect.
Only the TOS-1A or TOS-1 is suitable for the Thermobaric missile, as these vehicles are specialized for this type of missile.
Uploaded on the Experimental version
The cluster munitions are for killing both the enemy and their computer lol.
Well, if we're talking about the M270, then yes, based on the feedback from the players, it's going through hell.
As far as I remember, Stryder's Cassette is implemented as a lot of VOG25s exploding in an area, but it needs to be done as a fragmentation effect. It's probably just a hassle to do, and I understand that.
Waiting for 1.5
.... soon.... between tomorrow and the end of the universe
You can download it now on the game's EXP Client, but for some reason I can't download the mod and check it out (( after today's update
The joke was just that this update klamacz has already announced that it will take a while to come out for STABLE
I have already uninstalled EXP, waiting for it to come out for stable
You did everything right.😄
Yeah exp is kinda redundant for consoles now.
God, I did a BackBlast......Since BI didn't do it themselves, I had to use a screwdriver.
@fierce compass Can I please know if there is a more detailed version of the table, with additional values for the flat and overhead trajectories?
Or maybe there is a formula I can use to calculate them myself?
I already use this for my calculations, but depending on the situation, I may want to use a overhead trajectory so that the shells fly over mountains, etc., when I am in a low-altitude area.
In the game, when you bring the sight to a certain value, say above 1000mils, it shows that the range drops to about 5000m, whereas at 560mils, the range is about 8000m.
This means that Grad can shoot overhead and even has approximate ready-made sights. To use the altitude correction formula, etc., you need to know how much to set initially.
Let's say I have a calculator, and using your tables, I use interpolation to calculate the exact mils for each range, then I use the altitude corrections and the corrections by the angle.
This is all based on your table, but the table only gives the flat trajectory.
How to shoot at an overhead trajectory?
We (in the Russian Federation) call this Mortar shooting, if I understand your question correctly.
Unfortunately, due to the peculiarities of the Sky in the game (it is low), this type of shooting is difficult to implement for MLRS missiles. A rocket or other projectile simply hits the ceiling and receives an extremely high value of air resistance. For this reason, there may be problems when shooting on maps with high mountains.
Are you planning to create something for US/Nato side? I know there is M270 on workshop but it’s not ballanced and has a lot of bugs, so it’s not good idea to add for multiplayer servers.
As far as I know, the only alternative for US\NATO is the M142 HIMARS.
I'm not particularly good at modding, so I don't have the best models.
As far as I know, the M270 has one drawback, which is the configuration of the Cassette Missile. I would like to modify it.
However, I haven't heard any complaints from players regarding this mod. Please correct me if I'm wrong.
You could ask space to work on the m270 he would probably be happy to let you work on it
its not thread about m270 so i will not uplad any videos about it, but as a example for me the canon is getting stuck in one position after selecting the target area, and there is no way to change it.
bro if this gets added.... lets just say its going to be HELL for america i hope it does please arma gods add this we want it
Really ?? To me the M270 is light years ahead the nato side has a huge advantage since it’s a lot more accurate all you need to do is use the calculator and fire there.
For the BM-21 you have to do it all manually and even then it probably still won’t be as accurate
thats why i said its not ballanced compared to BM-21 🙂
These machines have their own niches, and they can't be compared. They even have their own specific tasks.
The 9K57 or 9K58 can be used as a counterweight for the M270 or M142.
The BM-21 can only be used by its counterparts in the European countries of the former Warsaw Pact, such as Poland, Romania, and others.
Whoever liked this work, I'm also making a new system, but it's still in Beta.
https://discord.com/channels/105462288051380224/1414221518648643584

As far as I know, the old mod is no longer available in the Workshop, at least I haven't found it.
I decided to create my own version.
This way, the guys and I will get to the 2A18
In the meantime, we are making ATGM
maybe one could add a tow truck of some sorts for towing vehicles with damaged tires or engine
This is the logic, but instead of a tow truck, you can use any vehicle in the game.
hey of course here https://reforger.armaplatform.com/workshop/64843AD9D914C9A7-ADM_NewTowing
Yes, I'm already working on my own version, thank you.
how does it work?
In 1.6, the ballistics of the HE missile will be changed.
Two more versions of this HE missile with large and small brake rings have been added.
In total, we will have three versions of the HE missile. Unfortunately, it was not possible to implement the standard ring system like on mortar shells.
In total, the ballistics of all HE missiles will range from 1600m to 16800m
When spawning through GM or the Station, a discharged BM-21 will appear.
The time required to charge the rocket will be reduced.
It's just a question.
How would you look at the M142 HIMARS?
And the vanilla fire control system (like the BM-21 and mortars), not the M270(Using a computer).
Is this applicable to the M142, or does it require satellite navigation?
Did u mean to post this in the space strider chat ?
No
here
There are plans (long-term) to add M142, so I decided to ask.
Oh ok nice does that mean we might get a tornado S too
PTM-3
I will soon add the 9M28K missile for remote AT Mine laying.
I saw in dark side of podval POM-2, may be part KPOM-2. Will be available like a part of your addon? 
Only without threads, it's hard to implement them in reality. The main difficulty is that the mine in the zone doesn't always spawn in xyz, it often happens in xz as an example, so we've encountered situations where the threads were just sticking in the air.
Perhaps there will be a different solution.
For now, we'll keep this option.
And Yes, those are the mines you saw.
I took a not very good (visually, in my opinion) model M270
At SpaceStrider it is, of course, better.
But in principle, it is possible to make it for the US, if someone does not use the version of SpaceStrider.
It is already animated by the bones, in fact, here it is only to assemble it in procedural animation.
In the future, it is possible to change the model inside the cabin.
But I'm not sure if it's really necessary, or if it would be better to focus on the M142 Himars if I have the strength and desire to do so.
I reckon this is better to focus on as it’s more time period correct
Hi does your BM 21 still work im on Spear-Head got the right range but no impact is the range table still correct
I didn't understand you a bit 😄
On which version of the game?
the current live one 1.4.0.55
It's strange, they checked it out in front of me yesterday. The ballistic table is correct.
I haven't touched the 1.4 version since the summer.
I completely changed the ballistics in 1.6.
And if I didn't change the ballistics in 1.4, you might have an edited ballistics on your rocket in some mod, and you might not have updated the ballistics table or replaced it with your own.
Well, yes, it's more likely
I'm sorry that the interface is not in English (it's easier for me to debug)
But the point is this
1 Column
(calculates the coordinates of the world, the angles of the gun in AZ and EL)
Column 2
To enter the target coordinates, use the Calculate button
Column 3
The data obtained during the calculation, the choice of a projectile with embedded ballistics data.
The point the turret at the received data button and the close window button.
This is the Core
It is planned to implement a PIP Monitor, similar to RHS.
Most importantly, this is all for the M142 HIMARS computer (it will be basic, but I think it will be a little interesting).
The turret will still have manual control, if someone is not interested in the computer.
All I have to do is get the M142 model. 
Seems like pretty good i swear most m142 models are pirated
Well, as far as I know, BI doesn't recommend buying models on sketchfab,
but Fab and CGTrader seem trustworthy.
I've already found a model I like.
You will also ask a question for the mlrs270.
I decided to score on the M270.
It's already in the Workshop
Jesus, give me the strength and time to fit her in and do the inside work.
My pacific war fantasy will soon come will we be able to target everything from the computer inside
I hope I will make it before 2026 ))
Dude take your time but if you ever make anything Chinese related ping me
Here they are, my Little Ones.
Is the first version in the workshop?
If my version is not.
If the very first one who came up, then it is removed from the workshop. it has not been updated for a long time.
MRLS
*MLRS
Ahahah
How’s the progress
I hated the people that camped with this mf in battlefield 4
So far I have made colliders and empty points for the rocket pack (loading unit)😄
Oh, I liked him so much, but I never understood why he was needed on the abandoned factory map. It was too small for him compared to the others.
It was on other maps to I loved using this in battlefield
Krasivo-Horosho-Good 🔥
oxyenno-good🔥
So far I have finished the turret(bones, colliders)
Package of rockets (colliders)
Headlights(running lights)Collides
Wheels(colliders)
Tomorrow I will start either
So far I am leaning towards the Interior or external bones
For bones, you need a good reference, Vanilla trucks have a lot of bones, but probably the current Prefabs use 20-30% of the bones.
If anyone has an idea for a good truck reference (mod) without a huge amount of unused bones, I would appreciate a hint.
Is it gonna be a computer to target things since it’s not dummy and see where we hit our targets
Suggestion: too much smoke causes too much lag
This will be a computer
You will enter the Target Coordinates (you will need to use a ruler and a map to do this)
Select the projectile, then calculate it using the internal calculator (automatically), and click on aim
The turret will automatically set the correct angles, and the display will show the current coordinates of the vehicle and the gun angles
I already have a computer ready (there is a video above, but the interface is in Russian, but I think you can understand the mechanics logically), all that remains is to do it in PIP like RHS and have a beautiful PC
I plan to use this reference as in the photo
Which version of the game?
We changed the Particals of Smoke Shells in 1.6 Exp today
It's just a comment, lol

Spacestrider has an MLRS where the smoke causes a lot of lag
As far as I remember, there was a problem with the Cassette missiles
I think when you get done with it u should make a short YouTube vid on how to use it especially for the putting in the coordinates in the computer part/using the ruler part.
can AI use this?
Pls
Have you released this?
A question, have you seen the damage from nine gas that they put into experimental? Do you think it would be possible to make ammunition that would have that gas affect you?
Only for testing, in closed mode.
It doesn't work very well on the server, and everything jumps and jerks (from the driver's perspective)
From the observer's perspective, everything is fine except for the incorrect coupling points.
In short, it's a very rough version
Bacon has already made gas zones in one of his mods.
I think it wouldn't be difficult to do the same for .
Still not, as the AI is limited by the game engine, this is not artillery(Mortar) in the usual sense of game mechanics that can be controlled by the AI.
This is a standard weapon that is limited to about 500m of fire control from any vehicle.
And they don't even know how to control the AI from rocket pods.
Yeah I figured as much. It would be really cool if the AI could use it as a mortar, using the AI to control mortar pits is probably one of the most satisfying things to do
It’s insane how much regression the AI system has compared to A3
I haven't decided yet. I'm leaning towards adding it.
On the other hand, why should I remove the opportunity for players to learn about the transportation system, try it out, fail, and try again? This way, they can develop their skills.
You could say they're progressing in this direction.
The calculator and auto-guidance will already perform 70% of the actions for the player.
All the player needs to do is use the ruler and map in the game.
It's probably better to leave it up to the players to explore, and let it be a fun time-pass.
Unfortunately, I haven't played Arma 3, but I have played Arma 2 on DayZ in its early stages.
However, everyone praises the AI in Arma 3.
Perhaps the issue will be resolved when BI releases its gun-based vehicles (which can be used as artillery, as modern tanks sometimes do) and removes the range limit or increases it for this type of vehicle.
I think they’ll add artillery with AI being able to use it at some point. they have a “artillery” command in the command options and it’s not for telling the AI to fire mortars the unfortunate thing is tho it will probably take a very long time for them to implement/release it
The AI can control the pods but you would need a script, so I figure it wouldn't be hard for them to use the artillery
Oh well, I'd better wait for BI to implement it)
There's just too much to add
fair enough lol
I think this is enough for the game, I won't go into deep details.
So I don't think anyone will criticize me 😄
All that's left is to hide the door gaps, and the interior is ready.
Now comes the most difficult part, the texturing, which I don't know how to do at all 
When are you planning on release this looks great so far
I plan to release it by the end of 2025
Nice can't wait, good job do far
😄
Stupidly uploaded unpacked textures, I used to throw a picture of M142
Now packed, looks great of course
He will only shoot a dunk rockets or will integrate with wcs_armaments and launch some precision rockets ?
At the moment, only uncontrolled ones.
I don't plan to link them with wcs_armaments.
I have some ideas for a laser code, and if I decide to integrate it, I will also create controlled ones.
If not, anyone who needs it can link it with wcs_armaments and attach the desired system.
Pls get me some precise control rockets that’s what she shoots
Well, a friend revived Laser Code in 1.6.
so maybe one day 
Cool, you already did the most dificulty the model and config...
Nice work dude
Not quite, I just need to paint the inside.🥲
You did all the model from scratch ?
No, I bought the model
I made the interior with 0
Ohh cool
Updated to 1.6
Check the shooting on the server over 5 km range, so that another player can catch the missiles, and so that the player is not in GM.
This may be a specific server issue, but I would appreciate your feedback.
Well, we're back when Rockets don't show up and effects over 5 km don't work.
I don't recommend using the Mod until BI is fixed.
Alternatively, you can only charge Small Ring Rockets (up to 5 km)
Hello guys WCS_Armaments is working for 1.6 version?
🤷♂️
If it’s not updated then no
It was updated today so should be good now
Народ жалуется что прилетов нет. Если Град стоит дальше рендера сети, хотя до обновы с этим было все нормально.
The rocket developers broke it
Waiting for the patch
also another mini-mod on the 2B9(still in progress) Thanks to the owner of this model from A3
The video shows more work on procedural animation of various details.
Plans:
animation of shaking after shots(like vanilla mortars)
Also in plans animation of charging the cassette
Replace some of the textures of the Cassette
Paint the wheels normally(currently installed other wheels :D)
Sighting grids
Try to implement separate aiming.
An animated transition cycle between the marching and combat positions.
One day, implement a towable system that works well on servers (it works perfectly in single-player games)
Where does this TOW mod come from?
It’s been in reforger for a while but you’ve never been able to reload the tows except for the Bradley tows
This is a standalone mod.
It is not related to WCS systems or other technologies.
Ik I was just curious were the TOW mod comes from lol
and as for Bradley, as far as I remember, they had TOW reloads available even in 1.3-1.4
Yeah, the peaceable tow can’t be reloaded
🙁
And where does the cornet fit in?
?
I found it. Is it possible to reload it in the game or is it only possible to re-swap it at this stage?
Reload only from the arsenal or simply spawn a new ATGM through GM
Is there some specific projectile or how?
There are tandem and Thermobaric
in GM they are highlighted with icons(not quite correct)
In the arsenal, there is a visual description and icons for rockets
А вот это вот, это что?
?
Ну ящик который стоит рядом с птуром
Типа это просто текстурка, или функциональное что то
It's just a model, but in reality, it's a control unit and a lithium battery.
Понял
CORNET tripod have the ability to adjust the height or it will be in updates?
There are no plans for it in the near future.
We don't speak no squiggly lines here.
I'll keep you updated, as Гантеля is Russian-speaking, and it's easier for me to communicate with him in Russian.
😂😂
then please do that in pm, the server is english language only.
🤡
I can't just find where the suspension is adjusted.
and then the wheels don't touch the ground (no collision), but it's as if they're invisible and spinning.🤡
Well, the barrel art is ready and it's being towed, all that's left is to sync it on the server
that might just be the coolest thing ive seen until now. if we can expect the same animation quality as in the atgm mod, this will be a gem on the workshop
The only animation is the current for the shooter :
What's it look like when you back up?
That video has this
the great filter of all towing mods is making them work on dedicated server - looks great!
All I have to do is sync them in multiplayer so that the towed part is synchronized with the tugboat in terms of speed and replication. 🥲
Progress?
We are waiting for the fixed rockets from BI
And I still haven't found someone to paint Himars inside
What about that tow system and arty piece from your videos?
Couldn't you borrow the LMTV space is dropping and slap himars model on it?
I handed it over to a friend, he will try to finalize it for correct operation on the servers.
Fixed rockets?
The M1083 only supports artillery like a howitzer
Replication does not work beyond 5 km. Players die without knowing what if they are further than 5 km away.
Nice Welp time for me to cry in M270 as I go and fix that. Didn’t know that was an issue.
This fix is in the works, so I think it will be fixed by the end of 2025.
We also found out by chance when new types of missiles were being tested.
I have 2 options so that I don't have to redo all the textures inside.The LMTV is just one of these options, but with a redesign of the body and interior.
But it doesn't depend on me anymore, but on the team.
um bi is slav is it not
i cant wait for this : )
does that mean anything though? bi is czech, not russian, and the rules of this server clearly state that it is english language only, unless specified otherwise
Why are you in here leave to the admins if they want to enforce they will otherwise don’t but in
because its a dumb rule and its only there to get people to be more clear and understanding when explaining issues rather then relying on google translate but calling someone names making fun of someone for speaking a different language is low key dumb asf btw czech is slav
and english is germanic... so?
i just want to be able to understand the questions as well, so i can maybe answer them if i know anything. but if its in russian or any other language apart from english, i cannot. as you said, i cannot enforce anything, so i asked nicely.
also, the fact that czech is slav has nothing to do with russian language or cyrillic writing or the fact that the server rules are what they are. Sorry for the disturbance of the thread, i will stop discussing the matter from my side.
Zbs🔥
I wish US MLRS had the same launching system to have them both and balanced
Our team is already preparing the M142 Himars
with the Guidance Computer.
It takes time)
I mean the cold war version
Then it's only the M270 from SpaceStryder that I can recommend.
We're unlikely to make our own version of the M270
M270 and BM-21 have different systems, so it's harder to balance them
Is the BM 21 still in the workshop?
Why wouldn't he be there?)
Did BM-21 have cluster anti-tank mines?
They work kind of like magnets, it's even worth driving nearby.
Yes, you're right.
they were
I only have them without textures (I've disabled them, you can see them in the tools), and they're not made like magnets, but they just have an expanded area for triggering when they collide.
I'll make them later, after they're painted.
All missiles are displayed correctly again over a 5 km range.Thanks to the guys from BI for the fix. Have a nice game!
So now we can fire at targets more than 5km away?
Yep
@fierce compass any idea to make a version for US? so both factions can use it? (wanna add it to my server but seems unbalanced)
We have M142 Himars in our plans
We are currently working on the model and texture
That's all I can say
With a computer and auto-aim
In future could we get howitzers?
Only after the correct operation of the towing on the servers.
At the moment, it does not work correctly and most likely requires the API to be improved by BI or to sit and think about the problem.
Will they be cold war howitzers or modern?
Well, I would like to make 2B9,D-30,M119.And I can't promise whether they'll get their hands on it.
Would be nice to see but take your time man
HI
Maybe you meant ATGM?
https://reforger.armaplatform.com/workshop/5D550926D43F1409-TacticalFlava
The mod is above.
We collected them there.
Add Missile AT Mine
when(((
The towing didn't work
Work on 2B9 has been suspended for now
i guess the M270 MLRS is just a prop, it fires but they never land
What was wrong was that they didn't give her a proper aiming system. My opinion
What about the mobile version in the back of the Urals?
⚠️ An important statement!🔥
The planned integration of BM-21 into the Tactical Flava mod is taking place
After a certain amount of time, BM-21 will be fully integrated into TF
For those familiar with the Laser Code test mod, integration with TF will also occur there
I will leave the branch for now, as there will be a connection between the mods
Fuck..
Aw
Damn
Be smart, don't tie your wonderful mod to a mod that weighs 2.26 GB.
I'll be even smarter, soon there will be Hail only in TF
🤷♂️
RIP
WZ turrets has the D30 and one other I would say they are pretty decent too bad you gotta have a gm or construction truck to spawn them
He is making towed arty
Oooooo
POV: BM21 users after it was moved to TF, and they can’t delete D-tier mods that weigh as much as S-tier mod

BTR From TF? 😄
will there be a version of the BM-21 without the Tactical Flava dependency?
Yea
No, the BM-21 and M142 Himars (when ready) will be in the TF
Fuck why 😭they be forgetting their mod sometimes
Who are they?
if you're talking about TF, then not anymore.
They've taken me on board.
We've already increased the frequency of mod updates.
We've started actively fixing issues.
We've added our own versions of ATGM, which are much better (due to the vanilla mechanics) than what's currently available in AR.
We're also working on Laser Code in parallel.
These guys have created a lot of high-quality assets, both externally and internally (the machines), compared to the 80-90% of existing assets in the Workshop.
<@&105621371547045888> Please block the correspondence in this thread.The mod integrates into another mod.