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  • Jeffu

    Falcon BMS Keybindings for New Players

    By Jeffu

    I write this so we have something to point new people to. This will be a quick how-to regarding keybindings for players new to BMS and unsure of what controls need to be bound. Also explained will be a vital control mechanic in BMS known as the Pinky Shift button, and how this will help you when you don't have $500 to blow on a new stick. Anybody used to a universal "do this" buttons as found in any normal video game needs to know that every in-game control mimics a control in the real F-16, and many of them serve multiple purposes. Attached in image format is a list of buttons on the real F-16 HOTAS, their functions and their in-game callbacks.
    For those who don't yet know what the above is and what it means for you, below is a basic rundown of callbacks, how important they are and what they do. As I rarely use the keyboard, I can't say what the keyboard binding for any of these would be. For those with not enough buttons it's perfectly fine to put things wherever you want them, as long as they're easy to remember and (preferably) make sense logically: Vital keys: SimTriggerSecondDetent = Gun SimPickle = Weapon Release SimTMSUp = Target Select / "Do" button SimTMSDown = Target Deselect / "Undo" Button SimDMSDown = Switch SOI (Switch MFD) SimMissileStep = Change weapon / pylon / bombing mode SimRadarElevationUp = Raise Radar Altitude SimRadarElevationDown = Lower Radar Altitude SimDropProgrammed/SimCMSUp = Drop countermeasure prgms. 1-4 SimToggleMissileCage = Cage / Uncage Sidewinder seeker, remove maverick cover SimHotasPinkyShift = Zoom / change FOV when press, acts as shift button when held SimCMSRight = ECM Standby SimCMSDown = ECM Consent SimSelectSRMOverride = Dogfight override mastermode SimDeselectOverride = Cancel override Hat Switch: SimCursorUp = Radar cursor SimCursorDown SimcursorLeft SimCursorRight (Recommendation) Shifted Hat Switch: SimTransmitCom2 = Transmit VHF Radio SimTransmitCom1 = Transmit UHF Radio SimCommsSwitchLeft = A-A Datalink Transmit (not as important for beginner) SimCommsSwitchRight = A-G Datalink Transmit (not important for beginner) Brakes: SimWheelBrakes = Wheelbrakes (K by default) AFBrakesToggle = Toggle airbrakes Or: AFBrakesIn = Airbrakes retract AFBrakesOut = Airbrakes extend  Useful, not vital: SimDMSLeft = Cycle left MFD pages SimDMSRight = Cycle right MFD pages SimSelectMRMOverride = Missile override mastermode, for quick A-A use SimSpotLight = Cockpit spotlight, comes on with battery power, recommend bind to keyboard Things I've never used: SimDMSUp = Change SOI to HUD For users with no head tracking I highly recommend never using the hat switch for viewing and learning to use the mouse effectively instead, as it frees up the hat switch for vital functions. By default, one can look around by holding down the right mouse button, and can drag the head around using the middle mouse button. The pinky shift mechanic in BMS allows the pinky button on the F-16 HOTAS to function similar to the shift button on your keyboard, or the function button on some laptops. Just as the keyboard shift button allows other buttons to have multiple uses, the pinky shift mechanic allows you to effectively have two callbacks assigned to one joystick button and allows you to access the second callback by holding down SimHotasPinkyShift and pressing the desired button. SimHotasPinkyShift must be assigned twice to the desired shift button, as the act of pressing the shift button will shift the shift button too, and the game will not recognize the release of the button unless the callback is present in both the normal and shifted states. The only issue is that this mechanic is not accessible through the in-game setup screen (the in-game editor has other issues as well, one being that it does not actually show the correct callback names). To make use of it, one has to resort to using spreadsheets included with the game, third party editors (linked below), or modifying the keyfile by hand. Third Party Editors: https://www.bmsforum.org/forum/showthread.php?10821-Keyfile-editor-Alpha-Release! Pros: Easy to use, no spreadsheets. Cons: Has a habit of crashing, save often. Default quickstart keyfile is missing a few things, attached in this post should be a modified version for use with the program (Quick HOTAS Setup.key). One can also edit the default BMS keyfiles. Built-in callback reference is outdated. Other: Use this one. If the program has issues after setting shift button, save and reload the keyfile after setting shift. If you have program crashes at the same point consistently, saving and reloading the file sometimes fixes it.     https://www.bmsforum.org/forum/showthread.php?31774-Falcon-BMS-Alternative-Launcher-(Easy-Setup-Keep-Joystick-Assignments) Pros: Seperate launcher for game, still no spreadsheets. Cons: Not as easy to use. One has to fiddle around with toggle button to assign shifted states. Cannot shift hat switch.   Other References: http://www.unitedoperations.net/wiki/Controllers http://forums.unitedoperations.net/index.php/topic/15693-bms-advanced-joystick-bindings-shift-states-without-joystick-software/ Quick HOTAS Setup.key
    • 1 comment
    • 10,864 views
  • Jeffu

    Keybinding Part 2

    By Jeffu

    We'll be talking about the keyfile editor from the last post and will be using it to create a new keyfile. https://www.bmsforum.org/forum/showthread.php?10821-Keyfile-editor-Alpha-Release! A version with modified Quickstart keyfile and Callback Reference can be found here:  https://www.dropbox.com/s/dln076plj6hs3xw/Keyfile editor Alpha 1.zip?dl=0 When you start it up, you will be greeted by two panes (and errors, ignore them). The lower pane has tabs, one tab for each device. In each tab there is a list of buttons that can be lit up by pressing them on your devices. We'll load the BMS Basic keyfile, you can do this with the full keyfile or the minimal keyfile, or you can use the quickstart keyfile bundled with the program.   We are going to assign every button to a blank callback first, and then change the callback afterwards. Start by pressing the green '+' at the top right, doing so will add a blank unbound callback to the upper pane. We need one blank callback for every unbound joystick button, in this case eight of them.     After we've made our blank callbacks we'll assign our unbound buttons to them, one button per callback. Double-clicking "Unassigned" in the right hand column will bring up a dialogue box, we can either press a joystick button or select a button from the drop down menu to assign it to the callback. We are going to change these blank callbacks later. It's easier to bind to blank callbacks and then change them than it is to assign buttons directly to the desired callbacks directly, as the program does not handle button conflicts very well.   Next, we're going to be assigning the button that will function as our pinky shift. For those that have them, use the pinky button on your stick. For everybody else, find a button that's easy to hold down while pressing other buttons simultaneously. I'll use Joy 1 Button 10, remember what you choose as it will be important later on.     In the bottom pane, double-click on the current callback for that button to bring up a library of callbacks, sorted by their location in the cockpit of the F-16. We want to look for the Flight Stick section under Flight Control (HOTAS), and select SimHotasPinkyShift, and hit OK.     Once the pinky shift button is assigned, we need to save the keyfile and close the program immediately. Reopen the program and reload the saved keyfile and you will be greeted with new tabs for your shifted device states. Go to the new tab for your shifted device and do the same thing we did at the start, pressing '+' to add a new blank callback for every unbound button in your shifted device tab.     To assign our shifted buttons, we need to do something slightly different. Click "Unassigned" like we did the first time around, but this time when the dialogue box pops up we will need to hold our pinky shift button in combination with the desired button to map. The end result should include the string <Shifted>.     As before we'll assign every unbound button, but this time these buttons all require you to press them while holding the pinky shift button. This poses an issue for our pinky shift button, as we can't "shift" the "shift button" here. Instead, we'll have to select the shifted counterpart (in our case Joy 1 <Shifted> Button 10) of our pinky shift button from the dropdown menu. If you can't find it you can press another shifted combination to put the dropdown menu in the right area, then select the correct button. "But if we can't shift the shift button then why do we need to bother assigning it in it's shifted state?" Just do it, I'll explain shortly.     After assigning the remainder of your buttons, we'll return to the "shifted" shift button. As I said before, we can't "shift" the "shift button" in this program. But BMS does. Technical stuff, don't worry too much about it: Put simply, BMS by default automatically reserves lots of buttons. 256 of them, 0 to 255, 32 for each device. The pinky shift mechanism in BMS works by effectively increasing each joystick button number by 256. When we bind callbacks to the shifted layer we are binding callbacks to buttons 256-511 instead of the normal 0-255. The issue is that when we tell the game to shift buttons upwards, the pinky shift button is shifted upwards as well and the game cannot tell when it is released because the associated button number doesn't exist anymore. The way around this is to assign SimHotasPinkyShift twice, once to the desired button (Joy 1 Button 10 as done previously), and again to it's shifted counterpart (Joy 1 <Shifted> Button 10). Double-click on the callback, scroll up to the Flight Stick section under Flight Control (HOTAS), and select SimHotasPinkyShift again, and hit OK.     Once we've taken care of the pinky shift bindings, we can assign the rest of our buttons as desired. Below you can see the end result. Note SimHotasPinkyShift, as discussed before, is assigned to the same button in both the normal and shifted states.     Recreated above is the setup I use for my Hotas X. You may find it worth it to sacrifice certain things like TMS Right, DMS Up/Left/Right and maybe even TriggerFirstDetent for things like wheel brakes, airbrakes toggle or landing lights based on your needs. I use racing wheel pedals for differential toe brakes and the rocker on the back of the Hotas X mapped to keyboard buttons (using JoyToKey) for extending and retracting airbrakes, which is why neither of these are present here.  
    • 0 comments
    • 1,977 views
  • =VG= Inch

    PR Vehicles - LGS Fennek armored scout car (German/Dutch Army armored scout car today)

    By =VG= Inch

    Hello guys, it's been a while. I haven't posted something new on the forums (usually at Militaria forum section), i had been busy with some campus works/assignments, and it goes from there. But, if i'm having a free time, will be updating and continously posting while i still can. This is some of the knowledge, to you all the readers.. enjoy-! Today, i'll be talking about LGS Fennek, requested by @=Wolf= Jersans from previous posts (so, this is likely a late post, and sorry for being late-). It's basically an armored scout car equivalent to some others, like Chinese (PLA) VN3 and Russian/Polish BRDM-2 (or BRDM-2M-98 Zbik's)   The Fennek, named after the fennec (a species of small desert fox), or LGS Fennek, with LGS being short for Leichter Gepanzerter Spähwagen in German (Light Armoured Reconnaissance Vehicle), is a four-wheeled armed reconnaissance vehicle produced by the German company Krauss-Maffei Wegmann and Dutch Defence Vehicle Systems. The Turkish company, FNSS Defence Systems acquired the right for licence production in 2004. It was developed for both the German Army and Royal Netherlands Army to replace their current vehicles.       - History In April 2000, the prototype vehicle finished field trials and in December 2001, a combined order was placed. 410 were ordered by the Royal Netherlands Army (202 reconnaissance, 130 MRAT (medium range antitank) and 78 general purpose versions) and 222 by the German military (178 reconnaissance, 24 combat engineer, 20 joint fire support teams (JFST)). More Fenneks for the German Army will be procured from 2015 on. Germany plans an overall purchase of approximately 300 Fenneks. The first vehicle was delivered to the Netherlands in July 2003 and the first to Germany in December of the same year. Deliveries will continue until 2011 (additional orders for the German Army are planned from 2015 on). The Dutch SP Aerospace company, which produced the Fennek for the Dutch military, was declared bankrupt in August 2004. A new company called Dutch Defence Vehicle Systems (DDVS) was created to continue the production of the vehicles for the Royal Netherlands Army.       - Specifications The Fennek has four wheels with selectable two or four wheel drive. It has a Deutz diesel engine producing 179 kW, giving it a top speed of 115 km/h. Tire pressure can be regulated by the driver from inside the vehicle to suit terrain conditions. The primary mission equipment is an observation package mounted on an extendable mast. Sensors include a thermal imager, daylight camera and a laser rangefinder. Combined with the vehicle's GPS and inertial navigation system the operator can accurately mark targets or points of linterest and pass that data to the digital battlefield network. The sensor head of the observation package can also be removed and mounted on a tripod for concealed operation, as can the control unit from the vehicle should the crew want to use the entire system dismounted. Many Fenneks of the German Army are also equipped with Aladin miniature UAVs.                     LGS Fennek SWP (Stinger Weapon Platform)                                                   LGS Fennek MRAT (Anti-Tank Guided Missile Carrier)   Various weapons can be fitted, such as a 12.7 mm machine gun for the Dutch reconnaissance version, a Rafael Spike anti-tank missile on the Dutch MRAT version or a 40 mm automatic grenade launcher (HK GMG) or Rheinmetall MG3 for the German vehicles. The Royal Netherlands Army also placed an order at the Turkish company Aselsan for 18 Raytheon Stinger surface-to-air missile launchers to be fitted on the Fennek. The launcher in this case is the Stinger Weapon Platform (SWP), with four Stinger missiles intended for mid-range air defence. The launcher can be controlled from on board the vehicle, or else remotely as part of a distributed air defense system. On the Dutch Fennek the primary weapon is the 12.7 mm machine gun. The vehicle is protected all-round against 7.62 mm rounds and additional armour can be added if the mission requires. The air conditioning system provides protection against nuclear, biological and chemical warfare and the crew compartment is protected against anti-personnel mines.                                                             German Bundeswehr LGS Fennek with HK GMG 40mm automatic grenade launcher Main Specifications:
    Weight: 9.7-10.4 tonnes
    Length: 5.71 m
    Width: 2.49 m
    Height: 1.79 m
    Crew: 3 Main armament: HK GMG 40 mm grenade autocannon or Rheinmetall MG3 (German version), M2HB 12.7 mm machine gun (Dutch versions) Secondary armament: Not applicable Engine: Deutz diesel 179 kW (239 hp)
    Power/weight: 18.5 kW/tonne
    Suspension: Selectable 4 wheel drive
    Operational range: 860 km
    Speed: 115 km/h   - Operational History Both Germany and the Netherlands have deployed Fennek reconnaissance vehicles to Afghanistan in support of ISAF. On 3 November 2007, a Dutch Fennek was hit by an improvised explosive device killing one and wounding two other occupants. The vehicle and its crew were taking part in an offensive operation targeting the Taliban in the province of Uruzgan, Afghanistan. In another incident a German Fennek was hit by a rocket-propelled grenade. It's hollow charge jet penetrated the vehicle through the right front wheel rim, passed through the vehicle and blew the left door off the hinge. Thanks to the spall liner the crew sustained only negligible injuries.   - Operators
    Current operators:
    - Germany
    German Army (Bundeswehr) - 222, to be increased to 248 - Netherlands
    Royal Netherlands Army - 365   Future operators:
    - Qatar
    Qatari Emiri Land Force - 32   Hope you guys enjoy the reading-! Feel free to share your thoughts, comments and give corrections here below   - Inch
    • 3 comments
    • 2,341 views
  • =VG= SemlerPDX

    AVCS4 - How to Control Falcon BMS 4.34 In-Game Radios with Voice Commands

    By =VG= SemlerPDX

      Profile for  VoiceAttack
    by =VG= SemlerPDX   Description: These commands use VoiceAttack to translate the in-game on-screen radio menus from AWACS through Tanker into natural and intelligent voice command phrases that will fire keypress macros to help keep hands on the throttle and stick, and maintain immersion.  As an additional option, these commands can be locked behind a push-to-talk mode bound to your UHF/VHF transmit buttons in-game, allowing any other VoiceAttack command unrestricted access if needed, while still restricting these BMS radio command macros.  Finally, this single advanced control profile is extremely easy to edit or integrate into other profiles. At VETERANS-GAMING, we fly with friends or AI Pilots, or a mix of both on our 24/7 Public Korean Campaign in Falcon BMS. We may go out with an AI wingman only to have a friend take their place mid-flight.  For this reason and others, I created this VoiceAttack profile based around restricting when the computer can execute keypress macros that match voice phrases, having to first check if that pilot was set to a human pilot and therefore disregard commands for that pilot.

    Thanks to user requests during the beta, there is now an optional mode to reverse the Human Pilots system, to assume all pilots are humans unless told otherwise, and also a system to choose a different keyboard layout than QWERTY.  I have also added an optional Audio Feedback Mode to play a short radio cue sound when a command is successfully recognized.
    Included is a single profile that handles every callsign and radio command variation in Falcon BMS, with instructions on how to add any custom callsigns to the single profile. The focus of this profile is only on the in-game Radio Menus, and creating an immersive interaction layer through VoiceAttack that is easy to manage and update, or integrate into other Voice Control systems for Falcon BMS.  My goal was an intuitive system, so there is no user manual - only a few infographics and quick reference pic of all the radio commands.  I personally keep that final pic on my tablet for reference when flying, to find radio commands I seldom used in the past when they were more difficult to access while busy with HOTAS in the pit.
    Say goodbye to the keyboard, and enjoy the immersion! Cheers!
      Features:
    *Push-To-Talk mode disabled by default.  Say, "Turn On Push To Talk Mode" to enable
    **Follow Instructions inside profile to set Push-To-Talk buttons to match BMS UHF/VHF keys   Download: (Click Here)   Tips for this profile: *On first import, you should say, "Initialize Profile" - after first time, this is automatic.  Any attempt to use commands before this will trigger auto-initialization. If you get errors from my profile, Launch VoiceAttack and open Options (wrench icon in lower right):   -Under last tab on top, System/Advance, check box next to "Use Nested Tokens" as in image 1 below   -Unless absolutely required, during testing it's recommended to uncheck "Allow command segment info for composite commands"
      Open the profile - if not already done, group commands by category and consolidate multi-part commands as in image 2 & 3 below Click on the Description tab at the top to help sort commands further (see image 4) Read a semicolon ";" as the word "or" and look at long commands as having many options like saying "2;Two;Too;To;Wingman"  (read as "2 -or- Two -or- Too -or- To -or- Wingman")     Commands Reference:  
    *Replace the word "Human" with "Computer" when All-Humans Mode is ON
    Normally, this profile assumes all pilots are Computers, use All-Humans Mode to invert this
                         
    • 26 comments
    • 7,274 views
  • =VG= Fastjack

    Gaza Insurgency

    By =VG= Fastjack

    Another Coop Insurgency playtest with the new Gaza_2. ..... and currently working on the killing an civilian Intel. In humans vs. bots mode, i have to change only 1 codeline in the python and it works. In Coop, human/bots vs. bots i have to make a complete specifiec class behaviour setup for the Opfor and Blufor bots, so the Blufor bots only will use the arresting weapons (ziptie, shotgun, etc.) against civies.
    • 5 comments
    • 2,755 views

Our community blogs

  1. Sup everyone,

    So I've noticed our Arma servers don't get much use. I think the stuff we host just isn't interesting enough for people to want to play. i've been trying to figure out the best way for us to transform these servers into something people use, so I've checked out a few other popular servers and noticed a few things. 

    There is a server running annex/invade but they have it set up so good that the people that play there are basically like the folks that play PR here. That server lets players know once they're in the game what to do by going to these different stations, which finally places you into a squad where you wait to be picked up. They have static pilots, everyone is geared properly, missions are executed with precision, I love it! You get shuttled into the fight join up with your squad and do the mission. After mission everyone extracts to the same bird, returns to base, debrief, etc... And then get ready to go again. it'really freaking cool! But it can be a little slow at times waiting on people to get ready.  

    I'd love to get our own VG custom A3 server that is all our own development, gfx, in-game stuff, etc.. However, I do not know anything about making custom A3 maps, but I'd be willing to do whatever I could to help make it happen and contribute where I can. I'm fairly savvy, if someone taught me "imma fast learner".  

    Is there anyone else that has thought about this other than me? Do we have anyone at VG with the skills and knowledge enough to make something like this happen? 

    If you want to get together and think this through let's do it! Post up your thoughts and ideas, experience, etc.. let's see if we can do this for at least one of the servers. 

    Think about it! 

    Blud

  2. Hello fellas,

    it's longtime ago i posted something about the insurgency gamemode for prbf2 Project Reality, my favorite game for more then 10 years.

    I'll took a long break from prbf2 modding due to major reallife things that had more priority and i was also waiting for the new prbf2 patch 1.6.0.0.

    But now i'm back ... :boast:... and doing my own thing to get coop insurgency working.

    Veterans-Gaming sponsored me the Veterans-Gaming DEV - Coop v1.6 testserver for further coop insurgency Projects.

    The server run stable with a modified version of original gaza (gaza_insurgency) and is password secured due to license politics.

    The other maps i already prepared need to be re-done because some maps got new navmeshes like fallujah and instead of reworking it i decided to scrap everything and starting from scratch.         

    I kept gaza's gpo simple due to new known problems with the new 1.6 update. 

    So, if anybody here is interrested to play and to test it, here the download:

    https://www.dropbox.com/s/vt7d4qyyppbavnm/gaza_insurgency.zip?dl=0

    Serverpassword is : vg989

    Enjoy and have fun

  3.  

    AVCS4_BMS_Title_QUARTER.png

    Profile for  VoiceAttack
    by =VG= SemlerPDX

     

    Description:

    These commands use VoiceAttack to translate the in-game on-screen radio menus from AWACS through Tanker into natural and intelligent voice command phrases that will fire keypress macros to help keep hands on the throttle and stick, and maintain immersion.  As an additional option, these commands can be locked behind a push-to-talk mode bound to your UHF/VHF transmit buttons in-game, allowing any other VoiceAttack command unrestricted access if needed, while still restricting these BMS radio command macros.  Finally, this single advanced control profile is extremely easy to edit or integrate into other profiles.

    At VETERANS-GAMING, we fly with friends or AI Pilots, or a mix of both on our 24/7 Public Korean Campaign in Falcon BMS. We may go out with an AI wingman only to have a friend take their place mid-flight.  For this reason and others, I created this VoiceAttack profile based around restricting when the computer can execute keypress macros that match voice phrases, having to first check if that pilot was set to a human pilot and therefore disregard commands for that pilot.

    Thanks to user requests during the beta, there is now an optional mode to reverse the Human Pilots system, to assume all pilots are humans unless told otherwise, and also a system to choose a different keyboard layout than QWERTY.  I have also added an optional Audio Feedback Mode to play a short radio cue sound when a command is successfully recognized.


    Included is a single profile that handles every callsign and radio command variation in Falcon BMS, with instructions on how to add any custom callsigns to the single profile. The focus of this profile is only on the in-game Radio Menus, and creating an immersive interaction layer through VoiceAttack that is easy to manage and update, or integrate into other Voice Control systems for Falcon BMS.  My goal was an intuitive system, so there is no user manual - only a few infographics and quick reference pic of all the radio commands.  I personally keep that final pic on my tablet for reference when flying, to find radio commands I seldom used in the past when they were more difficult to access while busy with HOTAS in the pit.


    Say goodbye to the keyboard, and enjoy the immersion! Cheers!
     

    Features:

    GTB-BMS-Info1c_QUARTER.gifGTB-BMS-Info2c_QUARTER.gifGTB-BMS-Info3c_QUARTER.gif
    *Push-To-Talk mode disabled by default.  Say, "Turn On Push To Talk Mode" to enable
    **Follow Instructions inside profile to set Push-To-Talk buttons to match BMS UHF/VHF keys

     

    Download: (Click Here)

     

    Tips for this profile:

    spoilerIMG2415905122018.PNG
    • *On first import, you should say, "Initialize Profile" - after first time, this is automatic.  Any attempt to use commands before this will trigger auto-initialization.
    • If you get errors from my profile, Launch VoiceAttack and open Options (wrench icon in lower right):
    •   -Under last tab on top, System/Advance, check box next to "Use Nested Tokens" as in image 1 below
    •   -Unless absolutely required, during testing it's recommended to uncheck "Allow command segment info for composite commands"
       
    • Open the profile - if not already done, group commands by category and consolidate multi-part commands as in image 2 & 3 below
    • Click on the Description tab at the top to help sort commands further (see image 4)
    • Read a semicolon ";" as the word "or" and look at long commands as having many options like saying "2;Two;Too;To;Wingman"  (read as "2 -or- Two -or- Too -or- To -or- Wingman")

    image 1image 2image 3image 4

     

     

    Commands Reference:

     

    OptionsCommands_QUARTER.png

    HumansListCommands_QUARTER.png
    *Replace the word "Human" with "Computer" when All-Humans Mode is ON
    Normally, this profile assumes all pilots are Computers, use All-Humans Mode to invert this
     

    RadioMenusReference_FULL_v1.2.png

     

    1 minute ago, =VG= SemlerPDX said:

    v1.3 Patch has been released for BMS 4.34.1 (U1)

    Just a simple hotfix for a bug found by Wheelchock, the standard "Ready for Departure" command was getting overwritten by the variable for the new "Carrier Ready for Departure" command added for the new U1 update for BMS. As a result, this command will call an Abort by attempting the same input key as the carrier departure. Basically, everyone does need this hotfix, can't be avoided.

    Anyone can easily fix this themselve inside their own profile, if you already have v1.2, and you don't want to bother importing this new version - just open the command labeled,
    "KEYPRESS_Variables →→→((ADJUST AI COMMS LISTS & KEYS USED BY THIS PROFILE HERE))←←←" and scroll down to the ATC Variables section, under the Carrier Page section,
    you can change the #7 variable from "Set Text [KEY_ATC_ReadyForDeparture] to '7'" to "Set Text [KEY_ATC_CarrierReadyForDeparture] to '7'", and apply changes.

    Otherwise, just download this new version...

    
    Patch Release v1.3 Changelog Jan2020
    
    Fixes/Improvements:
     -Fixed issue with variable conflict for "Ready for Departure" - was pulling new variable from "Carrier Ready for Departure"

     

    On 12/28/2019 at 3:53 PM, =VG= SemlerPDX said:

    v1.2 Update has been released for BMS 4.34.1 (U1)

    Falcon BMS 4.34 has just released Update 1, and with it has come some serious improvements and additional features.  For this profile, and the in-game Radio Menus in general, all that has changed is an addition of a "Ready for Departure" call as the 7th choice on Page 6 of the ATC Radio Menu.  I have added that command to the profile, but as it does conflict with the default "Ready for Departure" command, this Carrier specific command will need to be preceded by the word "Carrier" as a forced prefix word (see note in the large Command Reference pic).

    Example use:  "This is Joker 7-1, Carrier Ready for Departure"

    I've also added a bit of polish to the Audio Feedback system, allowing it to recognize the word "feedback" as two words, "feed back", to help us avoid repeating ourselves to get the commands to fire, as well as a null check on the Stereo Audio Feedback output channel, so it can recover if this saved setting is lost.  I've also updated the minimum version of VoiceAttack, so please be sure to update your VA program.
    We've tested this version, just minor additions, and everything seems great - but let me know if any issues pop up!  Happy New Year!

    
    Patch Release v1.2 Changelog Dec2019
    New Commands:
     -"Carrier Ready for Departure" : for ATC Page 6, new 7th item added for 4.34 (U1) update
    
    Fixes/Improvements:
     -Added additional recognition words for turning on/off Audio Feedback Mode - "feedback" can now be recognized as "feed back"
     -Added Null Check on Audio Feedback Stereo Output Channel setting, if saved setting lost, will force user input on profile load
     -Updated minimum VoiceAttack version to latest release (v1.8.3) for compatibility

     

    On 11/3/2019 at 10:31 AM, =VG= SemlerPDX said:

    v1.1 Patch has been released

    A small bug has been identified and removed.  This issue prevented the entire Human Pilots Registry system to function and should have been caught before the final release version.  All apologies to everyone who has been trying to use this new voice program.  In addition to this, I've decided to not use a wildcard to catch the name of the BMS program to send keypresses to, and have gone for the "Falcon BMS.exe" method.  Still, this will not catch every user, and players will need to test to be sure commands go through initially, and refer to VoiceAttack troubleshooting (and those tips we've highlighted already) to get commands to fire in the correct window.  I'm happy to help new users, and the community has been helpful as well.  Any questions, feel free to ask!

    
    Patch Release v1.1 Changelog Nov2019
    
    Fixes/Improvements:
     -Changed common Send To default from *Falcon BMS* to "Falcon BMS.exe" to avoid conflict with open PDF's, etc. with Falcon BMS in name
     -Fixed Human/Computer Pilots Registry system - last minute addition of a mode check was to blame, has been removed for now
    

     Again, any issues feel free to let me know! :hi:

     

     

    On 10/29/2019 at 5:50 PM, =VG= SemlerPDX said:

    FINAL RELEASE TO v1.0

    Please download updated final version!  Link below and updated in the main post above!  You don't have to remove the old 0.99 beta profile, but it is recommended to not use both at the same time or variables may get messed up.  Thanks to everyone for helping to finish up final testing!

    SitRep:

    I've finished with all final additions and proposed changes, and all known bugs and issues have been resolved.  We've tested quite extensively to try to break things, and it seems fairly stable.  The final version can be found in our download section, please rate and comment if you like and share this link if you can (click here).  There is now an Audio Feedback Mode that can be turned on or off at any time.  It plays a short sound when a command is successfully recognized, to save time and help avoid the frustration of not knowing if we have to repeat a command.

    I've given the option to have the Audio Feedback sound effect to output through stereo left, right, or center channel(s), and this is set when you turn the mode on.  It is a radio cue up type sound, but a bit distinct compared to the ones in BMS to help differentiate feedback.  All three sound files are very tiny, and are included in a VoiceAttack Profile Package for easy importing into VA, and will be placed in folder in the VoiceAttack program folder under Sounds automatically when the profile is imported.

    Finally, there is a single Variable Pause in the KEYPRESS_Variables command that controls the time between a keypress and release for every action in the profile.  Default is 50ms, and if a user has any issue with the keypress macros firing buttons too fast for their computer, this number can be increased slightly to slow down the system and fix any issues.


    Huge thanks to everyone who helped out with comments, feedback, bug reports, and testing - I'm very happy with how well this profile has been developed, and I have a feeling it will be a solid tool for years to come!  I'll support any changes for future BMS versions, and will try to respond to any questions about this profile.
     

    Here's a copy of the changelog:

    
    Final Release v1.0 Changelog Oct2019
    New Commands:
     -Turn On/Off Audio Feedback Mode : Provides sound feedback upon successful recognition of a command (per user request)
     -Added a non-functional command to help recognize many variations of "Yes" words for the voice confirmations in profile
    
    Fixes/Improvements:
     -New Variable Pause between any keypress/release for adjustment of the time any key is held down, in keypress_variable command. Default is 50ms
     -New Audio Feedback Mode has custom SFX included, and gives user option of stereo left, right, or center playback for easier distinction
     -New Speech notification on startup for Audio Feedback Mode (if enabled)
     -Speech notifications on startup for PTT mode and All-Humans mode (if enabled) have been greatly shortened.
     -Fixed issues with being able to set Humans in Computer Pilots mode and vice versa

    Any problems or new bugs, or brilliant ideas, feel free to drop some feedback!  Cheers! :drinks: 

     

     

    On 7/17/2019 at 9:14 PM, =VG= SemlerPDX said:

    BETA UPDATED TO v0.99 (final beta!)

    Please download newest version!  Link updated in the main post above!  You don't have to remove the 0.98 beta profile, but it is recommended to not use both at the same time or variables may get messed up.  Thanks to everyone for helping to finish up final testing!


    Per request, to speed up the interaction of adding/removing pilots from the exclusion lists, you can now say the entire Callsign + Flight Number + Wing Number when asked for the callsign. 

    Example: 
    "Set a Human Pilot"
    "say the callsign"
    "Cowboy 7 3"
    "Cowboy 7 3 - is this correct?"
    "Yes"
    ...
    (bypassing the need to individually set Flight Number and then Wing Number!)

    This will jump to the confirmation at the end of the command and greatly reduces the time spent interacting with the voice control system configuration.   During my testing, I found there must be a clear separation between the Flight Number and Wing Number when spoken, to avoid "Cowboy 7 3" getting recognized as "Cowboy 73", and your own results may vary.  Please test and let me know.  The old system is still in place, and you can even just say the Callsign + Flight number, and it will notice and skip to the Set Wing Number segment of the script.  The entire idea was to allow a lot of options to recognize how we speak, and the only catch is that we need to enunciate and keep succinct breaks between words for this style of input.  Further beta testing in this final 0.99 phase should help judge if this will work or if it needs adjustment.


    Additionally, there are now VoiceAttack command log notifications whenever the profile loads showing the current profile settings, and also voice notifications if either PTT mode or the new All-Humans mode are On. 
     

    Here's a copy of the changelog:

    
    Beta v0.99 Changelog Jul2019
    New Commands:
     -Change Default Keyboard Layout allows choices between QWERTY, QWERTZ, & AZERTY (per user request)
     -Turn On/Off All-Humans Mode : Reverse mode assumes all pilots are humans, add Computer Pilots individually as needed (per user request)
     -Copy of all Add/Remove Human Pilots commands for Computer Pilots & All-Humans Mode
    
    Fixes/Improvements:
     -Can state an entire callsign plus flight & wing numbers when asked for Callsign (per user request to speed up the voice system interaction of adding/removing human pilots)
     -VoiceAttack log entries displays profile information on startup (current keyboard layout, push-to-talk mode on/off state, All-Humans mode on/off state) (per user request)
     -Speech notifications on startup for PTT mode and All-Humans mode if they are enabled (see above)
     -Forced profile initialization if not initialized on any command use (per bug report: on first download/import of profile, trying to use any command fails until voiceattack restarted)

     

     

     

     

  4. Hello guys, Inch here~ ( ´ ▽ ` )/

    It's been awhile no seeing around. Good thing now i 've got time to do some random blogging here related to military, in real-life nor in-game. Today, we will be talking about how HK M27 Infantry Automatic Rifle exist and adopted in the US Marine Corps, why the US Army doesn't want M27 IAR adopted to their section, and what their possible plans on making their own gun, replacing the M249 in service?

     

    ciBF2bV.jpgeJ5Pb0B.jpg 

     

    As far as few people know, the M27 Infantry Automatic Rifle (IAR) is a lightweight, magazine-fed 5.56mm, select-fire weapon based on the HK416 rifle designed and manufactured by the German company Heckler & Koch. It is used by the United States Marine Corps and is intended to enhance an automatic rifleman's maneuverability. The U.S. Marine Corps initially planned to purchase 6,500 M27s to replace a portion of the M249 light machine guns employed by automatic riflemen within Infantry and Light Armored Reconnaissance Battalions. Approximately 8,000–10,000 M249s will remain in service with the Marine Corps to be used at the discretion of company commanders. The United States Army does not plan to purchase the IAR. In December 2017, the Marine Corps revealed a decision to equip every Marine in an infantry squad with the M27.

     

    • The Short History:

    In 1985, the U.S. Marine Corps adopted the M249 Squad Automatic Weapon (SAW), one year after the U.S. Army. Procurement of this 22 lb (10.0 kg) loaded weight Light machine gun was a service-level decision because the weapon was adopted by the Army with a contract method the Marines could use. While the belt-fed M249 was portable and had a high volume of fire, its relatively heavy weight meant gunners could have trouble keeping up with riflemen.

    The M249 light machine gun provides infantry squads with the high rate of fire of a machine gun combined with accuracy and portability approaching that of a rifle. It can be fed from both linked ammunition and STANAG magazines, like those used in the M16 and M4. M249's have seen action in every major conflict involving the United States since the U.S. invasion of Panama in 1989.

     

    • The Infantry Automatic Rifle program for Marine Corps, the tests and fielding:

    ixpuIO9.jpg

     

    In 1999, a Universal Need Statement was issued for an Infantry Automatic Rifle (IAR). Around 2000, the 1st Marine Division’s 2nd Battalion, 7th Marines Regiment conducted initial, limited IAR trials which confirmed the desirability of a light automatic rifle. The key difference between a lighter infantry rifle and a more heavily built automatic rifle is the ability of the latter to maintain sustained continuous fire without stoppages, overheating the barrel or receiver and losing accuracy. Experiences in Iraq and Afghanistan resulted in formal requests for recommendations. The Universal Need Statement spent six years going through the procurement process before an official program was begun and a list of required capabilities was created in early 2005.

    The Infantry Automatic Rifle program began on 14 July 2005, when the Marine Corps sent Requests For Information to arms manufacturers. Characteristics desired in the weapon included: portability and maneuverability; similarity in appearance to other rifles in the squad, reducing the likelihood that the gunner will receive special attention from the enemy; facilitation of the gunner's participation in counter-insurgency operations and capability of maintaining a high volume of fire. An initial requirement for a magazine with a minimum capacity of 100 rounds was dropped in favor of the 30-round STANAG magazine because, at the start of testing, available 100-round magazines were unreliable. Caliber was specified as 5.56×45mm with non-linked ammunition, so as to achieve commonality with existing service rifles.

    In 2006, contracts were issued to several manufacturers for sample weapons. These are:

    1. Fabrique Nationale d'Herstal submitted an IAR variant of the FN SCAR (or as far as i know, the FN HAMR) 

    QP4pReG.jpg

    2. Heckler & Koch (H&K) submitted an HK416 variant (obviously M27 IAR)

    3zCzexK.jpg

    3. Colt Defense submitted two designs (One of them are Colt IAR series)

    dFziO7G.jpg

    Zs4g1Zz.jpg

    Companies that attempted to compete but were not accepted as finalists for testing included:

    1. Land Warfare Resources Corporation (LWRC) M6A4 IAR (i'm familiar with LWRC M6A2 back in the day)

    gMmpGPP.jpg

    2. Patriot Ordnance Factory IAR

    H07oFMP.jpg

    3. General Dynamics Armaments and Technical Products CIS Ultimax 100 MK5 (marketed as the GDATP IAR) - is also known as Singapore product made by ST Kinetics Armaments

    TcLs0s4.jpg

     

    In December 2009, the H&K weapon won the competition and entered into a five-month period of final testing. In the summer of 2010, it was formally designated as the: M27 Infantry Automatic Rifle, coincidentally sharing a designation with the 2nd Battalion, 7th Marines, who had been testing fully automatic rifles since 2001.

    After the Marine Corps Operational Test and Evaluation Activity conducted further testing at MCAGCC Twentynine Palms, Fort McCoy and Camp Shelby (for dust, cold-weather, and hot-weather conditions, respectively), limited fielding of 458 IARs began to four infantry battalions (one per each Marine Expeditionary Force, one reserve) and one light armored reconnaissance battalion, all of which deployed to Afghanistan in 2011.

    In May 2011, Marine General James Amos approved the conclusion of the Limited User Evaluation (LUE), and ordered the replacement of the M249 LMG by the M27. Fielding of the approximately 6,500 M27 units was expected to be completed in the summer of 2013, at a cost of $13 million. Each M27 gunner was to be equipped with around twenty-two 30-round magazines of the type currently in use with the M16 and M4 carbine approximating the combat load of an M249 SAW gunner; although the M27 gunner would not be expected to carry all 22 magazines. The individual combat load would be determined at the unit level and was expected to vary by unit, based on results of evaluations conducted by the four infantry battalions and one light armored reconnaissance battalion that participated in the Limited User Evaluation. Though program officials were aware that switching from the belt-fed M249 would result in a loss of suppressive fire capability, Charles Clark III, of the Marine Corps' Combat Development and Integration Office, cited the substantially increased accuracy of the M27 as a significant factor in the decision to replace the M249.

     

    • USMC on replacing their main rifles with M27 (a.k.a M16/M4 series alongside M249's):

    In early 2017, Commandant of the Marine Corps General Robert Neller said he wanted to equip every "0311" rifleman with an M27 IAR. Because of that, the Marine Corps issued a request in early 2017 for 11,000 M27 IARs from H&K. While talking about the Corps' request, Chris Woodburn, deputy of the Maneuver Branch, Fires and Maneuver Integration at Marine Corps Combat Development Command, said "The new order will replace all M4s in every infantry squad with an M27, except for the squad leader." He also stated that the change includes infantry training battalions. The timeline for funding was planned for fiscal years 2019 and 2020, with the Corps acquiring some of the rifles in fiscal year 2018. As of August 2017, officials have stated that "riflemen are the top priority," but that the M27 "will be in the hands of combat engineers and light armored reconnaissance battalion scouts next." The Corps later issued a pre-solicitation notice for the M27. "The new pre-solicitation notice of 50,184 [M27s]," said Woodburn, "is [meant] to up the production capacity that H&K must be able to meet as the sole-source provider [of the M27], should the Marines decide to order more in the future." At SHOT Show 2018, the Marine Corps announced that the deal with H&K to produce 11,000 M27s for the Marine Corps had been finalized and that the M27 IAR would be adopted as the standard issue service rifle of the Marine Corps infantry, replacing the M4A1.

    bCMw4fk.jpg

    The M27 IAR now is adopted as the standard issue service rifle of the Marine Corps infantry - replacing the M4A1 - in 2018. Once the change is fully implemented, the M27 IAR will be issued to all riflemen in the Marine Corps infantry, while the M4A1 will only be issued to non-infantry Marines. It was originally fielded as a proposed replacement for the M249 SAW between the years 2010 and 2017. During that time period, it was distributed one per four-man fireteam, three per squad, 28 per company, 84 per infantry battalion and 72 per Light Armored Reconnaissance Battalion, with a total of 4,476 being serviced by the Marine Corps as a whole. However, the M249 was not completely replaced by the M27 IAR, and six M249s were still issued to rifle companies between 2010 and 2017.

    Also more around late 2017, the Marine Corps began fielding an optimized version of the M27 which was given a new number, the: M38 designated marksman rifle (M38 DMR). Although certain selected M27s had been employed as marksman rifles since 2016, the M38 version outfits M27's selected for accuracy with a Leupold TS-30A2 Mark 4 MR/T 2.5-8x36mm variable power scope, the same optic fitted on the Mk 12 Special Purpose Rifle. The naming of the M38 followed a similar convention to the M27, being named after the 3rd Battalion, 8th Marines unit that tested the rifle out. By April 2018, fielding to all three Marine Expeditionary Forces had been completed. One M38 marksman version, fitted with a scope and QDSS suppressor, is to be fielded per infantry squad to hit targets at 600 meters. Full operational capability is planned for September 2018.

     

    • What is their combat reviews on M27 and how Suppressive Fire debate exist at that time:

    The IAR was initially fielded in December 2010. 1st Battalion 3rd Marines were deployed to Afghanistan in April 2011 with 84 IARs. Former SAW gunners initially did not like the M27, but appreciated it as time went on. It weighed 9 lb (4 kg) loaded, compared to 22 lb (10 kg) for an M249, which was a significant difference when on five hour missions. Gunners said it was "two weapons in one," being able to fire single shots accurately out to 800 meters and have fully automatic fire. It also blended in with standard M16-style service rifles, making it difficult for enemy forces to identify the machine gunner. The battalion leadership also saw the M27 as better at preventing collateral damage, as it is more controllable on fully automatic than the M249. Concern of volume of fire loss was made up for through training courses developed in December 2010. With the M249 SAW, the idea of suppression was volume of fire and the sound of the machine gun. With the M27 IAR, the idea of suppression shifts to engaging with precision fire, as it has rifle accuracy at long range and fully automatic fire at short range. Shooters transitioned from long-range precision fire at 700 meters to short-to-medium suppressive fire at 200 meters, both while in the prone position. Some gunners in combat have been used as designated marksmen. An M27 gunner with one aimed shot has the effect of three or four automatic shots from the SAW, and still has the option of a heavier volume with an accurate grouping.

    oAEeODR.jpg

    Marines issued with the M27 enjoy its familiarity with the M4-style weapons in service. Its gas-operated short-stroke piston action with a rotating bolt runs cooler, cleaner, requires less maintenance, has less internal parts wear and is less susceptible to malfunctions compared to previous direct impingement M4/M16 style weapons. IAR gunners consider the rifle-grade accuracy to be a huge improvement over the SAW, despite the loss of sustained firing. With a shrinking budget, the Marine Corps is looking at ways to implement the IAR as a multipurpose weapon. Suggestions included use as an automatic rifle and as a designated marksman rifle, a role where it replaced the Squad Advanced Marksman Rifle. Additionally, the free-floating barrel offers improved accuracy at approximately 2 MOA compared with 4.5 MOA for M16A4 rifles.

    While Marine Corps Systems Command was optimistic about operational testing, former Marine Commandant General James T. Conway remained skeptical because of:

    1. The reduction in firepower at the fireteam-level that would result if the M27 was adopted. He felt that, while more accurate, it was unlikely that the M27 could provide fire-superiority over the belt-fed M249 SAW. A magazine-fed rifle, requiring frequent reloading, would not be able to sustain the same rate of fire. In a firefight, squad members carrying extra magazines for the M27 might not always be in position to supply them to the gunner. Further, the SAW was already a battle-proven weapon. It was also significant that the Army had chosen not to pursue the IAR concept.
    2. The notion that the M27 represents a reduction in suppressive fire has spawned considerable debate between proponents of the M249 SAW within the infantry and those who advocate that a lighter, more maneuverable, and accurate weapon is sufficient to support offensive operations at the squad level. It is debatable, in fact, that program officials actually concede a loss of suppressive fire capabilities, as the only statements of concern over this concept were made by General Conway.
    3. With a SAW, the doctrine of fire suppression is the sound of continuous fire with rounds landing close to the enemy. While the M249's volume of fire may be greater, it is less accurate. Experienced troops who have dealt with incoming fire are less likely to take cover from incoming rounds if they are not close enough. With an IAR, the doctrine is that lower volume of fire is needed with better accuracy. Fewer rounds need to be used and automatic riflemen can remain in combat longer and in more situations.

    Another benefit of the M27 over the M249 is that in many respects it resembles an M4 rifle as used by the rest of the squad. This makes it harder to identify by enemy troops.

     

    •  The M27 IAR design for the armed forces:

    50XNeiF.jpg

    The M27 is based on the H&K HK416. It features a gas-operated short-stroke piston action with a rotating bolt and a free-floating barrel. The handguard has four MIL-STD-1913 Picatinny rails for use with accessories and optics. The simpler gas-piston rifle system reduces the amount of time it takes to resolve malfunctions on the IAR compared with the M249. Alternate calibers other than 5.56 mm are being considered for the M27.

    The M27 usually draws ammunition from a standard 30-round STANAG magazine. The improved STANAG magazine with the tan-colored anti-tilt follower is favored over the previous version with the green follower because it can be inserted more easily and the anti-tilt follower can handle high rates of fully automatic fire with less chance of malfunction. There have been issues with some STANAG magazines sticking in the magwell, especially when painted and or damaged. While a rifleman normally carries seven 30-round magazines, an IAR gunner has to carry up to sixteen, and may carry as many as twenty one, due to its role and fully automatic rate of fire.

    LmfPKSQ.jpg

    The magazine well has a flared opening that aids in magazine insertion, but a PMAG 30 GEN M2 magazine cannot be inserted due to the frontal plastic bevel on the PMAG. Because the M27 cannot be fed from the widely used M2 PMAG magazines that M4s or M16 rifles in the squad could take, the Marines banned the polymer PMAG for issue on November 26, 2012 to prevent interchangeability issues. In response, Magpul began the process of arranging verification and official testing for their improved PMAG 30 GEN M3 magazine, which is compatible with both the M27 and M16-series rifles. After Marine Corps testing of the M855A1 Enhanced Performance Round with the M27 showed reliability problems from feeding issues from standard magazines, the PMAG 30 GEN M3 Window, which had better reliability with the EPR, was approved for use by Marines in December 2016 so that M27 gunners who receive M855A1 rounds do not face such issues. Due to its role, high capacity magazines of between 50 and 100 rounds are being explored.

    The M27 is essentially an HK416 with accessories required by the Marine Corps. The standard optic is the Trijicon ACOG Squad Day Optic (SDO), officially designated the Sight Unit, SU-258/PVQ Squad Day Optic. It is a 3.5×35 machine gun optic that has a Ruggedized Miniature Reflex (RMR) sight screwed on top for close-quarters engagements under 100 meters. Created for the SAW, the day optic offers slightly less magnification, but longer eye relief than the ACOG Rifle Combat Optic (RCO) on M16's and M4's. The longer relief helps reduce injury risk from recoil. It is issued with the Vickers Combat Applications sling and rail sling mounts, AIM Manta Rail Covers, Harris bipod, KAC backup iron sights, a foregrip, and bayonet lug. The M27 initially had a Grip Pod, which is a foregrip with bipod legs inside, but it was later replaced by a separate foregrip and bipod.

    In January 2017, a USMC unit deployed with suppressors mounted to their M27 rifles as part of a concept to suppress every weapon in an infantry battalion. Exercises showed that having all weapons suppressed improved squad communication and surprise during engagements; disadvantages included additional heat and weight, increased maintenance, and the greater cost of equipping so many troops with the attachment.

     

    • How is it, in the present day view's?

    The US Marine Corps is fielding thousands of its new M27 Infantry Automatic Rifles to grunts across the service and, for now, it’s not buying any more. The last of the M27's come into the Marine Corps inventory this year and are expected to be in the hands of each infantryman from platoon commander and below by mid-2021, officials said. Some still questioned its fire suppression capability over the SAW, but the weapon finally got the blessing of top brass.

    Commandant Gen. Robert B. Neller liked what he saw enough to not only push for the M27 to replace the SAW but also the M4, at least within rifle companies and for those working alongside them, such as combat engineers. The initial goal of getting 6,500 of the M27s into the ranks jumped to 11,000 and plans later called for 15,000 rifles. Any of the figures would have worked, fitting well below the maximum procurement contract number of 50,184. Ultimately, the Marines bought just over 14,000 M27s, Manny Pacheco, spokesman for Marine Corps Systems Command, told Marine Corps Times. Those were purchased at an estimated:

    • 1,600 initial purchase
    • 2,600 in 2017
    • 2,900 in 2018
    • 7,000 in 2019
    • A little less than half of those, between 6,000 and 7,000, have not yet been fielded.

    While Neller repeatedly has said that the weapon has received majority positive reviews from the infantry it has not come into the ranks without its own controversy. In April 2018, members of the House Armed Services Committee told Neller that they wanted him to provide them an assessment of the service’s view of the Small Arms Ammunition Configuration study and include near and long-term small arms modernization strategy for the Corps. And future funding for the rifle could be cut or withheld if he didn’t provide that report.

    At that point, the Corps had fielded 6,500 M27s. During a March 2018, House Armed Services Committee hearing Rep. Joe Wilson, R-S.C., grilled Marine leaders about why the weapon wasn’t being provided by a U.S. company. Lt. Gen. Brian D. Beaudreault, deputy commandant of Plans, Policies and Operations, told the congressman that H&K, a Germany-based company, won the competition and changes now would put fielding behind by two years and substantially raise the price of the contract. Despite its successes in fielding, certain elite within the Marine ranks decided not to take the new rifle and are sticking with the M4s.

    Marine Special Operations Command Raiders continue to carry the M4 carbine. That has had to do both with the profile of missions requiring shorter barrels and also a need for a greater volume of fire they still get from the SAW, a MARSOC spokesman told Marine Corps Times in 2018.

    Quote

    “Given the smaller size of our operational units, the M249′s volume of fire provides a greater tactical benefit than the advantages provided by the M27,” said Maj. Nicholas Mannweiler.

    Raiders use an M4 lower receiver, the trigger and housing, attached to a Special Operations Command-upper receiver, the barrel and bolt. That way operators can swap out components in their weapon system to meet various mission demands. The SOCOM upper receiver group and M27 lower are not compatible.

    Quote

    “If we need to do shorter suppressed barrels, that’s an option. If we need to have a certain number of weapons within a team or company configured for designated marksman duties, we can do that too,” Mannweiler said.

    A 2015 report that was leaked online evaluated the use of the M27 as a designated marksman rifle, the role it has come to play in its M38 configuration. That report found weapon stoppages at high cyclic rates ― a problem for what’s meant to be the squad’s machine gun.

    But, retired Marine Chief Warrant Officer 5 Christian Wade, who worked closely with evaluation, testing and fielding of small arms and training in the Marine Corps, told the website Task & Purpose that the problems in that test were not with the weapon but rather with the aluminum magazines that had feed problems and with the type of ammunition that was being used ― the M855A1 Enhanced Performance Round. Marines have since adopted a polymer magazine that does not have the feed problems and certain deploying units have obtained another type of 5.56 mm ammunition to correct for past problems with the EPR, he said.

     

    • Why the US Army never wanted HK M27 in their section?

    While the Marines love their M27 rifle, it’s not good enough for the Army — they’re building their own. Army leaders in week around February 8th, 2018 provided key weapons updates during a Senate hearing on modernization that included timelines on an improved armor-piercing round, sniper rifles and their Next Generation Squad Weapon. They asked for updates to the rifles and rounds infantry soldiers use, given advancements in body armor that can defeat the standard 5.56mm round fired by the M4 carbine and M16 rifle variants.

     

    • What are their plans on making their own gun replacing M249's in service?

    The US Army is building a “Next Generation Squad Weapon,” the first variant, one of the Army deputy chief of staff said, will be an automatic rifle to replace the Squad Automatic Weapon, which is chambered in 5.56mm.

    They've been pushed on the M27, which the Marine Corps has adopted. That is also a 5.56mm, which doesn’t penetrate. They’re going to go down the path of [the] Next Generation Squad Weapon, automatic rifle first, to be closely followed — very hopeful — for either a rifle or carbine that will fire something other than 5.56mm. He quickly added that the new round will likely not be in 7.62mm.

    I9lCUy4.jpg

    "As the Textron Systems release the weapons above, it was meant for replacing weapons for the Army, the NGSW-R (left) replacing M4 series and NGSW-AR (right) replacing M249 SAW in service"

     

    The weapon will probably weigh a little bit more, the ammo will probably weigh a little bit less, and Army soldiers can get penetration of the most advanced body armor in the world, probably well out beyond even max effective range of the current M4, and that’s what the Army see as a replacement for the M4 in the future, not the [Squad Designated Marksman Rifle].

    Advancements not only include a new round but also improved fire controls and polymer casing. Textron Systems has partnered with the Army to develop a cased telescope cartridge and weapons built around the shortened polymer round. They also have a 6mm carbine variant, which was on display at the Association of the U.S. Army annual meeting last year. The principal military secretary to the assistant secretary of US Army for acquisition, logistics and technology, told the senators that the work with Textron and others will be offered to vendors in 2018, with the goal of seeing a decision by 2021 and having the capability ready by 2022 or 2023.

    Deputy chief of staff also listed several other, interim efforts, including the near-term gap of providing a Squad Designated Marksman Rifle chambered in 7.62mm that also fires the Advanced Armor-Piercing Round. While the SDMR program has been sped up and will see fielding among infantry units this year, the round program has been delayed to field in 2019. You can still fire a 7.62 and still able to penetrate; you just can’t get quite the range you will with the next generation round.

     

    • Bonus: The M27 IAR in my country?

    According to news reported from tnial.mil.id (2/3/2018), soldiers of the 1st Marine Infantry Brigade conducted a test of this weapon at the Gedangan Marine Brigif-1 firing range. The trial was carried out by Brigif-1 Marine Combat Squad (Regu Pandu Tempur or Rupanpur) and Marine soldiers from a distance of 25 meters and 50 meters in a standing, squatting and lying down position. After testing, it was concluded that the weapon endurance is quite good, the beat is almost not felt (stable), but more trials are needed to check the accuracy of the shot / wear, check the M-Point attached to the weapon for night accuracy testing and check the durability of the weapon in wet conditions and muddy.

    l20N5IB.jpg

    Some TNI special forces, such as Kopaska (Navy Frog Forces Command), Kopassus (Army Special Forces Command) and Denjaka (Jala Mangkara Detachment), have seen the M27 as the familiar HK416 figure, this assault rifle is indeed known to have high accuracy and quality that is 'resilient' like an AK-47. The Military Times Gear Scout Blog and the Soldier Systems website even referred to HK416 as a weapon used by Navy SEALS to kill Osama Bin Laden. For this one, the M27 philosophy is similar to the Ultimax 100 used by the Marines Amphibious Reconnaissance Battalion (Taifib Marinir)

     

    • Bonus 2: Should this be in Project Reality (PR:BF2) on US Marine Corps (USMC) faction? What will it costs you if it exist in-game?

    One word, YES~!

    "It will cost your soul to make the M27 model in 3D and the ability to suppressive fire become lacking, considering how less the ammo count it has.."

    The good thing is the gun itself should be handling CQC best than M249's (meaning very accurate in few ranges), probably going to be much stable in hipfire and ADS, nimble, reliable, easy to control the gun's recoil etc.

    Also, why not having Beta C-Mag for this one? Just to compensate the ammo count obviously :P

     

     

     

     

    Thank you and enjoy the reading, feel free to give your thoughts and comments down below, or even corrections if i'm wrong. I'll see you out in the battlefield- soon~ ;)

    (image still in progress, brb) Its done, enjoy~

     

     

    (°▽°)/

    - Inch

     

     

     

     

     

    Extras:

    - GDATP IAR's:

    ik9OCqR.jpgi8TgDDw.jpg

     

    - LWRC M6A4 IAR:

    uvsUYz4.jpg

     

    - Patriot Ordinance Factory (POF) IAR's:

    5ENaKzr.jpg

    Us7yX0c.jpg

     

    - Colt IAR's:

    B7DZHDB.jpgLEMlK5A.jpgx2Frzbj.jpgRWLk74X.jpg

     

    - Volod.41 Christmas Gift, The Ironman Ammunition Backpack (You don't have to worry about ammo no more :P)

    BcHW9Jc.jpgdIsH3Co.jpgvtDDGB8.jpg

     

     

    Sauces:

  5. Airbases, Datalink changes, IFF and more.

    Airbase operations

    An expected update, airbases now have dedicated ground, tower, and arrival/departure frequencies and menus.

    Airbases now handle traffic differently, both on the ground and in the air. Airbase ground control will issue better taxi instructions, and will hand you off to the tower frequency when you reach the runway.

    This is all handled automatically through the briefing process, using the data cartridge to assign each frequency to a predetermined preset, which you can view in the briefing window in brackets.

    From the manual:
    "#2, #3, #4 for communicating with the home airbase as you fly out
    #5, #6 for communicating in flight on the tactical net with AWACS for instance (with #13 if doing an AAR)
    #4, #3, #2 for communicating with the home airbase ATC upon your return."


    In addition to the chocks holding the aircraft in place, there is also an EPU ground safety pin that must be pulled before takeoff in the ground control menu.

    Once you take off, you will be handed off to the departure frequency where you inform them of your flights airborne status and receive departure instructions.

     


    Engine temperatures

    The engine starting procedure can now fail due to pilot error. Moving the throttle out off the cutoff position before the engine reaches 25% RPM will cause a hot start condition with engine temperatures exceeding ~700C, requiring the engine to be shut off and allowed to cool.

    To cool off the engine, you can return the throttle below idle cutoff and leave the JFS running.

    There is also a chance that this may happen randomly, so you need to keep an eye on engine temperatures during startup.

    The JFS can run for 4 minutes before overheating and 8 minutes before failing. It can now be recharged by the ground crew.

     


    Engine Oil

    Engine oil pressure can fail to rise high enough to run the engine.

    If the HYD/OIL stays illuminated and the oil pressure stays below 15 psi then the engine must be shut down and allowed to cool before attempting to restart.

     


    IFF has now been added

    IFF is meant to determine friendly or bogey status, and has two separate parts: an interrogator that asks for IFF codes from airborne contacts, and a transponder that responds to requests from other aircraft.

     

    iff.png.4cab7a61bb0eea7d5133d1ba6441e6a3.png

     

    TL;DR Leave the knob on Norm when in flight. IFF requests are made using TMS Left when the FCR is selected. You can change mode requests on the left side of the FCR near the bottom. Options are M1, M2, M3, M4 and M+ (which requests all 4). The most useful modes will be M1 and M4. Correct responses will be green circles, incorrect responses will be yellow squares. Incorrect responses do not mean that a contact is an enemy. 

    IFF codes will change over time. Your transponder will take care of this on its own, but to make sure you interrogate for the latest codes make sure you go to the INTG page in the DED (LIST -> RCL) and hit 9 so that the DCPL in the bottom right changes to ALL. This will couple the interrogator to your transponder.


    Manual time for nerds:
     
    M1 is assigned to a team. All the allies share the same code, which is changed every hour as stated in the TIME events.

    M2 is specific to each aircraft. All aircraft have a different M2 code, which does not change.

    M3 is specific to each aircraft as well but (unlike M2) rotates every hour.

    M4 is always assigned per team and the encryption key rotates every 24 hours.


    If a contact responds to interrogation correctly then a green circle with the requested mode will appear in the contacts location on the FCR and HSD. The contact does not have to be visible on radar to respond.

    Note that some modes listed above are per team, and others are per aircraft. A contact that you interrogate will not respond correctly to M2 or M3 requests unless you tell your interrogator to look for the response from that specific aircraft.

    This means that a friendly aircraft might respond to M1 and M4 requests correctly, but not M2 or M3.

    IFF codes change over time, you can see the full details in your briefing screen, but long story short is you don't have to worry about it:

    Luckily you do not have to manually input all these settings in the jet; your DTC is pre-programmed
    with all the briefed settings. Therefore if you do not change any IFF settings manually, the time and
    position criteria will be defined as per the brief and the IFF settings will change accordingly. All you
    have to do is turn the IFF MASTER knob to STBY at ramp and turn it to NORM upon taking off.

     

     


    Datalink changes mean scrubs need to git gud

    The -34 includes the following line in section 1.5.2: 
    Note: IDM operates over VHF or UHF radio, so you cannot transmit on VHF or UHF and send/receive data link transmissions over the same radio at the same time.

    This means that you cannot rely on the continuous datalink mode available on the FCR page to do everything for you if you want to use the radio, and you will have to request datalink info manually with Comms Left.

    The manual says:
    Once powered up, LIST → ENTR will select the A-G DL page. There are now 4 selectable options on this page:
    COMM (UHF/VHF): this option toggles which radio A-G datalink messages will be transmitted over. Note:
    everyone must be on the same frequency, whichever radio is used. By default VHF is used for A-G datalink,
    with UHF used for A-A (INTRAFLIGHT) datalink messages. This can be toggled by moving the * * asterisks
    around VHF/UHF using the DCS switch and pressing a number key 1-9 on the ICP.
    Note: while humans can use any radio/frequency, AI are always on UHF TACTICAL (UHF PRESET 6 by default).

     

    More to come.

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