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Found 53 results

  1. Project Reality Event Week II

    Project Reality Event Week II 31.10.2020 2000 PRT Download : XXXX Password : XXXX Second part of the campaign. Maps will be uploaded by sunday evening europe time. It is highly recommended to have a commander for the third map of this event to coordinate defensive efforts. 1. Situation After a successful invasion, coalition forces have made good progress pushing deeper into Iran meeting minor resistance. Recon indicates that Iran forces are massing near cities of Bam, Jiroft & Forg. Also a heavy tank and mechanized companies have been reported moving rapidly towards Bazman Oil Fields. 2. Missions : 2.1. Mission 4 : Clean Sweep German KSK unit is tasked to clear out Iranian forces and neutralize their AA emplacements on the island of Qeshm. Expect heavy enemy reinforcements from the airbase. Assets : 6 x RHIB 3 x Jeep 2 x Fuchs 2 x Troop transport 1 x Logistics 1 x Puma APC (15 minute delay) 1 x Puma IFV (15 minute delay) 2.2. Mission 5 : Assault on Khash (Karkand redux by Rabbit) Polish GROM is tasked to capture Iranian city of Khash. Assets : 3 x HMMWV 3 x Honker 2 x Troop Transport 1 x Logistics 2.3. Mission 6 : Bazman Oil Fields. French Commandos Marine is sent ahead of the main force to capture the Bazman Oil Fields before Iranian forces arrive. Their task is to hold the oil fields until main french force arrives and then counterattack the Iranian forces. Intel suggests large enemy assault force will arrive within 10-15 minutes consitsing of heavy armour, long range artillery and air support. Note : None of the initial french assets will respawn. Take good care of them as they are the only support assets you get until the main force arrives to back you up. Initial respawn points will be removed once the enemy assault begins. From there on your only respawns will be from the FOBs, Rally points and 3 rally points on the first flag that will disappear when enemies get close. Resupplying is only possible from supply and ammo crates. Rifleman kits DO NOT have any ammo bags !!! The blue line on the map shows suggested defensive line. Enemy will recieve additional reinforcements when they capture the oilfields, marked with ! on the map. Assets : 4 x VAB (No respawn) 2 x Troop Transport (No respawn) 1 x Logistics (No respawn) 3 x Leclerc (French main force) 4 x VBCI (French main force) 6 x VAB (French main force) 2 x Logistics (French main Force) 1 x Tigre CAS (French main Force) US f-16 CAS support (Main Force) 3. Rules 3.1. Standard VG server rules
  2. Project Reality Event Week I

    until
  3. Project Reality Event Week I

    Project Reality Event Week I 24.10.2020 1900 PRT Download : Click Here ! Password : potato Install instructions : 1. Download event1.rar 2. Unpack event1.rar 3. copy/cut & paste the 3 folders (c20_1p, c20_1a & c20_1b) to your PR levels folder (default - C:Program Files (x86)/Project Reality/Project Reality BF2/Mods/pr/Levels. *4. If you participated in map testing, delete the 3 folders from your levels folder before installing the maps. Do not overwrite. *5. In order for the maps to be loaded, restart your PR if you installed them while program was running. 6. If you have any issues or find a game breaking bug on the maps, don't hesitate to let me know. Howdy folks, It's time again for some PR events. For the following next 4 saturday evenings (starting from 24th of October), we will be doing a short campaign style chain of events consiting of 3-4 maps per evening. The event is open for everyone with the limit of 20-25 player slots available. In order to join, players will have to download and install the maps that will be uploaded a week prior to the event, right after the previous event has ended. Password for the server will be given at least 30 minutes before event begins. If there's an update that breaks some of the maps or server won't be updated in time, the event will be moved to the following saturday. The following campaing will have players take a role of 3 SF units (Commandos Marine / GROM / KSK) during the invasion of Iran. If anyone has interest in leading the team, feel free to apply down below. As it's 2020 I'm forced to make sure that is't clear - all person names used in the campaign are fictional and are not in any way meant to be offensive. Some of the locations used in the campaign may be fictional or not located on the campaign map where they would be in reality. Campaign takes place in a fictional reality where current realistic political stuff doesn't apply. (sigh) 1. Situation Military coup in Iran by Mohhamed Al Bajuri. Fearing the high risk of nuclear material ending in the hands of islamic terrorist groups, a coalition taskforce, consisting of troops from France, Germany, Poland, United Kingdom and United States, is deployed to Gulf of Oman and preperations are finished for the immediate invasion of Iran. 2. Missions : 2.1. Mission 1 : Prologue (map "Oil Platform" by SPFreak / ShaneJohn) German KSK unit is sent to seize control of Iranian Oil Platform in the Gulf of Oman Assets : 6 x RHIB 2.2. Mission 2 : Invasion of Ramin Polish GROM unit is sent to capture Iranian military outpost near the city of Ramin. Assets : 5 x RHIB 2 x BWP1 2 x Rosomak 1 x Logistics Truck 3 x Honker 2.3. Mission 3 : Invasion of Tang French Commandos Marine are sent to capture port town of Tang. Their first task is to establish a beachhead and capture the outpost north of the town in order for the heavy equipment to be available. Recon overflight shows that town is garrisoned by a militia force loyal to Mohammed Al Bajuri. Expect heavy enemy reinforcements from the South East. Intel suggests that enemies have radio beacons installed at the objective markers. The faster you capture them, the less enemy reinforcements you'll have to deal with. Assets : 5 x RHIB 3 x VAB 1 x panther 1 x Tigre CAS (30 minute delayed) 1 x VBCI (10 minute delayed) 2 x VAB (5 minute delay - outpost) 2 x AMX-10RC (20 minute delay - outpost) 1 x Leclerc (30 minute delay - outpost) 1 x Logistics truck (outpost) 2 x Support truck (outpost) French naval fire support (10 minute interval) 3. Rules : 3.1. Standard Veterans-Gaming server rules. 3.2. More stuff, too tired to think. Will be added.
  4. 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 ... ... 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
  5. 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? 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: 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) 2. Heckler & Koch (H&K) submitted an HK416 variant (obviously M27 IAR) 3. Colt Defense submitted two designs (One of them are Colt IAR series) 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) 2. Patriot Ordnance Factory IAR 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 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. 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. 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: 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. 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. 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: 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. 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. 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. 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. "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. 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 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: - LWRC M6A4 IAR: - Patriot Ordinance Factory (POF) IAR's: - Colt IAR's: - Volod.41 Christmas Gift, The Ironman Ammunition Backpack (You don't have to worry about ammo no more ) Sauces: Wikipedia Marine Corps Times, https://www.marinecorpstimes.com/news/your-marine-corps/2019/04/19/all-of-the-marine-m27-rifles-are-in-if-youre-not-a-grunt-or-working-with-them-youre-not-getting-one/ Army Times, https://www.armytimes.com/news/your-army/2018/02/08/army-says-no-thanks-to-marine-m27-opting-instead-to-build-its-own-rifle/ Indomiliter, https://www.indomiliter.com/m27-infantry-automatic-rifle-paling-disukai-marinir-as-turut-dicoba-marinir-indonesia/
  6. Random PR moments

    Just some random PR moments from the deployment lands...
  7. Project Reality VIP Rescue Event

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    VIP Rescue 23.11.2019 1800 PRT Server PW : XXXXXX (Hostage takers (2) : If you are interested in playing as hostage taker, send me a PM on the VG site.) If anyone is interested in commanding BLUEFOR, then feel free to apply as well. It's been a while, but but it's time for a new round of COOP events. With the 1.6 just around the corner, it's logistically not practical to do any huge events due to the sheer amount of changes the update brings, but we can still do some of the smaller scale ones, so here we go. VIP Rescue event : PLEASE READ COMPLETE DETAILS HERE -
  8. Project Reality VIP Rescue Event

    VIP Rescue 23.11.2019 1800 PRT Server PW : vip (Hostage takers (2) : If you are interested in playing as hostage taker, send me a PM on the VG site.) 1. =VG= Vanillapop 2. FinWeirdo VIP : 1. =VG= Ciro It's been a while, but but it's time for a new round of COOP events. With the 1.6 just around the corner, it's logistically not practical to do any huge events due to the sheer amount of changes the update brings, but we can still do some of the smaller scale ones, so here we go. VIP Rescue event : Objective : Basically your regular COOP match with a little twist in the victory conditions - Instead of capping all enemy flags or reducing their tickets to 0, to win, BLUEFOR has to locate and rescue the VIP before time runs out. To achieve this goal, BLUEFOR has to first gain intel by attacking enemy forces. Intel system is pretty simple : 1. Every captured flag gives BLUEFOR 10 intel points. 2. 35 kills gives Bluefor 5 intel points 3. Every lost flag reduces intel points by 15. (Minimum amount of possible intel points is capped at 0) 4. To recieve a hint about VIP location, BLUEFOR has to gather 20 intel points. 20 Intel points are reduced after each hint. VIP is guarded by 2 "hostage takers" (human players) who will have 10 minutes at the beginning of the round to transport the VIP to a location of their choice. From there, it's up to them to relocate the VIP or to fortify the current location. (Rules for Hostage Takers : 1. You are only allowed to use unarmed civilian transport vehicles. 2. You are not allowed to use any kind of AT weaponry 3. You are only allowed to use victim detonated IEDs / Claymores. 4. You are not allowed to excecute the VIP until the time has run out 5. If both hostage takers are killed during the firefight, they are not allowed to return to the fight 5.1 if only one of the hostage takers is killed and other manages to escape with the VIP, the killed player is allowed to regroup with the other hostage taker.) Hostage takers are allowed to use civilian vehicles to move around the map and BLUEFOR is allowed to open fire on the vehicle. If the vehicle is destroyed with the VIP inside it or VIP dies during the shooting, BLUEFOR loses. Hostage takers are required to stop and exit the vehicle when it has sustained enough damage that light engine smoke is present. Once the VIP is secured, BLUEFOR has to designate a transport vehicle which will be used for VIP transport and bring it to the VIP. If that vehicles is destroyed during the VIP transport, VIP dies and BLUEFOR loses. WIN / LOSS Conditions for BLUEFOR : 1. BLUEFOR wins when the VIP is safely transported back to the main base. 2. BLUEFOR loses when the VIP is killed. 2.1. If VIP is killed within 30 minutes of the round start, the mission is replayed. If more than 30 minutes has passed, BLUEFOR loses. 2.2. If VIP is killed by a griefer / intentionally, the VIP will respawn and return to the area. WIN / LOSS Conditions for OPFOR : 1. OPFOR wins when BLUEFOR is unable to locate and rescue the VIP within given time limit. 2. OPFOR loses when VIP is returned to the BLUEFOR main base. Additional info : 1. All heavy, medium and air assets are disabled for BLUEFOR. All heavy assets (Tanks, APCs with autocannons) are disabled for OPFOR 2. Engineer kits are disabled to avoid VIP getting killed by a random mine 3. All changes will be server side, so no download is needed. 4. All flags will be active at the same time. Event rules : 1. BLUEFOR must remain in the main base for the first 10 minutes. 2. Regular =VG= server rules. 3. Commander is not allowed to use the UAV Maps : (Ignore the assets, if theres interest in continuing after these 3, more rounds will be done on different maps) Mission 1 : Sbeneh Outskirts Mission 2 : Op. Marlin Mission 3 : Ramiel
  9. 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
  10. Project Reality COOP Event #2

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    So after a long absence I've decided to make an event. This will include some of the old event missions that I ran as well as new ones. Each week on the day of the event you guys will have 4 missions and a seed game to complete. There's no story involved but these missions are designed to encourage teamwork and failure will most likely happen without Standard =VG= rules will apply, don't stir shit and don't ruin the game for everyone else. There's no signups, just join and have a good time. Squad leader spawn point will be removed for the events. Everything is subject to change. Full details here:
  11. Project Reality COOP Event #1

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    So after a long absence I've decided to make an event. This will include some of the old event missions that I ran as well as new ones. Each week on the day of the event you guys will have 4 missions and a seed game to complete. There's no story involved but these missions are designed to encourage teamwork and failure will most likely happen without Standard =VG= rules will apply, don't stir shit and don't ruin the game for everyone else. There's no signups, just join and have a good time. Squad leader spawn point will be removed for the event. Weekend one; 10/8/2019 Everything is subject to change. Full details here:
  12. VincentJames96 Memorial - 24 Hours at Muttrah

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    VincentJames96 Annual Memorial - 24 Hours at Muttrah 06.22.2020 0600 PRT In remembrance of our dear departed friend H8CrazyVet67, also known in games as VincentJames96, whom we lost in 2018, we will be hosting a 24 hour event based around his favorite map. All map layers will be included in the rotation. Please join us as we remember the good times we had with our old friend. In game messages will help inform our regular players of this change, but please be patient with those who do not notice and may complain, and kindly explain this temporary event to them so they may know to conduct themselves with respect accordingly, or to choose to play on another server for the remainder of the day. Thank you!
  13. Operation Red Dawn

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    Operation Red Dawn 02.02.2019 1800 PRT Download : TBA Server Password : TBA Situation : Early 1989 - Soviet Union's leadership, paranoid of imminent NATO invasion, decides to launch a preemptive strike against NATO in Western Europe and the United States. After years of development, Soviet scientists have developed a computer virus that when inserted into radar comm link, will effectively disrupt any radar connected within the system and will make it near useless for hours. Using this to their advantage, Soviet leadership authorises the launch of operation code named "Red Dawn". At 0300 in the morning, several Spetsnaz units are sent into Western Europe to infiltrate key enemy radar bases and to upload the virus into the network... (click here to read full mission briefing)
  14. Operation Red Dawn 02.02.2019

    Operation Red Dawn 02.02.2019 1800 PRT Download : Click Here Server Password : event42 Situation : Early 1989 - Soviet Union's leadership, paranoid of imminent NATO invasion, decides to launch a preemptive strike against NATO in Western Europe and the United States. After years of development, Soviet scientists have developed a computer virus that when inserted into radar comm link, will effectively disrupt any radar connected within the system and will make it near useless for hours. Using this to their advantage, Soviet leadership authorises the launch of operation code named "Red Dawn". At 0300 in the morning, several Spetsnaz units are sent into Western Europe to infiltrate key enemy radar bases and to upload the virus into the network... Equipment : Rifles : AK74 / AK74m / AKMS / AKS-74u / Saiga12 MGs : PKM AT : RPG 7 HEAT Rifleman AP has access to RPG 7 w DZGI40 airburst HE-FRAG Medic bags haven't been developed enough for area effect ( Deployment settings, meaning that medic has to treat people one by one) All units have binoculars. Heavy AT, AA, Sniper, Spotter, HMG kits are currently unavailable. All deployable assets except HMGs and Sandbags must be dug. HJ-8 / AA / Razorwire is unavailable. Mission 1 (Original map : Siege at Ochamchira by Irontaxi) assets : 8 x RHIB - 1 minute respawn While the main focus is on attacking the Western European mainland, a Soviet naval battlegroup is sent out to attack British isles & Norway. Under the cover of darkness, Soviet Spetsnaz platoon is sent ahead to infiltrate British naval bases and to upload the virus into UK's radar network so the main invasion force may approach undetected. Weapons are free and we are now at war. The enemy will be unaware of your presence. Mission objectives : 1. Infiltrate British mainland, plant a jammer outside the base to block any enemy radio traffic. 2. Capture the base entrance (Objectives Anna & Boris) 3. Upload the virus into British radar network by capturing two enemy HQ buildings ( Objectives Dmitri & Yelena) 4. Exfiltrate (5.) Supplies are unavailable. Use rally points for additional spawn locations. (6.) To avoid people abusing the boats, off map timer has been reduced. Mission 2 (original map : Borovsko Bridge by [R-CON] Rusty_42) assets : 4 x Tigr (Unarmed) - 5 minute respawn (2 at obj. Anna, 2 at Obj. Gregor) 2 x Tigr (Armed) - 5 minute respawn 1 x Logistics truck - 10 minute respawn The main invasion has begun. Spetsnaz platoon is paradropped to British countryside with the objective to capture and secure vital supply lines. British fusilier company and some scorpion IFVs have been spotted in the area. Mission objectives : 1. Establish a perimeter around the drop zone. You will be dropped from relatively low altitude, so be ready to open your parachute quite early. ( 9 ) 2. Capture objective Anna so we can open up the supply line and send in additional equipment. 3. Capture two villages to the south west. 4. Secure the main road by capturing the objectives along the way 5. Eliminate any British resistance
  15. Operation Red Dawn

    Greetings! A small late Christmas present for our PR enthusiasts. Starting from late January - early Feburary 2019, Veterans - Gaming will be hosting a Cold War era campaign called "Operation Red Dawn". Campaign takes place in early 1989, where Soviet Union, in response to NATO's increasing military presence and large scale military excercises in Western - Germany, decides to launch a full scale invasion into Western - Europe and The United States. Players will be part of a Spetsnaz platoon that is assigned to perform special tasks throughout the European Theatre. Campaign will be around 5 - 6 "episodes" long with each episode taking place on a Saturday evening. Each episode will consist of 2 main missions and one optional mission which will be played after the first two are completed and there's interest and sufficient pop. Additional information about the Campaign, start date, mission briefings etc. will be announced in January. We wish you all (late) happy Holidays and a Happy New Year.
  16. Hmmvee.jpg

    Hmmmmvee :thonking:
  17. The VG PR COOP Server has been reinstalled from default 1.5 files, and updated to 1.5.5.5 A select few changes were made to the admin.py and coop.py to make the server functional, but we have left many settings default in order to test in the coming week and isolate any "VG" specific changes that may lead to server crashes. Though we have no reason to believe this is happening, we need to begin ruling out factors to zero in on the issue more closely. If something is odd, or seems off, please note it, even though it may be a result of our current settings, we need any input you can offer. Changelog: Complete ChangeLog here: PR 1.5.5.5 ChangeLog (2018/8/9) Hotfix Patch 1.5.5.1 Changenotes: hotfix for issues regarding disabled vehicles staying disabled after respawn
  18. VG PR Maplist Randomizer is now LIVE!

    VETERANS-GAMING is Proud to Announce a New System for our Project Reality COOP Server: Huge thanks goes to Xenalite for creating this system - next time the server crashes, and you DON'T have to play Muttrah once again, be sure to give him your thanks!! In the past, we have used systems that forced the server to restart at a certain time once a day to change to one of 4 pre-set maplists that we created. Though this was a great start to relieving the annoyance of playing Muttrah after every crash or restart, it introduced another annoyance in the forced restart itself and never really removed the problem of playing the same map over and over in one day surrounding crashes or restarts. This randomizer will ensure that the VG Project Reality Server map rotation will remain fresh and new after every restart or server crash. Each time the server restarts or crashes, a new maplist will take effect, with the first several maps being chosen from a select few we know to be good seeding maps. VG PR Maplist Randomizer features: Randomizes the map list, with a unique map at the beginning (following a crash or restart). Excludes maps (which we place on a list) that were broken by an update or otherwise undesired on our maplist. Starter maps are random and unique, i.e. No 2 of the same map in first 10 rounds. Round 11 and on are non-starter maps taken from discarded starter maps and all other enabled maps. Remaining maps are random and non-adjacent, i.e. No 2 of the same map back-to-back. If a map is on disabled maps list, it will never appear in the final map list. The odds of playing the same starter map after crash is max 2% when running as designed
  19. I've finished myself, a SMG receiver-! More works to come, stay tuned- *A self-made project for making a faction (starts from weapons to heavy assets! ) By the way, this is just a rough-made receiver of Pindad PM2-V1 sub-machine gun (i haven't cleaned up and fixing the details yet) Polygon-Wireframe Wireframe view First-person view wannabe To-do lists: - Skeleton-Folding Stock - Tactical Upper-Rail attachment (w/h Bolt-in Iron Sights) - Trigger Group - Barrels (Breech, Chamber etc.) - Inch
  20. Project Reality COOP Testing Event: Outpost

    COOP TEST Event: Outpost 13th of June 1700 PRT (click here for details)
  21. Project Reality COOP Event

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    COOP Event 30th of June 1800 PRT (click here for details)
  22. COOP Event 30th of June 1800 PRT Server Password : rushb Download : Click Here! Event info : A. Everyone is free to join and no particular signups are required. Only signups are for : 1. COMMANDER : 2. Special Forces (Sbeneh) : SQL : Ranger_12 Medic / 2IC : Rotblut Demolitions : Jersans Operator 1 : Binary (numbers) Operator 2 : Stalinhammer B. Standard PR Server rules apply. C. Assets are claimed on first squad basis. APC squad claims all APCs and SBoxes, Tank squad claims only the tank. Logistics squad claims logistical trucks. Troop transport trucks, BRDM2 support vehicles and jeeps are not claimable (Except tigrs on Sbeneh) Situation : The civil war has been ragin in Syria for years with neither FSA, backed by the USA, nor the Government forces, backed by Russia, being able to deal a decisive blow to one another. The Russian High Command came up with a plan to crush the rebel forces and to give a blow to the US garrison in the Middle East. Russian VDVs are going to attack several US garrisons in the Middle east simultaniously to ensure that the enemy can't reinforce our primary target. Meanwhile, Russian Special Forces are sent to hit US naval garrison in the city of Muttrah prior to the assault on highly strategical town of Sbeneh, under the control of FSA. If the attacks are successful, the US would have no choice but to withraw from the region and without their help, it is doubtful that the FSA would be able to withstand the combined Syrian and Russian forces. 1. Muttrah Assets : 4 x BRDM 2 support ( Deployment zone) 3 x Troop Transport Truck (Deployment zone) 1 x Logistics truck ( Deployment zone) 4 x Tigr jeep (Deployment zone) 4 x MTLB DshK (Deployment zone) 3 x Troop Transport Truck ( Fortress) 1 x Logistics Truck ( Fortress) 3 x Tigr jeep ( Fortress) 2 x MTLB Beast (Fortress) Russian Special forces are sent to Muttrah under the cover of night. Their main goal is to capture the American carrier Essex. Operative on board it will disable it's engines once the attack has begun to ensure that the enemy doesn't escape. The enemy is not aware of your presence in the region. Intel : A British navy cargo ship has been spotted in the region and it's more than likely that they will come to assist their american allies. Intel suggests that they have several attack helicopters and armored vehicles on board. Primary objectives : 1. Secure the castle so we can send in additional reinforcements 2. Clear the city of any opposition 3. Capture the US naval base and it's naval assets. 4. Assault and seize control of the US carrier Essex. 2. Sbeneh Assets : 2 x Tigr jeep ( Special Forces) 1 x T72 2 x BMP2 3 x BTR 60 4 x Troop Transport truck 4 x GAZ jeep 2 x Logistics truck ( FOB) 3 x Troop Transport Truck ( FOB) The Syrian armed forces will launch an attack an hour after the strike on Muttrah has commenced. Their main objective is to clear out the city of any FSA opposition and capture the military bases currently under FSA control. Russian 3rd support battalion has been assigned to provide long range artillery and mortar support. During the attack, Syrian Special forces squad is sent to locate and destroy enemy communication arrays in the city. Primary Objectives : 1. Secure and establish a forward operating base at the rebel held compound so we can bring in our support and supply vehicles. 2. Capture the city and neutralise any FSA opposition in the area 3. Capture the two military bases under FSA control Secondary Objectives : 1. Locate and destroy enemy radar stations and towers. 2. Locate and neutralise the enemy Commanding Officer. 3. Additional objectives will be added during the operation
  23. Project Reality Coop Campaign - Battle 1

    COOP Campaign First Live Battle 17th of February 1900 PRT Campaign Battle Information : Campaign HQ :
  24. Project Reality COOP Campaign 2018 03.02.2018 (EVENT DELAYED DUE TO PR UPDATE - NEW DATE TBD) (click here for mission breifing & details)
  25. Project Reality COOP Campaign 2018 Veterans - Gaming and MelonHQ are happy to announce the upcoming Project Reality COOP campaign 2018 that will begin on 3rd of February. The fighting will take place between 5 factions with a goal to control the most territories and resources in the world, with each faction having their strenghts and weaknesses. Before we begin, I'd like to address those who get easily triggered : Yes, the campaign map is mostly hand drawn and therefore the real life borders don't apply. Yes, some countries have been combined together into one sector, Yes Australia belongs in the euro family now. Yes there are over a 100 typos in this post. The entire campaign will be controlled by the Game master and the High Commander. Game Master (TEDF) : Provides the maps and generates automatic battle resolves on non battle active weeks (more info below). High Commander : Leader of the human players faction, Chooses a faction and doctrine/policy/action, if available. Commands his units in the battle, moves units around on the campaign map. Appoints a 2IC in case of absence. Chooses research and divides resources as he sees fit. Humans will be playing and can pick only one faction. Others will be controlled by AI! High Commander signups are open! To apply for team lead, send me (TEDF) a PM on the forums with the following form : 1. Name (duh) : 2. Preferred faction : 3. Few encouraging words for your future followers : Signups close on 26th of January Information : Full information with the boring little details that are not mentioned here will be provided to the High Commander Factions : Eurocorps, MEC, Red Dragons, Russia 1. Eurocorps : (GB, Netherlands, Germany, France, Australia) Poor early game equipment, lacks proper air force and early game armour. Fields low amount of manpower - Divisions have less tickets than other factions and also start with small amount of units. Starts with outdated equipment and vehicles. HQ Location : a. Germany - Armoured and Mech. Units can move 2 slots instead of one. b. UK - Periodically recieve Canadian and australian units. c. France - 50% chance that the african union will ignore the bounty and will go after another faction d. Netherlands - Free deployable defenses on defensive battles. France and Netherlands are immune to naval invasions. 2. MEC : (M.E.C. , FSA, Taliban, Hamas) Very poor equipment and vehicles. Lacks proper air force. Slow research. Disliked by it's neighbours. M.E.C. available only if faction controls turkey, Israel and Iran. Has access to large amount of trash units. Doctrines : a. insurgency : On defensive battles, recieve randomly placed ammocaches that acts as a foward spawn point that can not be overrun. b. Economy : Recieve a huge income bonuses due to oil trade. Makes MEC more prone to be invaded by NORAD. 3. NORAD : (USA, Canada. (AI Controlled)) Superior to other factions in terms of equipment and firepower. Fields wide arsenal of air and armoured units. Branches : a. USAF + US Army - Is able to paradrop inf and light vehicles into occupied enemy territories. Landed units will always start in the middle of the map and must fight their way through enemy defensive lines. Is also able to drop in heavy units once the territory has been secured. b. USMC - Deploys a mighty navy that is able to strike any coastal territory with ease. 4. Red Dragons : (China, Vietnam, North - Korea) Fields large amounts of manpower - each division has more tickets than other factions. Policies : a. The Korea question - Assist North Korea in their struggle against south. takes away half of the Chinese forces for 4 weeks, but deploys mighty North Korean fleet after completion that prevents any future naval invasions to originally controlled chinese territories. Also gains access to the mighty North Korean Air Force and turns Korea into China's puppet (resources). Also grants access to one free rocket techie that carries the name of the great leader. b. Chinese war machine - Chinese armoured units deploy faster and are cheaper than other's faction units. 5. Russia Controls large amount of land, but is prone to attack from all sides and it can take a while to move your units to other fronts. Militia uprisings may cause militia faction units appearing on undefended territories and some of russian units turning over to them. Actions : a. Purge the military - Takes 4 weeks to complete and will result in 50% of the divisions being permanently removed from the game. Cancels out any militia activities in russian controlled sectors. b. For the Motherland - Recieve 75 additional tickets if the army runs out during the battle. Can be used only once per battlecycle Game Mechanics : 1. Division system - Each division has certain amount of assets at their disposal. Inf sections control how many tickets an army has during the battle and vehicle sections control how many vehicles will be available. If a vehicle is destroyed during the battle, it is gone forever. If a mech division loses all of their assets, it will be converted into an INF division. lost units may be resupplied in the HQ. 2. Battle system - Fighting will take place on a weekly basis, with one week being the auto resolve week and second week being the battle one. On auto resolve weeks, commanders are free to move their units around and attack enemy territories, but battle result will be decided by the amount of units, their type and terrain. On battle weeks, commanders are free to move their units around and attack enemy territories. The battles will be resolved in a live action where numbers and technology don't count as much as in auto resolve weeks. If there are more than 2 conflict zones, the command may choose up to 2 on which he wishes his team to fight on. Others will be auto resolved. 3. Research system : Human faction will start with a huge handicap - 0% research, meaning that in order to unlock weapons, scopes, vehicles and deployable assets, Commander has to make a decition on what he wishes to research. Research times vary, depending on the "OP-ness" of it. For example unlocking a scope for assault rifles may take up to 5 days, wheres MBT unlock may take up to 30 days. The research times will be lowered as the campaign progresses. 4. Resource System : Each territory controlled gives the faction resource points. The normal sectors give out 500p by default and HQ sector gives out 1200p by default. Income can be increased by doing research or by capturing enemy sectors. Resources may be used to provide replacements for damaged division or to request new units that can then be combined into new divisions. 5. Bounty System - The sixth unplayable faction, the ARF will act as a pirate faction and will attack the faction that has the highest bounty on. Each faction is able to place a bounty on a rivaling faction once per week and will get a notification if a bounty has been placed on them (not amount). ARF will aim for undefended sectors and will establish a base there that remains for 3 weeks or until it is destroyed. Once the ARF leaves, the terrotiry will become neutral and needs to be recaptured. Border lines do not apply for them and they may strike everywhere. Engaging them in battle will go under normal battle system rules.
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