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  1. Today
  2. SgtEpsilon

    SgtEpsilon

    Changing my usernames back to EpsilonNiner so that everything is synced, unfortunately i can't change my discord name as of yet

  3. Conga Line of Neckbeards

    Badger's Belters: Operation Bagman

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    First fireteam Rifleman, please.
  4. Yesterday
  5. Servok

    De Burg (UK WW2) - 1st Main

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    PLT (No Tags)
  6. TheSalader

    De Burg (UK WW2) - 1st Main

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    platoon medic, got tags
  7. TheSalader

    Badger's Belters: Operation Bagman

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    Second Fireteam Autorifleman please
  8. Slim

    De Burg (UK WW2) - 1st Main

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    loader churchill
  9. LurkerOne

    Badger's Belters: Operation Bagman

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    First fireteam ar please
  10. Griffin68965

    De Burg (UK WW2) - 1st Main

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    Hull gunner please.
  11. colt92

    De Burg (UK WW2) - 1st Main

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    Churchill Gunner, tags.
  12. Jerichron

    De Burg (UK WW2) - 1st Main

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    Churchill Infantry Support Tank Commander please (TAGS)
  13. LurkerOne

    De Burg (UK WW2) - 1st Main

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    Platoon medic have tags
  14. L00_Cyph3r

    De Burg (UK WW2) - 1st Main

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    Platoon Radioman pls, no tags
  15. BenFromTTG

    [ArmA 3] COD Zombies - Factory

    @Slim yup, after first main, i'll write it down to check
  16. Griffin68965

    De Burg (UK WW2) - 1st Main

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    Gunner please (No tags)
  17. L00_Cyph3r

    Badger's Belters: Operation Bagman

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    Second Fireteam Drone Operator please, no tags
  18. BenFromTTG

    Badger's Belters: Operation Bagman

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    First Fireteam Drone Op, no tags
  19. Root

    Badger's Belters: Operation Bagman

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    Squad medic please. Have tags! Thanks!
  20. Slim

    [ArmA 3] COD Zombies - Factory

    The time for this is 21:15 gmt Right?
  21. Sarissa

    De Burg (UK WW2) - 1st Main

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    'Battle for Rome', Italy, January 1944 Our boys have finally managed to achieve a sufficient breakthrough in Italy. The Italian government has collapsed and surrendered to us, and now we just have to push North and we'll be straight into the soft underbelly of Germany - we could win this war by Christmas! Your tasking is to secure a route of advance through the Italian hillsides while the rest of the Brigade re-organises further South. Today's objectives include the town of Oreokastro and it's nearby castle. Step-off as soon as you are ready. ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War. The mission will be making use of the Arma 3 mods Iron Front, Faces Of War and CSA38 which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to WW2/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the Second World War. ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS) (ONLY SLOTS MARKED OPEN MAY BE RESERVED) (FINAL SAY IS AT EVENT HOSTS DISCRETION) BE AWARE THIS MISSION ONLY HAS 43 SLOTS! PLTN HQ Lieutenant [PLTN TAGS] - @Servok [NO TAGS] Radioman [TL TAGS] - @L00_Cyph3r [NO TAGS] Platoon Sergeant [TL TAGS] - OPEN 3x Medics [MEDIC TAGS] - @LurkerOne/ @TheSalader/ OPEN A Section Corporal [SL TAGS] - OPEN Radioman [TL TAGS] - OPEN 3x Rifleman Lance Corporal [TL TAGS] - OPEN Bren Gunner, Bren Assistant B Section Corporal [SL TAGS] - OPEN Radioman [TL TAGS] - OPEN 3x Rifleman Lance Corporal [TL TAGS] - OPEN Bren Gunner, Bren Assistant C Section Corporal [SL TAGS] - OPEN Radioman [TL TAGS] - OPEN 3x Rifleman Lance Corporal [TL TAGS] - OPEN Bren Gunner, Bren Assistant D Section Corporal [SL TAGS] - OPEN Radioman [TL TAGS] - OPEN 3x Rifleman Lance Corporal [TL TAGS] - OPEN Bren Gunner, Bren Assistant Churchill Infantry Support Tank Commander [CMDR TAGS] - @Jerichron Gunner [GNR TAGS] - @colt92 Driver [DVR TAGS] - OPEN Loader - @Slim Hull Gunner - @Griffin68965 ++RESTRICTIONS++ Only Weapons and equipment from the Iron Front, Faces of War and CSA 38 mods may be used within the mission. Short Range Radios are prohibited. Only Radiomen are permitted to carry Long Range Radios. Night vision equipment is prohibited. BFT and GPS systems will be disabled/prohibited. Looting of enemy primary weapons is restricted. ++EQUIPMENT++ All Uniform & Equipment is already assigned via the template. MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 Custom Mission Server IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset Here - Now with preset functionality NEW Modset which includes Malbryn's 7Y Assets WW2 Chat Fix.
  22. colt92

    D&D 5e - Tyranny of Dragons Session 38

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    With myself as Dungeon Master, we will be playing Rise of Tiamat, the second of the two modules that make up Tyranny of Dragons. The Cast: @OneMadPanda aka "Low Orbit Smite Cannon". @FloofyFloof aka "Closeted? fox-man". @SABER aka "Kobold Kicker II: Electric Boogaloo". @Bayou Rick aka "Sharpshooter is my default attack". @Garfield0003 aka "I cast Toll the De-- Oh." --- Session is Full at 5 Players at this point in time. Later Campaigns may open up new Slots.
  23. BenFromTTG

    [ArmA 3] COD Zombies - Factory

    To be hosted on FK4 after 1st main or 9.15 UK Time COD Zombies - Factory Modset: http://www.mediafire.com/file/4qlhwlzkaj6z0jj/Arma_3_Preset_Zombies.html/file Backstory: After escaping the Bukovina and Livonia outbreaks, your team is sent to investigate reports of infection at Factory in Panthera. On arrival, you are locked in with no hope of escape. A chill runs down your spine... Rules/How To Play The game mode is an homage to the traditional wave based Call Of Duty Zombies mode. There are wall weapons, perks, secrets, music, a mystery box plus some new things not seen last time. There is no points system, so new parts of the map will open up after a certain amount of waves. Your goal is to kill Zombies, survive waves and escape. This is my smoothest and best Zombies mission so far. If you have played my last ones, I highly recommend coming back to see this one. I've spent 20+ hours crafting the mission and a further 10 or so bug fixing the server crash issue. New Features - Perks - Revamped Pack-A-Punch - New weapons - Revamped Mystery Box - Added more sounds - A few nice surprises...
  24. Last week
  25. Monocled Badger

    Comms Training 101

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    Event details This will be an event covering basic Long-Range-Communications-Routine. If you have never touched a LR, this is for you. If you're still uncomfortable on the LR, this is for you. I'm aiming for these to be around two hours long, but depending on how many people there are and how quick we get through all the points, it may take less time. We'll be going over the following points: 1. What is LR used for? 2. 69, 68, 67 and Short-Range Comms 3. How to setup your Long-Range-Radio 4. Phrases and Words 5. Comms etiquette 6. Practical Sessions 7. Additionals (this includes 6-Digit Grid references, SitReps and handling two channels at once) 8. Questions and Additions 9. 2nd Practical (If Time) Helpful guides: TFAR radios: Using radio communication: Basic communications guide:
  26. Monocled Badger

    Basic Training 101

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    Overview This training is aimed at people who are new to the FK. Doesn't matter if you're brand new to Arma or you have 500 hours under your belt but no experience with the mods we use. Topics that will be covered: How to join and make sure you can successfully join our servers What happens in the Main Mission and Off-hours rooms Slotting procedure and what happens in the spawn area ACE Arsenal - how to get yourself equipment you'll need ACE Interactions ACE Medical - Basic rifleman first aid Short Range Radio LAT introduction and overpressure BLUFOR vs OPFOR assets static showcase (if time allows) Rangefinding and working with map (if time allows) I also have two loadouts prepared for you, one for BLUFOR, one for OPFOR. They're meant as basic templates you can fall back to, change uniform and be ready to play. The idea is that you will be able to go straight into a mission after the training and play as a rifleman. This training does not earn you any tags or direct progress towards a Regular rank. But it will teach you how to play with us and therefore indirectly leads to both. How to join Please RSVP here and be at "Basic Training" room on TS at given time. We will be conducting this training on server 2. Time in the calendar should be automatically adjusted to your own timezone, but just to make sure, this training will start at 1500 BST. Expect roughly 2 hours of time taken, the extra 20 minutes are there in case of delays and technical issues. You're expected to have the mods from our modset downloaded via Steam. Also please install the TFAR plugin for your TeamSpeak, if you have any issues with it, come 10 minutes earlier so we can sort it out. Current modset is here: https://www.fkgaming.eu/documentation/joining-arma/ The best way of making sure you have exactly what you need is to click that "PRESET FILE" link, open your Arma 3 launcher, go to MODS section and import the file - it will auto-subscribe mods you need, start downloading them and create Mod Preset for FK. Then even if you're playing elsewhere and have hundreds of other mods you'll load only the correct ones. Makes sure you have the April 2020 Modset IP and password will be given to you before we join the server. Mandatory reading Rules on how to conduct yourself in an FK Arma mission: Recommended reading Recommended bindings and ACE settings - we will cover these during the training as well. This is contained up there ↑ too. TFAR guide - will be covered to some extent, contains list of of radios for each faction. Rifleman's Basic Medical guide - for injury treatment Weapons Guide - What you can take and when.
  27. Monocled Badger

    Badger's Belters: Operation Bagman

    until
    This will take place on FK#2 from 1600 BST - 1800 BST The aim of this is to have a slightly smaller, more serious/immersive mission for those who enjoy it. As a result, the follow constraints are in play. To attend you MUST RVSP and declare your slot. 1) No Respawns - Dead is Dead. 2) No Resupplies - Take only what you need 3) Markers will not be provided by Crossroads, only Grid Refs. This will be slower paced than most people are used to, and this mission in particular has a focus on evasion and subtly, rather than firefights. Event details Player Faction US (BLUFOR) NAVAL Special Warfare Group TWO - SEAL Team 4 - Team 2 1 x 10 Man Squad Friendly Forces None Opposing Forces Contracted PMC Elements Virolathti Government Forces Briefing Operation Bagman After some time with the Documents and Electronics recovered by Team 1 in Operation Balancing Act, Langley has managed to determine that a key supplier of the materials through Black Market means was conducting a sale in Virolathti this month, in a small area known as "Suopelto" (GRID REF 032 133). Team 2 has moved upon the site and seized the HVT dubbed "The Contractor". However while the assault has gone smoothly it seems that the The Contractor had a number of contracts and deals with the host government and our original method of extraction via Blackhawk is untenable. As a result, a secondary extraction method is being used via Naval assets. The USS Greeneville is moving into a position offshore where another team will prep and store Assault RHIBs for Team 2 to exfil and rendezvous with the USS Greeneville and extract from the AO. The Greenevilles team will attempt to stash the RHIBs at a dock slightly outside of "Sorapelto" (GRID REF 029 063), the closest available area to Team 2s position. The team will signal when the extraction area is prepped, or if any alterations need to be made. Additionally to assist with the teams movement and extraction as well as to monitor the situation - a MQ-9 Reaper drone is moving to assist, however it will not be on station for approximately 20 minutes. Whilst the initial assault on the The Contractor yielded no casualties and hostile forces bar the him were destroyed in their entirety, additional contracted PMC elements have communicated with the Host government and both groups are starting to comb the area to recover the HVT. While both elements would not seek to directly endanger The Contractor - they have been told to use all means and force at their disposal. Due to the overwhelming force present, evasion over direct action is preferable. Otherwise the Team risks becoming bogged down, surrounded and captured. Additionally due to the fluid nature of this situation, no map Intel is present. Primary Objectives 1) Exfil from the Target Area on foot 2) Keep the HVT Alive at all costs Slots NAVAL Special Warfare Group TWO - SEAL Team 4 - Team 2 (Note: The 2 drone operators are for the Single drone. Having 2 Operators means bounding movements can be done and Drone Uptime is high without leaving someone far behind) Squad Lead: Medic: First Fireteam Lead: First Fireteam Autorifleman: First Fireteam Drone Operator: First Fireteam Rifleman: Second Fireteam Lead: Second Fireteam Autorifleman: Second Fireteam Drone Operator: Second Fireteam Rifleman: Gear Restrictions: (Square brackets denote mod) UNIFORM : G3 Multicam Black [FK] VEST : MBAV Black (Any Variant) [FK] HELMET : FAST Ballistic (Black/Headset) [RHS Blue] FACEWEAR : Face Shield + Shemagh (BLK) [RHS Blue] // Face Shield + Goggles//Shemagh (BLK) [RHS Blue] BACKPACK : Kitbag (Black) [UK3CB] RIFLE : H&K HK416 D14.5 (CAG) [NIArms] - IOR-Valdada Pitbull 2 - AN/PEQ-15 Black [RHS Blue] - NT4 QDSS (Black) [RHS Blue] - 5.56MM SOST 30Rnd PMAG [NIArms] LMG : M249 PIIP (Short/Para) [RHS Blue] - IOR-Valdada Pitbull 2 - AN/PEQ-15 Black [RHS Blue] - NT4 QDSS (Black) [RHS Blue] PISTOL : SigSauer P226R Combat [NIArms] - V-TAC Sights (P226) [NIArms] - Steiner DBAL-PL (IR) [NIArms] - AAC Evolution 9 [NIArms] - 9mm Subsonic 15rnd P226 Magazine) [NIArms] LAT : NONE OPTICS : Rangefinder NVG : Head-Mounted NV System [BAF] RADIOS : SR - AN/PRC-152 [TFAR] / LR - [ILBE] RT-1523G (ASIP) + Whip Antenna (Black) [Ilbe]
  28. Jerichron

    Zeus Training 101

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    Overview This training is aimed at people who are new to the zeusing with FK. If your interested in starting to Zeus in FK but don't have much knowledge of where to start this training is made for you. Topics that will be covered: Zeus selection on discord. Asset announcement and restrictions. Briefing and answering questions. Zeus Modules and object placement. Environment management. SQFs and code execution. Helpful mods and additions. Mission Testing in editor. The idea is that you will be able to complete this training and head straight into a mission with the ability to request co-Zeus with the knowledge you need to run a basic mission. This training does not earn you any tags. But it will teach you the basic information needed to start zeusing with FK and therefore indirectly leads towards acquiring tags. How to join Please RSVP here and be at "Zeus Training" room on TS at given time. We will be conducting this training on server 4. Time in the calendar should be automatically adjusted to your timezone, but just to make sure, this training will start at 1200 EST. Expect roughly 1:30 hours taken, the extra 20 minutes are there in case of delays and technical issues. IP and password will be given to you before we join the server. Mandatory reading Rules on how to conduct yourself in an FK Arma missions as well as rules and information on zeuses within missions: Recommended additions Quality of life mods which help with mission setup and object placement. ZEC: Adds prebuilt military objects and compositions such as bunkers, bases and outposts. https://steamcommunity.com/sharedfiles/filedetails/?id=642912021&searchtext=ZEC ZECCUP: Adds prebuilt military objects and compositions such as bunkers, bases and outposts. https://steamcommunity.com/sharedfiles/filedetails/?id=750186990&searchtext=ZEC ZEI: Adds quality of life modules for Zeus EX: Garrison Building, Interior Fill and Object Fill. https://steamcommunity.com/sharedfiles/filedetails/?id=1251859358&searchtext=zei Additional Zeus Things: adds advanced AI and object control modules including Hunter AI, Quickly apply loadouts and Allow crew to stay in immobile vehicles. https://steamcommunity.com/sharedfiles/filedetails/?id=1355571744
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