Arma 3
M1128 Stryker MGS
174 Comments
[EC] HAWK 7 Apr @ 4:16am 
Sorry if I am wrong with that but I check it again today in mikeros tool on binarised model and on unbined MLOD model so maybe those tools make grow up polys some way compare to orginal MLOD (even after squarize them in shadow lod0 is visibile 236kpolys count and in view LOD0 149k polys) but mainly I observe FPS drop in close range lods with turned shadows to max quality on older PC so thats why I check it and ask for that - when I unbin my models this poly count in view and shadow is similar to orgin MLOD count so maybe your models are binarised some different way if you have in MLOD 5 times less count then unbined version (I use BI standard tool for binarisation so maybe here is some difference?).
lemfy  [author] 20 Feb @ 6:55am 
hi, i don't know where you got this data from, but it's far from real
shadows lod now about 5-6 times smaller than lod0
[EC] HAWK 18 Feb @ 12:16pm 
I was look on model parameters in builder and have question why LOD 0 have about 14900polys and shadow LOD what should less detailed then visual LOD and this one have 236000polys is any planed some optimalistion in this model? or just triangulate in bledner on LOD 0 and thate all?
lemfy  [author] 22 Jan @ 6:20am 
Honestly, I've never played with ai in arma and I don't really understand the essence of the problem and how to solve it...
living115 15 Jan @ 7:24pm 
I did more looking into it this mod , the French armor mod , and the leopard 1a5 doesn’t work at least for me when you spawn in these vehicles empty then after put ai crew in them and try to use waypoints or whatever not with vanilla nato or other mods like cup or rhs these vehicles will only work with the ai when you spawn these vehicles in with a crew which are vanilla nato please look into this and try to fix it please because they are good mods.
living115 14 Jan @ 10:55pm 
I found a bug or something with this mod and the leopard 1a5 mod both these mods when I have ai in these vehicles and give them waypoints they won’t move the vehicles at all and the only time they move is when they take fire even then sometimes they don’t move only shoot plz try and fix this thanks.
Logo110 16 Dec, 2024 @ 6:11am 
50.cal for commander is planned?
lemfy  [author] 16 Nov, 2024 @ 1:07pm 
not in the plans
[LwJg46] Erebos 16 Nov, 2024 @ 10:10am 
or is it not possible
[LwJg46] Erebos 16 Nov, 2024 @ 10:09am 
my question was, if you are interested in doing one
lemfy  [author] 15 Nov, 2024 @ 4:22pm 
hasnt interior
[LwJg46] Erebos 11 Nov, 2024 @ 8:15am 
Hi Since the USS Army has given the interior of the MGS free, how is it looking with an interior for this mod ?
lemfy  [author] 18 Oct, 2024 @ 2:30am 
There won't be any major updates in the near future, unless something breaks. Maybe I'll get around to it when I have more free time.
K_R_Ender 17 Oct, 2024 @ 10:02am 
Sincerely suggest adding a machine gun to the right hatch of the turret for crew members, like the one in the CUP mod or the Wolf Pack in WarThunder, as well as camouflage cloth around the body and grille armor (all as an optional addition) Even without these, this is the best m1128 mod. Hope for improvement!:steamthumbsup:
Razvedin 13 Oct, 2024 @ 11:15am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2513565001

I found out which addon was causing the conflict. with this one
With that one and + JSRS then I got a problem When fire 105 mm gun No sounds
lemfy  [author] 13 Oct, 2024 @ 4:42am 
I haven't tested it much in third person so I can't say for sure
Razvedin 10 Oct, 2024 @ 4:53pm 
Why I can't listen that fire sound when 3rd person view?
Is there any problem with any sound mods?
lard force actual 23 Sep, 2024 @ 5:05pm 
Thank you for make all the vehicles have the AAF camo pattern
lysy z brazers SKINS 16 Sep, 2024 @ 10:25am 
KUTAS
lemfy  [author] 9 Sep, 2024 @ 5:10pm 
[ACPL] Jon not in the planes, sorry
[ACPL] Jon 9 Sep, 2024 @ 6:57am 
@Lemfy - any chance for a SLAT version, pretty please?

@kiba3x no it isn't
lemfy  [author] 7 Sep, 2024 @ 6:05am 
Ssempa vanilla system is currently implemented. It is as simple as possible and is suitable for most people. If someone needs more complex system, it can be done with submod
kiba3x 6 Sep, 2024 @ 5:12pm 
Its already in the vanilla game! :steamfacepalm:
Ssempa 6 Sep, 2024 @ 2:01am 
Any plans to make the round loading behavior more realistic? Correct me if I'm wrong but I don't think it's able to remove a loaded round and load another type in real life.
lemfy  [author] 2 Sep, 2024 @ 3:42pm 
Foorgone nope
Foorgone 31 Aug, 2024 @ 3:55am 
Do you have any plans for PL 01?
lemfy  [author] 29 Aug, 2024 @ 10:47am 
I have reticles for all my models, someday I will gather my strength and make sights out of them
Uno Henrique 29 Aug, 2024 @ 10:18am 
You planning on doing custom reticles for your vehicles based on their real conteurparts? Also keep up the good work, seing a well modelled stiker MGS in A3 is a blessing
lemfy  [author] 28 Aug, 2024 @ 6:24am 
this is probably optimization
Max200012 27 Aug, 2024 @ 11:13am 
front wheels aren't kicking up any dust, it only starts at the second row of wheels
lemfy  [author] 25 Aug, 2024 @ 4:48am 
I was interested in implementation of hesh in arma.
Now shells inherited from vanilla, and if something unique is needed, I need an example of how to do it.
Тumber of ammo can always be changed through init on eden, all commands for this were provided by bohemia
Atuin 25 Aug, 2024 @ 4:24am 
You have a whole lot of documentation under the video description to take the research further.

Thanks for your implication and the attention tou give us !
Atuin 25 Aug, 2024 @ 4:24am 
The typical load i gave you is sourced from this video, time code 12:30

https://youtu.be/tuEJGyHrSlM?si=kfli83DOhRba2r4L


I've checked the us army manual but could not find any detail on the load past the fact it can carry 18 round (8 Fire ready and 10 in storage) and those round are the one listed in my first message.

https://armypubs.army.mil/epubs/DR_pubs/DR_a/pdf/web/ARN3238_ATP%203-21x91%20FINAL%20WEB.pdf

You also have this guy saying without source or reputation to confirm it. That the load is higly versatile depending on mission caracteristics. Wich make sense

https://www.quora.com/What-is-a-typical-ammo-load-for-a-M1128-Stryker-MGS-Mostly-HEAT-with-some-HEP-and-a-few-Canister-and-M900-shots

It is logical but given the mission of the MGS, APFSDS is not it's main armement
Depending in situation it should be HEP-T or HEAT-T dominant load. Canisters and sabot being there for special events.
lemfy  [author] 24 Aug, 2024 @ 4:42pm 
If you tell me where I can see an example of normal implementation hash shell, I will try to do it
HE flies slower and accordingly should have larger deviation
Atuin 24 Aug, 2024 @ 10:46am 
One more thing, the HE shell is quite innacurate compared to the HEAT and APFSDS, is it on purpose ?
Atuin 24 Aug, 2024 @ 10:42am 
Amazing mod thanks a lot.
I've read that you've planned to had the dragoon variant of the stryker, that's even better !
Alsaw is it planned to make the ammo load realistic ? The stryker MGS use HEP (HESH rounds) as it's main ammunition. It also can shoot canisters

I've seen that the common load of the stryker for combat is
4 HEAT-T
2 APFSDS-T
2 Canister
10 HEP-T
I'd love to be able to fill it with this ammunition load.
Thanks again !
Nomad 24 Aug, 2024 @ 4:27am 
It's ok 👍 thanks
lemfy  [author] 24 Aug, 2024 @ 3:57am 
Nomad i'll fix ammo wihe next update, but don't want make separate version with machinegun
Stefanzo i have plans and model, but don’t know when I’ll make it :steamhappy:
Stefanzo 23 Aug, 2024 @ 11:19pm 
Are you thinking of making a Dragoon Variant as well?
Nomad 23 Aug, 2024 @ 5:23pm 
if I'm not mistaken, it can carry 18 rounds of 105mm , and can you make a version with the commander turret please :steamthumbsup:
lemfy  [author] 23 Aug, 2024 @ 4:00pm 
I don't like machine guns on the roof, they are useless
If you have info about the actual size of ammo, I can adjust it.
Nomad 23 Aug, 2024 @ 1:09pm 
and also why the ammo load is so high compared to the real one
Nomad 23 Aug, 2024 @ 1:06pm 
i have a question why there is not a 12.7 machinegun in commander place ?
lemfy  [author] 22 Aug, 2024 @ 2:15am 
Ssempa I don't quite understand how rhs implemented this. I'll add if figure how to do it.

Now the armor implemented in such way that crews will die only together with vehicle. It wasn't planned, but I don't know how avoid it without causing even more problems.
Ssempa 21 Aug, 2024 @ 4:34am 
Also noticed a bit of an odd behavior in regards to how it takes damage.

When it gets hit by a APFSDS round, all the crew inside is almost always killed instantly, while the vehicle ammo almost never cooks off.

On the other hand, when it gets hit by a shaped charge (anything from RPGs, tank HEAT rounds, ATGMs, etc.), the ammo almost always cooks off instantly, but the crew is never injured/killed from the penetration, but only gets set on fire.

I don't think it's supposed to be like this?
Ssempa 21 Aug, 2024 @ 1:20am 
Thanks for making the mod. Would you be able to add custom ammo selection in the editor under the attributes menu like with RHS vehicles?
lemfy  [author] 20 Aug, 2024 @ 6:12am 
steam ofc
I'm not interested old vehicles
T-888 19 Aug, 2024 @ 6:54pm 
don't you want to create a model ? - Jagdpanther

where will the car be available page ?..
lemfy  [author] 19 Aug, 2024 @ 4:57pm 
for some days 3 French vehicles will be released
T-888 19 Aug, 2024 @ 4:40pm 
@lemfy - I tested that model at a tank range - the model is worse than your striker !!!...

in your plans or are you already making some model of equipment for Arma-3 ?...