Arma 3
JCA - Infantry Arsenal
275 Comments
Grave  [author] 11 Jul @ 6:22am 
@TalentX you would need to get a mod for that
TalentX 11 Jul @ 6:18am 
How do you access those guns when in single player?
Grave  [author] 8 Jul @ 6:05pm 
@Tony Gonzales Is A Little Bitch A genuine question i have is why your first assumption was that we ever designed it to work with RHS at all let alone take away the functionality at some stage.

It uses the vanilla magwell for 40mm grenades, if RHS adds their grenades to that. It will be able to use them. No updates have been made on our end to the magazine functionality of the 40mm magazinewell class.
Does the m203 not use rhs gl 40 mm ammo anymore?
Grave  [author] 29 Jun @ 12:14pm 
@Stolt its unlikleyt you will see these, we have a backlog of weapons and we prioritise the weapons we actually use in JointCom. we looked into QBZs and AKs but never found anything worth adding. as for European weapons you wont get bullpups or old stuff like the G3 from us. We were mostly remaking guns and weapons we used to use and are now working on new ones
Stolt 29 Jun @ 7:57am 
Hey man, I know you do this in your free time and I'm not sure if someone's already suggested this but - it would be great to see a Russian/Chinese weapon counterpart to the JCA weapons! (E.g. railed AK-74M's/AK-105s/2020 QBZ's variants). As well as some European weapons too like the Aug and the G3! No pressure though
Grave  [author] 29 Jun @ 5:13am 
@little andy all jca weapons will be added eventually, but first some time is given to fix reported bugs and tweak. Functions
little andy 28 Jun @ 5:26pm 
will the new JCA - M72A7 be added to this?
Grave  [author] 28 Jun @ 1:02am 
@EdisonFall it's a cba keybimd
EdisonFall 27 Jun @ 11:36pm 
how do you change optics with the magnifier?
Grave  [author] 26 Jun @ 7:21am 
@YRUSoPractised No, JCA is the JointCom Arsenal, we do not use 6.5mm and that would be far to much clutter
YRUSoPractised 26 Jun @ 6:53am 
I wonder if there is any possibility for you guys to make 6.5 mag versions for 556 weapons. I mean the same weapons, but take 6.5 mags and shoot 6.5 ammo.
Grave  [author] 21 Jun @ 12:18pm 
@Utk we've been debating it, but we're quite busy
Utk 21 Jun @ 12:00pm 
Create something that has the same or better features as the Nightstalker.
Grave  [author] 14 Jun @ 8:06am 
@FOX you wont see an M27 IAR in JCA, thats an american specific weapon that we've never used previously either, JCA is mostly focused on european weapons for the most part now and we're not really doing more AR15 style rifles for this project
FOX 14 Jun @ 7:36am 
i really hope see one day m27 IAR rifle, JCA really good work for all
KJW 8 Jun @ 5:04pm 
lol yeah that was it, sorry for wasting your time Graves - not used to actually playing the game so I forget that's a thing
KJW 8 Jun @ 5:01pm 
gimme a second
KJW 8 Jun @ 5:00pm 
oh i bet i was testing them with ace electronic hearing protection on
Grave  [author] 8 Jun @ 11:22am 
the Mk.11 and SR10 are loud as hell, using the old WS FAL sound from before the update, unsure what you are referring to, are you running any mods that could effect sound?
KJW 8 Jun @ 10:28am 
Mk11 & SR10 have really quiet unsuppressed sounds but suppressed sounds are normal volume. Seems like you might've stuck a decimal somewhere wrong or something? Feels weird to me. Thanks for the good shit regardless :)
Grave  [author] 7 Jun @ 5:59am 
@KIPOD Katan, well for one RHS and vanilla do not share the same damage model system, secondly if you are using RHS i would assume you also use something such as ACE, which without a compatibility patch does not function correctly with JCA. when reporting things like this do not compare it to other mods, as it makes no sense to balance our mods around another which has no relevance to us
KIPOD Katan 7 Jun @ 1:01am 
Grave - When the 7.62mm will not knock down the Arma3 Large Steel Plate target, I think there maybe a problem. Also when it goes through armored vehicles. May be not yours but it is game problem and RHS seems to have good values.
Grave  [author] 6 Jun @ 7:05am 
@KIPOD Katan the 7.62mm uses vanilla ammo. the 9MM uses higher damage jointcom rounds doing almost as much as rifle calibre weapons in terms of raw damage but less penetration. JCA was balanced around vanilla, not other mods. It also was not designed for Mil-sim other than what arma 3 provides.
KIPOD Katan 6 Jun @ 5:03am 
Lovely looking mod but as far as I can tell 7.62mm is vastly over powered. 9mm is under powered. So much so that they are not Mil-Sim friendly. The SR-25 will shoot through a TIGR when I tested it.
Grave  [author] 28 May @ 7:38am 
@[TNK] Kosvan~Majeck in JointCom we dont utilize LMGs at all, so no none in the works right now. we *have* been looking for a Minimi Mk3 model to do, since we could reuse the animations from vanilla but have had no luck finding a good model for it. If we ever do we will consider it even though we dont use that type of weapon.

JCA is private unit guns made public, since we figured people would like them and we usually only do weapons we use, or used in the past, the M16A4, M9A1 and Mk23 are examples of ones we dont use now but still remade. so if there is any good models you know of, drop by the discord and suggest them.
[TNK] Kosvan~Majeck 28 May @ 6:57am 
Awesome mod man, I'm just curious is there a WIP machinegun (like M249/Mk46/Mk48 etc) ?

That's the only missing type of weapon for equip a full squad :steamthumbsup:
Grave  [author] 16 May @ 2:55pm 
@D.Star simple solution don't use thermal or nvgs with them.
we did it because we had no good night vision scopes and JointCom as a unit, we just don't like thermals.
D.Star 16 May @ 1:25pm 
I'm just curious. Why make CRBS , MRPS , HPPO are able to aim with NVG/Thermal? This make these three Medium/Long range scope very OP than Nightstalker in my opinion.
Grave  [author] 12 May @ 12:47am 
@Polski_Sebek1yeah fal.just was on phone
Grave  [author] 12 May @ 12:47am 
@ruca no clue what the issue could be since it's orbat. I am not failure with it so don't know how jca would react, be sure class names are. Correct as jca does replace the vanilla 5.56 mag with a new one but keeps the classname
Ruca 11 May @ 7:20pm 
i get an error with the 30 round magazines, i created a faction mod using alive orbat creator, but when i go to spawn the unit, they spawn without a magazine in their weapon. witch idk why: no entry bin/cfgmagazines.jca30rnd_556x45_stanag_green
Polski_Sebek1 11 May @ 5:37pm 
@Grave Oh thats so cool and nice, although i didnt know WS FAL sound was updated, i just happend to toy with them in arsenal and i was like "heeeyy wait a minute" XD. Also fap ? Did you mean fal or is there some gun actually called fap ?
Grave  [author] 11 May @ 4:01pm 
@Polski_Sebek1 good ear, it uses the old sound from before ws updated it's fap sound. I did work with lexx on some of the cdlc and when he heard I liked the old one for the guns he allowed it's use
Polski_Sebek1 11 May @ 3:56pm 
Great mod, feels like it should be the part of vanilla A3.
Also on a side note im wondering, Mk11 Uses the same sound as WS FAL or is it me being silly?
Grave  [author] 10 May @ 2:43pm 
@nkenny its not modernized, as its description says on the stand alone build its outdated and remains unused by actual JointCom now
nkenny 10 May @ 2:37pm 
Love the new release. Simple and effective modset. My only complaints are that the Mk23 in a modernised guise should possibly have come with an optics slot and an optional bipod. :D
Grave  [author] 9 May @ 1:55pm 
@Du_lokoo I hgave been using the dual mounts for a while now after your report, including about ten minutes ago and havent found this issue at all. if you want to continue reports please join the discord for faster communication
Du_lokoo 9 May @ 1:42pm 
@Grave so I usually use the black color, and yes I was only using it in the jca mod, because the dual mount from what I saw doesn't give the option for other weapons, just flashlight or laser separated, I was using it in Invade & Annex, but it always worked well, only after the update I mentioned that this started happening, I noticed that after some time alternating between the flashlight light and the laser beam this happens too, but other than that the mod is excellent, it is the most used mod on my server.
Grave  [author] 9 May @ 12:47am 
@YeagerX As a side note, if you dont use FASTER i would recommend it
Grave  [author] 9 May @ 12:13am 
@YeagerX generally jca updates come out when required, I don't often update unless there is a good reason. The last 3 updates consisted of adding the Mk153 which was heavily requested to finally be added. Then a bug fix for server issues for the hand flares which were in it, with a small update for the Mk153 added in due to having to update anyway, and now the Mk23 pistol sidearm. Jca ia can go months without an update, or have a small burst of them. But when it does update I can say it's usually important.
YeagerX 8 May @ 4:49pm 
Just leaving this here for general feedback. This is an excellent, well made mod. My group will have to remove this mod due to the constant updating though. I'm sure mod author has their reasons for this. I'm just sharing one perspective, from one unit. We've had to update our server a lot more than we'd like, mainly because of updates to this mod. Wishing this mod well, may even use it again in the future.
Rifleman Ryan 8 May @ 11:53am 
Top quality mod pack 10/10
OksmanTV 7 May @ 2:40am 
Solid mindset! Very nice! Thank you a lot for this amazing pack!
Grave  [author] 7 May @ 1:19am 
@OksmanTV when I am sure there is no major errors with it, saves me updating twice if I have to fix something
OksmanTV 7 May @ 12:57am 
Will this mod be getting the new pistol that dropped?
Grave  [author] 7 May @ 12:13am 
@du_lokoo can't do. Much without more info, such as colour, what mode it disappears on, etc. If you say it's random be sure you are not using any kids that mess with it. I am guessing you are using it on a non jca weapon and the mod has not been updated to. Allow the new mode variant yet.
Du_lokoo 6 May @ 10:21pm 
Hi, I have noticed that the dual mount has been disappearing from the weapon at random times when the flashlight and laser are switched, it has been happening since the update that you added the Magnifer sight, before that I had not noticed any similar problem, and it is very good that you have changed the power of the flashlight light, this helped a lot, please add the earplugs to this package as well, your mods are very good
Grave  [author] 3 May @ 10:05am 
@HumΛ there is not, JointCom has never used the SD variant and its *very* out of date for modern settings
HumΛ 3 May @ 10:01am 
Since you already have the MP5A5, is there any intention to add the SD models to the collection?

Outstanding work!