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Amentes

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  1. Thanks
    Amentes got a reaction from Minipily in Today's hack.   
    Sadly not, it's unfortunately not an uncommon occurrence.
     
    It's usually either the nuke countdown with cam-shake effect followed by everyone getting dead, or this news banner-style deal saying "I hackzor'd you, look @ my coolness," often with info on where to buy the software used.
     
    These guys aren't hackers, fortunately. They're just using other peoples work.
  2. Like
    Amentes got a reaction from GamerbugUK in Subnautica   
    Yeah, Subnautica should definitely be experienced without any outside help for the first playthrough at least.
     
    The experience of exploring the world is a major factor in what makes the game superb. Any assistance detracts from that. 
  3. Like
    Amentes reacted to Stanhope in problem with admin   
    When you initially made your ban appeal.  Under either the question "Why do you think you were banned?" or the question "Why (in your personal opinion) should your ban be lifted?".

    Again if you didn't know why you were banned you could have messaged any admin personally via the forum or jumped on teamspeak to ask any of us.
     
    There is only one way to determine this.  Nobody is stopping you from actually making a new ban appeal, you've only received advice from an admin.  
  4. Like
    Amentes reacted to Stanhope in problem with admin   
    Hi Nibs,

    As I mentioned in the message I send to you when you reported solex's post you can file a report against him here if you think that what he did was wrong.  
     
    To address some of the points you make:
    A ban appeal is the place where you share your opinion of what happend/your side of the story.  The community referee, solex, then looks at the evidence/other side of the story we have.   If you want to file another ban appeal you can, nobody is stopping you.  Solex just advised you to wait until a certain time in the future. Your profile picture is your responsibility.   The reason that your ban appeal was denied wasn't solely that you called an admin autistic.  It's because you failed to explain your side of the story (the story of why you were banned, not about your nickname) and apologize when you had the opportunity (your ban appeal).   If you initially weren't sure why you were banned you could have either stated that in your ban appeal or asked an admin either via PM or on TS. Sending personal messages to staff and using the report function of the forum explaining your side of the story will not get you unbanned.  That's what we have ban appeals for.  You can fully explain your side of the story there. Keep in mind that the only way to get unbanned is to file a ban appeal.  Sending private messages to staff and using the report function of the forum will not get you unbanned. If you have any more questions regarding anything feel free to ask them.
    Stan
  5. Like
    Amentes reacted to Noah_Hero in [Guide] Boats and Submersibles   
    If you ever wondered what all the buttons of the Mk. V SOC do, what the speeds, seats, accelerations, etc, of the Mk. V SOC, Speedboat HMG/Minigun, Rhib, Assault-/Rescue-Boat and SDV are, why you should use the SDVs lights at night even though you´ve got NV (believe me, you want to do it!) or if you just want to know wich boat to use or just simply like pictures of boats, then this is the topic you were looking for!
    (Also I "highlited" the most important things by making them bold. So if you don´t want to read through everything then these are the few things you should read at least)
     
    Do also note that there is a section called "Additional" on the bottom that contains informations about emergencys at sea, how they are classified and what signals are to use, some basic stuff and what maritime zones exist.
     
     
    Mk. V SOC (Mark five Special-Operations-Craft)

     
    Notes: Obviously a large boat than can transport more than enough people (3x full AWE squads while still having a free seat to be precise), while beeing extremely fast and beeing able to reach nearly every point on the water since it has nearly no draft (< 1 m). Do also note that the draft decreses to pretty much nothing when you go faster than 40km/h due to Arma being not very advanced when it comes to boats. Also it is equipped with a lot of firepower to get rid of other boats or enemies on the coast and can load Assault Boats and SDVs. Additional to that it offers a lot of benefits at night as I explain in "Lights" and "Crew". Also you can place down and use mortars on the deck! My personal favorite! Speed: 78 km/h Speed (boosted): 115 km/h acceleration (0 km/h - 115 km/h): 26 s - 27 s stopping (straight): 100 m - 120 m, about 8 s stopping (curved): 90 m - 100 m, about 5 s, 135° turn Curve-speed: 40 km/h Curve-radius: approx. 90 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx. 60 m Gliding (Engine off, 115 km/h - 25 km/h): approx. 1 km Gliding (Engine off, 115 km/h - 0 km/h): approx. 2 km Reverse-speed: 30 km/h Reverse-acceleration (0 km/h - 30 km/h): about 3 s Lights: Collision-lights: Starboard(Stb) green, Portside(Port) red, Stern white  (but according to law the "NAV" light also has to be activated. So no this still isn´t all you need to not get the police angry.) Other: All other lights are controlled by the "control panel": "ILLUM": It activates "NAV", "NIGHT", "HORIZ" and "SPOT", when these are on "ON". For safety-reasons it does not affect "DIVE", "DISPLAYS", "ENG SYS", "INSTR" and the "Collision Lights". "NAV": Activates a white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. Also it is part of the needed lights on an engine-powered boat) "NIGHT": Activates red lights inside the cockpit and on deck. Is good for driving in firendly waters/when out of danger. (Red light is used instead of white light because it is easier for the eyes to accomodate when switching between looking in the dark and looking in the red light than it would be if the light would be white.)
     
    "HORIZ": Activates a white light on Deck. Can be very usefull for loading.
     
    "SPOT": Activates a white spotting-light that can be moved around by the technican (right click -> move mouse). It can turn up to 145° to each side.
    "DIVE": Activates (yellow) dive-beacons wich should be used when divers are in use below or around the boat to keep them safe from other boats.
     
    "INSTR": Lights/activates the compass.
    "ENG SYS": Activates a few lights like the rudder-angle. But since this isn´t really needed, except for when you are driving with Joystick or wheel, it is pretty much pure cometic aswell.
    "DISP": Activates a NV-display in front of the driver wich will be your best friend when driving at night since it hasn´t got any of the ACE-NV-effects and is way higher than the driver. This means that while driving at night you should nearly only be looking on this one because you`ll otherwise have a really hard time seeing anything without lights. Also it activates a TI-display in front of the commander wich shows the same view he would have with his camera. This can also be pretty nice for driving at night when the commander turns his camera towards the driving direction.
    Maximum people on board: 41 - 43
    Crew: 7
    Cockpit-crew: 3
    Driver: Does the driving, the loading and controls the lights. Got a NV display in front of him that shows him the bow and what´s in front and a compass. Other than that he also has got RPM (left of the NV-display), the rudder-position (displayed by the joystick aswell as by the displays directly behind it), wether you are accelerating or braking (displayed by the joystick aswell as the displays directly behind it) and how fast you are (displayed by the numbers on the joystick where each increment indicates a difference of about 10 km/h. So 115 km/h is about at 12.)
     
    Commander: In command of the boat. Can use a camera with NV and Vis modes. This one also should have a laser wich seems not to be working. Got a TI display that is connected to the camera in front of him and a compass aswell.
    Technican: Can use the spotting-light and can read all the instruments except for the compass aswell.
    Deck-crew: 4 (wouldn´t be able to stand on deck while driving at high speeds IRL)
    (Stb) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Port) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Stb) Mk19 (40 mm): 2x96 rnd, no ranging
    (Port) M134 (Minigun): 2x2000 rnd, no ranging
    Passanger: 26, all can´t use weapons. (to be realistic maximum 14x because everyone who isn´t in a shock-proof-seat would just be crushed...these boats can generate up to 20G! So good luck standing on deck then...)
    Cockpit: 14x
    Sides: 4x
    Bow: 2x
    Deck: 4x
    Stern/Ramp: 2x
    loadable: 8x - 10x (as above this wouldn´t be possible at high speeds without beeing crushed by wave-impacts)
    2x SDV: 2x4 = 8, all can´t use their weapons.
    1x SDV + 1x Assault Boat: 1x4 + 1x5 = 9, Assault Boat-passangers can use their weapons.
    2x Assault Boat: 2x5 = 10, all can use their weapons.
    Cargo/loading:
    Cargo: 4 Ace-cargo-spaces
    loading: The MK. V SOC offers the option to load SDVs or Assault Boats on its deck and ramp. This can be done by the driver by opening the  "vehicle loading menu", clicking on the Boat/SDV you want to load, then clicking on the place you want to load it on (if you want to load multiple SDVs or Assault Boats always load on the deck first!) and then clicking on "Load Boat".
    unloading: To unload SDVs or Assault Boats open the "vehicle loading menu", click on "Switch to unload mode", click on the boat you want to unload (if you loaded multiple SDVs or Assault Boats you will have to unload the one on the ramp first!) and then click "Unload Boat". Don´t do this in very shallow waters since it could lead to exploding everything. Also I would recommend to unload while driving (around 20 km/h) to prevent SDVs or Assault Boats from getting stuck on the ramp. Another problem might be unloading SDVs from the deck since it seems that it was never intended to load one on there (but unloading them from the ramp works fine).
    Mortars: As crazy as it sounds (and is) it is possible to place down and use mortars on the deck! But there are a few things to consider: setting it up: Place down mortars only when the boat is standing still because otherwise either the boat kills you, you fall off or the mortar isn´t placed where you wanted it to be! using it: It is possible to stay on the mortar while the boat is moving but I wouldn`t recommend this since it is very unsafe. Also you can just place down the mortar, leave it, drive around and then re-enter and use it but this also can be unsafe and lead to the mortar going overboard. Also it is worth noting that for re-entering the mortar or picking it up again you have to lay down and look a bit over the mortar to get the scrollwheel-action, as shown in the picture below: Reloading: Do note that you can only reload them when the water-depth is less than 3 m. This obviously limits its use to shallow waters but for example on Tembelan you can find a ton of possible locations that aren`t very close to the shore while fullfilling that criteria. Another option would of course be to just place down for example 10 loaded(!) mortars on the deck and then drive off and use them wherever you want. Mortar-recommendation: Due to these circumstances I would also recommend doing this with the BAF M16 Mortar and to pack a few spare-ones in case one goes overboard.  
     
    Speedboat Minigun/HMG
     
    Notes: Good speed with weapons and the potential to transport a lot of people! Still this one is outclassed on everything by the MK. V SOC except for one thing that makes this one valuable: The MK. V SOC is too big for pretty much any bridge. This means that on Tembelan for example there is a 700 m river-area that just can´t be reached with it and an additional river-area of about 1.5 km that can be reached by the MK. V SOC but only by going around the entire map. But except for these very rare spots and if you are just very short on players there is no real reason not to pick the MK. V SOC above this one if you can get it. Also I would always use these at night over other boats when the MK. V SOC is unavailable (I`ll explain in "Crew" why). Speed: 64 km/h Speed (boosted): 75 km/h acceleration (0 km/h - 75 km/h): about 8 s stopping (straight): 40 m - 50 m, about 8 s stopping (curved): 25 m - 35 m, 135° turn, about 7 s Curve-speed: 40 km/h Curve-radius: approx. 20 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx 20 m Gliding (Engine off, 75 km/h - 25 km/h): 50 m Gliding (Engine off, 75 km/h - 0 km/h): about 200 m Reverse-speed: 25 km/h Reverse-acceleration (0 km/h - 25 km/h): about 10 s Lights: Front light: A white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. And as before this has to be activated together with the collision lights. (But still does not fulfill the ruled criteria as the angle is too small) Collision lights: Activates Starboard(Stb) green, Portside(Port) red (but even with the front-light active it is still illegal to drive because it is missing the white 135° light to the back)
    Maximum people on board: 11
    Crew: 3
    Driver: Drives the boat. Has got an NV-display infront of him without the ACE-NV-effects wich makes this one the top tier at night if the MK. V SOC isn´t available since this display will be your best friend when driving this boat at night! Also has got a display for speed, RPM and fuel and 2x 360° smoke-screen.
    Commander: Has got a MK19 (40 mm HE) 200 rnd cannon that offers auto-zeroing or manual zeroing from 100 m - 1200 m, Vis-, NV- and TI- mode and zoom. Also he has got a Vis- and a TI-display in front of him.
     
    Rear gun: Either M134 (7.62 mm Minigun) with 2000 rnd or XMG 12 (12.7 mm) with 3x200 rnd, Vis- NV- and various TI-modes as well as zoom. (I would prefer the M134 version for its supression-power since it is mostly impossible to lay down accurate fire from a boat if it is moving or waves are present wich renders the HMG often useless.)
    Passangers: 8x, all can´t use their weapons.
    Cargo: 8 Ace-cargo-spaces
     
     
    Rhib (Rigid-hulled inflatable boat)


     
    Notes: A black (Indipendent/Syndicate) or ugly blue/white (Civillian) Rhib with very good speed. The only way to use these ones is again if you want to go in the before mentioned areas but faster than with the Speedboat, if you don´t expect contacts on the way and if you don´t mind not having a NV-display at night or if you are extremely short on players. Speed: 77 km/h Speed (boosted): 90 km/h acceleration (0 km/h - 90 km/h): about 27 s stopping (straight): 70 m - 80 m, about 8 s stopping (curved): 40 m - 50 m, 180° turn, about 5 s Curve-speed: 30 km/h Curve-radius: approx. 25 m Curve-speed (boosted): 33 km/h Curve-radius (boosted): approx 25 m Gliding (Engine off, 90 km/h - 25 km/h): about 480 m Gliding (Engine off, 90 km/h - 0 km/h): about 1 km Reverse-speed: 22 km/h Reverse-acceleration (0 km/h - 22 km/h): about 3 s Lights: none (wich is completely illegal). So better have a Torch or Handflare on you in case a MK. V SOC comes across at night...and someone you can put the blame on in case the police comes across. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 8 Crew: 1 Driver: Drives the boat. Has a compass in front of him and instuments for speed, RPM and fuel  
    Passangers: 7, all can use their weapons. Cargo: 4 Ace-cargo-spaces  
     
    Assault Boat / Rescue Boat

     
    Notes: A small black Assault Boat for stealthy landings on beaches or a orange Rescue boat for saving lives. Because of the maximum reachable distance and the low speed nearly the only way to really use these is together with an MK. V SOC as "mothership" that dispatches them to land on a beach without a lot of noise, to pick up people in the need of help without endangering them with the huge hull of the Mk. V SOC or to have more boats for search and rescue (more on the topic of emergencies at sea can be found further down below). Speed: 25 km/h Speed (boosted): 29 km/h acceleration (0 km/h - 29 km/h): about 3 s stopping (straight): 5 m - 10 m, about 2 s stopping (curved): 5 m - 10 m, about 2 s, 20° turn Curve-speed: 25 km/h Curve-radius: approx. 30 m Curve-speed (boosted): 29 km/h Curve-radius (boosted): approx 30 m Gliding (Engine off, 29 km/h - 0 km/h): about 60 m Reverse-speed: 20 km/h Reverse-acceleration (0 km/h - 20 km/h): about 3 s Lights: none (wich is completely illegal as well because yes this boat is below 7 m BUT it is faster than 7 kn) So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 5 Crew: 1 Driver: Drives the boat and has got no instruments whatsoever.  
    Passangers: 4, all can use their weapons. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
    Motorboat / Motorboat (Police) / Motorboat (Rescue)
     
    Notes: A blue/white police-boat for law enforcement, a very orange rescue-boat to save lifes or an ugly civillian one for whatever you want to do with it. If you want to be faster than with an assault-boat/rescue-boat but not as fast as you would be with a Rhib...for whatever reason. But I guess it does the job aswell. Speed: 50 km/h Speed (boosted): 69 km/h acceleration (0 km/h - 29 km/h): about 8 s stopping (straight): 50 m, about 8 s stopping (curved): 40 m - 50 m, about 8 s, 110° turn Curve-speed: 35 km/h Curve-radius: approx. 15 m Curve-speed (boosted): 38 km/h Curve-radius (boosted): approx 15 m Gliding (Engine off, 69 km/h - 0 km/h): about 130 m Reverse-speed: 23 km/h Reverse-acceleration (0 km/h - 23 km/h): about 11 s Lights: The police-boat has got beacons but the other ones haven´t got any lights...wich is quiet funny becaus they also need to have the needed 4 lights: white 135° light to the back, red 112.5° on Port, green 112.5° on Stb and white 225° to the front. So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use.  
    Maximum people on Board: 3 Crew: 1 Driver: Drives the boat, has got instruments for velocity, RPM and fuel in front of him.  
    Passangers: 2, all can`t use their weapons. (For rescue and Law-enforcement-purposes I would always let one seet free for potential people in the need of help or people to arrest) Cargo: 4 Ace-cargo-spaces and can be "pushed" in case it was beached!  
     
    SDV (Seal Delivery Vehicle)

     
    Notes: The Seal Delivery Vehicle. More Stealth is not possbile. Definitly a great thing but most likely only usable with an MK. V SOC because of the very short maximum distance and the extremely low speed. But even with its weaknesses that thing is just great! Speed (surfaced): 23 km/h Speed (underwater): 18 km/h acceleration (surfaced, 0 km/h - 23 km/h): about 5 s acceleration (underwater, 0 km/h - 18 km/h): about 3 s stopping (surfaced, straight): 10 m - 15 m, about 2 s stopping (underwater, straight): 5 m - 10 m, about 1 s stopping (surfaced, curved): 10 m - 15 m, about 2 s, 45° turn stopping (underwater, curved): 5 m - 10 m, about 1 s, 45° turn Speed (ascending): 2 m/s Speed (descending): 1.2 m/s Curve-speed (surfaced): 21 km/h Curve-speed (underwater): 18 km/h  Curve-radius (surfaced): approx. 20 m Curve-radius (underwater): approx. 20 m - 30 m Gliding (surfaced, Engine off, 23 km/h - 0 km/h): about 90 m - 100 m Gliding (underwater, Engine off, 18 km/h - 0 km/h): about 40 m - 50 m Reverse-speed (surfaced): 20 km/h Reverse-speed (underwater): 15 km/h Reverse-acceleration (surfaced, 0 km/h - 20 km/h): about 9 s Reverse-acceleration (underwater, 0 km/h - 15 km/h): about 5 s Lights: White-front-lights. These ones are nice in case you are in an emergency and want to be found when surfaced or when you are driving that thing at night because NVGs alone are nearly useless (but more about this when I talk about the driver). Also even though it gives the option to activate the "Collision lights" but there are none. Maximum people on Board: 4 Crew: 2 Driver: Drives the SDV. He has got a compass, instuments for vertical speed, RPM, depth and fuel, an attitude indicator and a Vis-mode display in front of him. By right-clicking the display goes on full-screen and you can access NV-mode aswell. But this one isn´t really effective on its own and should be used together with the front lights as long as the situation allows it. If it is not possible anymore he definitly needs someone to navigate or the SDV has to be abandoned since he is then nearly blind. Also he has the option to "Maintain periscope depth". Do note that this will NOT bring the SDV to periscope depth (around -1m) but insted it will just try to hold it´s current depth but this seems to be not working properly. Can close the hatches for better protection or open them for better view.
    Cockpit: Example for why you should drive with lights: Gunner: Has got a compass and the vertical-speed aswell. Also got a Vis-display infront of him that shows him what he can see with the periscope. By right-clicking he can acces the periscope, move it around, use the laser-designator and switch between Vis-, NV- and TI-mode. For having the periscope above the water the SDV has to be at > -1 m. Can close the hatches for better protection or open them for better view. Passangers: 2, can´t use their weapons, can close the hatches for better protection or open them for better view. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
     
    Additional
    Emergencys at sea: Safety: The safety of shipping is affected. Example: You spotted an unmarked wreck. Category: all ships call Priority: safety Radio: Urgency: The safety of the ship or of persons is at risk. Example: Your ship is endangered to sink but in very shallow waters/very close to the shore. Category: all ships call Priority: Urgency Radio: Mayday: The safety of the ship and of persons is at risk. Example: Your ship is on fire and you are offshore. Category: all ships call Priority: Distress Radio: Do note that after this call no one except the control center and stations assisting are allowed to use the radio at all until the control center or station in distress declares the emergency as dealt with! Other Signals (the bold ones can be used in Arma aswell): red handflare, red flare, red or orange smoke, constantly using the horn, SOS signal (3x short, 3x long, 3x short), flag November above flag Charlie, waving with arms, gun fired at one minute intervalls, a square flag with a ball above or below it (or at least anything that could be interpreted as ball), emergency beacons
      Equipment when driving boats: compass, map, map-tools, binoculars, toolkit, handflares, flares, red or orange smoke, radio, FAK, watch
      basic stuff to know: "Sides" of a boat: Bow = front of the ship Stern = back of the ship Port = the left side of the ship (when facing the bow) Starboard = the right side of the ship (when facing the bow) nautical length / speed: 1 NM (NM = nautical mile) = 1.85 km, 1 km = 0.54 NM 1 kn (kn = knots <=> NM/h) = 0.51 m/s = 1.85 km/h, 1 km/h = 0.28 m/s = 0.54 kn, 1 m/s = 1.94 kn = 3.6 km/h
      Wind-speeds/Beaufort: The Beaufort-scale is the most common scale to classify wind. In Arma it can be seen together with the wind-direction by clicking "Shift" + "K" (the arrow shows the wind-direction and the dots the wind in Beaufort) 0 Beaufort: 0 kn = 0 m/s < Windspeed < 1 kn = 0.51 m/s 1 Beaufort: 1 kn = 0.51 m/s < Windspeed < 4 kn = 2.06 m/s 2 Beaufort: 4 kn = 2.06 m/s < Windspeed < 7 kn = 3.6 m/s 3 Beaufort: 7 kn = 3.6 m/s < Windspeed < 11 kn = 5.66 m/s 4 Beaufort: 11 kn = 5.66 m/s < Windspeed < 16 kn = 8.23 m/s 5 Beaufort: 16 kn = 8.23 m/s <Windspeed < 22 kn = 11.32 m/s 6 Beaufort:  22 kn = 11.32 m/s < Windspeed < 28 kn = 14.4 m/s 7 Beaufort:  28 kn = 14.4 m/s < Windspeed < 34 kn = 17.49 m/s 8 Beaufort: 34 kn = 17.49 m/s < Windspeed < 41 kn = 21.09 m/s 9 Beaufort: 41 kn = 21.09 m/s < Windspeed < 48 kn = 24.69 m/s 10 Beaufort: 48 kn = 24.69 m/s < Windspeed < 56 kn = 28.81 m/s 11 Beaufort: 56 kn = 28.81 m/s < Windspeed < 64 kn = 32.92 m/s 12 Beaufort: 64 kn = 32.92 m/s < Windspeed < 72 kn = 36.89 m/s
      needed lights: engine-powered: 1x white stern, 135° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) 1x white top, 225° enigne-powered below 12m: 1x white top, 360° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) engine-powered below 7m and slower than 7kn: 1x white, 360° 1x green Stb, 112.5° (if possible) 1x red Port, 112.5° (if possible) enigne-powerd below 7m and can´t use any lights (because of the boat-design for example): 1x white torch or 1x white lantern ready to use (do note that within darkness it is only allowed to use these boats in case of an emergency!) sail-powered / rowing-powered (can be used): 1x white stern, 135° 1x green Stb, 112.5° 1x red Port, 112.5° if these ones aren´t on the top of the mast it is also allowed to use (additional) a 360° green light below a 360° red light on the top of the mast if an engine is used additional at night the rules of engine-powered boats apply. At day there has to be a black cone with it´s top down. sail-powered below 7m / rowing-powered: 1x white torch or 1x white lantern ready to use anchoring: 1x white, 360° 1x black ball (at day) boats not under command: 2x red, 360° above each other 1x white stern, 135° (if still driving) 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 2x black ball above each other (at day) beached boats 2x red, 360° above each other 1x white, 360° 3x black ball above each other (at day)
      maritime zones: (reference: http://bit.ly/2Fx6PWw, http://bit.ly/2FiDADv) shore - baseline (=mean low watermark): Internal water, national jurisdiction baseline - 12 NM: Territorial waters, national jurisdiction 12 NM - 24 NM: Contiguous zone, restrictied national jurisdiction baseline - 200 NM: Exclusive Economic zone, restrictied national jurisdiction behind 12 NM / outside Territoral waters: International waters, international jurisdiction  
     
    Yeah so that´s it I guess. And yes I know that we also can use the Water Scooters but since these ones are for nothing more than doing stupid stuff I wont cover them in this guide.
     
     
    Best regards
    Noah
  6. Like
    Amentes got a reaction from Vlk in I wanna hear your opinion   
    That very much depends on who is leading VLK
  7. Like
    Amentes reacted to AhoyWorld Outreach in VCOM Trial on #EU1/#EU2   
    VCOM is currently live on the I&A servers. The Public Moderation Team is closely observing the mod on the server to gather an idea of the performance and stability impacts it may have on our servers.
     
    WHAT IS VCOM?
     
    Vcom is a serverside mod that aims to improve the vanilla AI combat abilities. It attempts to create a more dynamic and challenging environment compared the traditional AI battles in Arma 3. Vcom impacts a variety of skills that the AI carries and enhances these to create a more dynamic and challenging experience.
     
    Features Include:
     
    - Increased AI accuracy and Player Suppression
     
    - Enhancement of AI communication
     
    - AI use cover more extensively
     
    - AI avoid areas of heavy fire and that their buddies have fallen in
     
    - Improved Flanking
     
    - Enhanced AI Suppresion
     
    - Increased Weapon Utilization
     
    - AI use of Mines and Explosives
     
    -  Improved Garrisoning
     
    -  Improved Formations
     
    DO I NEED TO INSTALL ANY MODS?
     
    You do not need to install any additional mods or addons to gain the benefits of Vcom. It is a serverside mod therefore seperate mod installation is not needed by users. You can connect and play as you normally would.
     
     
    We hope you can give us as much feedback as possible with the introduction of Vcom, as our end goal ultimately is to enhance the enjoyment and gameplay for our community. We feel the Vcom mod does this as it offers a more dynamic experience than what the AI can offer in Vanilla Arma.
     
     
    We hope you take this change on board and all feedback is appreciated,
    - Ahoyworld Outreach
     
  8. Like
    Amentes got a reaction from JANXOL in USMC have made it official   
    The M249 is too accurate, but it shouldn't kick much more than it does. It's a heavy gun, which isn't entirely undesirable in an LMG.
  9. Thanks
    Amentes got a reaction from Minipily in Stiletto Feedback Thread   
    UAV Ops already can?
  10. Like
    Amentes reacted to TheScar in UAV Drones LD   
    Well,good morning.
    I´d like to adress some of the above too.
    As i m playing 90% of my time as dedicated AT using a Prowler (loaded with AT,AA and explosives to be prepared for 99% of things that be imginable) and having to mostly travel via a fair part of the map to reach any of my destinations its a slap in the face coming to a AO/side/priority mission facing it being blown up in minutes by some overcompetent selflasing UAVop that sits in base without any fear of being harmed at all + operating a (respawning) arsenal of 2 Greyhawks and 1 Sentinel (6x GBU) by stock that are capable of being anywhere on the map in minutes ... is kind of meh.
    I might got slighty offtopic here.
    Another thing is UAVop focus on bombing shit and totally forget about the recon aspect of the job.
    1 out of 10 slot users do mark the map with detected recon - altho giving info about the current situation of AO is vital to minimize casulties to ground and air forces.
     
     
     
    Even i can erase a whole AO easily with my loadout - it s kind of pointless to the motivation for the boots on the ground that are prepared for fighting armor and it erases a big part of the challenge for the "team" to complete the goal.
    Hence i limited myself to kill armor only (ZSU > BTR > T100) and disable the MRAPs near LZs if i see fit on AO´s.
    Leave some challenge for ground forces,the time it takes for a competent setup team (Pilots,UAV,AT teams,inf units) to erase the armor presence is about 2-8min after AO spawned at best.
    And its a public server,dont forget that.
    Not all people will have the knowledge or will to cooperate as a team in the first place.
     
     
     
    A UAVop shouldnt even work on side missions for the start of it.
    Your job is intel and GBU support "on request" imo.
    I m aware we got people playing EU1# that use UAVop and a Hunter to complete side´s up close,but that s a rare case.
    And how many times i got a UAVop flying a Sentinel in 60m height over sides doing maneuvers to show off and drop GBUs as they see fit ruining the mission in the process.
     
     
     
     
     
     
     
    TLTR#
    the UAVop is a highly biased and OP slot in the first place and it ll be impossible to balance it right for all
  11. Like
    Amentes got a reaction from SkullCollector in UAV OP slot change?   
    The Raven is launched by hand; literally. It doesn't require a miniature runway to land either, as it essentially stalls itself out while low over its intended landing position, followed by the drop to the ground.
     
    Yes, you can set waypoints for the UAVs, but you can't use any of their primary functions without becoming an ostrich.
    For perspective, we currently employ UAVs as the Platoon level. Around the world, assets like these are largely fielded one level up from that.
     
    I'm not overly fond of the idea of adding UAVs to any role on the Squad level, as it'd likely add to the already prevalent tendency for SL to be stationary and well behind the fireteams.
     
    That's something we need to move away from, not towards
  12. Thanks
    Amentes got a reaction from Noah_Hero in UAV OP slot change?   
    It's important to keep in mind that the UAV Operator can't use the terminal without being stationary and losing all awareness of what goes on around him.
     
    This is a key reason of why he shouldn't ever be assigned to any element that's expected to move around, which includes the Squad Leaders team and I'd argue any Recon team.
     
    It's certainly possible for a team such as Recon to bring a Darter along, but IMHO it's better if they don't control it themselves.
    If they did, it would be a useless asset anytime the team was moving, which is the time where it'd be most useful to them.
  13. Like
    Amentes got a reaction from Johnson in Loadouts   
    Alternatively, don't use a sidearm. Hell, for the same weight, you could bring an extra 150 rounds for your 5.56x45 primary.
  14. Like
    Amentes got a reaction from GhostDragon in Graphical glitches   
    99.9% of all "hackers" on Arma servers don't actually do any hacking. It's just kids using scripts they bought to cheat on Wasteland. Ignore them when it happens, they'll go away soon enough. Kinda like not feeding the trolls, conceptually
  15. Like
    Amentes reacted to Ryko in Stiletto Feedback Thread   
    So I hope to address the issue in 038. The problem relates to how the arma server engine can be so overloaded in the course of its regular housekeeping duties that it doesn't have enough juice left over to manage the creation of new missions properly. 
     
    A more detailed explanation: there's an upper cap of 3 missions built in to the mission for performance reasons. However Stiletto checks the number of open tasks to determine how many missions are active. The way a mission (in versions up to 037) works is to spawn all the mission assets, then create the task. Since a big part of mission creation is finding proper places for units to spawn (ie, don't spawn infantry in the sea, and vehicles on a rock) this is somewhat computationally expensive. And if the server has lots of units to manage, there's little processing power left over to find those locations. 
     
    A loop runs every 30 seconds to determine if the maximum number of missions has been reached, and whether a new one should be spawned. If the mission can't be spawned and the task generated in that 30 second window, Stiletto will assume we are still shy a mission, and launch another one. This just ties up the server even more, leading towards a cascading fail. 
     
    In 038, the missions will determine the mission location, spawn the task, and then start spawning in units. It's not my preferred method, as this can potentially mean that players enter an AO before all the enemy assets have fully spawned in. But I think this will probably be the minority of cases.
     
    For people interested in coding for arma, you should take note that it's quandaries like these which can occupy a significant amount of time, but finding creative solutions to these problems can be very rewarding. 
     
    - R
  16. Sad
    Amentes got a reaction from Noah_Hero in [AWE][GAMENIGHT]OP Winter Blues on 05/01/2018 at 19:30 UTC   
    Sorry, fell asleep on a couch
  17. Like
    Amentes got a reaction from Adshield in Logi, SLs and a whole lot of other things apparently   
    Yet in nearly all cases, this requires them to first open up Logi through PlatCo. That should never happen without first checking with the player in command.
     
     
    1: Ask SL for a shopping list, build FOB while waiting for a reply, then stock up. No delay caused, and if it is, that's not on Logi.
    2: That's why I prefer to load 300-pointers into Chinook ACE cargo, that way I don't have to worry.
    4: Pick an area that isn't tiny. I almost always look at FOBs from the air and go "Huh, where did they want me to land?"
    5: We only have so many maps though. It's not that hard to find a suitable location, especially when so many of us know the maps pretty well.
    6: Again I find this is largely a problem relating to people trying to limit the size too much.
     
    3:
    If I was gonna run with a FOB, I'd start off by flying everybody there in whatever size bird I needed.
    Primary force could assist in clearing out anything in Logi's way, and then push on to a new task.
    If flying in on a Chinook, a 300-pointer could be loaded in ACE cargo allowing for the immediate construction of a vehicle spawn.
    Pilot assists Logi with delivery of construction crates, everyone else deals with a task, goes on a patrol, anything else to keep them occupied.
     
     
    In my experience, sadly, "done correctly" seems like a rare state of affairs.
     
     
    Where does this end though?
    Should we open up Bravo and Charlie so we can have 6 Autorifleman and 3 Marksmen? What about having 4 pilots?
  18. Like
    Amentes reacted to Colsta in Moving Forward Part 3: A New Beginning   
    It's finally here: the long-awaited rules overhaul. The team has sat down brooding over what direction we want to take from this point on and how to best typify that in a practicable format moving forward.
     
    We hope to address the most pressing issues that arose over the years and give you ample opportunity to make AWE your own.
     
    The result requires all of our players to wholly erase the previous rules and their enforcement procedure from their memories. Approach the following as though you’re first reading about AWE.
     
    You will still have rules and principles to abide by, but their fundamental structure has been reviewed and overhauled. It's probably best if we don't provide you a first impression by typing out what to expect: just read it for yourself. The essence of AWE should be there for you to take in.
    Just know this: Keep what you read close to heart.
     
    Best regards,
    The AWE Staff Team
     
     
  19. Like
    Amentes got a reaction from Noah_Hero in Logi, SLs and a whole lot of other things apparently   
    Yet in nearly all cases, this requires them to first open up Logi through PlatCo. That should never happen without first checking with the player in command.
     
     
    1: Ask SL for a shopping list, build FOB while waiting for a reply, then stock up. No delay caused, and if it is, that's not on Logi.
    2: That's why I prefer to load 300-pointers into Chinook ACE cargo, that way I don't have to worry.
    4: Pick an area that isn't tiny. I almost always look at FOBs from the air and go "Huh, where did they want me to land?"
    5: We only have so many maps though. It's not that hard to find a suitable location, especially when so many of us know the maps pretty well.
    6: Again I find this is largely a problem relating to people trying to limit the size too much.
     
    3:
    If I was gonna run with a FOB, I'd start off by flying everybody there in whatever size bird I needed.
    Primary force could assist in clearing out anything in Logi's way, and then push on to a new task.
    If flying in on a Chinook, a 300-pointer could be loaded in ACE cargo allowing for the immediate construction of a vehicle spawn.
    Pilot assists Logi with delivery of construction crates, everyone else deals with a task, goes on a patrol, anything else to keep them occupied.
     
     
    In my experience, sadly, "done correctly" seems like a rare state of affairs.
     
     
    Where does this end though?
    Should we open up Bravo and Charlie so we can have 6 Autorifleman and 3 Marksmen? What about having 4 pilots?
  20. Like
    Amentes reacted to Karate Pyjamas in Logi, SLs and a whole lot of other things apparently   
    FOB's are amazing when the full potential of Stilleto is used. The town scouting for intel and such is so much fun. I'd rather have a FOB down, do some scouting then head over to the mission instead of the 'insert-kill things-get out' kind of missions. Far too often people focus on the main mission so much when there is so much to do and explore. Stilleto is a great sandbox to approach missions in a variety of ways. FOB's are a great way to exploit everything Stilleto has to offer.
  21. Like
    Amentes reacted to Ryko in Logi, SLs and a whole lot of other things apparently   
    I have a few comments to make here of a general nature which I hope provides clarity on some of the intentions behind Stiletto.
     
    1) Multiple missions, multiple roles: Stiletto was built from the ground up on the principle that Gauntlet fails when there were too many players. It's super hard to balance enemy forces beyond about 12 players, especially when air and armor assets get thrown into the mix. Thus Stiletto envisioned several concurrent objectives running simultaneously.  And if you're stuck for something to do, there is nothing wrong with patrolling the civilian areas to gather intel, remove mines, and eliminate insurgent forces in hostile zones.
     
    2) Muh immersion: as of right now there is only one teleporter, and that's for Vortex pilots to use to get from the Selakano base to the Freedom and back. I have intentionally tried to restrict teleporters in a game situation because they completely negate the need for Vortex to act as transport, or for players to transport themselves. In short, I don't want to rely on teleporters as a short cut, because I feel that will turn the game mode into an arcade setting.
     
    3) Multiple FOBs: I do not agree with this concept, but then, I didn't provide players with tools for removing FOB assets. I added the Logistics functions on an as-is basis without much guidance, but at this point I'd suggest that players construct only one FOB. For reasons that Stanhope has mentioned, multiple FOBs don't really help. When a FOB is in play, the player in command should write instructions on the map that help newly-spawning players figure out where to go.
     
    In a future update to Stiletto I will probably make it so that creating a new FOB infantry spawn point will remove the previous one.
     
    While it's not preferred by some, there's nothing wrong with respawning to get to where you need to be.
     
    4) Squad Rally point: Don't forget that the Squad leader has the ability to deploy a rally point to make an interim respawn position.
     
    5) Creation of the Logi squad: It is NOT using the dynamic groups system as intended to go Plat Co, create a Logi squad, and then leave Plat Co to join that squad. If you're going Plat Co, you should really stay in that role as it suggests there are a large number of players that require coordination between their roles. (Functionally, a Platoon Commander can act as a Squad Leader, anyway.) If there is an ASL in play, going PC to create Logi without getting approval from the ASL is also very bad form. The creation of the Logi squad should be done at the command level, and as always should be dependent on the circumstances.
     
    The example Stan initially referenced, I was the ASL who went PC and authorized a Logi squad, which quickly filled up leaving Alpha very much under powered. I did allow a Logi squad because
    a) It's Altis, which is a large map and can benefit from it
    b ) Players asked for it, and so long as it doesn't hamper the enjoyment of gameplay for others, I like to let everyone do what they want to do
    c) I did ask Logi to remove a member so that Alpha could have one, so that Alpha would have an extra gun.
    It didn't stop Alpha from beginning to proceed to its first mission: in short, Logi had its own mission, and Alpha had its own mission. Unfortunately, the server decided to crash at that point.
     
    - R
  22. Haha
    Amentes got a reaction from KingFronXos in AhoyWorld End of Year Awards 2017   
    Bitch, I still got to the oW faster than you
  23. Like
    Amentes got a reaction from Noah_Hero in Logi, SLs and a whole lot of other things apparently   
    SL should never have to ask people to slot out of Logi, as there shouldn't ever be people in Legi without them first having asked SL. What I've seen too many times is that someone will go into PlatCo, open up whatever he wants, then slot into that. This happens without people having talked to SL.
     
    We saw similar things happen in Gauntlet where someone would take UAV Op and then ask SL if that's ok. Again, this is not OK, as it puts it on SL to say "No, get out", rather than "Yes, get in." Frankly; it's a disrespectful way to go about it.
     
    I'm of the opinion that PlatCo should never be used to unlock something without a PlatCo also staying in the slot.
     
    At any rate, yes, it does revolve around the leadership of the player in charge, but with the above examples it's also clear that the players in general aren't doing the SL any favors.
  24. Like
    Amentes reacted to Stanhope in Logi, SLs and a whole lot of other things apparently   
    There has never been a teleporter?
     
    It can be yes, but for me personally if there is a FOB every single day that i join it's not.
     
    When the mission just restarts:
    if we don't have a logi and don't set up a fob we're out of base and fighting within 15-30 minutes.
    With a logi that's planing on setting up a fob it's 45-60 minutes.
    (on average)
     
    Thing is that, in my eyes, an ASL not telling you to leave the slot is not the same as hime giving you consent to take the slot.  He just doesn't want to be the buzzkill even if he doesn't want a logi.  I have a feeling some people know this and abuse it.
  25. Haha
    Amentes got a reaction from Karate Pyjamas in AhoyWorld End of Year Awards 2017   
    Bitch, I still got to the oW faster than you
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