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Jochem

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    Jochem reacted to SkullCollector in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  2. Like
    Jochem 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
  3. Like
    Jochem reacted to Noah_Hero in Ahoyworld End Of Year Awards 2019   
    AW’s MVP 2019: @kennychr for the MSO
    AW’s Most Friendliest User *Non-Staff* 2019: @Jochem
    AW’s Best Teamplayer 2019: whole MSO-squad
    AW’s Most Incoherent ARMA Player 2019: Still probably me for the same reasons as last year🤦‍♂️
    AW’s Funniest Person On Teamspeak 2019: Still probably @MoonFire
    AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): calling in an airstrike on Morut with @Johnson
    AW’s Worst Driver 2019: @Jochem
    AW’s Best Fail 2019: trying to take Morut
    AW’s best TeamSpeak Channel of 2019: EU6 - MSO[ACRE]
  4. Like
    Jochem reacted to Johnson in What is AWE to you   
    To go into more detail for anyone who might feel a bit "in the blue":

    The "Strict limitations" option is in reference to an idea posed by @Mouldy (correct me if I'm wrong of course) whereby there would be a multitude of factions to play as, but each faction is limited to the specific gear of that faction. For example, United States Marine Corps (USMC) wont have access to US Army gear (like the M3 MAAWs) but instead have their own type of weapon, like the SMAW.

    You would still get to use all the equipment available in the modpack, just not ALL at once. And if you hadn't guessed, yes, I voted for this.


    I'm sure someone else can vouch for the other option, which is essentially having all gear accessible, similar to EU#1. I personally think this "Casual" option demotes teamplay and brings too high of a focus on gear, but each to their own.
  5. Like
    Jochem got a reaction from Adshield in Serbian Gamenight   
    Thanks @Minipily for the great evening
  6. Like
    Jochem got a reaction from BorderLive in Serbian Gamenight   
    Thanks @Minipily for the great evening
  7. Like
    Jochem got a reaction from Origins in From a humble transport pilot to you..   
    Look what I did just for the hell of it:
     
    Code in file (tested ONLY in SP, it's entirely possible it doesn't work in MP)
    helmetCam.sqf
  8. Like
    Jochem got a reaction from Minipily in From a humble transport pilot to you..   
    Look what I did just for the hell of it:
     
    Code in file (tested ONLY in SP, it's entirely possible it doesn't work in MP)
    helmetCam.sqf
  9. Like
    Jochem got a reaction from Adshield in FSG: Lets talk about it.   
    As for getting penetrated on the front of the turret, I saw that rocket fly towards us and I can assure you it wasn't the tandem PG-7VR but the normal PG-7VL, and that one has around 500mm pen, so shouldn't have penetrated. But like you said, ArmA ain't real life.
     
    I felt kinda sad when I read this, as Mini is actually a very competent commander. This video (hopefully) proves that:
    But then again, we it has been a while since we (or anyone) played Hammer during regular play, so I understand where you're coming from.
     
    I'll say this about that gamenight: mistakes were made, I won't argue by who since I wasn't listening in on LR. Just don't base your whole opinion of Hammer on that one night.
     
    In my experience, Hammer is THE role that truly requires teamwork to do succesfully. The reputation it gets of being a lone wolf killing machine is mostly due to the inexperience most PltCo/Asl have when dealing with an armoured element. Many times command just tells us to go to the opposite side of the AO, instead of supporting infantry. The times we did do infantry support though were actually very rewarding for both us and the infantry, with good teamwork on both sides.
  10. Like
    Jochem got a reaction from Adshield in FSG: Lets talk about it.   
    If you see a team doing something they shouldn't and you're in command, tell them. If they don't comply tell them more direct. After you've done this and they still don't comply (almost never happens in my experience) get an admin.
     
    Except in my opinion they didn't. Apart from that you obviously can't force people to pick a slot, this rule was (originally) never intended to apply to slotting: you could fill any role the rules allowed you to, no permission from acting command needed. This seems to have changed recently, but when I command I hold the principle that the only thing I do when a slot is filled I don't want/need, I just mention it to the player(s) occupying the slot(s), but never force them out of it. I adjust and make it work.
     
    I don't agree with 3, I guess it depends on the players.
    Point 4 is valid, but a 5 man FSG team already isn't allowed without a full alpha, so if people follow the rules that shouldn't happen.
     
    As for your solution, I don't agree. A CAS bird is even more prone to misconduct than FSG is, speaking from experience. As for the "lol point and click no skill izi pizi tank dead", for an FSG team equipped with a SMAW or even a MAAWS to take down a target requires teamwork: someone gets the range, another makes sure that after the gunner fires a new round is supplied to the gunner.
     
    In conclusion: just because some team isn't as effective as another doesn't mean that team needs to get killed off. If that was the case, we would all be flying jets, Apaches or driving tanks and IFVs.
  11. Like
    Jochem reacted to Johnson in FSG: Lets talk about it.   
    I very much agree. In my eyes, this micro-management could be solved by greater use of the CMD role.
     
    I see A LOT of people hating a player when he takes CMD, but to be perfectly honest, when there's more than one element running, I would so much agree with the use of CMD. Yes it may not be absolutely necessary as ASL can just lead a few elements at a time, but as Stan has said in his replies, it may be difficult to control both FSG and his fireteams, especially in such a tight location like that.
     
    I know myself and @Amentes discussed the use of CMD, agreeing on the point that it would certainly be useful in CQB, where ASL really has to focus.
     
    Overall, I think CMD is way underused and hated for no reason. Would be nice to see it a bit more.
  12. Thanks
    Jochem got a reaction from Johnson in FSG: Lets talk about it.   
    As for getting penetrated on the front of the turret, I saw that rocket fly towards us and I can assure you it wasn't the tandem PG-7VR but the normal PG-7VL, and that one has around 500mm pen, so shouldn't have penetrated. But like you said, ArmA ain't real life.
     
    I felt kinda sad when I read this, as Mini is actually a very competent commander. This video (hopefully) proves that:
    But then again, we it has been a while since we (or anyone) played Hammer during regular play, so I understand where you're coming from.
     
    I'll say this about that gamenight: mistakes were made, I won't argue by who since I wasn't listening in on LR. Just don't base your whole opinion of Hammer on that one night.
     
    In my experience, Hammer is THE role that truly requires teamwork to do succesfully. The reputation it gets of being a lone wolf killing machine is mostly due to the inexperience most PltCo/Asl have when dealing with an armoured element. Many times command just tells us to go to the opposite side of the AO, instead of supporting infantry. The times we did do infantry support though were actually very rewarding for both us and the infantry, with good teamwork on both sides.
  13. Like
    Jochem got a reaction from Numbnuts in FSG: Lets talk about it.   
    If you see a team doing something they shouldn't and you're in command, tell them. If they don't comply tell them more direct. After you've done this and they still don't comply (almost never happens in my experience) get an admin.
     
    Except in my opinion they didn't. Apart from that you obviously can't force people to pick a slot, this rule was (originally) never intended to apply to slotting: you could fill any role the rules allowed you to, no permission from acting command needed. This seems to have changed recently, but when I command I hold the principle that the only thing I do when a slot is filled I don't want/need, I just mention it to the player(s) occupying the slot(s), but never force them out of it. I adjust and make it work.
     
    I don't agree with 3, I guess it depends on the players.
    Point 4 is valid, but a 5 man FSG team already isn't allowed without a full alpha, so if people follow the rules that shouldn't happen.
     
    As for your solution, I don't agree. A CAS bird is even more prone to misconduct than FSG is, speaking from experience. As for the "lol point and click no skill izi pizi tank dead", for an FSG team equipped with a SMAW or even a MAAWS to take down a target requires teamwork: someone gets the range, another makes sure that after the gunner fires a new round is supplied to the gunner.
     
    In conclusion: just because some team isn't as effective as another doesn't mean that team needs to get killed off. If that was the case, we would all be flying jets, Apaches or driving tanks and IFVs.
  14. Like
    Jochem got a reaction from Mike99 in FSG: Lets talk about it.   
    If you see a team doing something they shouldn't and you're in command, tell them. If they don't comply tell them more direct. After you've done this and they still don't comply (almost never happens in my experience) get an admin.
     
    Except in my opinion they didn't. Apart from that you obviously can't force people to pick a slot, this rule was (originally) never intended to apply to slotting: you could fill any role the rules allowed you to, no permission from acting command needed. This seems to have changed recently, but when I command I hold the principle that the only thing I do when a slot is filled I don't want/need, I just mention it to the player(s) occupying the slot(s), but never force them out of it. I adjust and make it work.
     
    I don't agree with 3, I guess it depends on the players.
    Point 4 is valid, but a 5 man FSG team already isn't allowed without a full alpha, so if people follow the rules that shouldn't happen.
     
    As for your solution, I don't agree. A CAS bird is even more prone to misconduct than FSG is, speaking from experience. As for the "lol point and click no skill izi pizi tank dead", for an FSG team equipped with a SMAW or even a MAAWS to take down a target requires teamwork: someone gets the range, another makes sure that after the gunner fires a new round is supplied to the gunner.
     
    In conclusion: just because some team isn't as effective as another doesn't mean that team needs to get killed off. If that was the case, we would all be flying jets, Apaches or driving tanks and IFVs.
  15. Haha
    Jochem reacted to MoonFire in If I Just Lay Here...   
    @Karate Pyjamas @KingFronXos @Numbnuts @Jochem 
     
  16. Like
    Jochem got a reaction from Amentes in [AWE] [GAMENIGHT] Prometheus Series - OP: Cronus - by KPJ   
    I agree with that it would've been better to ditch command and fill BSL instead. I found that the whole operation felt somewhat weird to me.
     
    I found myself asking for SITREPs wich were basically useless other than giving me a better idea of what was happening (useless because most of that information wasn't used after I got it), those took time wich Amentes could've used for managing his teams.
    I could've managed the fireteams more directly, but then ASL turns into a glorified retransmitter. Plus command really shouldn't be micromanaging.
    Add to that I had no comms with Vortex untill he got close because the main base was located so far from the AO, and it resulted in me just wandering around, marking an LZ now and than, and shooting a few guys because I had nothing better to do at the time (I got 8 kills, IMO a count a bit too high for someone supposed to hang back and manage things).
     
    I don't blame Amentes for not keeping me in the loop all the time (after all, he had no reason to other than protocol) or Karate. It was just the relativly low playercount that forced us to improvise on slotting and it wasn't perfect (for me). But if it worked for the rest of the players then I don't mind, I can't expect anyone to organise things to maximise only my enjoyment.
     
    One last thing that might better belong in the new thread but I'll say it here because it stays close to the above: next op we'll have more or less the same situation because, since I assume the two recon teams will be more or less autonomous, command will be left to only manage Alpha and maybe Vortex for reinsertion. And while I love playing as command, I'm not sure I wan't to repeat last week for the reasons stated above.
  17. Like
    Jochem got a reaction from D34TH in tactical AI terrain awareness   
    I knocked myself out, the code is a bit more complex, but I kept all the code in one file:
     
    The main thing about this is that it works in both SP/MP (altough for pure MP use some slight adjustments should be made for performance), is JIP compatible and doesn't contain any scheduled code (spawn, execVM).
     
    If you want to test it paste the code in a file (i.e. sniper.sqf) in the mission folder and execute these two lines:
     
  18. Like
    Jochem got a reaction from D34TH in tactical AI terrain awareness   
    Tried indexing the map, like I expected didn't work nearly as fast as the other solutions (for a 1000m radius).
     
    Also did some optimizing of my first code, runs around 38% faster (29ms vs 41ms)
     
  19. Like
    Jochem got a reaction from SkullCollector in tactical AI terrain awareness   
    Let me just say: great job so far!
     
    Since I personally think programmers should encourage and help each other, especially if someone's starting out, here's some tips:
    Avoid spawning objects when not it's not needed. It is one of the most expensive (read performance hitting) things a script can do. Always uses local variables instead of global ones when you can (_variable is local, variable is global). It's more secure and will prevent weird things from happening. Don't interpret these tips as something you should be ashamed of, I'm really quite impressed you managed to write something like this seeing you just started out.
     
    If it can help you, this code finds the heighest point in the given radius with 10m accuracy (altough it actually searches a square of that size not a circle) and is around 83x faster (42ms vs 3500ms execution time) when executed with a radius to search of 1000m:
     
    Don't let that discourage you though. Nobody learns programming on a day and optimization will come naturally over time.
     
    I'm interested to see what you'll do next, keep up the good work!
  20. Like
    Jochem got a reaction from Amentes in tactical AI terrain awareness   
    Let me just say: great job so far!
     
    Since I personally think programmers should encourage and help each other, especially if someone's starting out, here's some tips:
    Avoid spawning objects when not it's not needed. It is one of the most expensive (read performance hitting) things a script can do. Always uses local variables instead of global ones when you can (_variable is local, variable is global). It's more secure and will prevent weird things from happening. Don't interpret these tips as something you should be ashamed of, I'm really quite impressed you managed to write something like this seeing you just started out.
     
    If it can help you, this code finds the heighest point in the given radius with 10m accuracy (altough it actually searches a square of that size not a circle) and is around 83x faster (42ms vs 3500ms execution time) when executed with a radius to search of 1000m:
     
    Don't let that discourage you though. Nobody learns programming on a day and optimization will come naturally over time.
     
    I'm interested to see what you'll do next, keep up the good work!
  21. Like
    Jochem got a reaction from D34TH in tactical AI terrain awareness   
    Let me just say: great job so far!
     
    Since I personally think programmers should encourage and help each other, especially if someone's starting out, here's some tips:
    Avoid spawning objects when not it's not needed. It is one of the most expensive (read performance hitting) things a script can do. Always uses local variables instead of global ones when you can (_variable is local, variable is global). It's more secure and will prevent weird things from happening. Don't interpret these tips as something you should be ashamed of, I'm really quite impressed you managed to write something like this seeing you just started out.
     
    If it can help you, this code finds the heighest point in the given radius with 10m accuracy (altough it actually searches a square of that size not a circle) and is around 83x faster (42ms vs 3500ms execution time) when executed with a radius to search of 1000m:
     
    Don't let that discourage you though. Nobody learns programming on a day and optimization will come naturally over time.
     
    I'm interested to see what you'll do next, keep up the good work!
  22. Like
    Jochem got a reaction from Pistolfreak in ACRE or TFAR   
    The same thing you said about medical is true for radios (TFAR and ACRE): you get a radio, open it's interface, select a channel (either by inputting it yourself or selecting the right channel), and you can talk. All the advanced stuff comes, like with the medical system, by using it. Oh and about terrain interception, as a new play I don't think you'll be more then 300m away from your team anyways.
     
    I wasn't really giving an argument against TFAR here, more trying to stop the thing about EU3 not being realistic and ACRE being way more difficult to use.
     
    You'll have your point though that ACRE can be annoying sometimes, one can only hope that will be fixed in the next version.
  23. Like
    Jochem got a reaction from Colsta in ACRE or TFAR   
    So, it is overly complicated to fill in 3 names on a form to get a password to a teamspeak channel, that you, god forbid, have to manually join?
  24. Like
    Jochem got a reaction from Mascant in ACRE or TFAR   
    True, but TFAR isn't being worked on anymore (their might be a release for a bug that pops up with a new ArmA version, but no new features are in the make), while ACRE, and I quote NouberNou, the guy from ACRE (25th June 2016, two days ago):
     
    Also on the whole realism discussion, I have to say that the mentality changed since the server was first out: people used to be more patient and planning a mission could take a good 20 minutes, something I can't imagine today. So say what you want about EU3 not wanting realism, know some (a high amount of the ones that were here early) do want that realism.
    And to end, think about this: you don't want people learning some keybindings (they can change) and learning not to talk at the same time, but you do expect them to learn an advanced medical system (wich even I don't know everything about and I've been using it for more than a year), advanced ballistics, a mortar system wich requires a couple a minutes of preparation to even fire a single shell and not to turn to hard in jets, or they pass out?
     
    And to clarify, just in case it wasn't clear: I'm on team ACRE
     
  25. Like
    Jochem got a reaction from Fabs in ACRE or TFAR   
    So, it is overly complicated to fill in 3 names on a form to get a password to a teamspeak channel, that you, god forbid, have to manually join?
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