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SkullCollector reacted to a post in a topic: AWE media distribution
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Stiletto Feedback Thread
hobnob11 replied to Ryko's topic in Enhanced Server Information And Discussion
both the towed and self propelled arty all support manual elevation control via page up and page down, but charge information, muzzule velocity, and other stuff you need to calculate without a range table are missing. The paladin and pondos both have Fire Control Systems, but these are the same systems installed in tanks and are for line of sight direct fire solutions, they do not support indirect fire. -
DakimDragco reacted to a gallery image: "I want to go home..."
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SkullCollector reacted to a gallery image: "I want to go home..."
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SkullCollector reacted to a post in a topic: vortex <> respawning
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Johnson reacted to a gallery image: "I want to go home..."
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vortex <> respawning
hobnob11 replied to Stanhope's topic in Enhanced Server Information And Discussion
Perhaps a foxhole style "Consumable Respawn Ticket" system, where you need tickets (in foxhole, they use "shirts"), to spawn. and these tickets can be replenished by logistical support. for AWE this would mean that the FOB would require resupplying to enable re-spawning, in the field rally points could use a similar system, but without the ability to resupply them. -
GhostDragon reacted to a post in a topic: Serbian Faction (Poll)
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Stiletto Feedback Thread
hobnob11 replied to Ryko's topic in Enhanced Server Information And Discussion
I Wouldn't do camo patterns, because the system that chooses a faction doesn't know which camo's should be used on which maps, so it will for example pick woodland on lythium. -
Serbian Faction (Poll)
hobnob11 replied to Johnson's topic in Enhanced Server Information And Discussion
One possible reason I can think of, we already have issues with team killing when we play opfor, and having humvees and m4's alongside btr's and ak's is not going to help. -
Stiletto Feedback Thread
hobnob11 replied to Ryko's topic in Enhanced Server Information And Discussion
Feature Request, Ace Jerry Cans. Over the last couple days, We've been in a situation where a Jerry can would have been really fucking useful, and since Ace actually comes with Jerry cans, i figure there would be little harm in adding them to the logi menu. Maybe they could even be added in all vechs as default cargo, but that might be a little more involved to code. "Land_CanisterFuel_F" just by spawning the object it has the refuel and carrying mechanics etc built into the object, and it comes pre-loaded with fuel ready to use. Or even, this could replace the "use emergency fuel" ace interact option, it would just spawn you a jerry can, and it could be added to ground vechs as well -
Stiletto Feedback Thread
hobnob11 replied to Ryko's topic in Enhanced Server Information And Discussion
With the current settings, spawning a Huey on the altis heli pad (i think its altis, might be malden) its not possible to edit it without moving. -
Enhanced Soundscape Testing Operation
hobnob11 replied to hobnob11's topic in Enhanced Server Information And Discussion
The public repo is horribly outdated, (blame ghost) you need to get the latest versions from either the armaholic link in the forum post or from steam workshop -
Stiletto Feedback Thread
hobnob11 replied to Ryko's topic in Enhanced Server Information And Discussion
I know that the "Vehicle is too far away" error with the pylon menu on the heli pad is out of your control because its an ace feature. But could you maybe increase the range of the whiteboard? so i can stand nexto the heli and still interact with the whiteboard? Some maps (i think its malden's that does this) put the whiteboard out of range of the heli, so you have to move it closer. -
Stiletto Feedback Thread
hobnob11 replied to Ryko's topic in Enhanced Server Information And Discussion
Pretty sure this happened before the new version you just posted, but both today and on Friday when you where Vortex, Capture HVT Missions have been spawning hvt's without the "confirm this asset" interaction, the mission still completes when you take this person back to base, but its easy to mistake him for a civi -
Enhanced Soundscape Testing Operation
hobnob11 replied to hobnob11's topic in Enhanced Server Information And Discussion
Bump for new modtest! -
Enhanced Soundscape Testing Operation
hobnob11 replied to hobnob11's topic in Enhanced Server Information And Discussion
this is true, but if the workshop mod gets updated before our repo gets a chance to update you will be left unable to join the server. If you want to use the workshop version, i'd suggest copying it out of the workshop folder so it doesn't get auto updated. -
Update 01/03/2018: That test went well! looks like DynaSound is here to stay! Next up, we are going to test out Enhanced Soundscape, This mod is more intensive than DynaSound, so i'd stress that potato's probably want to avoid this one. If you want to try out Enhanced Soundscape, then follow the same installation instructions for DynaSound below, just use this mod instead: http://www.armaholic.com/page.php?id=26780 You can use the same arma3sync group, just drag it into the new modpack you made alongside dynasound2. (Side note for people using steam workshop, you can use workshop to download your mods, but I Advise copying them out of the workshop folder so they don't update before the server has had a chance to update, leaving you unable to join) Hi, Neighborhood transport pilot and steering committee member here. We will be testing a new optional sound mod in today's Stiletto game night: The Mod is optional, which means that it wont be in the Repo and you wont have to download it if you don't want to, for people who arn't interested in this sound mod you can continue as normal and nothing will be different for you. If you are interested in using this sound mod however, here are some steps to install the mod: Step 1: Download the mod: http://www.armaholic.com/page.php?id=29810 (scroll down to the bottom of this page and click download) Step 2: Place the mod in your Arma 3 folder, next to all of your other mods (for people using the default steam install path, that's "C:\Program Files (x86)\Steam\steamapps\common\Arma 3" Step 3: Open up Arma 3 Sync, right click on your AhoyWorld Enhanced mod collection, and click Duplicate, you could call it for example: "AhoyWorld Enhanced With Sounds" Step 4: Drag the mod "@DynaSound 2" from the left to the new mod pack you just made and you're done :), just launch Arma using this mod pack instead of the normal enhanced mod pack to play with the sound mod.