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hobnob11

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Posts posted by hobnob11

  1. 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.

  2. 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 :D

  3. 4 hours ago, BBFSGaming - BBCK said:

    has anyone had issues with the sound mods everytime i try to add them even if i just try one or the other as well as both all i get is an error that i cant read quick enough before it disappears and then session lost and it takes me back to the server menu.  I have used the soundmods downloaed from the public repository as i cant find the ones from steam workshop that i also downloaded to try.  Anyone have any ideas?

     

    edit:- if i take the soundmods out i can get on the server i just did a duplicate profile and dragged them across like it says above.

    The public repo is horribly outdated, (blame ghost) you need to get the latest versions from either the armaholic link in the forum post or from steam workshop

  4. 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"
    image.png.d1a3dcd25bcaf014d09038dfeba3e5fb.png

     

    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.

     

     

     

  5. All Bugs listed confirmed as of 10am. 17/02/2018, stiletto version confirmed as 048 (based on in game change log)

     

    Spawn Crates menu:

      Medical Crates:

        Like the sound of different options, however..

          - Numbers Listed next to options go " 1, 2, 3, 1, 9 ", this may be important idk

          - None of the medical crates actually spawn, no error message is produced (so far as i can see), selecting the option does nothing.

      Static Weapons:

        - This entire menu is empty, is this a class restriction thing? (tested while playing as vortex)

     

    Arsenal:

      Radio Stealing:

        - Steps to reproduce:

          1: Equip a radio, exit arsenal, confirm radio still equipped, re-open arsenal.
          2: Save that loadout, exit arsenal, confirm you still have radio.

          3: Open Arsenal again, load the loadout, confirm both in the arsenal and out of it that the radio is now gone.

        - Tested 3 times both with the scroll wheel and the ace interact.

      Scope / Attachment Stealing:

        - Unable to reproduce, but happened to me yesterday, I load my standard loadout, quick save it using the ace interact, get into the heli, as soon as i get off the heli I notice i no longer have a scope. I realise this doesn't help you much in figuring out what causes this, but I can confirm it does still (rarely) happen.

     

    Heli Service Pad:

    You can just use a repair kit, but the harrier cannot use the service menu option on the heli service pad, and as you cant use the toolkit to refuel or rearm, it would be nice.

    Add Fast Rope System is my favorite addition to stiletto in a long time, the Huey, blackhawk, and Wildcat unarmed medium transport heli's are much more useful now, because you can put people into places that the little birds can (in the last two days, that's mostly been inside towns).

     

    One small request I have, I've been using the sling loaded "XL Empty Crate" to deliver supplies instead of the loadable boxes, it saves a lot of time to just release that then to land and get someone from alpha to unload the boxes, at the small downside of not being able to move the box as a inf. I was wondering if, instead of manually loading supplies into the inv, you could make the XL Crate have An ace cargo space of 2 or 4, so i can load for example a maaws crate and medical crate into it, that way the troops on the ground can unload the box they need and i don't have to be a sitting duck on the ground while they do.

  6. How do you communicate with say, a vortex element when radio's are being jammed?

    If I where ASL, I'd set up per-defined smoke colours, expecting vortex to see any use of red smoke as a authorization to strike, green being friendly

    but how do you communicate more complicated messages, say for example reinserts?

     

    I'm looking for a solution that doesn't involve steam/text messages, because you shouldn't text and fly :D (at least twice I have closed my text message window to see a mountain 2ft in front of me)

  7. Can we add the RHS Raven to the intel op? I don't think we should move what is effectively a heavy single seat cas roll (that heli thing has the payload to take out like 10+ btr's) into ASL, moving UAV op out of Plat Co and into its own role, enabled about the same time as vortex 2. so you could choose to have a uav instead of cas.

  8. Weapon: If I've got the weight, a SCAR-H with tracer rounds because I can never see those little dirt splashes and correcting based on where a tracer goes mean a second shot kill is usually really easy, especially with 7.62. Before "the 7.62 revolution" and if I don't have the weight (looking at you SMAW load out) I go for the 5.56 BAF standard issue AR, (the l856A1? I cant remember the name), used the exact same way as the scar-h, but some enemies (specifically PLA at 300+ meters) will take more than 1 bullet to stop.

     

    Ammo: Exclusively tracer, I like knowing where my rounds go. (red is the easiest to spot for me)

    I Aim for 180 rounds, so if I'm using a 5.56 with 30rnd mags, I go 5+1, with the larger 7.62 20rnd mags I go 8+1.

     

    Scope: The RHS Acog that has the little 1x dot scope on top, right at the bottom of the scopes list, lets me use night vision (with RHS set to 3d scopes) and I can put bullets on target with tracer correction at like 700m if they are standing still or i get lucky.

     

    Other Attachments: a bipod, and a laser/light module.

     

     

    Secondary Weapon: The single shot grenade launcher. Most weapon's under barrel scopes can only adjust in 100m increments, but this thing goes up in 50, making it much easier to hit what you are aiming at, I love this little thing and with 3 well placed HEDP rounds it can (with some luck) cook off a BTR. with smoke rounds you can call in a vortex, and you can even use flare rounds at night (which look super pretty :D). Haven't had much luck with HET (high explosive timed) rounds, so I just take 6 HEDP, 6HE and 4 smoke/flare (depending on if night) rounds.

     

     

    Launcher: If team lead is okay with me being heavy, I'll go with my 44KG SMAW loadout which has 3 HEAA rounds and 3 spotting rounds, granted it will take me 20 seconds after stopping to steady my aim, but i can spend that time ranging it and maybe firing off a few spotting rounds to make sure the first rocket hits. If this weight is an issue, or if I know that there will be a lot of running involved, I usually go with the BAF Javelin.

    As an AT guy I'm usually the only guy who can deal with something big like a t-72 (or a extremely annoying BTR, shout out to the 2 at4 HEAT's, 1 rpg-26, 1 law, and 2 HEAA rounds that the one yesterday took, finally killing the crew, not even cooking off). So i want to be 100% sure that when I fire my round off, the target dies. (If you do go for the jav, try and get one of the lighter load-out members of your team like team lead to take an extra tube, they go in the launcher slot so they wont take up peoples backpack space.)

     

     

    Uniform: Been trying out the MNP Woodland gear, But my all time favorite has to be the BAF gear, more than enough choices to make a fully matching load out for what ever role you want, in both desert and mtp camo's.

     

     

    Grenades: Maybe a purple smoke for emergencies, but I've seen too many people fail throwing grenades to want to take them myself.

     

     

    Other: Vector 21 night, see noah's video that thing is amazing.

    nvg: What ever matches my uniform. (Always taken, I make my load outs ready for any situation, so 90% of the time i can just load the load out and go)

    map: map, also a maplight.

    Mine detector: The first thing to go if I'm wearing a heavy load out, but if i have the weight spare I take one for the same reason as i take NVG's.

    GPS: I've replaced ctab with the vanilla arma gps display. (miss u bb)

     

     

    That's about it, Usually only go ASL / AT / vortex these day's, its extremely rare that i cant get at least one of these slots. (Special shout out to the Rifleman AA slot, where i go into ASL LAT, and take a stinger. Only taken the role twice but both times I got multiple air kills, with the shier amount of AT we take to an AO, maybe consider some adding some spicy AA to the pot.)

     

  9. In preparation for the new mod pack that contains a fix for some of the bigger artillery, (

    )

     

    Could bluefor be given access to the towed artillery that can be loaded into vechs / slingloaded? maybe just at the logi pole? (and give opfor the Russian var)

    The tracked artillery that this mod also fixed might be too op to put in the vech spawn, but access to the towed artillery would be 10/10, people seem to really want to set up logi bases and this would let the 1-2 people that are otherwise useless at the fob help out in the ao.

     

    This might even see more use out of a artillery support squad which uses a ammo truck that has the artillery piece loaded into it (just pretend its towing it).

     

    Indirect Fire support best firesupport! :D

  10. Version: Latest (bug discovered about 5 minutes before time of this post)

    Map: Stratis

    Bluefor: Russian EMR

    Opfor: ChDKZ Insurgents

    Bug: Russian "RPG7 (Launcher)" Crate is actually maaws ammo...

    Expected Behavior: "RPG7 (Launcher)" Crate from the logi spawn menu should contain RPG-7 Launcher

    Actual Behavior: Looks like the standard MAAWS Ammo Box..

    Steps to reproduce: Go to logi spawn point, "Spawn Crates" > "Launcher Ammo" > "RPG7 (Launcher)" > Receive box that contains western spai's.

     

    4tuszF9.png

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