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hobnob11

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  1. Like
    hobnob11 got a reaction from SkullCollector in AWE media distribution   
    https://clips.twitch.tv/BovineHilariousTapirPastaThat
  2. Like
    hobnob11 got a reaction from SkullCollector in vortex <> respawning   
    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.
  3. Like
    hobnob11 got a reaction from GhostDragon in Serbian Faction (Poll)   
    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.
  4. Like
    hobnob11 got a reaction from Johnson in Stiletto Feedback Thread   
    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
  5. Like
    hobnob11 got a reaction from BBFSGaming in Enhanced Soundscape Testing Operation   
    The public repo is horribly outdated, (blame ghost) you need to get the latest versions from either the armaholic link in the forum post or from steam workshop
  6. Like
    hobnob11 got a reaction from Plant1ing in Stiletto Feedback Thread   
    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.
  7. Like
    hobnob11 got a reaction from GhostDragon in Enhanced Soundscape Testing Operation   
    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.
  8. Like
    hobnob11 got a reaction from GhostDragon in Enhanced Soundscape Testing Operation   
    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.
     
     
     
  9. Like
    hobnob11 got a reaction from Lindi in Enhanced Soundscape Testing Operation   
    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.
     
     
     
  10. Thanks
    hobnob11 got a reaction from SkullCollector in Enhanced Soundscape Testing Operation   
    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.
     
     
     
  11. Confused
    hobnob11 reacted to SkullCollector in AW Enhanced Steering Committee   
    Please welcome with me our latest addition to the Steering Committee: Hobnob!
     
    As of yesterday and after some deliberation, Hobs has joined Steering as a player and our third member.
    We felt that a regular player's perspective could positively help us steer this ship and directly link to the goings-on of the server.
     
    That is all.
     
    Steering
  12. Like
    hobnob11 got a reaction from GhostDragon in Communication Without Radios   
    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 (at least twice I have closed my text message window to see a mountain 2ft in front of me)
  13. Haha
    hobnob11 got a reaction from Stanhope in Stiletto Feedback Thread   
    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.
     

  14. Haha
    hobnob11 got a reaction from Karate Pyjamas in Stiletto Feedback Thread   
    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.
     

  15. Like
    hobnob11 reacted to Ryko in Stiletto Feedback Thread   
    Stiletto 030 is now on the server, for all maps.
     
    I've updated the settings for #vote commands, hopefully it works now: minimum players required 1, vote threshold is 90%, DO NOT ABUSE THIS.
     
    Voting rules:
    1) Everyone must be in base, ie., there can be no ongoing operations.
    2) With a threshold of 90%, pretty much everyone must vote.
    3) You can #vote missions, #vote admin, and #vote mission - easiest (assuming this all works) will be to vote admin on the map interface for the player you want.
     
    The main change is that factions are now randomized between Western and Eastern factions, and MEC/PLA factions are added as player factions. So you may find that Eastern factions are spawning with a bit more regularity (currently, just Gorgona had a default Eastern, ie Russian spetsnatz, faction).  In the future I may develop some additional code that will allow players to determine the base factions at mission start, but for now, this will be a good start.
     
    Stiletto 030 change log:
    1. Updated supply crate spawning system (thanks Stanhope)
    2. Updated vehicle spawning system to add confirmation layer.
    3. Base HEMTT vehicle (mover) can now load and unload large (600 resource point) logi crates with a custom animation.
        3a) Spawn a HEMTT from the ground service pole - this is the HEMTT without any kind of cargo attached.
        3b) Spawn a 600 RP logi crate from the supply depot.
        3c) Position the HEMTT so the crate is behind and within 3m.
        3d) use the "Load Logistics Crate" addAction to load the crate.
        3e) with a crate loaded, use the "Unload Logistics Crate" addAction to unload the crate - theoretically, the area behind the truck must be clear, but it's not detecting very well, so be cautious where you unload as it can clip for Arma hilarity.
    4. Added the base HEMTT vehicle to the ground vehicle spawn.
    5. Attempt #3 at fixing the parachute spawning bug.
    6. Adjusted the way mines are spread: more variables, more deadly!
    7. Adjusted suicide bomber detection / following mode, more deadly!
    8. Added Quad Bikes, HEMTT and VTOL air vehicles to vehicle spawn list (everyone gets them but poor ol' MEC).
    8a. Spawned (non-armed) Blackfish will get 20 ACE cargo spaces; spawned Xi'an will get 12 ACE cargo spaces.
    9. Added Mission Control whiteboards to Stratis and Bozcaada carriers.
    10. Removed Malden main island vehicle depot: use Logi to make your own depot. Moved that depot to base for vehicle deployment.
    11. Added Random faction selection for both player faction and enemy faction and set default factions to random.
    12. Added Middle Eastern Coalition and PLA China as playable player factions.
    13. Added "Factions" briefing entry in Map interface to show which factions are in use.
    14. Removed ammunition from automated turrets on the Stratis carrier to make air battles a bit more interesting. There's still an ambient protection zone directly on the carrier.
  16. Like
    hobnob11 got a reaction from JANXOL in From a humble transport pilot to you..   
    I used to be mainly a lead / medic, as that seemed to be where I could most effectively help other people. Nowadays I've taken to hiding in vortex or some other separate squad because of the vocal disagreements on decisions and fights that happen, but that's besides the point.
     
    all I want to do is stop people from not having fun, that's the only reason i play any game. I don't find shooting people or blowing things up that interesting and what with the increase of capable Squad leads appearing, The main source of "non-fun" comes from players waiting around for the gears to start turning. So i started going Vortex where I could best minimize the amount of down time people experience, but now that's started being less and less useful so I ask you this..
     
    (Side note: I feel like this could be interpreted as an attack on mini's concept of "ground only no air assets using the FOB", so I'm writing this side note to say that it is NOT that, I think its a cool alternate direction, but i have some questions..)
     
    1: Do people not like vortex because it defeats the purpose of real logistical support, such as trucks and humvees? or is it because armed air assets make every battle "a sure victory"?
     
    2: I saw in another post stanhope commented:
    I can't speak for other pilots, but If I manage to make just 1 person who just joined or died not wait as long, keep them in the game then I'm happy to wait on standby on the carrier for hours. We had a zeus op a while ago which consisted of some towns to clear on altis, and it was just after the rally point had been implemented so there was no need for reinserts. I sat on standby for maybe 3 hours before alpha needed an extraction, just watching the helmet cams and listening to long range, but I flew in and got everyone out, which gave them enough time to go and do something else instead of having to walk back. I'd do that mission again right now if i had the chance.
     
    3: (this one is with minis op he did in mind) Say you did have a fob set up, with a logi team sorting out logistical support, but every now and then you had a guy who couldn't spawn at the fob because the JIP'd and didn't have the spawn point, or didn't want to kill them selves.. would you still object to a transport only vortex?
     
    4: what happened to fast roping, hell when was the last time anyone did a parajump? there are so many more interesting ways to insert a team other than drive in a convoy or land a click outside and walk in.
     
    (off topic question)
    5: does anyone know arma scripting well enough to code helmet cams into the new map based system, its lonely on the carrier nowadays.
  17. Like
    hobnob11 got a reaction from PiranhA in From a humble transport pilot to you..   
    I used to be mainly a lead / medic, as that seemed to be where I could most effectively help other people. Nowadays I've taken to hiding in vortex or some other separate squad because of the vocal disagreements on decisions and fights that happen, but that's besides the point.
     
    all I want to do is stop people from not having fun, that's the only reason i play any game. I don't find shooting people or blowing things up that interesting and what with the increase of capable Squad leads appearing, The main source of "non-fun" comes from players waiting around for the gears to start turning. So i started going Vortex where I could best minimize the amount of down time people experience, but now that's started being less and less useful so I ask you this..
     
    (Side note: I feel like this could be interpreted as an attack on mini's concept of "ground only no air assets using the FOB", so I'm writing this side note to say that it is NOT that, I think its a cool alternate direction, but i have some questions..)
     
    1: Do people not like vortex because it defeats the purpose of real logistical support, such as trucks and humvees? or is it because armed air assets make every battle "a sure victory"?
     
    2: I saw in another post stanhope commented:
    I can't speak for other pilots, but If I manage to make just 1 person who just joined or died not wait as long, keep them in the game then I'm happy to wait on standby on the carrier for hours. We had a zeus op a while ago which consisted of some towns to clear on altis, and it was just after the rally point had been implemented so there was no need for reinserts. I sat on standby for maybe 3 hours before alpha needed an extraction, just watching the helmet cams and listening to long range, but I flew in and got everyone out, which gave them enough time to go and do something else instead of having to walk back. I'd do that mission again right now if i had the chance.
     
    3: (this one is with minis op he did in mind) Say you did have a fob set up, with a logi team sorting out logistical support, but every now and then you had a guy who couldn't spawn at the fob because the JIP'd and didn't have the spawn point, or didn't want to kill them selves.. would you still object to a transport only vortex?
     
    4: what happened to fast roping, hell when was the last time anyone did a parajump? there are so many more interesting ways to insert a team other than drive in a convoy or land a click outside and walk in.
     
    (off topic question)
    5: does anyone know arma scripting well enough to code helmet cams into the new map based system, its lonely on the carrier nowadays.
  18. Like
    hobnob11 got a reaction from Ryko in Stiletto Feedback Thread   
    Its not, both systems still work, FIR adds a new incompatible GPS system, which can be mounted onto the F18. but does not work with the F18's gps guided system.
     
    I dont know which bombs are FIR and which bombs are F18, but only the f18 gps bombs will work with the f18, and only the FIR gps bombs will work with the fir gps system.
  19. Haha
    hobnob11 got a reaction from Karate Pyjamas in Stiletto Feedback Thread   
    Would really love an airfield on malden, since we don't have an aircraft carrier
     
    Please see image:
     
  20. Like
    hobnob11 got a reaction from Ryko in Stiletto Feedback Thread   
    Would really love an airfield on malden, since we don't have an aircraft carrier
     
    Please see image:
     
  21. Haha
    hobnob11 got a reaction from Noah_Hero in Stiletto Feedback Thread   
    Would really love an airfield on malden, since we don't have an aircraft carrier
     
    Please see image:
     
  22. Haha
    hobnob11 got a reaction from Geb in Stiletto Feedback Thread   
    Figured out a temp fix for the jets being stuck, if you shoot them with a pistol they drop.
  23. Haha
    hobnob11 got a reaction from Noah_Hero in Stiletto Feedback Thread   
    Figured out a temp fix for the jets being stuck, if you shoot them with a pistol they drop.
  24. Confused
    hobnob11 got a reaction from SirMurficus in FSG: Lets talk about it.   
    So uh, what i've been seeing recently is the millisecond alpha 1 is full, the "meme FSG team 2.0" gets 5 people slotted up. and I dont want to speak for other people, so I will just list my personal issues with how this team has been used recently (and why I ask for there not to be an FSG at all when im asl)
     
    1: They tend to take a very loose interpretation of ASL's orders, for example if being ordered to stay 200-300m behind ASL they will be 400m "near" ASL (usually in front)
    2: They throw a tantrum when they don't get to do what they want, often disconnecting instead of switching to a more needed role like alpha, quoting how asking for more people in ASL than FSG is killing all fun possible.
    3: the role seems less capable of dealing with threats than an alpha squad nowadays, I don't know if this is because of bugs like the one affecting the new MAAWS, but from my own experience they sure do seem to become "combat ineffective" after killing 1 tank a lot.
    4: this is my biggest problem with the team, they take up 5 players. the server doesn't get as many people as it used too at peak times, and having 5 of them go into a separate team just guts Alpha's already limited effectiveness, causing the rest of the players to be stuck in what feels like an impossible situation (read: 3 alpha guys pinned down by 2 bmp's with no AT while FSG is calling for an evac because they are combat ineffective) 
     
    My solution to this "problem" is to tell FSG to go alpha / bravo as an inf squad, and have 3 pilots, 2 in a heavy CAS bird that can engage the kind of targets FSG is supposed too and one dedicated to transport. this provides the same level of "lol point and click no skill izi pizi tank dead" that a well equipped FSG team has, but only taking up 2 people instead of 5. And they have much less difficulty dealing with the specific target you want to die.
     
    again, I'm a shit ASL, and this is an opinion. so pls no hate ktnx <3
  25. Like
    hobnob11 got a reaction from Stanhope in FSG: Lets talk about it.   
    So uh, what i've been seeing recently is the millisecond alpha 1 is full, the "meme FSG team 2.0" gets 5 people slotted up. and I dont want to speak for other people, so I will just list my personal issues with how this team has been used recently (and why I ask for there not to be an FSG at all when im asl)
     
    1: They tend to take a very loose interpretation of ASL's orders, for example if being ordered to stay 200-300m behind ASL they will be 400m "near" ASL (usually in front)
    2: They throw a tantrum when they don't get to do what they want, often disconnecting instead of switching to a more needed role like alpha, quoting how asking for more people in ASL than FSG is killing all fun possible.
    3: the role seems less capable of dealing with threats than an alpha squad nowadays, I don't know if this is because of bugs like the one affecting the new MAAWS, but from my own experience they sure do seem to become "combat ineffective" after killing 1 tank a lot.
    4: this is my biggest problem with the team, they take up 5 players. the server doesn't get as many people as it used too at peak times, and having 5 of them go into a separate team just guts Alpha's already limited effectiveness, causing the rest of the players to be stuck in what feels like an impossible situation (read: 3 alpha guys pinned down by 2 bmp's with no AT while FSG is calling for an evac because they are combat ineffective) 
     
    My solution to this "problem" is to tell FSG to go alpha / bravo as an inf squad, and have 3 pilots, 2 in a heavy CAS bird that can engage the kind of targets FSG is supposed too and one dedicated to transport. this provides the same level of "lol point and click no skill izi pizi tank dead" that a well equipped FSG team has, but only taking up 2 people instead of 5. And they have much less difficulty dealing with the specific target you want to die.
     
    again, I'm a shit ASL, and this is an opinion. so pls no hate ktnx <3
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