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Louis

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  1. Like
    Louis reacted to Copey in FAO All EU3 AWE Players: Acre, Radio Issues, etc.   
    Let me first start off with a big thank you to all of our players from the EU3 AWE team. We really appreciate your continuing support, especially when we roll out big updates and experience some issues with it. Also I need to say a big thanks for the constant feedback being given to us on how these changes are affecting things on server, keep it coming.
     
    However, I have to address a specific issue withing this post, Acre. This is a public service announcement, so to speak, as well as a request.
     
    Before you connect to EU3 AWE next time:
     
    1. Make sure you have Acre updated to the new, correct version (2.2). This includes the teamspeak .dll files.
    2. Make sure you have TFAR deactivated. Acre and TFAR conflict, causing lots of bugs.
     
    And please, make sure you check!
     
    If you still experience issues please post them in this thread. Include what this issue was, who it affected, what you were doing, what they were doing, and any other relevant information. As well as this please include the version with sub-release (press j ingame and the mission file name will tell you). The current version is 48C. 
     
    To keep you updated with what we are doing to try and tackle the radio issues currently being faced, we will post any updates specific to Acre, in this thread, so keep an eye on it. As of the time of writing we have amended a setting within 48D so that radio antenna directions are ignored with regard to interference. In addition to this radios are now only available from the arsenal, within the miscellaneous tab of inventories. The static radio box has been removed. 
     
    Sub-release 48D will be activated on the server shortly.
     
    We are aware of a specific issue regarding the radios and boats, please continue to use the boats, and if this error occurs again after performing the above mentioned actions, post it!
     
    Again, Thanks for your continuing cooperation and support,
     
    Copey
  2. Like
    Louis got a reaction from Spearhead in Allow a new Mod on #EU1   
    Hello ,
    I just found a really interesting mod. Its a mod for people with a second screen , to see on this second screen the map of Altis , from the server you're playing at. You should take a look on it.Its the Athena mod: http://www.athenamod.com/
    It looks really nice and it would be really nice , if the mod would make it on the list of the allowed mods.
    It just gives you a live picture of the map , so you don't have to press M all the time and take the risk to ram something (if you're a pilot ( expecially when you're flying in a jet))


    Well , thats my suggestion

    Louis
     
  3. Like
    Louis reacted to Zak in Return to Zargabad   
    I'll warm up my Nukes "Diplomacy Tools"
  4. Like
    Louis reacted to Tylermaniac in EU3 Game Night - "Soviet Intervention" - Friday 20:00 GMT   
    When: Friday, March 25, 20:00 GMT (16:00 EST) ~~ We Will start on time this time
    Server Opens 15 minutes before
    Mods: Standard EU3 (including ALIVE)
    Player Count: 30
    Mission Length: ~2-3 Hours (JIP allowed)

     
    Mission will be locked to first-person only
     
    Summary:
         Following the 1979 invasion of Afghanistan, the Soviets are at it again; this time with Takistan. Invading from the South, a platoon sized force must capture ground town-to-town while at the same time taking down strategic enemy objectives. Enemy forces are expected to have numerous ground troops, static fortifications, light to medium armor, and possible air power.
         Anna squad and Boris squad will be led by platoon commander with the help of a variable fire support group. Casevac will be available to provide emergency medical assistance, logistical support, and occasional CAS.
     
    SIGN UP HERE - Priority is given to early sign ups
     
    Slots:
    Command (3 Slots)
    Anna (10 Slots)
    Boris (10 Slots)
    Fire Support Team (3 Slots)
    Casevac (4 Slots)
     
    Considerations:
    We are playing as the russians 
    Mission will be locked to first-person only
    Will be hosted on EU3
    100% credit to Kieran Collier for the mission
     
    **Complications have again disallowed for the use of our ASR AI enhancement mod**
     
  5. Like
    Louis reacted to zissou in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    Over the last while we have noticed a trend on the public servers of piloting getting steadily worse. One way pilots, constantly crashing pilots, pilots abandoning aircraft, pilots unable to land to list but a few of the issues.
     
    These rules changes will not affect competent pilots.
    Pilots are in charge of their aircraft they should make all efforts to keep the aircraft airworthy.
    If aircraft are damaged they need to be fixed, not destroyed. If this means getting a repair specialist to travel to fix the aircraft so be it.  
    Flying in a manner conducive to having you aircraft destroyed will result in discipline.
    These rules will be enforced and pilots will be expected to abide by them.
    The respawn time on Aircraft will be increased to encourage better flying.
     
    They will be coming into effect on 01.04.16
    Pilots seen to be breaking the rules will be asked to leave the pilots slot in which case they should return the aircraft to spawn and switch roles. If they refuse they will be kicked and if we see repeat offenders we will be forced to ban.
     
    Examples of Poor Piloting:
    Misuse of aircraft: CAS with the AA jet, practising, showboating and wasting resources. Landing too close, or flying over, the AO. It shows the pilot is not aware of the situation around him and if it results in the lost of aircraft or team mates will considered destroying assets or teamkilling. Abandoning aircraft in the field, this is all to prevalent and steps will be taken to weed out pilots who do this. Making no effort to repair damaged aircraft. Allowing your door gunners to teamkill. It's the pilot's responsibility to lock turrets. Teamkills will be attributed to the Pilots. Pilots should make a reasonable attempt to land if damaged. For example engine failure or tail rotor loss are not unrecoverable. If you don't know what autorotation is you simply should not be flying a helicopter. Not repairing aircraft in the field. If your aircraft is repairable then it must be repaired. While these are not technically new rules they will be enforced much more actively, and it is the pilots responsibility to make sure you are able to fly within the rules.
     
    For any possible scenarios not mentioned here or indeed any questions about the rule change please feel free to add a comment. 
  6. Like
    Louis reacted to razgriz33 in We Will Not MilSim.   
    my view put as simply as possible to avoid walls of text:
    in the same sense that many casual things are against the law, such as speeding, soliciting, overtaking, illegal turns. You don't choose to turn a blind eye but you might not decide to impose a harsh punishment.
     
    for example, in the above cases a slap on the wrist applies. so perhaps there may have been a lull in transport helicopters for example, you can either remove the sub par pilot or allow another one. you just have to remember what was the rule trying to achieve? in this case i just described the rule was trying to avoid needlessly filling pilot slots before any other slot but as my case describes, there is a requirement for another (for whatever reason)
     
    another case would be filling in plat co before filling up alpha. it's not such a huge problem that you should CONSTANTLY bug the player in the platco slot to GET OUT RIGHT NOW!!!!1!one because if the server is filling up, chances are you'll want somebody in that slot eventually and a slot change from alpha squad leader to platco would disrupt alpha squad as a whole.
     
    use your heads and think why the rule was made and what it's trying to achieve.
     
    Again that's my view, what a member of staff will do is up to them and my good friend who regulates them
  7. Like
    Louis reacted to David in Taking the reins   
    Hi all, those who attended the meeting (and from looking at this forum) will know, Raz stepped down as leader today, handing over to me.
     
    For those that missed the meeting, here is the link to the recording.
     
    So what is changing?
     
    As I said in the meeting nothing will be changing immediately, I need to survey properly where our weaknesses are and how we can improve. I will however be looking at the following:
     
    Improving coordination between staff members.
     
    At present it is difficult to keep track of user records, in particular users who have been warned but not banned, it is easily lost information and tracking will become tedious if it’s not done properly. It won’t happen overnight and it will require careful planning.
     
    Improve communication from staff to the community.
     
    It was raised in the meeting that quite often things are pushed through without consulting with the community, this is a problem all through the ranks not just between users and admins. I recently made a judgement call which blew up quite spectacularly which highlighted the fact this is prevalent everywhere, we knew it was a problem, but underestimated the extent to which it reached. Consultations will be on the up!
     
    Removal of the US server
     
    I brought this up in the meeting, it costs us £85 per calender month, was hosting Squad which is not populated and not bringing us any income. It was incredibly quick to resolve, here’s why:
     
     
    Graduated offences
     
    Something I have been looking at is a graduated offences system, instead of warning, kick and ban for all broken rules there would be 2 or 3 thresholds, racism would be your top tier and get you and instant permanent ban from our servers whereas spamming VON would land you a warning. Another possible avenue was different consideration dependant on membership status. This is just at idea phase.
     
    EU3 Mods & Spartans
     
    We have all regarded Spartans and EU3 Mods as the same rank, it isn’t clear though. I am not a fan of different routes for different play styles as it may not be equal, one route may favour another. I’m not sure what to do with this as I don’t really want to shake these up too much. Again, this is just an idea.
     
    Community engagement
     
    Our current community engagement is very low, far lower than it should be. Basically a lot of our admins don’t play on EU1/2 a lot, this means we don’t engage with the non members and that means they don’t become members. My plan is to drive up community engagement, gain members, promote people into the lower ranks (Field Ambassador etc) more frequently to end up with a broader admin team, this spreads out the workload for admins and in turn makes playing on EU1/2 less stressful for them, making them more likely to play. In short, not playing on EU1/2 means it’s more work in the long run.
     
    Regular community meetings
     
    Something we are lacking is meeting with the members, we do it from time to time but nowhere near enough to really connect, I’m aiming for quarterly.
     
    Delegation
     
    Both my predecessors got caught up with was delegation. I work away during the week but I keep in contact via the forums, both my predecessors found themselves trying to do so much and ultimately succumbing to stress. I’ve been a part of communities where the owner eventually took his own life, I have no plans to get in that deep. I can’t afford to be trying to do everything, I work away during the week and the rest of the admin team have my complete trust and are more than capable of making educated decisions about their sectors for me not to worry about them. I aim to be guides on the side of a bowling alley and nothing more.
     
    Taking suggestions to the top
     
    I can’t stress this enough, we will always listen to you, you can come to us any time on TeamSpeak with a suggestion, failing TeamSpeak we have the ideas forum, specifically for this, please don’t be hesitant in bringing things to us, we don’t bite.
     
    New website
     
    For a while we have been developing a new website and this was discussed in the meeting this evening, it’s not been a matter of urgency and it’s not an overnight job. We were planning for wordpress, it’s on the cards for the future, but it’s not our top priority.
     

     
    Raz has done a fantastic job for the last two and a half years since Rarek left in which was not a clean break. Leading from this is remarkable and we have made great strides in the years. It truly is incredible. I have known Raz for over 7 years, I am nearly 22, that’s over 30% of my life and he has been nothing but a great friend to me.

    Now on to me, I will make mistakes, I am not perfect, I do not have a handbook, I do not have any business or management experience. I got to where I am by making good decisions, but I will no doubt bring some terrible ideas to the table and horrific mistakes. I managed to delete half of TeamSpeak and the entirety of EU3 throughout my time here and I will continue to make mistakes (although I hope these are few and far between) and I rely on you the community, to tell me when I am making errors.
     


  8. Like
    Louis reacted to David in Player report form   
    It was recently suggested that a player report form be added to report players when admins aren't around. It can be found at the top of the site under "player tools" (which is also new and has quite a few useful links) and clicking "report player". You can also find it at www.ahoyworld.co.uk/pr and when I&A is updated you can find it by QR code at the base so you can do it on mobile without even tabbing out!
     
    You don't need to provide evidence but reports without evidence can be open to doubt so if you can, please do!
  9. Like
    Louis reacted to Miczils in Answer For Uniform Requests   
    I would go for this instead of TRYK's. As for now, TRYK armor is broken, and it doesn't look like its coming back. 
    Obviously there is a fix for TRYK armor values. 
    But it requires 2 more mods for repository. 
    If i could choose i would go with TRYK, but we would need them working vests. 
    https://forums.bistudio.com/topic/185317-tac-vests/
    https://forums.bistudio.com/topic/181164-sparfells-workshop/?p=2951843
     
    ^ Those 2 Mods would fix TRYK's Armor Values, if i would be the one to choose i would just throw them in so we can actually use all of TRYK's Vests and Helmets. But less mods is better i suppose
  10. Like
    Louis reacted to D.Devil in Hello old and new people of Ahoy World!   
    About a half year ago I joined this community and been playing on the servers for 3 months or so and then I went inactive. Haven't (really) played for about 2-3months now due to computer issues and my job in real life. I intend to start playing a little more again. 
     
    Some of you may remember me and some of you don't, so for those that don't know me here a link where I properly introduced myself; http://www.ahoyworld.co.uk/topic/4037-havent-properly-introduced-myself-yet/?hl=d.devil
     
    Hope to see you all on the battlefield!
  11. Like
    Louis reacted to DerRoteKoyote in NEW EU#3 SERVER   
    Thanks Chris thats 600-800 euros what i know thats really ... (video)... ;P big up from Koyote
     
  12. Like
    Louis reacted to kamaradski in NEW EU#3 SERVER   
    TL:DR - The Ip-address & Port for EU#3 change to: 136.243.150.72:2302
     
    New dedicated server to host Ahoyworld Arma3 EU#3 & Space engineers !
     
    Donated to Ahoyworld by Christiansen (yes fully paid from his own pocket, so THANKS CHRIS !!) we are proud to announce we have a brand new dedicated server up and running.
     
    Name of this server:
    - Keeping the shiptheme of our other servers (Flagship & LaCapitana) This server will be called: Valliant

    Purpose of this server:
    - Dedicated Space Engineers instance
    - Arma3 EU#3
     
    What is it ?
    - Bare-metal dedicated server hosted in a German datacenter
    - Intel® Core™ i7-6700 Quad-Core Skylake
    - 32 GB DDR4 RAM
    - 2 x 500 GB SATA 6 Gb/s SSD
    - Windows 2012 R2
     
    Why EU#3 ?
    Moving EU#3 (resource intensive with all mods etc..) will leave more CPU power available on Flagship for EU#1 & EU#2, while having the opportunity to dedicate 4 CPU's of the new server only to EU#3. Performance should therefore increase for all our Arma instances.
     
    Make sure to say thanks to Chris for this server when you happen to bump into him, and please post any performance related comments in this thread while we fine-tune the new setup.
  13. Like
    Louis reacted to Pancake in The life and works of David Bowie - A remembrance event - 16/1/16   
    Hey folks, just to make you aware I'll be hosting an event this coming Saturday to celebrate the legacy of Bowie and mourn his passing. He was a pioneer in everything he did, inspired many great artists with his work and entranced generations.



    The event will be on teamspeak, live from 12pm GMT onwards until 19.30pm. As this is a remembrance event, the music box will have speaking priority and anyone being disruptive over the music will be kicked and should they persist, staff will be contacted for harsher punishment. Singing along is encouraged, so long as no one is asking you to stop.



    The rota for the event will be a playlist of Bowies work and a few tracks from well known artists he inspired to get into music, from Iggy Pop to Midge Ure.


    See you folks there and I hope you have a good time. If an admin could shift this to the events sub forum I would appreciate it, wouldn't let me create this in there.
  14. Like
    Louis reacted to Ryko in Ryko's Christmas present for 2015...   
    Definitely work in progress, but working so far!
  15. Like
    Louis reacted to Ryko in Ryko's Christmas present #2 for 2015   
    Get ready! Once they target you, they'll chase you down!
  16. Like
    Louis reacted to Ryko in Suggested add-on: Chernarus Winter   
    http://www.armaholic.com/page.php?id=29752
     
    We've all been saying how neat it would be if there was a winter map: well, as of the end of October, apparently there is.
     
    A listed requirement is the All in Arma Terrain Pack (AiA TP) - but that's a requirement for FSF Al Rayak, and we play that - so we should be good to go, right?
     
    -R
  17. Like
    Louis reacted to Ryko in Rethinking the Repo   
    I have a few thoughts about the content in the repo - given that it's a significant download for new users, perhaps there are some alterations we can make?  As well, there are a few problems in the mix... anyway, thoughts below, comments welcome.
     
    The repo currently contains the following MODs for EU3: my thoughts for each are included.
    @ACE3_3.4.1 - necessary, no thoughts @ALiVE - necessary for Valiant, but not for Gauntlet, 152MB @CBA_A3 - necessary, no thoughts @Clafghan - every time I mention this map, it gets ugly looks.  Why do we have it in the repo?  Are we ever going to do anything on it? 547MB @CUP_Chernarus @CUP_Chernarus_Summer @CUP_Sahrani @CUP_Shapur @CUP_Takistan @CUP_Terrains @CUP_Utes @CUP_Zargabad - I'd say that we never play regular Chernarus, but all of this is part of the CUP MOD, so I guess we're keeping all 6.4GB @DAC - necessary for Gauntlet, but will it be necessary when we move to Valiant?  It's also something that can be integrated directly into custom missions - 15MB @Fallujah @fsf_al_rayak @hlcmods_core @hlcmods_fal @hlcmods_g3 @hlcmods_m60e4 @hlcmods_mp5 @hlcmods_saw - It's a pity these can't all be wrapped up into one @hlcmods @MELB @MFFA_1.0.5 @mrt_accfncs @panthera_a3 @rh_pistol_a3 - I know some people will lament the loss of their Golden Desert Eagle but I'm not sure it's worth it given the rarity of pistol use: 170MB @rhs_afrf_0.4 @rhs_usaf_0.4 - Yeah, these two are worth the 2.16 and 2.18GB @SMA @SpecialSaus - 2.5MB worth of tactical beards. @st_gi @st_nametags @st_stamina_bar - still contend this isn't necessary now that Arma integrates its own stamina bar.  I know they work differently but why have two places to look: it's not huge, but it's one less thing to download @sthud_a3 @task_force_radio @tf47_launchers @tf47_launchers_rhs @TRYK - the uniforms are great but the Vests have not been and probably will not be updated for Arma 1.54, meaning they have no armor value whatsoever.  Pursuant to this post if we want to continue using TRYK we should probably update it according to this thread: it means installing this mod (149MB) and this mod (5KB).  
    Personally, I'd want to add @RDS_Civ (348MB), which ports at least 8 civilian vehicles from Arma 2 so there is some variety in the kinds of vehicles people can drive.  I'd also think the @Nimitz (143MB) would be a useful MOD given that we now have access to the CH-53 helicopter... I am already envisioning a mission.
     
    -R
  18. Like
    Louis reacted to MessedUpSmiley in [GAMENIGHT] Operation Steel Tiger - Gamenight (12/12/15)   
    Toxic:
    Respect for spending the time you've got left next to your probably extremely hard and time-consuming study, don't feel bad about it not working. People shouldn't complain unless they can do it better themselves.
    With the amount of things you had to deal with seeing you were also the first to go through the newly put up flowchart I can only say; thank you very much for still trying to set something up for us. Don't feel bad about it, better luck next time.
  19. Like
    Louis reacted to Icy in Zeus COOP-Missions on the CUP_Maps   
    The Community Upgrade Project is just a name to combine content ported from A2 to A3 ( I believe, correct me if im wrong). right? So your referring to the old maps from A2 such as Zargabad, cherno etc and you want to quickly start a zeus mission there without any Gauntlet like missons and Ambient AI in there from the start?
     
    In regards to any maps outside of the map pack we use on #eu3, I am not familiar how they are handled by arma 3, however regarding your questions about a 

    ''Standard Template''
     
    for the #EU3 maps what I do if I make a Gamenight mission, and I am sure the other game night/mission creators do the same is either:

    1. Make a mission from scratch ( you were having trouble as you said)
    2. Carefully di-sect Gauntlet or any other mission you have played who has the features you like until the core is still there, and copy paste over re spawn points and arsenal boxes etc. ( tip:You can actually CTRL+C/CTRL+V  items/objects/markers in the 2d editor over from one project to another!). 

    Cant find the missions ? Go to the MPMissions folder in your A3 Root folder, there are the .pbo files you download when you join a server which you can open yourself!
     
    Now the 2. might be hard for you too if you dont have any prior experience but its definitely easier then creating from scratch.
     
    Now that I think of it I might create a group of templates this weekend and ask if they are uploaded as clean ''Zeus Missions'' with all the perks such as game night modes, arsenal boxes, a FOB/Base to start from and re-spawning vehicles @ base. The Only issue is the assignment of Zeus to a certain player who is not a mod/admin on #EU3.
     
    I have had alot of fun creating the most basic of missions using Zeus, and adding your own temporary story to it in matter of minutes which gives the players a whole new experience and a way to get some diversity from the pretty great Gauntlet( not kidding, its good!)
  20. Like
    Louis reacted to Colsta in [GAMENIGHT] Operation Steel Tiger - Gamenight (12/12/15)   
    That's a Saturday Friday.
    I blame different language.
  21. Like
    Louis reacted to Ryko in Suggested add-on: Chernarus Winter   
    Cool then - Thursk.  It appears there are other options.  How about Thursk?
     

     
    -R
  22. Like
    Louis got a reaction from TheToxicPixels in (14/11/2015) 7:00 PM GMT Saturday Night Gamenight!   
    Signed up too!
  23. Like
    Louis reacted to Icy in Gamenight (07/11/2015) 7:00 PM GMT   
    Saturday Night Gamenight!

     

    Operation: Blue Dragon

    Time of operation start: 7:30 PM GMT

    Time of preparation: 7:00 PM GMT

    Type of gameplay: CO-OP Assault

    [Note; winter time, so it is now 1 hour later than usual standard time]

     

    Commander: Razgriz33

     

    Click here to sign up!

     

     

    Storyline:

     The island group of Panthera is in the midst of continuing political and military instability.

    At the start of October `15 rebel forces assaulted the local military and police on the South-west Island and seized all control on the island. Intel reports show enemy forces reinforcing key points on the island including radio towers, fuel/ power stations and the airfield in the south. All these signs indicate that this rebel force is preparing to expand their control in the region. We will be there to stop them.

     

    Mission info;

    [More information will follow in the upcoming week]

     

    Preparation:

    All Squad Leaders will be briefed together to ensure mutual understanding of the plan.

    This is vital to the execution of the assault because if: F.E; Alpha fails to complete their objective, the other teams can and most likely will suffer from this indirectly.

    After the S.L briefing by command, the individual Squads will be briefed by their own SL before being phase 1 starts

     

    Phase 1

    Insertion

     

    Phase 2:

    Planned Assault

     

    Phase 3

    React to enemy movement

     

    Phase 4

    Ex-filtrate

     

     

     

     

    This mission is particularly challenging for the Platoon commander and his Squad Leaders.

    Communications between the squads and their commander is key to success.

     

     

    Forces that will participate in the assault;

    Platoon Command & Staff

    Alpha Squad [FULL]

    Bravo Squad

    Charlie Squad

    Delta Team /QRF [FULL]

    Vortex 1 &2

     

    Due to the AOs location there will be no Armoured units and no need to destroy any such vehicles with HAT.

     

     

     

     

    Game night Info:

    Load outs: Pre- set.

    Join in Progress: Allowed, but in a very controlled matter.

    Units will be deployed to the AO in waves, subject to commands approval.

    Re-spawning: allowed, but in a very controlled matter

     

    This mission is a custom mission. Experiences may vary greatly from player to player in comparison to the usual EU#3 game nights.

    Normal game night rules apply, if you can’t cope with waiting to get back into the area of operations or planning please do not join.

    As stated before, thread will be updated in the coming week!

  24. Like
    Louis reacted to Ryko in ACE, vanilla damage and the "walking bug"   
    Hi folks,
     
    As I understand events, the recent update to 3.3.2 made changes to leg damage such that any major damage makes it so that you can't run and are limited to walking.  There has been some commentary on the ACE github issue tracker, but it seems even with the remove_bloodstains boolean enabled this will still happen.
     
    No one seems to like this "feature" - even to the point that on EU3 admins have been running code on an ad hoc basis (setDamage = 0, I suspect) which removes vanilla damage, and allows the player to run again.  This is great when there's an admin online who is receptive to running the script, but if there isn't one online, or he's busy running ZEUS - you're gonna be walking.
     
    I have been doing some experimenting and I am pleased to present an option for consideration - the walking bug vanilla damage restoration banana (WBVDRB):
     
    this addAction["Eat Banana", {_this select 1 setDamage 0; hint "Your vanilla damage has been removed. Yum!"; _this select 0 setPos [0,0,0]; }]; Adding this code on the initialization of a banana item (ACE_bananaItem) will make it so that a banana can be "eaten", whereby it removes a player's damage and then disappears (technically, gets teleported to 0/0/0 on the map).  Here's the interesting thing - it doesn't stop ACE bleeding effects or pain, so it's not a cure-all.  At least, no more than the current directly-run scripting.
     
    I don't know how this would be implemented, but in a perfect world, it would be an ammo box item that a user could take with him into the field.
     
    Anyway, my two cents.
     
    -R
  25. Like
    Louis reacted to Minipily in Vehicle Guide (Mechanized/Armored Warfare)   
    So here i'm just going to leave some tips and tricks for those of you who are thinking on using vehicles a bit more and are possibly considering getting into the play of using Mechanized Assaults to help infantry cross large open terrains without getting shot in their everything.
     
    Let's quickly talk over each crew member and some common orders:
     
    Note that only the MBT's use a crew of 4 while IFV's use 3 and most APC's use 2.
     
    Crew
     
    The commander: The commander is in charge of the tank and basically the man of the house; he tells the driver where to go, gives the gunner targets and instructs the loader what shell to load (although the gunner loads shell in Arma 3). It is considered to be the most difficult position in the tank as he has to manage not only the tank, but also incoming radio calls, so expect a lengthier pause between radio calls, especially in combat. Most vehicles provide commanders with smoke launchers to conceal the tank from incoming fire and shells and can also lay down smokes on the move for infantry to use as they move along. In addition the commander gets a wide array of optics such as night vision and thermal. 
     
    The gunner: All in the name, the gunner is the guy who shoots stuff with a wide array of weaponry, this can consist of: Main cannons from 20mm all the way to 120+mm, co-axial machine gun, TOW/Stinger launcher. The gunner also has the ability to use different optics such as night vision and thermal.
     
    The driver: The driver is the guy that gets you from point A to B, he should have a good mind for maneuvers and know what most of them are. Don't worry if you don't know them, we will be going over some of them later on! 
     
    The loader: This is simple. He loads the gun (or atleast faster in arma 3 than the gunner), he acts as an extra pair of eyes for the commander/gunner/driver and can sometimes utilize a machine gun mounted on the roof of the tank either manually or through a computer.
     
    Here's some common orders:
     
    Orders the VC will often say to all the crew:
     
    "Turn in! / Button up!" The crew turns in and closes their hatches to avoid taking small arms fire.
    "Keep your head on a swivel / Keep scanning" The crew will keep checking their sectors, often done in close areas although the same can be said for large open plains.
    "GET OUT! / BAIL! - The crew needs to get out the vehicle and run like hell! This is done if the engine or hull goes red, meaning a vehicle cook off is imminent. Is sometimes done if the track is blown off although sometimes it is better to stay inside, usually if the tank has hit a mine or taken a RPG to the track, better to stay inside and investigate before bailing out.
     
    Orders the VC can give the driver:

    "Driver forward" The driver press "W" and goes forward at normal speed.
    "Driver forward slow/fast" The driver press "Q" for slow and "Shift+W" for fast.
    "Driver forward five meters" The driver moves the vehicle forward 5 meters.
    "Driver slow down" The driver slows the speed down.
    "Driver increase speed" The driver increases the speed.
    "Driver keep speed thirty" The driver increases/decreases the speed to said speed.
    "Driver reverse" The driver press "S" and reverse the vehicle.
    "Driver reverse ten meters" The driver reverse 10 meters.
    "Driver left, left, left, left correct" The driver press "A" and keeps turning the vehicle left until he hears "correct".
    "Driver forty five degrees left" The driver turns the vehicle roughly 45 degrees left.
    "Driver right, right, right, correct" The driver press "D" and keeps turning the vehicle left until he hears "correct".
    "Driver forty five degrees right" The driver turns the vehicle roughly 45 degrees right.
    "Driver orientate two eight zero" The driver looks at the bearings and adjusts the vehicle to said bearings.
    "Driver do one eighty" The driver turns the vehicle 180 degrees.
    "Driver slow to halt" The driver stops the vehicle gently.
    "Driver halt" The driver stops the vehicle as fast as he can.
     
    Orders the Gunner can give the driver:

    "Driver forward"
    "Driver forward slow"
    "Driver forward five meters"
    "Driver reverse"
    "Driver reverse three meters"
    "Driver slow to halt"
    "Driver halt"
     
    Orders the VC can give the gunner is:

    "Gunner load AP" The gunner loads corresponding armor piercing ammunition.
    "Gunner load high explosive" The gunner loads corresponding high explosive ammunition.
    "Gunner switch MG" The Gunner switch to the machine gun as the selected weapon.
    "Gunner switch Cannon" The Gunner switch to the cannon as the selected weapon.
    "Gunner switch GMG" The Gunner switch to the grenade machine gun as the selected weapon.
    "Gunner orientate two five zero" The gunner turns the turret to bearing 250.
    "Gunner fire" The gunner fires on the target he is currently looking at or searching for.
    "Gunner weapons free" The gunner is free to engage any identified targets.
    "Gunner hold fire" The gunner holds fire.
    "Gunner contact bearing zero one zero, enemy APC, range three hundred, fire" The gunner turns the turret while switching to the cannon, loads corresponding armor piercing ammunition, zero his gun to 300 meters, reports contact spotted and starts to engage the contact.
    "Gunner up, up, up, down" The gunner elevates/decrease his gun elevation in the direction he is told until he spots what the VC wants him to spot. ones spotted the gunner reports it to the VC.
    "Gunner left, left, left, right" the gunner turns the turret in the direction he is told until he spots what the VC wants him to spot. ones spotted the gunner reports it to the VC.
     
    It's vitally important to work together as a team. Good crew members who are not communicating will result in a dead vehicle!
     
    Ammo
     
    The list of most common ammunition types:
    APFSDS: Armour Piercing Fin Stabilized Discarding Sabot. Often called “sabot” or “AP”. Basically has the best penetration for almost all ranges, except extreme ranges. It's penetrating power comes from the extreme velocity it is fired. Note that it can over pen light vehicles although in Arma this does not matter very much.
     
    HEAT: High Explosive Anti Tank. A big shell that explodes shortly after penetrating a target. Very good against soft to medium armoured targets. Has no drop off in penetration and is used for extreme ranges.
    HE: High Explosive. Explodes on impact and has almost no penetration power. Cheaper than other ammo types and very effective against light armour and infantry. Does not bounce.
     
    Note: if an ammo type is followed by ”-T” (like: “APFSDS-T), it means that the shell act's as a tracer and gives a light trail when fired (same effect as rifle tracers).
     
    Armour and countermeasures
     
    In this section, I'll cover the different types of armor and other measures taken to protect a tank. I'll start with armor:
     
    Steel armor: This type of armor isn't in use anymore but I thought I would mention it because it was the main type of armor during WWII. Just a steel plate and nothing more. Composite armor: The main armor used on modern MBT's. Its designed to have higher armor values then steel by having less weight. This is why a T-90 is way better protected then a Tiger, despite having a lower weight. It can consist of a lot of materials, but aluminium and titanium are widely used. Depleted Uranium armor: Very strong armor made out of depleted uranium, something you get as garbage product from enriching uranium. The only tank that I know it's being used on is the Abrams. A tank is never made entirely from this armor due to the extreme weight it has. Chobham armor: This is believed to be the best armor in the world, only used on the American Abrams and the British Challenger. Almost nothing is known about this, but it is believed to be some sort of ceramic armor. Other protective measures:
    ERA: explosive reactive armor: a slap-on armor plate that consists of cubes that explode outwards when hit. This will decrease the penetrating power of the shell or missile. Once hit the cube is destroyed and not more usable. Smoke launcher: Most modern tanks are equipped with smoke launchers. These launchers will fire off projectiles that produces smoke to give a full 360 smoke screen around the tank. Some tanks can also generate smoke by injecting chemicals in the engine. APS: active protection system: A system that detects incoming missiles and shoot those down. Not common on tanks and the only in front line use tank that uses it is the Merkava mk4. Basic Vehicle Tactics
     
    First of all is the positioning of the vehicle. Positioning a vehicle is the most important thing you can do in battle, poor positioning leads to death. Always try to keep a range from the target so have time to; target, identify, call it in, range, engage
     
    Also it's always advisible to turn the front of the tank towards the enemy (I know, but some people I see do not do this in times when they can). Some more advanced positioning tactics are:
     
    Hulling down: this means only exposing the turret by covering the hull with a rock or crest.
     
    Sidescraping: A tactic that allows you to peek corners without the risk of taking heavy damage.

     
    Also remember, be mindful of where you are going to be sidescraping, make sure that your flanks are secure and do not put yourself in a situation where you will end up reversing into someones clothes store and getting stuck if you need to escape the area.
     
    Maneuvers
     
    Bounding maneuvers are incredibly useful to move around open spaces without exposing your flanks, these are done when 2 or more vehicles are present.
     
    Herringbone: Herringbone formations are great when you want to look to either side of, say, a road, allowing two vehicles to watch either side and act as buddy's for eachother.

     
    Coil: Coil Formations, like Herringbone, is designed to get the front of the vehicles to look at certain areas only this time, to look in all directions. Best use for this is when you must hold an open plain area where you may be attacked from all directions.

     
    Peeling: Peel maneuvers are used when contact is spotted in front and 1 vehicle must move into a better position, or both vehicles need to leave the area to get to a more efficient area. To do this, the vehicle that is on the far side of the direction your or moving will stay, while the furthest away will reverse, turn to the correct heading then move to the left or right of the vehicle at the far end of the column. Vise versa and you will eventually find that a platoon of vehicles in a line formation suddenly shifted 300m to the right without taking RPG's. Remember, slow is smooth and smooth is fast, never move all at once if you run the risk of exposing your flanks to the enemy, the last thing you want is an armada of RPG's flying towards each vehicles side.
     
    Shoot and scoot: Shooting and scooting is simple, you move to cover, fire, then move again. This is used when dealing with multiple enemy vehicles, or suppressing RPG's teams that are danger close.
     
    Firing on the move: This maneuver is done when there is multiple contacts with anti armor weapons or if there are armored vehicles present. It is also useful to note that doing this in a confined area WILL NOT WORK, so don't bother. Basically, the vehicle will maintain a steady speed but try to stay fast, so the gunner can efficiently knock out targets without running the risk of the gun bouncing up and down too much for him.
     
    Falling into a line formation: This is used when a platoon of vehicles travelling along has been ambushed. To do this, the platoon sergeant or whoever is in charge of all the vehicles will order the vehicles to reverse away and point their fronts to the enemy.
     
    Jumping out: This is often done when a column formation has been called in to decrease the chances of multiple vehicles being destroyed from the front but the vehicles must "jump out" into a line or wedge to get all guns on targets to the front.
     
    That's all the maneuvers i'm going to say for now, maybe someone else can say some they know in the comments?
     
    Driving through a confined area/town
     
    Situations like this can and will happen and it is best to know how to handle it as it can be one of the hardest situations to deal with. A close confined space for a vehicle is never good, it will not perform as it's best and is extremely vulnerable to being swarmed or flank shot. Therefore, you will want to keep eyes everywhere you can so utilize your crew. A good tactic is to have your driver focusing front, as that is where he is going, have your gunner focus left and the commander focus right. If you have a loader available, have him focus where the gunner is looking so he can assist in calling out targets as it is much harder for a gunner to see.
     
    The formation infantry should take in a town:

     
    A Slammer covers infantry as they cross a road:

     
    A Slammer neutralizes enemy's in a building as infantry take cover:

     
    PLEASE NOTE: If you are doing this, stay at a slow speed! 10-20km/h is where you want to be at, rushing through a town is not good as you run the risk of missing an alley way, being immobilized by someone in the next alleyway and having a guy at the alleyway you just ran by, shoot you in the ass. Besides, infantry support can only jog at a steady pace of about 10+km/h so keeping slow is where it's at, don't make em sprint, just because you don't get tired doesn't mean they don't too.
     
    Mechanized Warfare tactics
     
    Okay, now that you know how most vehicles work in a basic sense, lets look a little more in depth. Infantry grunts! Pay attention, some of this involves you too.
     
    Using the Bradley as transport
     
    Okay, so you need a ride to the AO in the back of a Bradley, well it has seats so that's good but lets talk about correct tactics and etiquette when in using these.
    Inform the commander on radio that you wish to use the vehicle and if possible, wave to him from the front of the vehicle to make him known of your presence. Failure to do things like this may end getting you squished if the Bradley needs to reverse. Keep chatter to a minimum please! The vehicle crew needs to talk a lot more than you do, especially in a combat zone so try to keep chatter to a minimum. GO GO GO! Okay, so your here and the commander has ordered you to disembark, like a helicopter, perform security to the vehicle BUT keep to both sides of the vehicle and try to keep the rear and definitely the front clear. Using the Bradley for support
    If you need ammo, the Bradley will most likely have it if you are using standard issue weapons for US militants. HOWEVER, like requesting a ride, please try to inform on radio to the Bradley and/or run in front and give it a wave or wiggle, this informs the crew and reduces risk of being ran over if the Bradley must reverse. Open field with no cover huh, oh look, a Bradley, DON'T BE SHY! The Bradley is not only there to "steal all the fun", it is also there to assist you in other ways. Remember to call the Bradley on radio and see if it is possible for a "rolling cover" support. More often than not, this is easily available and you can use the Bradley as cover to get across a field without taking any or too many casualties or taking 30 minutes to cross 1 of 5 open fields.  
    IFV's are also great battering rams! Utilize that:

     
    Infantry Support
     
    Infantry support is DEADLY useful, especially in close confined areas. This is simple, stick with the vehicle as it moves through a town or takes up a position in say a village or something and make sure it doesn't get flanked. Without infantry support in a town, the vehicle is most likely going to be a coffin on tracks waiting to be hit.
     
    Here's an example of a common ambush position against vehicles:

     
    Remember to keep your armor pieces safe, these kind of areas are extremely dangerous as you an quickly be attacked from all directions in a close confined space, something a vehicle CANNOT deal with without infantry support.
     
    NOTE!: If you are following along side a vehicle, stay clear of it's front and try not to cross a road from the front, the last thing you want is to be clipped by its guns or take a shot to the leg and be squashed by a track. In addition, if it is a MBT, stay clear of it's front completely as the main armament's shockwave upon firing is enough to knock you out or kill you.
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