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Havoc reacted to Bomer in Task Force Aegis - 3 (27/07/21)
Mission Name:
Task Force Aegis – 3
Server Details:
IP: 116.202.224.207
Port: 2302
Mods required:
AWE Aegis.html
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC
Server opens 30 minutes ahead of time
Expected mission length 120+ minutes (may go over or under expected mission length
Player Slots: 20
-3x 4 man Pararescue squads
-2x 4 man Helicopter crew
Situation
The trawler that escaped with Thamos Ioannou has reached the island of Malden masquerading as a Russian cargo ship.
Radar suggests the Ship has finally stopped moving.
We are not sure why it decided to land near Malden.
US Airforce Pararescue Jumpers are gearing up now to find the trawler and save Thamos Ioannou.
Assets:
2x HH-60G Pavehawk search & rescue helicopters. Callsigns Perseus & Hercules.
Friendly Forces:
Nearby NATO/Civilian airfield available for tasking
Enemy Forces:
FIA Insurgent remnant.
Civilians
Malden is a civilian populated island, expect civilians in every settlement.
Mission
-Find and Rescue Thamos Ioannou.
-Find out why the insurgents sailed all the way to Malden.
Execution
-Find trawler
-Trace Ioannou’s tracks
-Rescue Ioannou
-Gather intel along the way from Ioannou, captured FIA or documents
-Hercules and Perseus will both provide Recon, Close Air support And Evac.
Movement Plan:
-Load into Perseus and Hercules.
-Move along the coast until you find the Trawler
-Land or fastrope nearby
-Rescue Ioannou and gather intel.
-Load back into Perseus and Hercules and RTB
Rules of engagement:
We’re headed into a civilian area with Insurgent activity. Do not fire unless fired upon.
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Havoc reacted to LH5 in [AWE] Frontlines Wednesday - 21/07/2021 @17:30 UTC
We're rallying for another mid-week bout of Frontlines!
Mission Length
~2 hours, with a chance to carry on open-ended
Mod set/how to join
https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/
Situation
Mission
Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
Execution
At CMD’s discretion.
Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
Admin / Logistics
Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
Command / Signal
Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
Squad leaders are responsible for the operational effectiveness of their teams.
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Havoc reacted to DomT in Frontlines Feedback Thread
I've shuffled the tower slightly to prevent it clipping, it also now spawns a smaller tower setup but it works better.
So you're asking me to spawn more enemies to come and rush you riiiiiiiiiiight?
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Havoc reacted to MidnightRunner in PMC Ops REVENGE Week 4 @ 18:00 UTC 16/07/2021
Mission Name:
PMC Ops Revenge Week 4
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
Arma 3 Preset CHADS Revenge.html (Plus usual optional mods)
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 43
Platoon // 3 man element
Alpha - Delta // 9 man elements
Nomad // 2 man recon element
Vortex // 2 man pilot team
Situation
Following the attack on the airfield the CDF were forced to reposition some of their assets. To avoid attack they have split up some of their vital infrastructure to keep it hidden. We have discovered the location of several of these assets.
Assets:
1 x UH-60M
1 x MH-6M
Various ground support vehicles
Friendly Forces:
UN Observation force
Chernarussian rebels
Enemy Forces:
Local criminal factions
Neutral Forces:
Chernarus Defense forces
Russian Military observers/advisors
Civilians:
Civilian presence to be expected, concentrated in built up areas.
Mission
Find and destroy the CDF assets hidden in the area.
Execution
Objectives:
1. Find the CDF positions
2. Destroy the tactical assets
3. Maintain the cover supplied by the humanitarian mission
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
Admin & Logistics
Equipment & Resupply:
At the commander’s control, assets are available at base to facilitate this.
Reinforcements:
Unlimited
At commanders discretion, transport assets are available.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
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Havoc got a reaction from applechaser in Frontlines Feedback Thread
Idea:
Enemy units will come looking for captured units that are still carrying their radio. To prevent this, players have to strip and search every captured unit.
Edit: and remove their radio ofcourse
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Havoc got a reaction from applechaser in Frontlines Feedback Thread
Couple of things that come to mind to help fix this issue.
- Haven't noticed it yet but it would help with night operations if there is a full moon. If you have the right screen for it in 80% of the situations you don't even need night vision when it's full moon, and in other situations the extra ambient light helps in general.
- I was planning on requesting the bettir mod, this might be a good time to actually do it. This mod could help fix the problem that you are describing by adding weapon and helmet mounted IR flashlights.
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Havoc got a reaction from SkullCollector in Frontlines Feedback Thread
Idea:
Enemy units will come looking for captured units that are still carrying their radio. To prevent this, players have to strip and search every captured unit.
Edit: and remove their radio ofcourse
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Havoc got a reaction from LH5 in Frontlines Feedback Thread
Idea:
Enemy units will come looking for captured units that are still carrying their radio. To prevent this, players have to strip and search every captured unit.
Edit: and remove their radio ofcourse
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Havoc reacted to Gambit in Frontlines Feedback Thread
ACE NVG (Dslyecxi's video on it a few years ago, he made the first iteration and donated it to the ACE team) is greatly influenced on what goggles you have and what are the weather conditions.
There is a wide range in between the best and worst case scenarios, but generally speaking, more overcast and fog, nvg less useful. I dont know the exact nvg settings on server, but the film grain effect can be toned down, which helps with the worst cases, although it wont help with the lighting conditions. The BettIR mod might help, but my experience with it tells me it wont solve the bitching, since it relies on dynamic lighting settings on client side, plus the contrast/brightness settings, which will not be influenced by it.
To quickly run through, in magnitude of influence on ace nvg visibility, weather conditions (overcast, rain, fog) matters the most, then ambient lighting, then weapon mounted ir illum. Dynamic lighting settings control the latter two (number of ir illum visible at once, aka those little lasers have been raised by the ace nvg system compared to vanilla so dynamic lighting wont really screw with that), so if the weather is on the better end of the spectrum, then you will experience less of a problem with flickering lights and suddenly losing illum or flares not lighting up because of the amoung of lights already displayed.
IMO, the first things that players who experience problems with nvgs could do is, check their settings, play around with brightness and contrast in game and on the monitor aswell. To help that, on the server side, settings of film grain could be toned down or almost eliminated, and making sure the weather conditions most likely end up on the better case scenario side at nighttimes (less than 30% overcast, no fog, little to no rain).
If and when i find some time (most likely over the weekend if i wont forget) ill make a spreadsheet about the nvgs, or if any of you are bored enough and want to help, start it, before i get to it, happy days
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Havoc reacted to RiverWolf in [Mod] BettIR
I've been looking at the youtube videos of this mod and it looks interesting, I'll have to give it a whirl in editor.
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Havoc reacted to Mikael in [Mod] BettIR
Just as a heads up, arma devs is working on changing IR for the next version
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?page=58
Dont know if we should wait to see what comes out of that, or go ahead with a mod that might be outdated soon-ish?
Edit just to be clear: I absolutely agree something should be done about nighttime ops
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Havoc got a reaction from applechaser in [Mod] BettIR
BettIR This mod adds, amongst other things: NVG-mounted IR lights (compatible with particular NVGs only) Weapon-mounted IR lights (e.g. vanilla IR laser pointer is enough to use this functionality) https://steamcommunity.com/sharedfiles/filedetails/?id=2260572637 I believe this mod will increase the enjoyment that players can get out of night operations by improving visibility in low light situations because right now night time gets mostly skipped unless there are players willing to fire flares up every 20 seconds for hours. I think most players already have experience (either through MSO, or an AWE gamenight at some point I believe). Also, it's cool. -
Havoc got a reaction from Schubz in [Mod] BettIR
BettIR This mod adds, amongst other things: NVG-mounted IR lights (compatible with particular NVGs only) Weapon-mounted IR lights (e.g. vanilla IR laser pointer is enough to use this functionality) https://steamcommunity.com/sharedfiles/filedetails/?id=2260572637 I believe this mod will increase the enjoyment that players can get out of night operations by improving visibility in low light situations because right now night time gets mostly skipped unless there are players willing to fire flares up every 20 seconds for hours. I think most players already have experience (either through MSO, or an AWE gamenight at some point I believe). Also, it's cool. -
Havoc got a reaction from RiverWolf in [Mod] BettIR
BettIR This mod adds, amongst other things: NVG-mounted IR lights (compatible with particular NVGs only) Weapon-mounted IR lights (e.g. vanilla IR laser pointer is enough to use this functionality) https://steamcommunity.com/sharedfiles/filedetails/?id=2260572637 I believe this mod will increase the enjoyment that players can get out of night operations by improving visibility in low light situations because right now night time gets mostly skipped unless there are players willing to fire flares up every 20 seconds for hours. I think most players already have experience (either through MSO, or an AWE gamenight at some point I believe). Also, it's cool. -
Havoc got a reaction from RiverWolf in Frontlines Feedback Thread
Couple of things that come to mind to help fix this issue.
- Haven't noticed it yet but it would help with night operations if there is a full moon. If you have the right screen for it in 80% of the situations you don't even need night vision when it's full moon, and in other situations the extra ambient light helps in general.
- I was planning on requesting the bettir mod, this might be a good time to actually do it. This mod could help fix the problem that you are describing by adding weapon and helmet mounted IR flashlights.
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Havoc reacted to RiverWolf in Frontlines Feedback Thread
I'd like to make a suggestion regarding night ops, I think it's a shame with how crap the ACE night vision is puts pretty much a complete stop to any kind of night op and as much as I would like to use flares to aid the night they are highly ineffective because of how little time they last and no matter how many are brought they run out quite fast and they also add unnecessary weight to your load out so to counter this I suggest simply adding the vanilla night vision, it would save a lot of hassle and it will keep players from leaving when night rolls around and generally give a bit more fun to the players who do stick around.
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Havoc reacted to AhoyWorld in Introduction of Regular Community Meetings
Hi all,
Based on recent events and feedback from the community, we have decided to introduce a regular community meeting, to be held on a regular schedule which is to be agreed during the first meeting.
The first of these meetings is to be on Thursday 22nd July at 18:00UTC held in the Ahoyworld Teamspeak. (ts.ahoyworld.net, weekday/times of future meetings is another topic to discuss and agree)
The purpose of these meetings will be to both communicate staff plans to members and to discuss member feedback/concerns.
With the plan being that at subsequent meetings we can determine the effectiveness of any measures/actions decided at previous meetings and adjust accordingly.
The heart of Ahoyworld is and has always been its members. As CS we strive to meet the needs and expectations of the members, though sometimes as people we fail to do this but I hope that if we can have a more open forum then we can be more proactive rather than reactive.
In advance of this meeting we will be preparing an agenda as put forward by the members and keeping minutes for record on the forum for those that cannot attend. Any member can put forward a topic to discuss.
Please share below any topic which you would like to see discussed or message a member of Core Staff with your suggestion if you wish to do so privately.
Looking forward to seeing you there
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Havoc reacted to MidnightRunner in Stargate ARMA Gamenight 06/07/2021 @18:00UTC SG-Ahoy
Hey all,
For the mission tonight the mod creators have made a mistake by leaving a file in the mod that is not keyed.
You will need to go to you arma directory which for me is in the following location
SteamLibrary\steamapps\common\Arma 3\!Workshop\@Stargate ARMA Beta\Addons
Another way to find this is through the launcher:
Go to the mod tab Find the Stargate mod in the list Click the 3 dots in the bottom right Click "Open folder in windows Explorer" Open the addons folder Delete "catacomb_mod.pbo.SG_war_lord.bisign"
If any issue let me know as I will be in TS to help
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Havoc reacted to DomT in Frontlines Feedback Thread
Side mission has been implemented so sectors can 'request repairs' from your forces. They will request a number of supplies from you which you need to deliver within 30 minutes, then you will gain 75% of the civ rep loss (so currently +6%). The side mission will be added on the next map change, due to it not being accurate for the current run
I have also added a small menu to choose the amount of crates you want to retrieve from a factory, as well as the ability to withdraw resources from a FOB.
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Havoc reacted to RiverWolf in Invade & Annex 3 Version History And Feedback Thread
I've noticed vehicles that have been damaged out on the field and abandoned are re-spawning in the same damaged state and sometimes it's a hassle to get them repaired, not really a big problem but thought I'd let you know.
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Havoc reacted to Stryker990 in Invade & Annex 3 Version History And Feedback Thread
can we have the taru troop transport pods as well? That way you can use the Taru more often and when needed change to logi with the repair/refuel/rearm pods
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Havoc got a reaction from SkullCollector in Frontlines Feedback Thread
Side mission idea:
Rebuilt civilian structures.
Cost: 100 supplies per damaged structure
Reward: Regain 60% of civilian reputation lost on destruction per rebuilt structure
This side mission kinda serves as a way for players to "clean up their own mess" after a firefight. The destroyed buildings and to which objective they belong get saved by the mission. When players launch the side mission, it chooses an (maybe random) objective that has destroyed structures. Players then simply have to drop the supplies off at the objective. For every structure rebuilt they regain some civilian reputation.
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Havoc got a reaction from Mikael in Frontlines Feedback Thread
Side mission idea:
Rebuilt civilian structures.
Cost: 100 supplies per damaged structure
Reward: Regain 60% of civilian reputation lost on destruction per rebuilt structure
This side mission kinda serves as a way for players to "clean up their own mess" after a firefight. The destroyed buildings and to which objective they belong get saved by the mission. When players launch the side mission, it chooses an (maybe random) objective that has destroyed structures. Players then simply have to drop the supplies off at the objective. For every structure rebuilt they regain some civilian reputation.
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Havoc got a reaction from applechaser in Frontlines Feedback Thread
Side mission idea:
Rebuilt civilian structures.
Cost: 100 supplies per damaged structure
Reward: Regain 60% of civilian reputation lost on destruction per rebuilt structure
This side mission kinda serves as a way for players to "clean up their own mess" after a firefight. The destroyed buildings and to which objective they belong get saved by the mission. When players launch the side mission, it chooses an (maybe random) objective that has destroyed structures. Players then simply have to drop the supplies off at the objective. For every structure rebuilt they regain some civilian reputation.
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Havoc got a reaction from RiverWolf in Frontlines Feedback Thread
Side mission idea:
Rebuilt civilian structures.
Cost: 100 supplies per damaged structure
Reward: Regain 60% of civilian reputation lost on destruction per rebuilt structure
This side mission kinda serves as a way for players to "clean up their own mess" after a firefight. The destroyed buildings and to which objective they belong get saved by the mission. When players launch the side mission, it chooses an (maybe random) objective that has destroyed structures. Players then simply have to drop the supplies off at the objective. For every structure rebuilt they regain some civilian reputation.