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Plant1ing

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  1. Like
    Plant1ing reacted to PERO in We are not mind readers!   
    To add to that, I daily or every 2 days actually check the reports and act on them if sufficient amount of info is provided.
  2. Like
    Plant1ing reacted to David in We are not mind readers!   
    Contrary to popular belief by many in this community the administration team have yet to master telepathy, if we aren't there in person to witness rule breaking we will not know about it, it is as simple as that. There are far too many users expecting us to do things about things we know nothing about!
    REPORT TROUBLEMAKERS: http://www.ahoyworld.net/pr
  3. Like
    Plant1ing reacted to Dingo in All Servers Returned to Normal status - Happy Gaming   
    As title, 
  4. Like
    Plant1ing reacted to Ryko in Coming soon - Rukavitsa   
  5. Like
    Plant1ing reacted to David in Community Meeting 30/4/16 1900UTC   
    Hi all,

    I would like to gather you all on 30/4/16 at 1900UTC for our first community meeting since the exchange of ownership from raz. I have a number of topics I'd like to discuss and I want to hear your views too.

    Hope to see as many people there as possible, hope you all have a good week!
     
     
    Link to Recording
  6. Like
    Plant1ing reacted to Ryko in EU#3 Media topic   
    Fun times on Fallujah EU3, April 13
     

  7. Like
    Plant1ing reacted to Ryko in EU#3 Media topic   
    Hilarious timing on Zargabad.
     

  8. Like
    Plant1ing reacted to Ryko in Gauntlet Version History   
    Hi folks,
     
    Gauntlet 45 is slowly being released, as a result of the RHS upgrade and some miscommunication about the MELB Little Bird MOD the old maps have to be upgraded.  At the same time it's allowed me to delve into a few things I wanted to delve into...
     
    As of right now we have two maps, Chernarus and Altis, that have the 0.45 code.  Well, technically Chernarus has 44C code, which doesn't have some of the nifty new features that Altis has, namely:
     
    1) Two of the RG-33 MRAPs have been switched out for the new M1117 vehicles;
    2) The virtual arsenal has been updated with the new RHS content for weapons, uniforms and so forth;
    3) There are two new parameters in mission setup, which allow you to choose the BLUFOR and OPFOR factions.  Right now this just affects the default loadout for players, and the OPFOR unit types; 45A code will load different player vehicles based on the BLUFOR faction that's chosen.
    4) There's a new role in the Platoon Command squad, the UAV operator, along with a Yabhon CAS UAV.  This is a test to see how the UAV integrates with Gauntlet.  The UAV operator is not classed as a pilot, but there MUST be a command element - either Platoon Command or Alpha Squad Leader - present in order for someone to take that role.  In testing, the UAV did not respawn.  So use it cautiously.
    5) One of the Speedboats got swapped out for the new MK5 SOCOM boat (that thing can hit 115kph! Damn!).
     
    As always, please report bugs / comments / suggestions here in this thread.
     
    Thanks
     
    - Ryko
     
    Gauntlet history:
     
    FAQ :
     
  9. Like
    Plant1ing reacted to Ryko in eu3 latest version of fallujah and veichle repairing?   
    My apologies for not explaining this in greater detail...
     

     
    1) Service pads will do nothing automatic for you.  A player must always repair a vehicle through ACE.
    2) The following roles are now classed as engineers:
         i) Vortex & Logi Pilot & Co-pilots
         ii) Torch & Hammer commander
         iii) Command Engineer & Logi Engineer (these two are repair specialists, one rank higher than engineer - at some point these roles may be necessary for a full repair)
    3) Only engineers or the above roles can repair vehicles. Any role can rearm or refuel any vehicle.
     
    REPAIRING
    1) All engineer roles can repair all vehicles, as long as they have a toolkit equipped (typically fits in your backpack)
    2) In the field you can repair any segment of a vehicle, I believe up to 60%
    3) In base, you can fully repair any vehicle, so long as it is parked on a repair pad (technically there is no difference between an air service pad and a ground service pad)
    4) I believe you can also fully repair any vehicle in the field if the repair truck is parked next to it
    5) You get a "full repair" option on the repair pad or next to the repair vehicle, which will repair all parts of the vehicle at once.
     
    REARMING
    1) You have to have the vehicle parked next to the Huron Ammo Pod, these are located at the service pads
    2) ACE interact with the ammo pod, you get an option for "Take Ammo" and the vehicle; doing this will produce an ammo box which I believe you are now carrying
    3) Move over to the vehicle, ACE interact with the vehicle to load ammo.  You have to do this for every weapon system that requires re-arming
     
    REFUELING
    1) You have to have the vehicle parked reasonably close to the fuel bladder (or fuel truck), these are typically located at the service pad
    2) ACE interact with the fuel nozzle on the fuel bladder to take the nozzle into your hand - you actually go over to the vehicle and attach the nozzle to begin fuelling.
    3) If you're not close enough to the fuel source you may have to reposition the vehicle closer - the nozzle is connected by a hose which is only so long.  You will be notified if it can't reach.
    4) Begin fueling via ace interaction either on the nozzle end or the fuel bladder end. You'll be notified when it's done.
    5) return the nozzle when you're done.
     
    - R
     
    ps. Many people have asked why this changed.  A three-fold reason, the first being that it didn't fit with the nature of EU3 that there was a magical repair pad which almost instantly repaired, refueled and rearmed a vehicle.  Second, ACE didn't have its expanded r/r/r functionality when the repair pads were introduced.  And thirdly and most importantly, the way the old magic repair pads worked was through a trigger, and the first thing it did was turn off your engine when you drove into it... so helicopters and planes flying over service pads could occasionally fall from the sky.
  10. Like
    Plant1ing reacted to Colsta in Mod Suggestion for EU3   
    For VSM... it just adds clutter to the arsenal, honestly, and bloats the repository unnecessarily. As far as I know, we're keeping RHS and we have a custom made pack of uniforms that look better than CUP's. Last resort, use vanilla stuff, it's pretty okay.
    For AEM, it was suggested not long ago here, and has been previously suggested from the looks of it. This was the staff answer:
     
  11. Like
    Plant1ing reacted to Colsta in Battleye problem   
    I can't recall exactly what I did to solve this problem when I had it. I suggest running the battleye executables inside the ArmA3 folder, see if it updates itself.
  12. Like
    Plant1ing reacted to Minipily in Battleye problem   
    Try launching the the arma 3 launcher and launch the game without mods on, it should update battleye if it needs to.
     
    Failing that, try launching the game without battleye on with your mods, you can do this by going to launcher options in arma 3 sync and at the bottom selecting the ArmA3.Exe rather than the battleye.exe and the game will launch without battleye. (Note that when you join a server the game will tell you to restart with battleye on, just simply click accept and the game should restart, hopefully without issues.)
     
    Failing both these, either seek help from others or pray to papa Jay Crowe and maybe battleye will become less annoying.
  13. Like
    Plant1ing reacted to Josh in Some Problems   
    Use a different launcher if it is the part that is crashing.
    I'd recommend arma3sync.
    Thus giving you the ability to bypas arma3 default launcher
  14. Like
    Plant1ing got a reaction from Karate Pyjamas in Base + Grenades = destruction   
    Like I've said on my screen I've glitched since door opened on my side and I went through it. I haven't even seen Russian guy so can't comment on that. So we have learned we don't need AI and Russians to eliminate us. There will always be somebody who will got you' back.
     
    Now, I can totally imagine in my head scene of you spraying the whole room with bullets.
  15. Like
    Plant1ing reacted to kennychr in Valiant Dev stream ?   
    Is there any interest in that ? Questions can be asked and will be answered as best as i can etc.
    But the stream will consist of me typing code and testing/fixing stuff.
  16. Like
    Plant1ing reacted to Minipily in Base + Grenades = destruction   
    How to avoid weapon discharge 101: 
     
    Step 1: Remove magazine from weapon
    Step 2: Put weapon on safety
    Step 3: Place weapon on back
     
    How to avoid lethal grenade throwing mistakes 101:
     
    Step 1: Switch to smoke grenades or chemlights to avoid throwing something that could kill
    Step 1 (Optional): Don't have lethal weaponry on you within a military base and gear up upon mission greenlight
     
    Simple as f*ck
  17. Like
    Plant1ing got a reaction from GhostDragon in Changes to EU3   
    This topic should be locked out. I mean only statement should be there. Nothing is clarified. Members are now guessing what and how it will happen. It sure would be interesting feature. This will construct a lot of questions and misinterpretations which later can result in probably bending them according to community.
     
    This is obviously April's fool joke. Core-staff, Admins and Moderators never gave us "low-info" response on changes. David, you magnificent bastard. Sneaky as Baconmop.
     
    Let's break out this statement into pieces:
    "as of midnight" - obviously 01042016,
    "more milsim" - Ahoy Core-staff always stated EU#3 will never be milsim.
    I'm not going into AC ratios.
    I can see through internet hubs,wires and all the patches panels of the world David choking in laugh atm reading our peasant posts.
    @David: you should come and play sometimes on EU#3 with us. You'd see much more profit with these rules on EU#1.
    Very interesting use of AC.
    @Colsta there's your answer.
  18. Like
    Plant1ing reacted to Amentes in Stepping stone server   
    Tbh, why don't we all just hold our horses for a minute and let people submit their mod suggestions?
     
    I know for a fact that Giddy originally wanted to AVOID using ACE, and wasn't too fond of ACRE either. Somehow this whole thing turned into "Hey, lets use all the stuff that Giddy didn't want!", and I have no idea how the bloody hell that happened.
     
    So just, suggest some mods, try to avoid shooting down any suggestions, and eventually make a poll so we can all find out what people actually want; what there might be a market for, as it were.
     
    Please?
  19. Like
    Plant1ing reacted to TheToxicPixels in Stepping stone server   
    Hello, so I thought I would weigh in with my opinions on the idea of the stepping stone sever. This basically being from my understanding eu1/eu2 with acre and ace, running the Invade and Annex mission file. Through having these two modules implemented, arguably the most noticeable changes from the non-moded severs to moded severs. I believe this would be a great idea, as it offers the players who play daily on eu1 and eu2 a more in-depth and rewarding experience, without the seriousness and set up of eu3. I notice regularly when i'm on that the eu1 channels have more than 10 players on, and without the radio channels of acre this would seem like a cluster situation when trying to communicate. This implementation would stop this.
     
      From zissou's post there are regularly 420 people who roughly connect to eu1 each day ( can't remember the exact numbers) thus this wouldn't hurt the amount of people playing on that sever. With the argument that this sever would take away from the eu3 player base, this simply isn't true, the players this sever would serve wouldn't play on eu3 in the first place, the would stick to eu1/2 without this sever.
     
       However this being a stepping stone sever may have the affect of these players then moving onto eu3 once they get use to the systems and the more serious nature of gameplay which acre and ace implement into the sever. This does affect eu3, but only through providing the opertunity for people to eventually come over, therefore it's a positive affect.
     
      People have mentioned who would set up this sever, pay for it, admin it etc... this isn't suppose to be set in stone yet, this is the ideas box after all, meant for people to give across ideas for improving the community experience and gameplay opportunities throughout the sever. These questions can be worked out once the idea is agreed on fully by the staff of this place. Everyone is also entitled to their thoughts and views on the ideas listed in this section, everyone is part of the same community even if it doesn't affect them, however censorship of peoples ideas should never take place, just because they don't agree with your opinion doesn't mean there wrong.
     
      In the past ahoyworld hasn't been afraid to set up new severs if the support is there for them. Lets look at the recent squad severs or even go back to the excile severs which we had up in the past when that mod was popular. We even had ksp severs at one point which a few members use to play on.
     
      I would also like to get rid of the idea that eu3 is a huge step up for players who regularly play on eu1/eu2. In reality if you are playing on eu1/eu2 in a relativity co-operative manner, such as the zesus gamenights, then the step up isn't huge at all. The gameplay is relatively similar, with the main change being acre and ace. Yes there are weapon and vehicle mods but these are mainly visual. The changes of ACRE and ACE can be learnt in training gamenights which i'll be willing to help in again once exams are over in the summer, hence why i'm away a lot at the moment. The 20 GB of mods can be downloaded overnight, I don't really see the issue here. I know that people don't like overally controlling squad leaders or team leaders who come across as spiteful, but these people shouldn't be part of the eu3 experience, so any problem with people acting elite over being veteran players should be reports.
     
      In conclusion I believe a stepping stone sever would easy the transition for players from eu1 / eu2 to eu3. Through learning acre and ace without the other mods, It may encourage people to then go on and try the full experience of eu3 without the huge step up which is sometimes off-putting to players.
  20. Like
    Plant1ing got a reaction from Amentes in CUP - Is it an Upgrade   
    Update on CUP 01042016.
     
    CUP vehicles are ridiculus. No matter where you hit them they keep rolling wherever they want. AA vehicle has gunner outside. You can shoot him multiple time and he'll just slowly turn that 20mm gun on you and flash your screen. T-55 I've tested it shooting in CS with CUP version of M136 in sides, in wheels, in bottom (while inclinated on the terrain), back. The only effective one time shot is to the cupole itself. I don't know if it can survive AT 4 in real life but russian RPG (VL head) has more damage than allied AT4 m136 variant. NLAW is just poking the tanks. AA vehicle can survive 5 m136. I don't know what kind of hitpoints are that. In that regard I think RHS worked far more better. At least shooting AT4 in tracks will disable that track. For CUP it's just poking a tank and he keeps his Killing Spree.
     
    At least we need create from flagpole with launcher crate of m136 x4, NLAW x4. That should be enough for two vehicles and if we are lucky 3.
  21. Like
    Plant1ing reacted to duffyman in buy everyone   
    i am leaving ahoy world today and wont be returing 
  22. Like
    Plant1ing reacted to Josh in buy everyone   
    BUYBUY DUFFMIESTER
     
    10/10 would resign again.
  23. Like
    Plant1ing got a reaction from David in Changes to EU3   
    I wonder how it will work. I'm kindly asking for full FAQ first before implementing. I'm not a test-bunny. I haven't seen A10 doing any kind of problems on EU#3 from experienced players.
     
    Also when there are reforms please do something about reading the rules. Like submission for acre, or similar.
  24. Like
    Plant1ing got a reaction from Titangames98 in EU3 Game Night - "Soviet Intervention" - Friday 20:00 GMT   
    Awww won't make it in time. Have a good one guys! To the Motherland!
  25. Like
    Plant1ing 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. 
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