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Ryko

AW Core Staff
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  1. Like
    Ryko got a reaction from Nutek in EU 3 Christmas Update   
    Cool! Thanks, BACONMOP!
     
    Any specific reasons for the switch from TFAR to ACRE?  Was TFAR deficient in some way?
     
    Having looked at
    - a great intro for new ACRE users - it looks like it'll be a great switch!  It also looks like it'll be much less of a pain to deal with in mission making than TFAR!
  2. Like
    Ryko got a reaction from Louis 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
  3. Like
    Ryko got a reaction from Louis 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
  4. Like
    Ryko got a reaction from Chuck 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
  5. Like
    Ryko reacted to Rave in RHS v0.4 is out! Update the repo stat! :)   
    Saying please and thank you instead of demanding would not go amiss, and its being worked on.
  6. Like
    Ryko got a reaction from Colsta in Multiple channels per squad - A trivial thing   
    Just in response to Smiley's points,
     
     
    "Get off my lawn!" said the old man to the kids who were sort of on his lawn. "You kids should have seen how we did things in my day. It was different and BETTER then!" he shouted, as he waved his old man stick at the kids.
     
    Actually there are several good points in favour of splitting up radio frequencies, which are balanced by other points in favour of not splitting up the frequencies.  To not consider doing so is lazy.
     
     
    I don't think there has been a time I wanted to have someone kicked or banned because of them abusing the radio - perhaps once or twice in three months, when someone has sung over the radio channel.  But even then, when combat is on, people are not giving irrelevant info over the radio - they are giving info, it is relevant to them, but it is not necessarily relevant to me.  Hence the usefulness of split channels.
     
     
    This is a fallacy, and assumes that the role of the Team Leader is to parrot what the Squad Leader wants them to do.  Technically the Squad lead should not necessarily be running the mission right beside the Fire Team leaders: this means they are on the front line, and likely to get just as shot as the Fire Teams, which is a no-no.  They should be in a safer position, analyzing the situation and providing general direction to the Fire Teams through the Fire Team Leaders.  Better yet, there should be a general plan that the Fire Teams should be implementing, and asking for clarification when needed.
     
    Simply put - the SL shouldn't need to give orders in the field unless they're asked for.  The plan's been made, and it's going to be implemented by the Fire Teams.  The SL should be there to assess battlefield conditions and alter the plan based on them.
     
    Yes, if the FTL goes down then there is a communication gap.  In the teams I play with I encourage communication to follow the chain of command - the FTL is a sergeant, and the autorifleman is a corporal, so they get the duty to follow up with the SL if the FTL goes down.  If the entire squad gets decimated, I have asked every to go back to a single channel, but this is essentially just turning the remnants of a squad into a fire team, which should be on the same channel anyway.
     
    When there are more than a handful of people, running everyone on one channel becomes hard to manage, especially if the SL is also directing the rest of the unit (Vortex, Hammer, MAT, etc) because there's no PlatCo.
     
     
    I don't see how this is technically different than multiple channels, indeed, better to do with multiple channels.  A point you are not factoring in here is the variableness of local (non-radio) communication vs. radio communication.  If I say something over the radio, there is a 99% chance that everyone on that channel will hear and understand it: the volume is constant because my words are going directly into everyone elses' ears.  If I say something in local space, my volume decreases based on their distance from me.  Technically: if I'm whispering, after 15m someone won't hear me; regular distance is 30m, and shouting gets me to 45m.  And of course the volumes fade out as you reach those limits, so yes you can technically hear me at 30m with regular voice, but only if you're straining to listen.  Add to that a few gunshots and, well, forget about it.
     
    If you are so concerned about A2 needing to hear what A1 is reporting on their own channel, well, the TFAR system has you covered, because people talking on the radio also talk in local space, so if you are playing out of the rule book and keeping the squad together, you will hear the contact reports in local space anyway, even if people are on their own channel.  And there is nothing to stop players who want to listen in on other channels from doing so, other than the default radios that regular rifleman receive, which can easily be replaced through a variety of means.
     
     
    I think we are on the same page here, but I don't think your comments about team leads vs squad leads make a case one way or another for one channel vs split channels.
     
     
    There are a lot of assumptions at play in the two words "FTL chatting" - let's assume it's not idle banter, but A1 FTL is coordinating his team in the midst of combat.  People got spread out, mortars are falling, enemy machine guns are blazing.  The SL is trying to coordinate with Talon for air support.  A2 wants to move around to flank and are trying to get contact reports (or, helpfully providing them).  Everyone is on radio channels because they can't hear each other locally due to the noise and being spread out.  SL can't hear Talon because Alpha is necessarily spamming the radio channel.  See a problem?
     
    Again, multiple channels help here.  In a way, SL can be of no direct help to Alpha as it is carrying out its current objective of not getting killed, but they can use the radio more effectively within their own group to mitigate the situation.  If they need help from SL, or to report new information, they can do it on the command channel (100 in my setup - A1 is on 110, A2 on 120) and in this case, the SL knows it's important because it's coming from the FTL, directed specifically to SL.
     
     
    In the above scenario, saying "break, break, break" doesn't necessarily help because people are doing multiple things at the same time, including being shot.  In a non-combat situation, you are totally correct.
     
     
    I'm glad you came back to this.  I should point out that when people want to do a single combined channel, I don't make a fuss about it, but sometimes when I want to have people on separate channels, they do make a fuss about it.
     
    -R
  7. Like
    Ryko got a reaction from MessedUpSmiley in Multiple channels per squad - A trivial thing   
    Just in response to Smiley's points,
     
     
    "Get off my lawn!" said the old man to the kids who were sort of on his lawn. "You kids should have seen how we did things in my day. It was different and BETTER then!" he shouted, as he waved his old man stick at the kids.
     
    Actually there are several good points in favour of splitting up radio frequencies, which are balanced by other points in favour of not splitting up the frequencies.  To not consider doing so is lazy.
     
     
    I don't think there has been a time I wanted to have someone kicked or banned because of them abusing the radio - perhaps once or twice in three months, when someone has sung over the radio channel.  But even then, when combat is on, people are not giving irrelevant info over the radio - they are giving info, it is relevant to them, but it is not necessarily relevant to me.  Hence the usefulness of split channels.
     
     
    This is a fallacy, and assumes that the role of the Team Leader is to parrot what the Squad Leader wants them to do.  Technically the Squad lead should not necessarily be running the mission right beside the Fire Team leaders: this means they are on the front line, and likely to get just as shot as the Fire Teams, which is a no-no.  They should be in a safer position, analyzing the situation and providing general direction to the Fire Teams through the Fire Team Leaders.  Better yet, there should be a general plan that the Fire Teams should be implementing, and asking for clarification when needed.
     
    Simply put - the SL shouldn't need to give orders in the field unless they're asked for.  The plan's been made, and it's going to be implemented by the Fire Teams.  The SL should be there to assess battlefield conditions and alter the plan based on them.
     
    Yes, if the FTL goes down then there is a communication gap.  In the teams I play with I encourage communication to follow the chain of command - the FTL is a sergeant, and the autorifleman is a corporal, so they get the duty to follow up with the SL if the FTL goes down.  If the entire squad gets decimated, I have asked every to go back to a single channel, but this is essentially just turning the remnants of a squad into a fire team, which should be on the same channel anyway.
     
    When there are more than a handful of people, running everyone on one channel becomes hard to manage, especially if the SL is also directing the rest of the unit (Vortex, Hammer, MAT, etc) because there's no PlatCo.
     
     
    I don't see how this is technically different than multiple channels, indeed, better to do with multiple channels.  A point you are not factoring in here is the variableness of local (non-radio) communication vs. radio communication.  If I say something over the radio, there is a 99% chance that everyone on that channel will hear and understand it: the volume is constant because my words are going directly into everyone elses' ears.  If I say something in local space, my volume decreases based on their distance from me.  Technically: if I'm whispering, after 15m someone won't hear me; regular distance is 30m, and shouting gets me to 45m.  And of course the volumes fade out as you reach those limits, so yes you can technically hear me at 30m with regular voice, but only if you're straining to listen.  Add to that a few gunshots and, well, forget about it.
     
    If you are so concerned about A2 needing to hear what A1 is reporting on their own channel, well, the TFAR system has you covered, because people talking on the radio also talk in local space, so if you are playing out of the rule book and keeping the squad together, you will hear the contact reports in local space anyway, even if people are on their own channel.  And there is nothing to stop players who want to listen in on other channels from doing so, other than the default radios that regular rifleman receive, which can easily be replaced through a variety of means.
     
     
    I think we are on the same page here, but I don't think your comments about team leads vs squad leads make a case one way or another for one channel vs split channels.
     
     
    There are a lot of assumptions at play in the two words "FTL chatting" - let's assume it's not idle banter, but A1 FTL is coordinating his team in the midst of combat.  People got spread out, mortars are falling, enemy machine guns are blazing.  The SL is trying to coordinate with Talon for air support.  A2 wants to move around to flank and are trying to get contact reports (or, helpfully providing them).  Everyone is on radio channels because they can't hear each other locally due to the noise and being spread out.  SL can't hear Talon because Alpha is necessarily spamming the radio channel.  See a problem?
     
    Again, multiple channels help here.  In a way, SL can be of no direct help to Alpha as it is carrying out its current objective of not getting killed, but they can use the radio more effectively within their own group to mitigate the situation.  If they need help from SL, or to report new information, they can do it on the command channel (100 in my setup - A1 is on 110, A2 on 120) and in this case, the SL knows it's important because it's coming from the FTL, directed specifically to SL.
     
     
    In the above scenario, saying "break, break, break" doesn't necessarily help because people are doing multiple things at the same time, including being shot.  In a non-combat situation, you are totally correct.
     
     
    I'm glad you came back to this.  I should point out that when people want to do a single combined channel, I don't make a fuss about it, but sometimes when I want to have people on separate channels, they do make a fuss about it.
     
    -R
  8. Like
    Ryko got a reaction from TheToxicPixels in RHS v0.4 is out! Update the repo stat! :)   
    Lots of great fixes and actual content improvements as well!
     
    USA:
     
    ADDED IN 0.4M27 IAR rifle
    M9 Beretta handgun
    F-22 (Scar and nes4day)
    CH-53E (Rocket and CUP)
    New M136 model (TF47)
    SMAW (TF47)
    Added new SPC Camelbak model
    Added USMC Assaultman role (MOS 0351)
    Added new collimator effect to M68CCO & M552 Eotech
    Added M1A2SEPv2 TUSK II groups
    Added door handling script for C130
    Added auto target track for UH1Y
    Adding Glock 17 as placeable item in Zeus.
    Added wearable ESS goggles
    Added more MICH helmets
    66mm Smoke Projectile
    Added Coyote and Woodland DUKE Antennae textures
    M252 mortar
    M119 howitzer
    Stinger pod
    Static TOW
    Redish-Orangish tracer for M240
    Added hidden selections for M4
    Added travel lock to M109
    New TOW missile models
    New AN-M14 TH3 effects
    New OpsCore models
    Interim M240 magazines
    Flare launcher modes (Ctrl+C to change to timed mode)
    Added proper reload animations for M203 & M320
    Added compatibility with Lesh's Tow Mod
    M259 smoke launcher for M113 IMPROVED IN 0.4^ Added M113 FFV rear hatch positions and added rear ramp anim
    ^ Added magic antirollbar parameters to US tracked vehicles in order to prevent silly AI flips
    ^ Added travel lock to M109
    ^ Infantry hitpoint system up to 1.54 spec.
    ^ Infantry limb damage
    ^ Weapon string consistency
    ^ Changed (and sometimes added) vehicles ui pictures in A3 style
    ^ Added new turret turn limits for M1 tanks
    ^ Tweaked mass of 6rnd grenade packs
    ^ Tweaked initSpeed of M576 buckshot
    ^ Tweaked/added ui icons for uniforms
    ^ Shadow for AN/PEQ-15/M952V
    ^ Tweaked UH1Y hud
    ^ Small spelling mistakes in cfgHints.hpp
    ^ Javelin can lock on air targets
    ^ Added missing Author tags
    ^ M320 is no longer visible in holster slot
    ^ Tweaked M1911 holster scale & holster offset point to fit (for now) bis vests
    ^ Some tweaks to FCS code
    ^ 82nd and Mountain patches lowered not to float over the uniform.
    ^ Tweaked M113 driver anim
    ^ Added custom pip handler for M113
    ^ Re-enabled bolt action for m2010 - works with bipods now. hold fire button in order to halt rechambering animation
    ^ M320GL now has fire selector set to F instead of S
    ^ M113 M2 ammo belt clipping in first person
    ^ New AN-M14 TH3 effects
    ^ Tweaked M4 sounds
    ^ Uploaded Kimi fixed HMD
    ^ Bradley textures with correct camo colors
    ^ Tweaked armor structural for transport helis
    ^ Removed old lenses on all ACOG variants and replaced with shiny new ones
    ^ Leupold Mk4 Spotting scope uses now H59
    ^ Added new M113 gunner anims
    ^ Flipped direction of icon_ch47f_ca.paa
    ^ Fixed shadowLOD bugs for several M16s/M4A1
    ^ maxSpeed for M1A2
    ^ Cleaned up gear and weapon lods for optimization.
    ^ 40mm smoke rounds now use the correct 40mm slug model when fired
    ^ Added thermal map to M113
    FIXED IN 0.4@ Fixed effects on static M2 machine gun & HMMWV M2 muzzle flash
    @ Update US Army D & WD groups
    @ M109 now has FireGeometry and Hitpoints set up correctly.
    @ Fixed M107 popup error
    @ M113 M2 reload feed cover animation
    @ Fixed minefield module
    @ Fixed bradley wheels dustpos
    @ Fixed FFAR ballistic
    @ Humvee LOD switching issues
    @ Fixed desert M6A2 in woodland tank groups
    @ Fixed HMMWV destruction from 12.7 rounds
    @ Fixed some UH1Y FLIR screen errors
    @ Fixed M109 commander FFV position
    @ Added usePiP=1; param for UH1Y Observer - should prevent strange head twisting
    @ Fixed Bradley door handler
    @ Fixed IK curve rpt errors
    @ Changed IR lock for TOW launcher since without that, AI refuse to engage enemies
    @ Fixed some "Error compiling '0.5 * (HitEngine1 + HitEngine2)' in 'HitEngine1'" rpt errors
    @ Fixed some heat refractions effects for MG's
    @ Fixed missing rvmat for AH1Z
    @ Disabled attachments on M32 GL
    @ fixed descriptionshort for 7.62x51 M240 100 rounds belt mags
    @ Fixes to M1 FCS code
    @ Fixed FROG first-person hand position
    @ workaround for directionStabilization quirks
    @ Fixed ramp selection on M2A
    @ UH-60M correct crew classes.
    @ Fixed glass textures submarine like view
    @ Fixed color issues with ballistic glasses
    @ Fixed potential C130 explosion during paradrop
    @ Fixed alpha issue for ACOG family
    @ Fixed C130 ramp anims not visible from cargo lod
    @ Fixed C130 turret inheritance
    @ 40mm smoke rounds now use the correct 40mm slug model when fired
    @ Fixed unarmed M113 FFV proxy placement in lods
    @ Magnified scope ranging (Mildot/ELCAN/H59)
    @ Fixed M113 commander slot in editor
    @ Fixed M113 driver proxies in pilot lod
    @ Fixed M113 glass movement in res lods
    @ Hovering dump pouch fixed on some SPC variants.
    @ removed duplicate strings to clean RPT
    REMOVED IN 0.4Removed HEMTT A2
    Hide FR & MARSOC groups until done. Russia:
     
    ADDED IN 0.4Added PAK-FA (Thanks to Lyotchik-Snayper for his cockpit)
    PSO-1M21 Reticle
    GSh-30-1
    AS Val
    9x39mm SP5 & SP6
    5.45x39 & 7.62x39 subsonic ammunition
    VG-40MD smoke shell
    GDM40 & VG40MD gear picture
    Icon for RVA
    RGO hand grenade
    Added 'vest' with pistol holster only (for drivers mainly)
    New balaclava models
    VDV Desert EMR Uniform & Fieldcap
    Add VDV Desert troops
    Add VDV Recon troops
    Tigr-M
    GAZ-233014 STS
    Added NV to T-90
    Added armed UAZs for insurgents
    SSh-68 helmet
    EMR 6Sh92 back by popular demand
    GP25 round visible during reloading
    Gorka-R Uniforms (green and yellow)
    Added grenades for the PG-25
    Added buoyancy parameter to geometry of amphibious vehicles (btrs/bmps,etc) (Note: amphibious vehicles still do not work correctly)
    Added gunner & commander FFV to BMD4 & Sprut-SD
    Added antiwater to BTRs
    Added antiwater to PTS-M
    added wip BMP insurgent skin
    Added working driver HUD to BMP-3
    Added ML and Flora variants of 6B23 Vydra-3M
    Added test version of 6B23 w/ Vydra-3M
    Added auto target tracking system to Sosna-U - hold for min 1 sec lase key to acquire target. need to be in thermal mode in last optic mode (АСЦ ГОТ should be visible in right upper corner)
    Added T-90A groups
    Added Headset Spetsnaz Vest
    Added shadows to EKP-1
    Added new collimator effects to PK-AS, 1P63 & EKP-1
    Added turret blow off to T-80
    AK-103 GP25 variants
    More Russian Decals (Aviation)
    AK-104 and AK-105
    Russian Navy Squadron Decal
    Add toolboxes to Russian tracked vehicles.
    New Zeus missions.
    D30 howitzer
    Podnos mortar
    Igla AA Pod
    Metis 9K115
    R-74M2, R-77 and R-77M missile models.
    2DP tactical flashlight
    New AKM and PK sounds
    Flare launcher modes (Ctrl+C to change to timed mode)
    Added compatibility with Lesh's Tow Mod
    Optic tinting
    Field manual entries for ground radar and shtora
    New Tigrs camo versions added IMPROVED IN 0.4^ UAZ doors can now be shot out.
    ^ Retreading script control variables
    ^ Infantry hitpoint system up to 1.54 spec.
    ^ Infantry limb damage
    ^ Short AK variants have reduced muzzle velocity
    ^ Decal definitions moved to configs
    ^ Added magic antirollbar param to russian vehicles to limit flipping
    ^ Helmet balaclavas replaced
    ^ Added drive gun lock for 2S3
    ^ Added salvo modes for BM-21
    ^ 3D17 shell trajectory
    ^ Moved a little bit folded AK
    ^ Uniform textures dirtied up
    ^ Moved SVD aimpoint closer
    ^ T-72B and T-72B3 now each have there own PhysX file
    ^ Tweaked AA missiles max speed
    ^ Tweaked T-80 snorkel script
    ^ Changed armor structural for Mi-8 & Ka-60
    ^ Imporved 6Sh92 digi texture
    ^ Improved BMP-3 interior
    ^ Disabled reloading in tanks with autoloaders
    ^ Configured GP-25 rounds into reload animations.
    ^ Improved EMR cap texture
    ^ Improved Les textures
    ^ Ka-52 Vikhr missiles can now engage air targets.
    ^ Fixed Mi-24 cockpit holes
    ^ Holstered pistols are now visible on crew officer & commander vests
    ^ RSP-30 are no longer visible in holdsters
    ^ Replaced RSP-30 with makarov for commander units
    ^ Commander turrets in tanks & IFV are now properly occupied by commander units
    ^ Minor tweaks to BMP-3 models (hatches, shadows, etc)
    ^ Improved eye memory points for all AKs and SVDs
    ^ Changed T-90A turret rotation speed since it's using 2E42-4 stabilizer
    ^ PTS-M floats
    ^ Improved Su-25 Crow Decal
    ^ Lowered terrainCoef for UAZ
    ^ Raised normalSpeedForwardCoef to prevent too slow offroad speeds
    ^ Improved collimator effect for T-72B NSVT
    ^ Replaced random Headgear script - should not have scarfs on pilots anymore
    ^ Cleaned up and optimized weapons further.
    ^ Changed (and sometimes added) vehicles ui pictures in A3 style
    ^ Tweaked some scripts to use remoteExec instead bis_fnc_mp
    ^ Unified lead calculating functions
    ^ Added zamerny memory point to T-80U series tanks since guided missiles were targeting lower part of hull
    ^ Increased slightly UAZ & Ural armor to prevent almost insta death from 12.7 rnds
    ^ Added usePIP param to Tochka-U & BM-21 to prevent head twisting
    ^ Tweaked lead values for some weapons
    ^ Retreading script now on all supporting vehicles.
    ^ Tigr has openable doors/FFV positions.
    ^ Increased PSNR-5K FOV from 30 to 42
    ^ Weapon string consistency
    FIXED IN 0.4@ Fixed typo at BTR cfg
    @ Fixed T-90A antenna.
    @ Fixed BTR-70 weird seat proxy position
    @ Fix to sound muffling
    @ Fixed curator scope for patchless uniforms
    @ Fixed BMD-2M FCS
    @ Added some missing mags to virtual arsenal
    @ AK-103 NPZ GP-25 can now load GP rounds.
    @ Updated mags and fixes for VDV units.
    @ BMP-1/2 PhysX
    @ T-72B3/T-90 MaxSpeed
    @ PTS-M PhysX
    @ T-80/U PhysX
    @ Fixed BTR driver visibility
    @ Fixed some missing sounds in radio protocol (wip)
    @ RGN impact sounds
    @ T72B3, T90A, BMP3 late & M have now EMR crews
    @ Fixed some visual bugs in Plissa/Agava FCS
    @ Fixed missing barrel in gunner lod for T-72 with TPD-K1 sight
    @ Fixed T-72 indep flag removal script
    @ Fixed T-72 traverse sound (bad sample compression)
    @ Fixed minefield module
    @ Fixed Mi-24 sound configuration
    @ Fixed commander mem point for T-90 commander
    @ Fixed BTR-80 recoil
    @ Fixed dangerCrew.fsm throwing errors about unknown dangercause (caused by introduction of suppressive fire by BIS in 1.40)
    @ Fixed some "Error compiling '0.5 * (HitEngine1 + HitEngine2)' in 'HitEngine1'" rpt errors
    @ Fixed TR8 PIP variant scripts
    @ Missing headlight proxies for rhs_btr60.p3d
    @ Magnified scope ranging (PSO/1P29/PGO)
    @ AK-103 NPZ GP-25 can now load GP rounds.
    @ Silencers no longer reduce muzzle velocity
    REMOVED IN 0.4Disabled AINET until better solution is found
    Removed thermal monitor from early bmp3s visible in cargo view
  9. Like
    Ryko got a reaction from GhostDragon in RHS v0.4 is out! Update the repo stat! :)   
    Lots of great fixes and actual content improvements as well!
     
    USA:
     
    ADDED IN 0.4M27 IAR rifle
    M9 Beretta handgun
    F-22 (Scar and nes4day)
    CH-53E (Rocket and CUP)
    New M136 model (TF47)
    SMAW (TF47)
    Added new SPC Camelbak model
    Added USMC Assaultman role (MOS 0351)
    Added new collimator effect to M68CCO & M552 Eotech
    Added M1A2SEPv2 TUSK II groups
    Added door handling script for C130
    Added auto target track for UH1Y
    Adding Glock 17 as placeable item in Zeus.
    Added wearable ESS goggles
    Added more MICH helmets
    66mm Smoke Projectile
    Added Coyote and Woodland DUKE Antennae textures
    M252 mortar
    M119 howitzer
    Stinger pod
    Static TOW
    Redish-Orangish tracer for M240
    Added hidden selections for M4
    Added travel lock to M109
    New TOW missile models
    New AN-M14 TH3 effects
    New OpsCore models
    Interim M240 magazines
    Flare launcher modes (Ctrl+C to change to timed mode)
    Added proper reload animations for M203 & M320
    Added compatibility with Lesh's Tow Mod
    M259 smoke launcher for M113 IMPROVED IN 0.4^ Added M113 FFV rear hatch positions and added rear ramp anim
    ^ Added magic antirollbar parameters to US tracked vehicles in order to prevent silly AI flips
    ^ Added travel lock to M109
    ^ Infantry hitpoint system up to 1.54 spec.
    ^ Infantry limb damage
    ^ Weapon string consistency
    ^ Changed (and sometimes added) vehicles ui pictures in A3 style
    ^ Added new turret turn limits for M1 tanks
    ^ Tweaked mass of 6rnd grenade packs
    ^ Tweaked initSpeed of M576 buckshot
    ^ Tweaked/added ui icons for uniforms
    ^ Shadow for AN/PEQ-15/M952V
    ^ Tweaked UH1Y hud
    ^ Small spelling mistakes in cfgHints.hpp
    ^ Javelin can lock on air targets
    ^ Added missing Author tags
    ^ M320 is no longer visible in holster slot
    ^ Tweaked M1911 holster scale & holster offset point to fit (for now) bis vests
    ^ Some tweaks to FCS code
    ^ 82nd and Mountain patches lowered not to float over the uniform.
    ^ Tweaked M113 driver anim
    ^ Added custom pip handler for M113
    ^ Re-enabled bolt action for m2010 - works with bipods now. hold fire button in order to halt rechambering animation
    ^ M320GL now has fire selector set to F instead of S
    ^ M113 M2 ammo belt clipping in first person
    ^ New AN-M14 TH3 effects
    ^ Tweaked M4 sounds
    ^ Uploaded Kimi fixed HMD
    ^ Bradley textures with correct camo colors
    ^ Tweaked armor structural for transport helis
    ^ Removed old lenses on all ACOG variants and replaced with shiny new ones
    ^ Leupold Mk4 Spotting scope uses now H59
    ^ Added new M113 gunner anims
    ^ Flipped direction of icon_ch47f_ca.paa
    ^ Fixed shadowLOD bugs for several M16s/M4A1
    ^ maxSpeed for M1A2
    ^ Cleaned up gear and weapon lods for optimization.
    ^ 40mm smoke rounds now use the correct 40mm slug model when fired
    ^ Added thermal map to M113
    FIXED IN 0.4@ Fixed effects on static M2 machine gun & HMMWV M2 muzzle flash
    @ Update US Army D & WD groups
    @ M109 now has FireGeometry and Hitpoints set up correctly.
    @ Fixed M107 popup error
    @ M113 M2 reload feed cover animation
    @ Fixed minefield module
    @ Fixed bradley wheels dustpos
    @ Fixed FFAR ballistic
    @ Humvee LOD switching issues
    @ Fixed desert M6A2 in woodland tank groups
    @ Fixed HMMWV destruction from 12.7 rounds
    @ Fixed some UH1Y FLIR screen errors
    @ Fixed M109 commander FFV position
    @ Added usePiP=1; param for UH1Y Observer - should prevent strange head twisting
    @ Fixed Bradley door handler
    @ Fixed IK curve rpt errors
    @ Changed IR lock for TOW launcher since without that, AI refuse to engage enemies
    @ Fixed some "Error compiling '0.5 * (HitEngine1 + HitEngine2)' in 'HitEngine1'" rpt errors
    @ Fixed some heat refractions effects for MG's
    @ Fixed missing rvmat for AH1Z
    @ Disabled attachments on M32 GL
    @ fixed descriptionshort for 7.62x51 M240 100 rounds belt mags
    @ Fixes to M1 FCS code
    @ Fixed FROG first-person hand position
    @ workaround for directionStabilization quirks
    @ Fixed ramp selection on M2A
    @ UH-60M correct crew classes.
    @ Fixed glass textures submarine like view
    @ Fixed color issues with ballistic glasses
    @ Fixed potential C130 explosion during paradrop
    @ Fixed alpha issue for ACOG family
    @ Fixed C130 ramp anims not visible from cargo lod
    @ Fixed C130 turret inheritance
    @ 40mm smoke rounds now use the correct 40mm slug model when fired
    @ Fixed unarmed M113 FFV proxy placement in lods
    @ Magnified scope ranging (Mildot/ELCAN/H59)
    @ Fixed M113 commander slot in editor
    @ Fixed M113 driver proxies in pilot lod
    @ Fixed M113 glass movement in res lods
    @ Hovering dump pouch fixed on some SPC variants.
    @ removed duplicate strings to clean RPT
    REMOVED IN 0.4Removed HEMTT A2
    Hide FR & MARSOC groups until done. Russia:
     
    ADDED IN 0.4Added PAK-FA (Thanks to Lyotchik-Snayper for his cockpit)
    PSO-1M21 Reticle
    GSh-30-1
    AS Val
    9x39mm SP5 & SP6
    5.45x39 & 7.62x39 subsonic ammunition
    VG-40MD smoke shell
    GDM40 & VG40MD gear picture
    Icon for RVA
    RGO hand grenade
    Added 'vest' with pistol holster only (for drivers mainly)
    New balaclava models
    VDV Desert EMR Uniform & Fieldcap
    Add VDV Desert troops
    Add VDV Recon troops
    Tigr-M
    GAZ-233014 STS
    Added NV to T-90
    Added armed UAZs for insurgents
    SSh-68 helmet
    EMR 6Sh92 back by popular demand
    GP25 round visible during reloading
    Gorka-R Uniforms (green and yellow)
    Added grenades for the PG-25
    Added buoyancy parameter to geometry of amphibious vehicles (btrs/bmps,etc) (Note: amphibious vehicles still do not work correctly)
    Added gunner & commander FFV to BMD4 & Sprut-SD
    Added antiwater to BTRs
    Added antiwater to PTS-M
    added wip BMP insurgent skin
    Added working driver HUD to BMP-3
    Added ML and Flora variants of 6B23 Vydra-3M
    Added test version of 6B23 w/ Vydra-3M
    Added auto target tracking system to Sosna-U - hold for min 1 sec lase key to acquire target. need to be in thermal mode in last optic mode (АСЦ ГОТ should be visible in right upper corner)
    Added T-90A groups
    Added Headset Spetsnaz Vest
    Added shadows to EKP-1
    Added new collimator effects to PK-AS, 1P63 & EKP-1
    Added turret blow off to T-80
    AK-103 GP25 variants
    More Russian Decals (Aviation)
    AK-104 and AK-105
    Russian Navy Squadron Decal
    Add toolboxes to Russian tracked vehicles.
    New Zeus missions.
    D30 howitzer
    Podnos mortar
    Igla AA Pod
    Metis 9K115
    R-74M2, R-77 and R-77M missile models.
    2DP tactical flashlight
    New AKM and PK sounds
    Flare launcher modes (Ctrl+C to change to timed mode)
    Added compatibility with Lesh's Tow Mod
    Optic tinting
    Field manual entries for ground radar and shtora
    New Tigrs camo versions added IMPROVED IN 0.4^ UAZ doors can now be shot out.
    ^ Retreading script control variables
    ^ Infantry hitpoint system up to 1.54 spec.
    ^ Infantry limb damage
    ^ Short AK variants have reduced muzzle velocity
    ^ Decal definitions moved to configs
    ^ Added magic antirollbar param to russian vehicles to limit flipping
    ^ Helmet balaclavas replaced
    ^ Added drive gun lock for 2S3
    ^ Added salvo modes for BM-21
    ^ 3D17 shell trajectory
    ^ Moved a little bit folded AK
    ^ Uniform textures dirtied up
    ^ Moved SVD aimpoint closer
    ^ T-72B and T-72B3 now each have there own PhysX file
    ^ Tweaked AA missiles max speed
    ^ Tweaked T-80 snorkel script
    ^ Changed armor structural for Mi-8 & Ka-60
    ^ Imporved 6Sh92 digi texture
    ^ Improved BMP-3 interior
    ^ Disabled reloading in tanks with autoloaders
    ^ Configured GP-25 rounds into reload animations.
    ^ Improved EMR cap texture
    ^ Improved Les textures
    ^ Ka-52 Vikhr missiles can now engage air targets.
    ^ Fixed Mi-24 cockpit holes
    ^ Holstered pistols are now visible on crew officer & commander vests
    ^ RSP-30 are no longer visible in holdsters
    ^ Replaced RSP-30 with makarov for commander units
    ^ Commander turrets in tanks & IFV are now properly occupied by commander units
    ^ Minor tweaks to BMP-3 models (hatches, shadows, etc)
    ^ Improved eye memory points for all AKs and SVDs
    ^ Changed T-90A turret rotation speed since it's using 2E42-4 stabilizer
    ^ PTS-M floats
    ^ Improved Su-25 Crow Decal
    ^ Lowered terrainCoef for UAZ
    ^ Raised normalSpeedForwardCoef to prevent too slow offroad speeds
    ^ Improved collimator effect for T-72B NSVT
    ^ Replaced random Headgear script - should not have scarfs on pilots anymore
    ^ Cleaned up and optimized weapons further.
    ^ Changed (and sometimes added) vehicles ui pictures in A3 style
    ^ Tweaked some scripts to use remoteExec instead bis_fnc_mp
    ^ Unified lead calculating functions
    ^ Added zamerny memory point to T-80U series tanks since guided missiles were targeting lower part of hull
    ^ Increased slightly UAZ & Ural armor to prevent almost insta death from 12.7 rnds
    ^ Added usePIP param to Tochka-U & BM-21 to prevent head twisting
    ^ Tweaked lead values for some weapons
    ^ Retreading script now on all supporting vehicles.
    ^ Tigr has openable doors/FFV positions.
    ^ Increased PSNR-5K FOV from 30 to 42
    ^ Weapon string consistency
    FIXED IN 0.4@ Fixed typo at BTR cfg
    @ Fixed T-90A antenna.
    @ Fixed BTR-70 weird seat proxy position
    @ Fix to sound muffling
    @ Fixed curator scope for patchless uniforms
    @ Fixed BMD-2M FCS
    @ Added some missing mags to virtual arsenal
    @ AK-103 NPZ GP-25 can now load GP rounds.
    @ Updated mags and fixes for VDV units.
    @ BMP-1/2 PhysX
    @ T-72B3/T-90 MaxSpeed
    @ PTS-M PhysX
    @ T-80/U PhysX
    @ Fixed BTR driver visibility
    @ Fixed some missing sounds in radio protocol (wip)
    @ RGN impact sounds
    @ T72B3, T90A, BMP3 late & M have now EMR crews
    @ Fixed some visual bugs in Plissa/Agava FCS
    @ Fixed missing barrel in gunner lod for T-72 with TPD-K1 sight
    @ Fixed T-72 indep flag removal script
    @ Fixed T-72 traverse sound (bad sample compression)
    @ Fixed minefield module
    @ Fixed Mi-24 sound configuration
    @ Fixed commander mem point for T-90 commander
    @ Fixed BTR-80 recoil
    @ Fixed dangerCrew.fsm throwing errors about unknown dangercause (caused by introduction of suppressive fire by BIS in 1.40)
    @ Fixed some "Error compiling '0.5 * (HitEngine1 + HitEngine2)' in 'HitEngine1'" rpt errors
    @ Fixed TR8 PIP variant scripts
    @ Missing headlight proxies for rhs_btr60.p3d
    @ Magnified scope ranging (PSO/1P29/PGO)
    @ AK-103 NPZ GP-25 can now load GP rounds.
    @ Silencers no longer reduce muzzle velocity
    REMOVED IN 0.4Disabled AINET until better solution is found
    Removed thermal monitor from early bmp3s visible in cargo view
  10. Like
    Ryko got a reaction from TheToxicPixels in Community Meeting: 19/12/15 1400   
    9am my time on a Saturday morning? Hmm...
     
    If this could be recorded for posterity though, it'd be quite valuable I'm sure.
     
    -R
  11. Like
    Ryko reacted to razgriz33 in Community Meeting: 19/12/15 1400   
    Dear AhoyWorld-iers,
     
    I invite you all to attend a community meeting on Teamspeak, commencing 19th of December at 1400UTC.
     
    At the meeting I'll be running through some of the recent changes along with a summary of this year at AhoyWorld and explain why we've done what we've done. As this is a generalised meeting, almost a presentation really, I would ask that any questions or concerns you have first raise the attention of the appropriate manager then if you feel it requires my attention send me a private message. I may just answer it at the meeting.
  12. Like
    Ryko got a reaction from Dreams in ACE 3.4.1 released   
    Some useful bug fixes in here: we planning to update EU3?
     
    ADDED:
    Czech Translations Updates (#2942)
    German Translations Updates (#2941)
    CHANGED:
    Config cleanup Vehicles (#2955)
    NVG in Sights is now by default enabled
    FIXED:
    Check PBOs module broken (#2913)
    Don't update openWounds if not bandaged (#2924)
    Advanced Medical Advanced wounds broken  <----------------------------
    MicroDAGR appearing too large in center of screen (#2936)
    Auto switch to Binocular (#2916)  <-------------------------------------------
    Bipod deploying animations don't work (#2933)
    Burst Fire don't work (#2918)  <-----------------------------------------------
    IR Laser/Laser/Flashlight don't work (#2917)
    Can't lock on AA & AT (#2922)  <----------------------------------------------
    LMG_Minigun in multiple pbo's (#2897)
    Can't unload patient from Wildcat (#2961)
    Script error when "toggling unconsciousness" in zeus (#2963)
  13. Like
    Ryko got a reaction from GhostDragon in ACE 3.4.1 released   
    Some useful bug fixes in here: we planning to update EU3?
     
    ADDED:
    Czech Translations Updates (#2942)
    German Translations Updates (#2941)
    CHANGED:
    Config cleanup Vehicles (#2955)
    NVG in Sights is now by default enabled
    FIXED:
    Check PBOs module broken (#2913)
    Don't update openWounds if not bandaged (#2924)
    Advanced Medical Advanced wounds broken  <----------------------------
    MicroDAGR appearing too large in center of screen (#2936)
    Auto switch to Binocular (#2916)  <-------------------------------------------
    Bipod deploying animations don't work (#2933)
    Burst Fire don't work (#2918)  <-----------------------------------------------
    IR Laser/Laser/Flashlight don't work (#2917)
    Can't lock on AA & AT (#2922)  <----------------------------------------------
    LMG_Minigun in multiple pbo's (#2897)
    Can't unload patient from Wildcat (#2961)
    Script error when "toggling unconsciousness" in zeus (#2963)
  14. Like
    Ryko got a reaction from Karate Pyjamas in "Damage Models"   
    Confirmed in virtual arsenal - you can punch through any vest with a Ruger 22.  Shooting in the legs and arms will wound, while body shots will kill 100%.
  15. Like
    Ryko got a reaction from TheToxicPixels in 1.54 fatigue system fix (if people are hot-fixing Gauntlet, perhaps include this)   
    setCustomAimCoef is an Arma function that lets you change how much sway exhibits on aim (Arma wiki); in my testing, 1 is normal, 0.5 is very generous to the player: so perhaps something in the realm of 0.7?
     
    Also, since the fatigue system includes a stamina bar in the top right, perhaps we can remove @st_stamina_bar from the repository as redundant?
     
    While we're at it, we could remove @st_map_gestures as useless (and perhaps also redundant as I believe ACE 3.4 includes it).
     
    -R


    In fact, if there is some intention to customize the stamina system for Gauntlet or Valiant, then this is the go-to page:
     
    https://community.bistudio.com/wiki/Arma_3_Stamina
  16. Like
    Ryko got a reaction from Plant1ing in Fatigue   
    I dunno.  50kg = 110lbs (which is a MAT loadout I have, essentially all the trimmings plus 2 HEAT and 2 HE rockets as reloads).  The new system rewards the regular trot but punishes the sprint on excess weight: 45kg is the upper limit, where you immediately become fatigued and can't sprint.  I appreciate what they're trying to do but I think it shouldn't be a linear scale, rather an exponential one; there is always some capacity to sprint, even for a short distance while carrying a heavy load.
     
    What I do like about this is that it forces MAT (and everyone, for that matter) to consider their loads more carefully: the penalty on stamina is much more prominent.  I think if it were somewhere between the 1.52 model and the 1.54 model, I'd be happy.  I'd like to be able to sprint for more than 10 seconds with a 38 kg loadout.
     
    Or how about I put it this way: what should the sprint model be for a 110-lb weight?  Carrying a 110-lb load around in a walking, long-term endurance situation is one thing, but consistently running with it?  That is quite another.  The game assumes a fit soldier, but not a super-soldier.
     
    -R
  17. Like
    Ryko got a reaction from GhostDragon in ArmA 3 Screenies & Videos Thread   
    It's been a while since I posted a video - something from Dec 3's commanding workshop
     

  18. Like
    Ryko got a reaction from TheToxicPixels in Commanding workshop: Squad Leader & Team Leader   
    Yeah, we played EU3 today.  Apart from a few hiccups and some harder-to-kill enemies I think everything is largely intact.  Enough that we could at least run an op.  The outcome of the op is more or less immaterial... it's the journey rather than the destination.
  19. Like
    Ryko got a reaction from Lone in EU #3 Tutorials   
    Great work, Lone!
  20. Like
    Ryko got a reaction from Lone in EU #3 Tutorials   
    I noticed that too, Colsta.
  21. Like
    Ryko got a reaction from razgriz33 in Fatigue   
    It's a good question, Raz.  I'd say a fair level of realism but with a balanced amount of game play.  For example I understand that the vanilla damage walking bug is not actually a bug but a feature of advanced medical: if you take enough damage to your legs, they are broken and you can't run.  But that just turns off the fun level as walking everywhere is awful, and I'm sure there could be workarounds that you could at least hobble a bit faster than is currently possible: so in that case, as long as there was a way to fix up the legs through medicking I'm fine with that departure from reality.
     
    -R
  22. Like
    Ryko got a reaction from TheToxicPixels in Commanding workshop: Squad Leader & Team Leader   
    Where: EU3
    When: Thursday, December 3, 7PM GMT (2PM EST)
    What: We've been talking about command training in this thread, and after liaising with TheToxicPixels, Lone, and many others, we've decided on a way that we can run a workshop.
     
    We'll run a Gauntlet mission as normal; anyone is free to attend.  Myself and any other experienced Squad / Team Leaders will fill out those roles; anyone who is interested in learning how & why we do what we do is free to listen in on the alternate radio channel (100).  We'll run a simple (hopefully) op, and then debrief after it's done.  For the next op, we'll re-slot and take volunteers on the SL & TL slots, then myself and the other experienced folks will participate in the rifleman slots (or whatever) and observe and assist.  This will be a very learn-by-doing workshop, with people around you who want to help you succeed, rather than a talk it out workshop.  Rinse & repeat for as many times as people are interested and available.
     
    I'll be recording during both rounds, and we'll post it for posterity.
     
    Add a reply if you're interested in participating, either as a mentor or training participant, and if you're available that night; if it's not a good night for people, we can reschedule.
     
    -R
  23. Like
    Ryko got a reaction from razgriz33 in Commanding workshop: Squad Leader & Team Leader   
    Erm. Well. With Arma 1.54 just being released, this is now in the "wait and see" category.
  24. Like
    Ryko got a reaction from razgriz33 in Date of Future Gamenight   
    Well on this topic could there be a bit more consistency on how hosting a game night is handled? I filled in the form a few weeks ago but I haven't heard much other than the positive noises when I bug people on TeamSpeak.
    I'm sure that the switch to Valiant will re-energize attendance on EU3 - Gauntlet is getting a little stale and I can't expect there will be much more development for it - so in the interim, I think custom game nights will keep people's interest up.
    -R
  25. Like
    Ryko got a reaction from TheToxicPixels in Incentive to command   
    Hi folks,
     
    I've been seeing a lot of people choosing to not take command positions on the server lately (ASL, PlatCo, even Team Leaders).  In 99% of cases this leads to a poor missions because there is no plan.  I am happy to run as ASL or PlatCo, but what is occurring to me is that we could create some incentives to be a leader.
     
    Right now, the only inducement for Team or Squad leads is that you can take the Scar 17 16".  Can we, as a group, think of other incentives that would make people lust to be Squad Lead or Team Lead?
     
    In a perfect world, I would make it so that the mission objectives do not spawn until there is someone in a Squad Leader or Platoon Leader position.  Other games (Natural Selection 2 comes to mind) have this approach and it's very effective in getting people to pick up the mantle of responsibility.  I'm guessing further development of Gauntlet is not going to happen, so maybe this can be a thing in Valiant?
     
    It's nice to be seeing new people take on leadership positions, but it hasn't always worked out because they have been taking on more leadership than they're ready for (PlatCo, for example, without significant experience in SL or TL).  I'd highly advise sticking to TL for a while before moving on to SL or PC.
     
    Oh, and in case it's useful to people - here's a link to all my thoughts on leading units: http://www.ahoyworld.co.uk/topic/4521-thoughts-on-leading-a-unit/
     
    -R
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