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Copey

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Everything posted by Copey

  1. Quick update: 49a has a problem with the arsenal. We are working to fix this as soon as possible. For the meantime moderators and staff are placing full arsenals for you. If one has not been placed, please ask a staff member nicely if they could place one for you, or run with the default loadout. Thanks, Copey
  2. Also I am moving this over to the main area of EU3 AWE sub-forum, as it is not a specific mod, feature or map request. In addition this will be unlocked for public reply, due to the move.
  3. With the next update we expect all issues to be resolved regarding the issues when trying to load from the arsenal. This is something that will have a close eye kept on, so if any issues do arise you can expect us to be all over them!
  4. Copey

    Time for a rescue?

    Last man standing.
  5. For the benefit of future readers, several posts regarding a MOD request have been hidden. This is to keep the thread on topic. If you wish to continue discussing this topic further without making a MOD request please do so in your own thread within the EU3 AWE sub-forum. If you would like to request a mod then please: Thanks for your cooperation.
  6. Going to try running a short TFAR test @ 1400 Zulu on EU3 today. Conversion to your local time available here. A link will be provided to those in the test around 15 minutes prior to its start time.
  7. Forgive me as I've been a bit busy of late, is this dealer of death in the next RHS update?
  8. An update to the current status of radio MODs on EU3 AWE. As many of you are aware there are issues with Acre 2.2 that are currently plaguing our server. We are trying to come up with solutions to the many issues that are being reported to us, as well as the issues we ourselves are experiencing on server. This is not something we intend to cease, however, we are exploring other avenues of entirely negating the issues being faced. To this end, this post is an announcement of our intention to begin testing of Gauntlet 48, sub-release E. This sub-release features the TFAR MOD instead of Acre. Initially the testing is to confirm TFAR’s viability with the current total modset, as well as identifying any major bugs. This testing will be conducted on the EU3 server at some point either this weekend, or through the coming week. This means players can expect to see some downtime of EU3 from public operations. The current intended test group for 48D is set out as all staff, moderators and EU3 AWE Veterans. It is entirely voluntary for these people to take part in testing and it is not our intention to open up the testing to the full player base at this time. Depending on the outcome of this initial testing further testing may be conducted in the public domain. Please do not request access to the testing process if you are not one of the invited groups already mentioned. Depending on the availability of players, people may be individually asked to join a test to boost numbers. Please do not mistake this notice of intended testing as us saying we are switching to TFAR at this time. There will be a full testing procedure before any decision on a switch is made. With regard to the vote put to players a little while back, we are taking this into account in our decisions moving forward, however our primary focus is to provide a server that has a significantly reduced number of bugs, specifically relating to the radios. At this moment in time this is the main driving factor in our decision making, and believe that this is in the best interest of the server. We have tried our best to integrate Acre, however it has given problem after problem from day one, as well as major issues any time we perform a large update, or the MOD is updated. The majority of Ryko’s time is no longer spent on developing and innovating Gauntlet, but rather repairing Acre within our mission files, trying to fix the endless list of bugs it produces. When working with MODs in Arma it is common place to face issues, however the sheer volume at the moment is unacceptable. We are working with developers at other communities, to identify what may be causing our current issues, however, we have reached the point where we are going to have to start pulling apart the modpack to identify what may be causing the issues. Our best guess at the time of writing is how one MOD interacts with another, may be problematic to Acre, causing the issues we are seeing on server. Unfortunately, this is something extremely hard to identify, and then troubleshoot.
  9. Please ask any ACRE bugs to be also posted here in our bug tracker. Thanks
  10. We are aware of current issues with regard to the radios and are working to resolve these issues with Acre. We are also exploring other avenues of negating these problems, expect a post tomorrow around lunch time that will go into more depth on this. The post will be made inside of the current Acre Bug track thread available here. The vote that was undertaken has not been forgotten, and will again be covered in depth within tomorrows post. I would like to ask for your continuing support while we endeavour to be as transparent and timely as possible, in the changes we make, and development route we pursue. Thanks, Copey
  11. Please be aware that further discussion of radio/Acre bugs should be done in this thread: Thanks, Copey
  12. 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
  13. This sub-forum of AWE is to be used specifically for requesting new modifications (MODs) or Maps. Please do not post them into the general area, as they will either be moved into here, or removed. The aim of putting them all in one place is so that it is easier for you, and us, to see what has been requested, and where in the process of discussing it we are with them. There are going to be some very simple rules to follow when making a request. 1. Name the MOD or MAP 2. Describe what it does, or how you see it working 3. Provide a Steam-link or Bi-Thread to the request (if available or applicable) 4. Concisely tell us why you think it will improve the server, or player experience, by implementing it These are the 4 categories you need to cover when posting a request. After initially posting a request form it will be looked over by one of us in the steering committee, and if we feel it is worthy of community wide discussion, it will be approved for public consultation. Following this your request will have a 2 week period to be responded to by the community. This may mean that requests are either denied, or approved, without community discussion. Depending on what is said by the community, moderators and steering committee, a decision will be made as to whether or not this request will be fulfilled. When responding to a request during the 2 week phase, please keep posts concise, on topic with a clear yes, no or maybe at the end of it. OR, you can add reputation to the original request. Staff can reply at any time during the process. Please fill out this form to submit a mod/map request: https://forums.ahoyworld.net/forms/16-mod-map-request-form/ We reserve the right to change this process without notice, and to deny requests, with reason, as appropriate.
  14. Please do not use this thread to request new Maps, MODs or Features! There is a new area being worked on specifically for that, so hang on for a little bit longer please! However, still use this thread to discuss any changes that have been made in version 48, including new MODs, Maps and Features that have already been added or removed i this update.
  15. With specific regard to the Acre 2.2 update, issues resulting from the use of named channels should now all be fixed. This means that channels can be named for the radios, and is something mission makers can now make use of for gamenights. In addition there should be significantly less issues and instability with Acre, please let us know if this is what you are experiencing yourselves in game. To echo what Ryko has said above, with the problems AhoyWorld has faced of late development and work hasn't stopped with regard to Gauntlet. We have been busy testing new features throughout. These are just highlights of what you can expect to see in version 48, so keep your eyes peeled for the update coming soon!
  16. 47a Sahrani Co-Pilots not correctly classified as engineers. Worth checking other maps as well.
  17. Clafghan is broken. DO NOT USE THIS MAP. If it rotates onto this map please contact a moderator.
  18. Looks like a very good map, very interesting looking areas in there. Especially liked the look of the valleys, they'd be good fun to fly through.
  19. Logging that the cleanup script on Fallujah may be glitching out, its not cleaning up some things immediately, rather taking a bit of time to clean some things up. I don't know if its a persistent issue I've just been alerted to it and checked it out with some vehicles persistent from previous AO. Also Operation Purple Knife on Fallujah has no special notes alerting to a mortar presence, however, there is a mortar present in the AO.
  20. Glitches with the hesco bunkers, and opfors ability to sponge more than idek what. Was good fun when you weren't raging to heck about it
  21. Baring in mind Amentes is one of the best pilots in the community, and myself being pretty darn good if I do say so myself, one does not simply set up for a crash landing with no main rotor. It is the job of a 'good' pilot to not expose the air-frame to that degree of risk, or to do so in a controlled manner allowing for recoverability. Yes you can land with no main, however it is one in a million. Please if you know of a way of always landing with a main rotor failure, you may be a better pilot than Dyslexci! Apologies for off topic.
  22. +1 from me, the principle behind it is bang on in my opinion, and while not needed, it adds a degree of immersion and forward thinking when preparing your gear prior to an AO. Obviously it needs to be tested before any addition can be made to the server.
  23. Awesome I didn't know that Ryko, we'll take that into account and probably just decide before we kick things off on Saturday. I appreciate the heads up, thanks!
  24. Date Adjustment: Moved to Saturday 18/07/16. Same Time. Please inform others. My apologies for this, it was my bad. Ta
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