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Mark T

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  1. Like
    Mark T reacted to Xwatt in Forum Backgrounds   
    For those of you who may not be aware, The forum backgrounds have been updated. I aimed to create a new series of modern photos and screenshots that suited the forum much better with use of different colours and such. All these photos I have created myself in my spare time. Hope you all enjoy them!
     
    How to change forum background;
     
  2. Like
    Mark T reacted to Stanhope in Correction in the server rules   
    This could be partially counteracted by making FOB vehicles randomized to a certain extend.  I'm not talking about completely random but an expansion of the current system for the CAS heli at Marathon and the CAS jet at last stand.  The heli can right now be a blackfoot or a kajman (60/40) and the jet can be a CAS black wasp or a wipeout (can't remember the chances).  This could be done for the MBT as well.  Randomizing which MBT spawns and if whether or not it's an enhanced one.  Similar for other vehicles if needed.  Altho some vehicles, like a transport helo and hunters should probably not be randomized.
     
    This will of course lead to people camping out those respawns.
  3. Like
    Mark T got a reaction from Lindi in Correction in the server rules   
    In this instance there wasn't an admin online, how do we proceed then? you could complete 3 side mission in under an hour not many admins may be present to witness that either, what do we do then?
    I will not task our admins to monitor who does and does not partake in side missions just to find out who is eligible for the rewards, Its just not feasible.
    After all we are there to enjoy ourselves as well. I understand the frustration that things might not go your way but remember, we are not here to detriment peoples experience, it is in fact quite the opposite.
    So rather than bemoan about our admins, why not try to come up with a proper solution like other people here have, not just "gut feeling and common sense"
    Might I suggest we remove the rewards altogether and just concentrate on FOB assets?
     
     
     
     
  4. Like
    Mark T got a reaction from Kacper in Correction in the server rules   
    In this instance there wasn't an admin online, how do we proceed then? you could complete 3 side mission in under an hour not many admins may be present to witness that either, what do we do then?
    I will not task our admins to monitor who does and does not partake in side missions just to find out who is eligible for the rewards, Its just not feasible.
    After all we are there to enjoy ourselves as well. I understand the frustration that things might not go your way but remember, we are not here to detriment peoples experience, it is in fact quite the opposite.
    So rather than bemoan about our admins, why not try to come up with a proper solution like other people here have, not just "gut feeling and common sense"
    Might I suggest we remove the rewards altogether and just concentrate on FOB assets?
     
     
     
     
  5. Like
    Mark T got a reaction from Stanhope in Correction in the server rules   
    In this instance there wasn't an admin online, how do we proceed then? you could complete 3 side mission in under an hour not many admins may be present to witness that either, what do we do then?
    I will not task our admins to monitor who does and does not partake in side missions just to find out who is eligible for the rewards, Its just not feasible.
    After all we are there to enjoy ourselves as well. I understand the frustration that things might not go your way but remember, we are not here to detriment peoples experience, it is in fact quite the opposite.
    So rather than bemoan about our admins, why not try to come up with a proper solution like other people here have, not just "gut feeling and common sense"
    Might I suggest we remove the rewards altogether and just concentrate on FOB assets?
     
     
     
     
  6. Like
    Mark T got a reaction from Xwatt in Correction in the server rules   
    In this instance there wasn't an admin online, how do we proceed then? you could complete 3 side mission in under an hour not many admins may be present to witness that either, what do we do then?
    I will not task our admins to monitor who does and does not partake in side missions just to find out who is eligible for the rewards, Its just not feasible.
    After all we are there to enjoy ourselves as well. I understand the frustration that things might not go your way but remember, we are not here to detriment peoples experience, it is in fact quite the opposite.
    So rather than bemoan about our admins, why not try to come up with a proper solution like other people here have, not just "gut feeling and common sense"
    Might I suggest we remove the rewards altogether and just concentrate on FOB assets?
     
     
     
     
  7. Like
    Mark T got a reaction from Xwatt in Correction in the server rules   
    Gamerbug pretty much summed it up, As Stan mentioned there is something being worked on but not much details can be shared yet.
     
    This is down to Admin discretion, Not something I want to see a Spartan doing.
     
    5 seconds left
     
     
  8. Like
    Mark T reacted to GamerbugUK in Correction in the server rules   
    10+ people go to a side mission, all are involved in the success, there is a group of 3, a group of 2, and 5 individual guys.
     
    Who gets the reward?
     
    Heck you could spawn the reward 20ft away from the side misison, but that tank or attack chopper (for example) can only hold so many, who gets it?
     
    This is why it doesn't work. you just can't police this on a public server, as you can have the argument at a side mission team level, let alone a server level.
  9. Like
    Mark T reacted to Johnson in [SQUAD] Squad Thursday - #5 (14/06/2018 @19:00 UTC)   
    Squad Thursday #3 will be the first Thursday event on Ahoy World's new official server running Squad V.11!
     
    Be prepared for some new features like the introduction of the melee weapons, new vehicles, a brand new faction and much more. Since the server will now show up on the 'Official Server' list we expect an increase of new and random players.  
  10. Like
    Mark T reacted to Matteo in Greetings from Austria!   
    Wazup AW-Players and forum users!
     
    My name ist Matteo and i have been playing on AW-servers for like 2 years now and now i decided to be a part of the community.
    I'm from Austria and i'm 20 years old atm. 
    Before i tried out AW-Invade & Annex i used to play on other non-popular servers and quickly lost interest in Arma 3 cause of instability and trolls. 
    Thankfully a YouTube Guide made me try out AhoyWorld EU#1 and i fell in love with the server stability, active admins [Shoutout to AW Staff @Lindi ;)] and in general, friendly and somewhat "professional" playerbase ?.
     
    Because of the active community i finally had some friends to play Arma 3 with because noone of my reallife friends plays Arma 3. They say it's just too complicated and not rewarding enough. Only if the knew ^^
     
    I'd like to say thanks for providing such a great experience in the Arma 3 world :).
     
    Cheers
    ~Matteo
     
     
  11. Like
    Mark T reacted to Xwatt in Return of Tanoa   
    After a lengthy discussion with the I&A development team about the future and direction of EU2, we have decided that the re-introduction of Tanoa is not the direction we want to take, due to various issues and concerns that arised on it's initial release.
     
    We thank everybody for their ideas contributed to this topic, and this is what we like to see, as ultimately the communities desires is the foundation of our development. 
     
    Keep the ideas coming!
     
    - I&A Dev Team
  12. Haha
    Mark T reacted to BBFSGaming in AWE media distribution   
    Omg it shows its been a while there is no game sound or Teamspeak .   what the hell happened i have no idea lol.  Well i think it could of been due to the fact it was set up for recording so audio was on separate tracks which doesn't work for livestreaming  will do some more testing.
     
    *edit:-    Now i think its fixed the problem was i had setup my audio on 3 different channels Mic was 1 dis/TS was 2 and Gamesounds was 3 and 4 was a full mix i.e. for Livestreaming and the problem was i hadnt changed my livestreaming settings from track 1 to track 4 so it was only streaming my mic no wonder people werent hanging around.  whished my friend would of said somthing though lol she was wat=ching most of it! GG next Stream should be fine!
  13. Haha
    Mark T got a reaction from Zeexe in Can I join   
    Permission granted, looking forward to seeing you on our virtual battlefields.
  14. Like
    Mark T got a reaction from Xwatt in Can I join   
    Permission granted, looking forward to seeing you on our virtual battlefields.
  15. Like
    Mark T reacted to Xwatt in [EU2] Public Zeus Op Gamenight - Wednesday 04/04/18   
    Thank you to everyone who shown up - stay tuned for future public gamenights!
     
  16. Thanks
    Mark T reacted to Stanhope in It's time for me to take a step back   
    Hi everyone,

    Over the last year and a bit I've put a lot of my free time into Ahoyworld.  Right now the time has come for me to take a step back and leave the staff team, I'll be taking a break of an undetermined length. This because I've been spending just a bit too much of my free time as Ahoyworld staff.  I need to get my priorities, like my real life, straight again. There are no hard feelings between me and anyone from the staff team.  You'll still see me around on teamspeak and on the server but as just another player.  
     
    I'd like to thank everyone for my time on the staff team, I truly enjoyed it.
    Stanhope
  17. Like
    Mark T reacted to Stanhope in Invade & Annex 3 Version History And Feedback Thread   
    Thermals - it's a different season that's why it looks strange.
     
    AKs - they're still there, some roles just no longer have access to full rifles, only carbines. 
  18. Like
    Mark T reacted to Johnson in [SQUAD] Squad Thursday - #5 (14/06/2018 @19:00 UTC)   
    Squad Thursday is official!

    (Every Thursday at 7PM!)
     
     
     
     
    Upcoming Event (#5)
    Date: 17/05/18
    Time: 19:00(UTC)
    Mode: Advance And Secure
    Map: Kamdesh
    Factions: British Army vs. Russian Army
    Server: [ENG] EU1 AhoyWorld.net
     
     
    ______________________________________________________________
    Similarly to Stiletto Wednesday and Stiletto Friday, Squad Thursday will now fill that day-long gap between those two events with some tactical, team-play oriented Squad action!
     
    No roles are predetermined before the event, however team will be balanced according to player numbers and individual skill/experience. Anyone is welcome to take the Squad Leader role for their team and use their own style of tactics, provided they stick to the rules given at the time. We highly advice that AW members take the role to keep, not only their squad, but also their team in check. Don't be shy, we encourage it!
     
    This post will be updated according to the date of the next event after the previous event has passed.
    ______________________________________________________________
  19. Like
    Mark T reacted to ansin11 in Preventing friendly fire   
    @Stanhope @Ryko
    this forceFlagTexture "\A3\Data_F\Flags\Flag_nato_CO.paa"; on certain reward vehicles (T-100 or Gorgon for example) might prevent a few incidents though. Took me way too long to find out how BIS did that in the Remnants of War campaign.
     
  20. Like
    Mark T reacted to Johnson in [SQUAD] AhoyWorld's first Squad Night test this weekend! (24/02/18)   
    TESTING COMPLETE!
    After some experimenting, everything is set and ready for Saturday,
     
    thanks to everyone who attended and helped out.
     
     
    Hope to see you all for the first Squad Night!
     
     
  21. Like
    Mark T reacted to SkullCollector in AW Enhanced Steering Committee   
    Please welcome with me our latest addition to the Steering Committee: Hobnob!
     
    As of yesterday and after some deliberation, Hobs has joined Steering as a player and our third member.
    We felt that a regular player's perspective could positively help us steer this ship and directly link to the goings-on of the server.
     
    That is all.
     
    Steering
  22. Like
    Mark T reacted to Lindi in Squad Server - now available at an AhoyWorld near you!   
    Fast paced, no waiting around for people to choose kits, PvP i.e. cant count on AI to be predictable. Different controll scheme which while not bad is getting in the way of me.

    Only played for a couple of hours but the game has great potential and is quite enjoyable as it is.
  23. Like
    Mark T reacted to GamerbugUK in Screenies and Videos Thread   
    So I've been playing Subnautica recently. Had it years, never touched it, now it's released I've jumped in with both feet and damn its good.
     
    Anyway if anyone wants to watch me boringly playing it, vids are here.
     
     
     
  24. Like
    Mark T reacted to Noah_Hero in [Guide] Boats and Submersibles   
    If you ever wondered what all the buttons of the Mk. V SOC do, what the speeds, seats, accelerations, etc, of the Mk. V SOC, Speedboat HMG/Minigun, Rhib, Assault-/Rescue-Boat and SDV are, why you should use the SDVs lights at night even though you´ve got NV (believe me, you want to do it!) or if you just want to know wich boat to use or just simply like pictures of boats, then this is the topic you were looking for!
    (Also I "highlited" the most important things by making them bold. So if you don´t want to read through everything then these are the few things you should read at least)
     
    Do also note that there is a section called "Additional" on the bottom that contains informations about emergencys at sea, how they are classified and what signals are to use, some basic stuff and what maritime zones exist.
     
     
    Mk. V SOC (Mark five Special-Operations-Craft)

     
    Notes: Obviously a large boat than can transport more than enough people (3x full AWE squads while still having a free seat to be precise), while beeing extremely fast and beeing able to reach nearly every point on the water since it has nearly no draft (< 1 m). Do also note that the draft decreses to pretty much nothing when you go faster than 40km/h due to Arma being not very advanced when it comes to boats. Also it is equipped with a lot of firepower to get rid of other boats or enemies on the coast and can load Assault Boats and SDVs. Additional to that it offers a lot of benefits at night as I explain in "Lights" and "Crew". Also you can place down and use mortars on the deck! My personal favorite! Speed: 78 km/h Speed (boosted): 115 km/h acceleration (0 km/h - 115 km/h): 26 s - 27 s stopping (straight): 100 m - 120 m, about 8 s stopping (curved): 90 m - 100 m, about 5 s, 135° turn Curve-speed: 40 km/h Curve-radius: approx. 90 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx. 60 m Gliding (Engine off, 115 km/h - 25 km/h): approx. 1 km Gliding (Engine off, 115 km/h - 0 km/h): approx. 2 km Reverse-speed: 30 km/h Reverse-acceleration (0 km/h - 30 km/h): about 3 s Lights: Collision-lights: Starboard(Stb) green, Portside(Port) red, Stern white  (but according to law the "NAV" light also has to be activated. So no this still isn´t all you need to not get the police angry.) Other: All other lights are controlled by the "control panel": "ILLUM": It activates "NAV", "NIGHT", "HORIZ" and "SPOT", when these are on "ON". For safety-reasons it does not affect "DIVE", "DISPLAYS", "ENG SYS", "INSTR" and the "Collision Lights". "NAV": Activates a white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. Also it is part of the needed lights on an engine-powered boat) "NIGHT": Activates red lights inside the cockpit and on deck. Is good for driving in firendly waters/when out of danger. (Red light is used instead of white light because it is easier for the eyes to accomodate when switching between looking in the dark and looking in the red light than it would be if the light would be white.)
     
    "HORIZ": Activates a white light on Deck. Can be very usefull for loading.
     
    "SPOT": Activates a white spotting-light that can be moved around by the technican (right click -> move mouse). It can turn up to 145° to each side.
    "DIVE": Activates (yellow) dive-beacons wich should be used when divers are in use below or around the boat to keep them safe from other boats.
     
    "INSTR": Lights/activates the compass.
    "ENG SYS": Activates a few lights like the rudder-angle. But since this isn´t really needed, except for when you are driving with Joystick or wheel, it is pretty much pure cometic aswell.
    "DISP": Activates a NV-display in front of the driver wich will be your best friend when driving at night since it hasn´t got any of the ACE-NV-effects and is way higher than the driver. This means that while driving at night you should nearly only be looking on this one because you`ll otherwise have a really hard time seeing anything without lights. Also it activates a TI-display in front of the commander wich shows the same view he would have with his camera. This can also be pretty nice for driving at night when the commander turns his camera towards the driving direction.
    Maximum people on board: 41 - 43
    Crew: 7
    Cockpit-crew: 3
    Driver: Does the driving, the loading and controls the lights. Got a NV display in front of him that shows him the bow and what´s in front and a compass. Other than that he also has got RPM (left of the NV-display), the rudder-position (displayed by the joystick aswell as by the displays directly behind it), wether you are accelerating or braking (displayed by the joystick aswell as the displays directly behind it) and how fast you are (displayed by the numbers on the joystick where each increment indicates a difference of about 10 km/h. So 115 km/h is about at 12.)
     
    Commander: In command of the boat. Can use a camera with NV and Vis modes. This one also should have a laser wich seems not to be working. Got a TI display that is connected to the camera in front of him and a compass aswell.
    Technican: Can use the spotting-light and can read all the instruments except for the compass aswell.
    Deck-crew: 4 (wouldn´t be able to stand on deck while driving at high speeds IRL)
    (Stb) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Port) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Stb) Mk19 (40 mm): 2x96 rnd, no ranging
    (Port) M134 (Minigun): 2x2000 rnd, no ranging
    Passanger: 26, all can´t use weapons. (to be realistic maximum 14x because everyone who isn´t in a shock-proof-seat would just be crushed...these boats can generate up to 20G! So good luck standing on deck then...)
    Cockpit: 14x
    Sides: 4x
    Bow: 2x
    Deck: 4x
    Stern/Ramp: 2x
    loadable: 8x - 10x (as above this wouldn´t be possible at high speeds without beeing crushed by wave-impacts)
    2x SDV: 2x4 = 8, all can´t use their weapons.
    1x SDV + 1x Assault Boat: 1x4 + 1x5 = 9, Assault Boat-passangers can use their weapons.
    2x Assault Boat: 2x5 = 10, all can use their weapons.
    Cargo/loading:
    Cargo: 4 Ace-cargo-spaces
    loading: The MK. V SOC offers the option to load SDVs or Assault Boats on its deck and ramp. This can be done by the driver by opening the  "vehicle loading menu", clicking on the Boat/SDV you want to load, then clicking on the place you want to load it on (if you want to load multiple SDVs or Assault Boats always load on the deck first!) and then clicking on "Load Boat".
    unloading: To unload SDVs or Assault Boats open the "vehicle loading menu", click on "Switch to unload mode", click on the boat you want to unload (if you loaded multiple SDVs or Assault Boats you will have to unload the one on the ramp first!) and then click "Unload Boat". Don´t do this in very shallow waters since it could lead to exploding everything. Also I would recommend to unload while driving (around 20 km/h) to prevent SDVs or Assault Boats from getting stuck on the ramp. Another problem might be unloading SDVs from the deck since it seems that it was never intended to load one on there (but unloading them from the ramp works fine).
    Mortars: As crazy as it sounds (and is) it is possible to place down and use mortars on the deck! But there are a few things to consider: setting it up: Place down mortars only when the boat is standing still because otherwise either the boat kills you, you fall off or the mortar isn´t placed where you wanted it to be! using it: It is possible to stay on the mortar while the boat is moving but I wouldn`t recommend this since it is very unsafe. Also you can just place down the mortar, leave it, drive around and then re-enter and use it but this also can be unsafe and lead to the mortar going overboard. Also it is worth noting that for re-entering the mortar or picking it up again you have to lay down and look a bit over the mortar to get the scrollwheel-action, as shown in the picture below: Reloading: Do note that you can only reload them when the water-depth is less than 3 m. This obviously limits its use to shallow waters but for example on Tembelan you can find a ton of possible locations that aren`t very close to the shore while fullfilling that criteria. Another option would of course be to just place down for example 10 loaded(!) mortars on the deck and then drive off and use them wherever you want. Mortar-recommendation: Due to these circumstances I would also recommend doing this with the BAF M16 Mortar and to pack a few spare-ones in case one goes overboard.  
     
    Speedboat Minigun/HMG
     
    Notes: Good speed with weapons and the potential to transport a lot of people! Still this one is outclassed on everything by the MK. V SOC except for one thing that makes this one valuable: The MK. V SOC is too big for pretty much any bridge. This means that on Tembelan for example there is a 700 m river-area that just can´t be reached with it and an additional river-area of about 1.5 km that can be reached by the MK. V SOC but only by going around the entire map. But except for these very rare spots and if you are just very short on players there is no real reason not to pick the MK. V SOC above this one if you can get it. Also I would always use these at night over other boats when the MK. V SOC is unavailable (I`ll explain in "Crew" why). Speed: 64 km/h Speed (boosted): 75 km/h acceleration (0 km/h - 75 km/h): about 8 s stopping (straight): 40 m - 50 m, about 8 s stopping (curved): 25 m - 35 m, 135° turn, about 7 s Curve-speed: 40 km/h Curve-radius: approx. 20 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx 20 m Gliding (Engine off, 75 km/h - 25 km/h): 50 m Gliding (Engine off, 75 km/h - 0 km/h): about 200 m Reverse-speed: 25 km/h Reverse-acceleration (0 km/h - 25 km/h): about 10 s Lights: Front light: A white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. And as before this has to be activated together with the collision lights. (But still does not fulfill the ruled criteria as the angle is too small) Collision lights: Activates Starboard(Stb) green, Portside(Port) red (but even with the front-light active it is still illegal to drive because it is missing the white 135° light to the back)
    Maximum people on board: 11
    Crew: 3
    Driver: Drives the boat. Has got an NV-display infront of him without the ACE-NV-effects wich makes this one the top tier at night if the MK. V SOC isn´t available since this display will be your best friend when driving this boat at night! Also has got a display for speed, RPM and fuel and 2x 360° smoke-screen.
    Commander: Has got a MK19 (40 mm HE) 200 rnd cannon that offers auto-zeroing or manual zeroing from 100 m - 1200 m, Vis-, NV- and TI- mode and zoom. Also he has got a Vis- and a TI-display in front of him.
     
    Rear gun: Either M134 (7.62 mm Minigun) with 2000 rnd or XMG 12 (12.7 mm) with 3x200 rnd, Vis- NV- and various TI-modes as well as zoom. (I would prefer the M134 version for its supression-power since it is mostly impossible to lay down accurate fire from a boat if it is moving or waves are present wich renders the HMG often useless.)
    Passangers: 8x, all can´t use their weapons.
    Cargo: 8 Ace-cargo-spaces
     
     
    Rhib (Rigid-hulled inflatable boat)


     
    Notes: A black (Indipendent/Syndicate) or ugly blue/white (Civillian) Rhib with very good speed. The only way to use these ones is again if you want to go in the before mentioned areas but faster than with the Speedboat, if you don´t expect contacts on the way and if you don´t mind not having a NV-display at night or if you are extremely short on players. Speed: 77 km/h Speed (boosted): 90 km/h acceleration (0 km/h - 90 km/h): about 27 s stopping (straight): 70 m - 80 m, about 8 s stopping (curved): 40 m - 50 m, 180° turn, about 5 s Curve-speed: 30 km/h Curve-radius: approx. 25 m Curve-speed (boosted): 33 km/h Curve-radius (boosted): approx 25 m Gliding (Engine off, 90 km/h - 25 km/h): about 480 m Gliding (Engine off, 90 km/h - 0 km/h): about 1 km Reverse-speed: 22 km/h Reverse-acceleration (0 km/h - 22 km/h): about 3 s Lights: none (wich is completely illegal). So better have a Torch or Handflare on you in case a MK. V SOC comes across at night...and someone you can put the blame on in case the police comes across. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 8 Crew: 1 Driver: Drives the boat. Has a compass in front of him and instuments for speed, RPM and fuel  
    Passangers: 7, all can use their weapons. Cargo: 4 Ace-cargo-spaces  
     
    Assault Boat / Rescue Boat

     
    Notes: A small black Assault Boat for stealthy landings on beaches or a orange Rescue boat for saving lives. Because of the maximum reachable distance and the low speed nearly the only way to really use these is together with an MK. V SOC as "mothership" that dispatches them to land on a beach without a lot of noise, to pick up people in the need of help without endangering them with the huge hull of the Mk. V SOC or to have more boats for search and rescue (more on the topic of emergencies at sea can be found further down below). Speed: 25 km/h Speed (boosted): 29 km/h acceleration (0 km/h - 29 km/h): about 3 s stopping (straight): 5 m - 10 m, about 2 s stopping (curved): 5 m - 10 m, about 2 s, 20° turn Curve-speed: 25 km/h Curve-radius: approx. 30 m Curve-speed (boosted): 29 km/h Curve-radius (boosted): approx 30 m Gliding (Engine off, 29 km/h - 0 km/h): about 60 m Reverse-speed: 20 km/h Reverse-acceleration (0 km/h - 20 km/h): about 3 s Lights: none (wich is completely illegal as well because yes this boat is below 7 m BUT it is faster than 7 kn) So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 5 Crew: 1 Driver: Drives the boat and has got no instruments whatsoever.  
    Passangers: 4, all can use their weapons. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
    Motorboat / Motorboat (Police) / Motorboat (Rescue)
     
    Notes: A blue/white police-boat for law enforcement, a very orange rescue-boat to save lifes or an ugly civillian one for whatever you want to do with it. If you want to be faster than with an assault-boat/rescue-boat but not as fast as you would be with a Rhib...for whatever reason. But I guess it does the job aswell. Speed: 50 km/h Speed (boosted): 69 km/h acceleration (0 km/h - 29 km/h): about 8 s stopping (straight): 50 m, about 8 s stopping (curved): 40 m - 50 m, about 8 s, 110° turn Curve-speed: 35 km/h Curve-radius: approx. 15 m Curve-speed (boosted): 38 km/h Curve-radius (boosted): approx 15 m Gliding (Engine off, 69 km/h - 0 km/h): about 130 m Reverse-speed: 23 km/h Reverse-acceleration (0 km/h - 23 km/h): about 11 s Lights: The police-boat has got beacons but the other ones haven´t got any lights...wich is quiet funny becaus they also need to have the needed 4 lights: white 135° light to the back, red 112.5° on Port, green 112.5° on Stb and white 225° to the front. So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use.  
    Maximum people on Board: 3 Crew: 1 Driver: Drives the boat, has got instruments for velocity, RPM and fuel in front of him.  
    Passangers: 2, all can`t use their weapons. (For rescue and Law-enforcement-purposes I would always let one seet free for potential people in the need of help or people to arrest) Cargo: 4 Ace-cargo-spaces and can be "pushed" in case it was beached!  
     
    SDV (Seal Delivery Vehicle)

     
    Notes: The Seal Delivery Vehicle. More Stealth is not possbile. Definitly a great thing but most likely only usable with an MK. V SOC because of the very short maximum distance and the extremely low speed. But even with its weaknesses that thing is just great! Speed (surfaced): 23 km/h Speed (underwater): 18 km/h acceleration (surfaced, 0 km/h - 23 km/h): about 5 s acceleration (underwater, 0 km/h - 18 km/h): about 3 s stopping (surfaced, straight): 10 m - 15 m, about 2 s stopping (underwater, straight): 5 m - 10 m, about 1 s stopping (surfaced, curved): 10 m - 15 m, about 2 s, 45° turn stopping (underwater, curved): 5 m - 10 m, about 1 s, 45° turn Speed (ascending): 2 m/s Speed (descending): 1.2 m/s Curve-speed (surfaced): 21 km/h Curve-speed (underwater): 18 km/h  Curve-radius (surfaced): approx. 20 m Curve-radius (underwater): approx. 20 m - 30 m Gliding (surfaced, Engine off, 23 km/h - 0 km/h): about 90 m - 100 m Gliding (underwater, Engine off, 18 km/h - 0 km/h): about 40 m - 50 m Reverse-speed (surfaced): 20 km/h Reverse-speed (underwater): 15 km/h Reverse-acceleration (surfaced, 0 km/h - 20 km/h): about 9 s Reverse-acceleration (underwater, 0 km/h - 15 km/h): about 5 s Lights: White-front-lights. These ones are nice in case you are in an emergency and want to be found when surfaced or when you are driving that thing at night because NVGs alone are nearly useless (but more about this when I talk about the driver). Also even though it gives the option to activate the "Collision lights" but there are none. Maximum people on Board: 4 Crew: 2 Driver: Drives the SDV. He has got a compass, instuments for vertical speed, RPM, depth and fuel, an attitude indicator and a Vis-mode display in front of him. By right-clicking the display goes on full-screen and you can access NV-mode aswell. But this one isn´t really effective on its own and should be used together with the front lights as long as the situation allows it. If it is not possible anymore he definitly needs someone to navigate or the SDV has to be abandoned since he is then nearly blind. Also he has the option to "Maintain periscope depth". Do note that this will NOT bring the SDV to periscope depth (around -1m) but insted it will just try to hold it´s current depth but this seems to be not working properly. Can close the hatches for better protection or open them for better view.
    Cockpit: Example for why you should drive with lights: Gunner: Has got a compass and the vertical-speed aswell. Also got a Vis-display infront of him that shows him what he can see with the periscope. By right-clicking he can acces the periscope, move it around, use the laser-designator and switch between Vis-, NV- and TI-mode. For having the periscope above the water the SDV has to be at > -1 m. Can close the hatches for better protection or open them for better view. Passangers: 2, can´t use their weapons, can close the hatches for better protection or open them for better view. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
     
    Additional
    Emergencys at sea: Safety: The safety of shipping is affected. Example: You spotted an unmarked wreck. Category: all ships call Priority: safety Radio: Urgency: The safety of the ship or of persons is at risk. Example: Your ship is endangered to sink but in very shallow waters/very close to the shore. Category: all ships call Priority: Urgency Radio: Mayday: The safety of the ship and of persons is at risk. Example: Your ship is on fire and you are offshore. Category: all ships call Priority: Distress Radio: Do note that after this call no one except the control center and stations assisting are allowed to use the radio at all until the control center or station in distress declares the emergency as dealt with! Other Signals (the bold ones can be used in Arma aswell): red handflare, red flare, red or orange smoke, constantly using the horn, SOS signal (3x short, 3x long, 3x short), flag November above flag Charlie, waving with arms, gun fired at one minute intervalls, a square flag with a ball above or below it (or at least anything that could be interpreted as ball), emergency beacons
      Equipment when driving boats: compass, map, map-tools, binoculars, toolkit, handflares, flares, red or orange smoke, radio, FAK, watch
      basic stuff to know: "Sides" of a boat: Bow = front of the ship Stern = back of the ship Port = the left side of the ship (when facing the bow) Starboard = the right side of the ship (when facing the bow) nautical length / speed: 1 NM (NM = nautical mile) = 1.85 km, 1 km = 0.54 NM 1 kn (kn = knots <=> NM/h) = 0.51 m/s = 1.85 km/h, 1 km/h = 0.28 m/s = 0.54 kn, 1 m/s = 1.94 kn = 3.6 km/h
      Wind-speeds/Beaufort: The Beaufort-scale is the most common scale to classify wind. In Arma it can be seen together with the wind-direction by clicking "Shift" + "K" (the arrow shows the wind-direction and the dots the wind in Beaufort) 0 Beaufort: 0 kn = 0 m/s < Windspeed < 1 kn = 0.51 m/s 1 Beaufort: 1 kn = 0.51 m/s < Windspeed < 4 kn = 2.06 m/s 2 Beaufort: 4 kn = 2.06 m/s < Windspeed < 7 kn = 3.6 m/s 3 Beaufort: 7 kn = 3.6 m/s < Windspeed < 11 kn = 5.66 m/s 4 Beaufort: 11 kn = 5.66 m/s < Windspeed < 16 kn = 8.23 m/s 5 Beaufort: 16 kn = 8.23 m/s <Windspeed < 22 kn = 11.32 m/s 6 Beaufort:  22 kn = 11.32 m/s < Windspeed < 28 kn = 14.4 m/s 7 Beaufort:  28 kn = 14.4 m/s < Windspeed < 34 kn = 17.49 m/s 8 Beaufort: 34 kn = 17.49 m/s < Windspeed < 41 kn = 21.09 m/s 9 Beaufort: 41 kn = 21.09 m/s < Windspeed < 48 kn = 24.69 m/s 10 Beaufort: 48 kn = 24.69 m/s < Windspeed < 56 kn = 28.81 m/s 11 Beaufort: 56 kn = 28.81 m/s < Windspeed < 64 kn = 32.92 m/s 12 Beaufort: 64 kn = 32.92 m/s < Windspeed < 72 kn = 36.89 m/s
      needed lights: engine-powered: 1x white stern, 135° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) 1x white top, 225° enigne-powered below 12m: 1x white top, 360° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) engine-powered below 7m and slower than 7kn: 1x white, 360° 1x green Stb, 112.5° (if possible) 1x red Port, 112.5° (if possible) enigne-powerd below 7m and can´t use any lights (because of the boat-design for example): 1x white torch or 1x white lantern ready to use (do note that within darkness it is only allowed to use these boats in case of an emergency!) sail-powered / rowing-powered (can be used): 1x white stern, 135° 1x green Stb, 112.5° 1x red Port, 112.5° if these ones aren´t on the top of the mast it is also allowed to use (additional) a 360° green light below a 360° red light on the top of the mast if an engine is used additional at night the rules of engine-powered boats apply. At day there has to be a black cone with it´s top down. sail-powered below 7m / rowing-powered: 1x white torch or 1x white lantern ready to use anchoring: 1x white, 360° 1x black ball (at day) boats not under command: 2x red, 360° above each other 1x white stern, 135° (if still driving) 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 2x black ball above each other (at day) beached boats 2x red, 360° above each other 1x white, 360° 3x black ball above each other (at day)
      maritime zones: (reference: http://bit.ly/2Fx6PWw, http://bit.ly/2FiDADv) shore - baseline (=mean low watermark): Internal water, national jurisdiction baseline - 12 NM: Territorial waters, national jurisdiction 12 NM - 24 NM: Contiguous zone, restrictied national jurisdiction baseline - 200 NM: Exclusive Economic zone, restrictied national jurisdiction behind 12 NM / outside Territoral waters: International waters, international jurisdiction  
     
    Yeah so that´s it I guess. And yes I know that we also can use the Water Scooters but since these ones are for nothing more than doing stupid stuff I wont cover them in this guide.
     
     
    Best regards
    Noah
  25. Like
    Mark T reacted to Chutnut in The Squad Basics   
    Good day!
     
    I have developed this small guide on Squad on the Ahoyworld servers to demonstrate the basics of infantry combat and the different roles available. Lets get started!
     

     
    Table of Contents
    1. How to join
    2. First Steps.
    3. Vehicles
    4. FOB's
    5. Squad Leader
    6. Conclusions
     
    How to Join
     
    To join the Ahoyworld server you must go into the 'Custom servers' Tab
     
    Scroll down the list and look for server name [ENG] EU1 Ahoyworld.net (if server is empty make sure you go to filters and select 'show empty servers')
     
    First Steps
     
    Once you have successfully loaded into the server you may begin by picking or creating a squad. Do this by pressing enter and clicking create a squad or join a squad. Afterwards you will want to pick an available role which you think you are capable of, for new players it is recommended you take Rifleman, Rifleman LAT or Auto rifleman, Medical and Squad Leadership is easy to get a hold of when you think you have the basic combat experience necessary to take these roles.
     
    Once you are in remember to listen to your Squad Leader and utilise all of your weapons for an effective squad, Scroll wheel usually displays your inventory at the right hand side of the screen.

     
    Vehicles
     

     
    Squad allows players to enter many variations of vehicles, Such as basic Humvee's or Transport trucks up to a BTR manning a 30mm cannon. Destruction of vehicles can inflict tickets on your team however and can be the factor between a win or a loss. Make sure you use the vehicles responsibly and remember that they are not invincible, Players will bring Anti Tank weaponry.
     
     
    FOB's
    FOB's are deployed by your squad leader placing down an FOB radio which must be resupplied regularly by Logistical Trucks.  
     
    FOB's in squad are a very important factor for your entire team (Not just your squad) FOB's allow you to fortify and deploy emplacements such as DShK's and 50 cal's or Mortar emplacements to suppress the enemy. The most important part of FOB's are the ability to allow your team to spawn at them, This is done by placing a HAB which your Squad Leader is able to place in the radius of the FOB Radio.
     
    Squad Leader
     
    As squad leader you are the Commanding Bigwigs of the team, You must coordinate with other squads using the Squad Chat activated default by 'G'. It is important that you understand what you are doing and that you are familiar with the servers rules. Listen to advice from Squad Members or anyone on your team as the decision you make could be a life or death mistake.
     
    Conclusion
     
    To finish my guide I would like to say that squad is a game for new and experienced players and that even if you have no playtime in the game don't be afraid just to ask what you should do. As people will rather have someone willing to learn and gather experience than someone who is running around shooting at trees.
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