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About SkullCollector

  • Birthday March 25

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ArmA 3

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    Have I played the part well? Then applaud as I exit.


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  1. In Stiletto 61, the radio jammer mission is still bugged. On separate occasions, we used satchels, GBUs and MAAWS to destroy the dome, but neither the mission nor the jamming effect ended. I kept forgetting to disable script errors, but beyond a spammy one about the dynamic groups and team leadership nothing related to the mission came up. Executing a line of code that mysteriously vanished from my logs fixes the issue, but the mission has to be aborted.
  2. A few of us used to play it last year. I think we had an outfit with the NC on Miller, but I'm all for trying TR. Whatever gets the most people together.
  3. Are you looking for beauty shots as well? I got plenty of those, too. Album of decidedly hideous things: https://imgur.com/a/Th4hvzi Editor's picks:
  4. Mostly because Arma. The game engine doesn't work with weights in terms of grams or pounds, but units of volume imitating mass. The space occupied determines the weight of the item, but they are inextricably linked, and all that mod devs can do is adjust the formula to follow for a given mass-volume unit of an item. This means a really high-mass, low-volume item like a rocket or mine would have to tend to one end, but neglect realism for the other. It's - again - a balance issue. Edit: RHS even wrote a blog post about it: http://www.rhsmods.org/b/8
  5. I wondered where you'd gone, Jasman! Last I remember we talked in the back of a car with Gandalf on Takistan, feeling the tingly feels as we crested the hill overlooking our beloved mess of an AO. Lots has changed since, and you'd do best to see for yourself because frankly I have not a clue what was the latest chic when you last played. It's a feisty little thing, this AWE. It won't go under so easily. It kicks and squirms and possibly projectile-vomits all sorts of stringy goo over your back when you hug it, but it's here and we love it for all its faults. Come and stay, make it that little bit better that way.
  6. Protect your ears: audio on AWE just got that tad bit better. For those who want it. After a successful trial run of both DS & ES, we've decided to keep the keys on the server as entirely client-side mods. This is optional and not a requirement, so if you prefer the default sounds or your machine can't handle the modded ones, nothing will change for you. For now, the installation of Dynasound 2 and Enhanced Soundscape lies entirely in your hands. You can find them on the Steam Workshop here and here. We explicitly do not support these mods. If your FPS tanks, especially when using ES, that's an issue you will have to deal with yourself. Still, feel free to report and troubleshoot for the community's benefit. Enjoy the immersion. Cheers AWE Steering
  7. Thanks for your request and we apologise for the delay. Ever since the first request for POOK, we've been split on whether or not it adds something of value, especially when taking its size into account. To cut a long story short, we think it won't pull its weight and possibly introduce issues that impact mission enjoyment. Request denied.
  8. Thanks for your highly emphatic request. We've looked at the previous discussion we've had about this and decided to give Dynasound a trial period starting with next Stiletto Wednesday, 28 Feb. Word from the dev is that DS is entirely client-side and does not send traffic to the server. However, we still haven't reviewed if it works flawlessly with our specific modset. We're leaving this topic open for discussion and feedback, so if you experience any issues and have a verdict after the test, put that here. We'll see where we go from there. Please be patient. Cheers, Steering
  9. 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
  10. So I watched a couple of your videos and just had to look up the game on Steam. Heard of it before, but never really knew what it's about. Turns out I had it set to 'Not interested'. Now it's on my wishlist.
  11. Sounds like as good a time as any to break in the combat boots. Just give me a rifle and a shovel and I promise not to be a kid on the playgrounds.
  12. I share that sentiment. I'm so glad that freelook is bound to LAlt by default, too, as that's probably one of my most used buttons next to movement keys and pressing it has become intuitive. Feels odd, still, to play such a similar game with yet such a vastly different feel to Arma. So far I've missed out on the good stuff that's been going on, but I'm dying to jump in some time.
  13. 1. Change the infantry squad layout, reduce size to 9 or 10. 2. Reduce the size of fireteams to four men each and the SL team to either two slots or one. Additionally, if the BFT can be made to work that way, collapse all groups into one, but still track each FTL slot on the map as we do now. Proposed layout inspired by the Army, but still fantasy so that it works in our game: The intel operative could become an entirely new element or compromise our AT capabilities by taking the medic's position with the SL, while the medic replaces either LAT or AT in one of the teams. Either way, medics have little to do nowadays, so condensing them down to one seems reasonable. 3. n/a 4. For meta reasons, smaller squads mean more squads sooner. Having fewer slots to fill in Alpha enables us to have Bravo on a more regular basis, offering increased flexibility. It might also discourage taking arguably unnecessary roles as a fallback option when Alpha is just about full, but player count is still limited; an often overheard reason for not filling Bravo is, "I don't want to be alone there, let's do Logi, Torch, PUBG instead." For gameplay reasons, smaller squads are easier to manage. SL will be less distracted by his own fireteam, and TLs are encouraged to advance as part of a buddy team rather than as a detached coordinator. Case in point, there's anecdotal evidence that the USMC platoon (with similar numbers per squad) could benefit from an overhaul. As a rule of thumb, a leader's span of control should bear responsibility for 3 to 5 elements. This is already exhausted by our ASL on a regular basis by caring for three team members (each one element) as well as two fireteam leaders, and very often Vortex, Logi, etc, too. IRL Marines are facing the same issue we have, in that squad leaders regularly detach themselves from the fight in order to overlook and manage a situation of ~5 manoeuvre elements (three teams and CSW vehicles), evidencing that the upper limit of that rule of thumb is stretching it already. And we aren't even trained Marines. Attachments such as CSW teams, medics or operatives are already accounted for in the Army layout, hence only two fireteams under one lone SL. So it would most closely fit our style of play, too.
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