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SkullCollector

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  1. SkullCollector

    "Are we there y-"

    @GandalfTheCray, the passive aggressive co-driver.
  2. SkullCollector

    The Longing Gaze

    @razgriz33 and @Copey failing to hide their passion in public.
  3. What you're describing is what ALiVE does. You might've played with it before such as in the MSO, in its classic mode there's usually a contested area beyond which, in either direction, a faction's territory begins. Any missions done would shift those territories. It's no issue at all to designate a base from which to spawn but to where the opposing faction cannot advance so that you always have a place to start, just like Gauntlet. You could also allow total domination after which the operation is done and over, so there's a winner and a loser and you have to reset the stage. The commanding element gets a tablet (any item can be designated that thing, so the big cTab can become multifunctional) and can even generate missions on the fly. Look at intel, find a task, input some parameters and set out to do that task. Or just have a random task ALiVE spits out. The issue with ALiVE is, as far as I can tell, that you need an admin who starts and saves the mission state when it ends, otherwise a server crash would reset all progress. If there's a function to call and a script to write to automate that process every hour, that might be worth looking into. It's also a certain commitment to a map. You can definitely save progress, rotate maps like we already do, play another campaign or even just some Gauntlet, then come back to your previous game. But I'm not sure that would run well on AWE considering every reset needs a new PBO (?). ALiVE-generated missions also aren't exactly... orderly or even well done. It's usually just a couple squads patrolling, but it does adjust to player count as well. Ideally you have a Zeus to polish and fix missions.
  4. For me it started as a flavour element, just like how I carried atropine even though it's completely redundant. However, once I switched from a mix of IVs to only saline, I noticed something peculiar: I repeatedly lost track of the amount of IVs I had on me. What carrying both kinds does is it halves the effort you spend on attention towards counting your bags. I don't look at my inventory at all, or very rarely, because I know I only have so many things on me. If you started out with 6x 500 ml bags, at any given point you may have between 1 and 6 only judging from the medical menu. Carrying 2x3 tells you at a glance that you'll always have at least 2 as long as you have both entries in the menu. If you then intentionally alternate between the two fluid types, you create a subconscious rhythm that lets you keep track of your supplies much more easily. Edit: The same applies to why I carry all three volumes instead of only 500 ml or 1000 ml. One, I can send off people with a BP of 105/78 with a single 250 ml bag, but two, I have more entries to directly remind me of my supplies -- all without ever checking my backpack.
  5. Hello and welcome to the revised ACE Medical Guide: 2020 Edition. This guide aims to be a comprehensive resource for the dedicated medic; to steel yourself with knowledge first so that you can hone it in combat. It will send you on a journey to become the best medic you can be. It does not offer panacea. That's just called a packing bandage. It does offer the basis you need to understand the inner and outer workings of ACE Medical with an attempt to dispel some common myths. You can find two proven sample loadouts at the very end of the document, as well as a spreadsheet with all the data there is about bandages. For an easier read, here it is on Google Docs. Link: ACE Advanced Medical Guide v2.3 (2020 Rework) The GDoc is always going to be the most up-to-date version, but if you prefer PDF, here you are: The PDF is now very much outdated. I will update it with the 2.4 revision, which will include a flowchart and procedure. ACE Advanced Medical Guide v2.1 (2020 Rework) - 23-04-20.pdf To-do
  6. I enjoy the concept of this a lot. In fact I think if we had servers and players to spare, this could make it on its own server. However, as TvT dictates it, organisation is thrown out the window as soon as the lobby opens. The first round on OPFOR's side, we had an Su-25 on CAS, some nondescriptive heli and a whole five guys in Anna when I joined late - no ASL. We waited 15 minutes for transport, then resorted to the long drive to the AO in a BMP because we heard talks about Bradleys and armed Littlebirds. Without air transport, the way to the AO is not enjoyable. What I think could remedy this is an infantry + limited motor pool spawn closer to the AO, an FOB with just the minimum to get going. Any heavy assets such as APCs and IFVs are deployed from where they are now (meaning OPFOR, haven't played BLUFOR yet) so that their power is balanced by distance travelled. Infantry gets to go to the AO quickly without having to have air standing by, air can in turn do less transport and more scouting / light CAS. Give OPFOR a Littlebird equivalent for that purpose (is there an armed Ka-60?). Would love to see GvG become a thing.
  7. FOBs, I love them. I've been dying to see momentum carried forward, supplies distributed and insertion times shortened. To RTB has always meant inevitable down time, long drives to and fro with nothing happening meanwhile. Maintaining an FOB brings in some fresh air to a numbingly stale practice. If it means we get the occasional counter-attack (through Zeus, ambient or future scripts), even better. Break up the I&A-style habits we've picked up.
  8. All right, thanks a lot for your responses! What I've taken away so far, including my own observations from last night: Streamline the process more. Prep as many things as we can while we can. I've personally taken note of having to take more notes beforehand; that'll help improve structure and thus cut down on time wasted. Agree on a method and convention and stick with it. That will avoid arguments in front of the trainees as seen yesterday, aiding no one but just confuse the hell out of everyone in earshot. (If you're attending the training, please avoid barging into the lesson, too! Join the team if you want to teach.) Smaller bites! Split up content into more intricate but digestible showcasing pieces to follow through with the trainees afterwards. Will again cut down on length, avoid confusion and crucially help the training team observe and correct individuals more closely, reliably. More hands-on parts. The firing drills were entirely winged due to the lack of prep, turning it into a talking head show. I could mentally picture the yawns. Pre-brief the server. Establish an etiquette so everyone knows what to do upon spawning. As for the setup of fireteam tactics, we're most likely going to split it up into two separate sessions. 103, as run yesterday, will establish the method of working as a fireteam, show and tell about tactics, formations and have a piece about house clearing that's more prepared -- in a compound with multiple identical buildings, all ready to go, run simultaneously. It'll have proper bounding and nothing make-shift (oh god I'm still sorry about it). It worked, but it could work far better. The next session, 104, will then cover more detailed aspects of CQB and include a live fire exercise as intended for the end of 103. Go over the basics as a refresher, bring up more stuff that's yet to be decided, then literally go to town. Target duration for both will be an hour to 90 minutes, hopefully furthering player retention. We're also discussing the possibility of equalising lobby slots. Dedicated trainer roles, the rest will be groups of trainees with identical loadouts. Spawn arsenals and crates (or use loadout scripts) as required for the exercise. Cheers again! Keep it up.
  9. You left just before we called it a day and we went on to a round of comments and criticism. So you didn't miss any training, and here's your chance to give us some feedback regardless. If anyone has some form of comment or concern, do feel free to bring it up! We're looking for feedback and ways to improve in all aspects of the training, so speak up! Thanks for attending, everyone. Hope to see you all next time around.
  10. Here's a quick push to remind everyone that there's a training session scheduled for this evening, 1830 UTC / 1930 BST / 2030 CEST. We'd love to see you all attend. There should be something to take home for everyone, at the very least you'll get to play a custom town-clearing scenario!
  11. Next time I'll nag ASL to drop us right on the objective compound. This is too glorious not to.
  12. Aside from the confusion this may create for JIP leaders when call signs aren't known, there are also plenty of neutral, thematically fitting terms we can use for predetermined ones without implying any role entitlement. I'm thinking of using Cyclone for one team, keeping in line with the swirly theme. Related may also be Helix. I leave it to your imagination to come up with call signs without risking another Talon dilemma.
  13. Perhaps an outdated approach, but there used to be an issue overwhelming your CPU with audio sources demanding too many cycles. Check your audio settings and look for the number of allowed sound sources. Try decreasing your value (96 by default) to 32 for testing purposes, or go straight to the extreme and run Arma using the -nosound parameter. See if that has any results.
  14. Date: Thursday, 1 June 2017 Event Time: 1830 UTC (see what time that is for you!) Sign-up: https://goo.gl/forms/N6byK5FtwUQwFUzp2 Description: A hands-on session for interested players of all skill levels to learn the fundamentals of fireteam tactics and unit cohesion. 103 Fireteam Tactics Buddy teams revisited cooperation, reliance, security Firing drills firing from a stationary position moving around friendlies shooting and moving base of fire, suppression, bounding MOUT (Military Operations in Urban Terrain) approaching an urban environment CQB house clearing All of these topics are inherently practical. To this end, this session will operate more like a staged scenario based on dynamic exercises with brief pauses for showcasing and questions. --- We've finally departed from our theory-heavy lectures and arrived at fireteam-level practical courses. From here on, we will further your knowledge of procedures and equipment across all elements, moving up the ranks all the way to PltCo - eventually. Stay tuned for next session's mystery content. It may save lives. Cheers The Training Team
  15. Generally speaking, you don't want your max load figures to closely match. Peak efficiency for most PSUs occurs at or around 50% load, but that's not the reason I recommend a new PSU. Your 430W Pure Power L8 provides 396W combined on its 12V rails. That's the part that actually supplies power to your performance components such as graphics cards and CPUs. So the margin got ever so slightly tighter there. You could run it fine, it would work (possibly), but I personally wouldn't feel comfortable stressing it in any way. Simply because the Pure Power series is a set of budget PSUs that frankly are not meant for high-end rigs. You see, the quality of a unit isn't just measured in wattage and efficiency ratings, but wire gauge, capacitors and soldering. Yours quite simply isn't up to snuff, not to mention that it doesn't even have 2x 8-pin connectors, another indicator that this isn't its intended purpose.
  16. Your 430W PSU will struggle with such a powerhouse at high loads, so consider upgrading that as well. Suitable tier-2 and tier-1 PSUs include EVGA GQ, SuperNOVA GS, G2 and G3, most Seasonic and Cooler Master V and VSM series. You'll want no less than 550W, depending on your upgrade path you could go as high as 850W but it takes a lot to saturate that nowadays. Unless you plan SLI in the near future, stick to 550 to 650 and you're absolutely fine. Don't skimp on the PSU, though, it's the piece that keeps your PC from mimicking an electric chair for its components in its free time. If necessary, I highly (highly!) recommend stepping down to a 1070 to make room for a decent PSU in your budget, in case your budget is limited at all. (Links to a German site for obvious reasons.)
  17. SkullCollector

    Fireball

    A tank in one piece? Clearly hasn't left base yet.
  18. All vanilla settings on mostly max, but I raised saturation to 135 and contrast to 112. Summer Cherno is also quite vibrant in and of itself, so these settings just push that to the extreme. It's my favourite terrain for screenshots, especially using splendid cam. Most other maps are highly dependent on weather or post, otherwise they're quite dull.
  19. Event Date: Thursday, 11 May 2017 Event Time: 1830 UTC (see what time that is for you!) Description: A combined session for aspiring tactical leaders to be run through the fundamentals and intricacies of battlefield leadership. These workshops will run in parallel - the regular training team will be in charge of 111, while Copey will show you everything there is to know about good squad leading. 111 Fireteam Leadership tasks of an FTL leadership fundamentals awareness tactics communication skills standard commands and phrases etiquette 112 Squad Leadership tasks of an SL how to not micromanage fundamental logistics low-level strategy communication on LR coordination between second-level elements target designation & fire missions To top this all off, we're going to have a mini-gamenight to put all of your newly acquired skills to the test. Volunteers will take (or a lottery will assign) leading roles to guide all the attendees and possible JIPs through a Zeus scenario. You will get a debrief so you know how you fared. --- Because of an underlying issue on AWE that is the lack of volunteers for upper-echelon positions, we have decided to break up our intended progression and bring forward our leadership sessions right after the introduction. Building upon this, we're going to return to our regular schedule for 103 Fireteam Tactics the session after. Cheers The Training Team
  20. Event Date: Thursday, 27 April 2017 Event Time: 1600 UTC (see what time that is for you!) Description: A training session for our newest of players to be introduced to the fundamentals of AWE gameplay. Topics to be covered will all be accompanied by at least some hands-on practical parts. This session will include: AN/PRC-152 personal radio use How to do a radio check cTab basics Medical basics - bandages and common drugs Brief rundown of roles in a fireteam Basics of buddy teams Getting to know the AT4 at the range Of course there's always time for questions, so if anything is unclear, feel free to ask! --- Our training sessions have finally returned after an unexpected hiatus. We used the time to refine the contents and methods of each session, so thanks to everyone who attended our impromptu training the other week. And special thanks to those who submitted their input on how to improve! We hope to see you around and stay tuned for future rotations. With regards The Training Team
  21. SkullCollector

    Royal Force

    With which we strike.
  22. SkullCollector

    Apache over Taki

    Vortex on RTB.
  23. SkullCollector

    Patrol Duty

    My handsome mug taken by @GhostDragon while on patrol through Agios Dionysios during the Altis MSO last month. Edited for increased handsomeness.
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