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SkullCollector

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  1. Thanks
    SkullCollector got a reaction from Reidy in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    For those who care about this already, it will be no secret that I was one of the admins playing somewhere else and reported to be recruiting for that place.
     
    One point in @Gambit's first post illustrates quite well how the situation was blown out of proportions based on falsehoods. The supposed multiple credible sources as stated in his post have conjectured an outside impression as fact. Frankly I would suspect this is the theme for most of the situation up to the report. No, you don't get admin or Zeus for collecting medals.
     
    From there, I would like to start identifying the crux of it. Several people have already duly pointed it out: Communication.
    I have been playing with that unit since the end of January. In these five months, I had had no points of communication from any other member of staff as to the nature of my stay there nor that I was to stop. It was a known secret from the start, but I had no qualms about it. I joined it during a phase of AW gamenights that did not interest me, such as Star Wars, and I had been itching to play larger-scale missions. My intention from the start was to enjoy one or two of those a month, having laid out a schedule for myself to play D&D on Sundays, clashing with the big missions there, and split myself for one event in both, here on AW and there.
     
    Here I will point out that the Discord Rich Presence mod was active twice in my case, when I had forgotten to disable it.
     
    At one point, I made good on a promise I had given a good friend to teach them about team leadership and tactics. I figured it's easier with a team to demonstrate with, so I invited others who have expressed interest in learning about it on their own accord. We did this on my local machine while on the AW TS. There was no affiliation with the other unit. Neither was there any semblance of milsim advocating besides trying to teach something proper, to pass on as playing by example like the AWE Veteran Programme already attempts to foster.
     
    Afterwards, I was told that an outside party was not happy with this. I figured they just wanted to be kept in the loop, so I noted that for next time, created a staff post asking what we think about trainings moving forward and closed that book. Had it been a big deal, I thought, I would have been approached about it. I was not.
     
    During all of this I was actively aiding the development of Frontlines spearheaded only by Dom and myself. Outreach under my lead was set to begin a new initiative of social engagement and even art commissions.
    I can say without qualms once again that my interests lay squarely with AW.
     
    Still a month before the report, I pinged Core Staff in a staff Discord channel in a rather inconsiderate manner to point out a lack of communication regarding AWE matters. This was minutes before an Outreach meeting and I was in voice chat with staff who were not in the other unit. Due to my frustration, I mentioned how refreshing it was to have good communication at the other place, naming it clearly in the knowledge it was already an open secret. I outlined their procedures and philosophy and held them in high regard during this.
     
    I still hope and stand by my opinion that we can discuss the accomplishments and shortfalls of other communities by virtue of example, without taking it as advocating for or against migrating.
     
    For several days surrounding this, but particularly a few days later, I noticed that a member of Core Staff was shadowing us on TS. When I switched channels, so did they, but they never spoke up. I had my TS set up to connect me to the Admin Atoll, because it is a better look than sitting in AFK-ish since I looked able to respond to inquiries. As soon as somebody else was in there with me, so was the member of CS. At one point thereafter, they sprang on the exact moment I was alone and started to interrogate me about supposed slandering of CS or recruiting for the other unit. This is recorded.
     
    This was the first time I had ever heard this was a concern. It was a decidedly dysfunctional way to begin the conversation.
     
    It was also the last time there was any attempt at communication prior to the report. I offered. I got no response.
     
    The report itself has been discussed at length in the thread. I don't know its contents or what incident it refers to.
     
    For me, none of this was ever a personal matter. It still isn't. The report was made with the right intentions and I will support it, because I have all faith that it was made from genuine concern.
     
    The report simply enabled a pervasive grudge working its way through the backstage to be brought to the foreground.
     
    When I resigned, I left an open letter to staff and in it mentioned in what light I came to see AhoyWorld. It's a place of mates. It's a place to meet new people, hear new voices and the stories they tell when you otherwise wouldn't. Most gaming communities get their people through active recruiting. Very few places live off their innate draw, yet AW does. You want to stay for the people, because AW is not competing as the best. It doesn't pretend to be either.
     
    When I realised I am serving as a wedge to drive people apart, I chose to leave. If there's a regret I have about this, it's that my wedge-like state wasn't communicated to me earlier for me to leave earlier.
     
    In the end, I would like to echo a sentiment from my resignation and I wouldn't be surprised if it ends up verbatim.
     
    When I first came back last year, could you imagine my delight when everyone stayed for the gamenight debrief? There was feedback, criticism, praise. Every single game turned into an opportunity to be better than the one before.
    If nothing else, I would ask to carry that spirit forward into more of what you do. Talk. Find common ground and define boundaries. Lift each other up through adversity and confrontation by knowing you will get through it when you realise you're rigging the same ship.
     
    There's my naval pun in an otherwise far too dry post.
  2. Like
    SkullCollector got a reaction from GhostDragon in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    For those who care about this already, it will be no secret that I was one of the admins playing somewhere else and reported to be recruiting for that place.
     
    One point in @Gambit's first post illustrates quite well how the situation was blown out of proportions based on falsehoods. The supposed multiple credible sources as stated in his post have conjectured an outside impression as fact. Frankly I would suspect this is the theme for most of the situation up to the report. No, you don't get admin or Zeus for collecting medals.
     
    From there, I would like to start identifying the crux of it. Several people have already duly pointed it out: Communication.
    I have been playing with that unit since the end of January. In these five months, I had had no points of communication from any other member of staff as to the nature of my stay there nor that I was to stop. It was a known secret from the start, but I had no qualms about it. I joined it during a phase of AW gamenights that did not interest me, such as Star Wars, and I had been itching to play larger-scale missions. My intention from the start was to enjoy one or two of those a month, having laid out a schedule for myself to play D&D on Sundays, clashing with the big missions there, and split myself for one event in both, here on AW and there.
     
    Here I will point out that the Discord Rich Presence mod was active twice in my case, when I had forgotten to disable it.
     
    At one point, I made good on a promise I had given a good friend to teach them about team leadership and tactics. I figured it's easier with a team to demonstrate with, so I invited others who have expressed interest in learning about it on their own accord. We did this on my local machine while on the AW TS. There was no affiliation with the other unit. Neither was there any semblance of milsim advocating besides trying to teach something proper, to pass on as playing by example like the AWE Veteran Programme already attempts to foster.
     
    Afterwards, I was told that an outside party was not happy with this. I figured they just wanted to be kept in the loop, so I noted that for next time, created a staff post asking what we think about trainings moving forward and closed that book. Had it been a big deal, I thought, I would have been approached about it. I was not.
     
    During all of this I was actively aiding the development of Frontlines spearheaded only by Dom and myself. Outreach under my lead was set to begin a new initiative of social engagement and even art commissions.
    I can say without qualms once again that my interests lay squarely with AW.
     
    Still a month before the report, I pinged Core Staff in a staff Discord channel in a rather inconsiderate manner to point out a lack of communication regarding AWE matters. This was minutes before an Outreach meeting and I was in voice chat with staff who were not in the other unit. Due to my frustration, I mentioned how refreshing it was to have good communication at the other place, naming it clearly in the knowledge it was already an open secret. I outlined their procedures and philosophy and held them in high regard during this.
     
    I still hope and stand by my opinion that we can discuss the accomplishments and shortfalls of other communities by virtue of example, without taking it as advocating for or against migrating.
     
    For several days surrounding this, but particularly a few days later, I noticed that a member of Core Staff was shadowing us on TS. When I switched channels, so did they, but they never spoke up. I had my TS set up to connect me to the Admin Atoll, because it is a better look than sitting in AFK-ish since I looked able to respond to inquiries. As soon as somebody else was in there with me, so was the member of CS. At one point thereafter, they sprang on the exact moment I was alone and started to interrogate me about supposed slandering of CS or recruiting for the other unit. This is recorded.
     
    This was the first time I had ever heard this was a concern. It was a decidedly dysfunctional way to begin the conversation.
     
    It was also the last time there was any attempt at communication prior to the report. I offered. I got no response.
     
    The report itself has been discussed at length in the thread. I don't know its contents or what incident it refers to.
     
    For me, none of this was ever a personal matter. It still isn't. The report was made with the right intentions and I will support it, because I have all faith that it was made from genuine concern.
     
    The report simply enabled a pervasive grudge working its way through the backstage to be brought to the foreground.
     
    When I resigned, I left an open letter to staff and in it mentioned in what light I came to see AhoyWorld. It's a place of mates. It's a place to meet new people, hear new voices and the stories they tell when you otherwise wouldn't. Most gaming communities get their people through active recruiting. Very few places live off their innate draw, yet AW does. You want to stay for the people, because AW is not competing as the best. It doesn't pretend to be either.
     
    When I realised I am serving as a wedge to drive people apart, I chose to leave. If there's a regret I have about this, it's that my wedge-like state wasn't communicated to me earlier for me to leave earlier.
     
    In the end, I would like to echo a sentiment from my resignation and I wouldn't be surprised if it ends up verbatim.
     
    When I first came back last year, could you imagine my delight when everyone stayed for the gamenight debrief? There was feedback, criticism, praise. Every single game turned into an opportunity to be better than the one before.
    If nothing else, I would ask to carry that spirit forward into more of what you do. Talk. Find common ground and define boundaries. Lift each other up through adversity and confrontation by knowing you will get through it when you realise you're rigging the same ship.
     
    There's my naval pun in an otherwise far too dry post.
  3. Like
    SkullCollector got a reaction from Noah_Hero in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    For those who care about this already, it will be no secret that I was one of the admins playing somewhere else and reported to be recruiting for that place.
     
    One point in @Gambit's first post illustrates quite well how the situation was blown out of proportions based on falsehoods. The supposed multiple credible sources as stated in his post have conjectured an outside impression as fact. Frankly I would suspect this is the theme for most of the situation up to the report. No, you don't get admin or Zeus for collecting medals.
     
    From there, I would like to start identifying the crux of it. Several people have already duly pointed it out: Communication.
    I have been playing with that unit since the end of January. In these five months, I had had no points of communication from any other member of staff as to the nature of my stay there nor that I was to stop. It was a known secret from the start, but I had no qualms about it. I joined it during a phase of AW gamenights that did not interest me, such as Star Wars, and I had been itching to play larger-scale missions. My intention from the start was to enjoy one or two of those a month, having laid out a schedule for myself to play D&D on Sundays, clashing with the big missions there, and split myself for one event in both, here on AW and there.
     
    Here I will point out that the Discord Rich Presence mod was active twice in my case, when I had forgotten to disable it.
     
    At one point, I made good on a promise I had given a good friend to teach them about team leadership and tactics. I figured it's easier with a team to demonstrate with, so I invited others who have expressed interest in learning about it on their own accord. We did this on my local machine while on the AW TS. There was no affiliation with the other unit. Neither was there any semblance of milsim advocating besides trying to teach something proper, to pass on as playing by example like the AWE Veteran Programme already attempts to foster.
     
    Afterwards, I was told that an outside party was not happy with this. I figured they just wanted to be kept in the loop, so I noted that for next time, created a staff post asking what we think about trainings moving forward and closed that book. Had it been a big deal, I thought, I would have been approached about it. I was not.
     
    During all of this I was actively aiding the development of Frontlines spearheaded only by Dom and myself. Outreach under my lead was set to begin a new initiative of social engagement and even art commissions.
    I can say without qualms once again that my interests lay squarely with AW.
     
    Still a month before the report, I pinged Core Staff in a staff Discord channel in a rather inconsiderate manner to point out a lack of communication regarding AWE matters. This was minutes before an Outreach meeting and I was in voice chat with staff who were not in the other unit. Due to my frustration, I mentioned how refreshing it was to have good communication at the other place, naming it clearly in the knowledge it was already an open secret. I outlined their procedures and philosophy and held them in high regard during this.
     
    I still hope and stand by my opinion that we can discuss the accomplishments and shortfalls of other communities by virtue of example, without taking it as advocating for or against migrating.
     
    For several days surrounding this, but particularly a few days later, I noticed that a member of Core Staff was shadowing us on TS. When I switched channels, so did they, but they never spoke up. I had my TS set up to connect me to the Admin Atoll, because it is a better look than sitting in AFK-ish since I looked able to respond to inquiries. As soon as somebody else was in there with me, so was the member of CS. At one point thereafter, they sprang on the exact moment I was alone and started to interrogate me about supposed slandering of CS or recruiting for the other unit. This is recorded.
     
    This was the first time I had ever heard this was a concern. It was a decidedly dysfunctional way to begin the conversation.
     
    It was also the last time there was any attempt at communication prior to the report. I offered. I got no response.
     
    The report itself has been discussed at length in the thread. I don't know its contents or what incident it refers to.
     
    For me, none of this was ever a personal matter. It still isn't. The report was made with the right intentions and I will support it, because I have all faith that it was made from genuine concern.
     
    The report simply enabled a pervasive grudge working its way through the backstage to be brought to the foreground.
     
    When I resigned, I left an open letter to staff and in it mentioned in what light I came to see AhoyWorld. It's a place of mates. It's a place to meet new people, hear new voices and the stories they tell when you otherwise wouldn't. Most gaming communities get their people through active recruiting. Very few places live off their innate draw, yet AW does. You want to stay for the people, because AW is not competing as the best. It doesn't pretend to be either.
     
    When I realised I am serving as a wedge to drive people apart, I chose to leave. If there's a regret I have about this, it's that my wedge-like state wasn't communicated to me earlier for me to leave earlier.
     
    In the end, I would like to echo a sentiment from my resignation and I wouldn't be surprised if it ends up verbatim.
     
    When I first came back last year, could you imagine my delight when everyone stayed for the gamenight debrief? There was feedback, criticism, praise. Every single game turned into an opportunity to be better than the one before.
    If nothing else, I would ask to carry that spirit forward into more of what you do. Talk. Find common ground and define boundaries. Lift each other up through adversity and confrontation by knowing you will get through it when you realise you're rigging the same ship.
     
    There's my naval pun in an otherwise far too dry post.
  4. Thanks
    SkullCollector got a reaction from Bomer in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    For those who care about this already, it will be no secret that I was one of the admins playing somewhere else and reported to be recruiting for that place.
     
    One point in @Gambit's first post illustrates quite well how the situation was blown out of proportions based on falsehoods. The supposed multiple credible sources as stated in his post have conjectured an outside impression as fact. Frankly I would suspect this is the theme for most of the situation up to the report. No, you don't get admin or Zeus for collecting medals.
     
    From there, I would like to start identifying the crux of it. Several people have already duly pointed it out: Communication.
    I have been playing with that unit since the end of January. In these five months, I had had no points of communication from any other member of staff as to the nature of my stay there nor that I was to stop. It was a known secret from the start, but I had no qualms about it. I joined it during a phase of AW gamenights that did not interest me, such as Star Wars, and I had been itching to play larger-scale missions. My intention from the start was to enjoy one or two of those a month, having laid out a schedule for myself to play D&D on Sundays, clashing with the big missions there, and split myself for one event in both, here on AW and there.
     
    Here I will point out that the Discord Rich Presence mod was active twice in my case, when I had forgotten to disable it.
     
    At one point, I made good on a promise I had given a good friend to teach them about team leadership and tactics. I figured it's easier with a team to demonstrate with, so I invited others who have expressed interest in learning about it on their own accord. We did this on my local machine while on the AW TS. There was no affiliation with the other unit. Neither was there any semblance of milsim advocating besides trying to teach something proper, to pass on as playing by example like the AWE Veteran Programme already attempts to foster.
     
    Afterwards, I was told that an outside party was not happy with this. I figured they just wanted to be kept in the loop, so I noted that for next time, created a staff post asking what we think about trainings moving forward and closed that book. Had it been a big deal, I thought, I would have been approached about it. I was not.
     
    During all of this I was actively aiding the development of Frontlines spearheaded only by Dom and myself. Outreach under my lead was set to begin a new initiative of social engagement and even art commissions.
    I can say without qualms once again that my interests lay squarely with AW.
     
    Still a month before the report, I pinged Core Staff in a staff Discord channel in a rather inconsiderate manner to point out a lack of communication regarding AWE matters. This was minutes before an Outreach meeting and I was in voice chat with staff who were not in the other unit. Due to my frustration, I mentioned how refreshing it was to have good communication at the other place, naming it clearly in the knowledge it was already an open secret. I outlined their procedures and philosophy and held them in high regard during this.
     
    I still hope and stand by my opinion that we can discuss the accomplishments and shortfalls of other communities by virtue of example, without taking it as advocating for or against migrating.
     
    For several days surrounding this, but particularly a few days later, I noticed that a member of Core Staff was shadowing us on TS. When I switched channels, so did they, but they never spoke up. I had my TS set up to connect me to the Admin Atoll, because it is a better look than sitting in AFK-ish since I looked able to respond to inquiries. As soon as somebody else was in there with me, so was the member of CS. At one point thereafter, they sprang on the exact moment I was alone and started to interrogate me about supposed slandering of CS or recruiting for the other unit. This is recorded.
     
    This was the first time I had ever heard this was a concern. It was a decidedly dysfunctional way to begin the conversation.
     
    It was also the last time there was any attempt at communication prior to the report. I offered. I got no response.
     
    The report itself has been discussed at length in the thread. I don't know its contents or what incident it refers to.
     
    For me, none of this was ever a personal matter. It still isn't. The report was made with the right intentions and I will support it, because I have all faith that it was made from genuine concern.
     
    The report simply enabled a pervasive grudge working its way through the backstage to be brought to the foreground.
     
    When I resigned, I left an open letter to staff and in it mentioned in what light I came to see AhoyWorld. It's a place of mates. It's a place to meet new people, hear new voices and the stories they tell when you otherwise wouldn't. Most gaming communities get their people through active recruiting. Very few places live off their innate draw, yet AW does. You want to stay for the people, because AW is not competing as the best. It doesn't pretend to be either.
     
    When I realised I am serving as a wedge to drive people apart, I chose to leave. If there's a regret I have about this, it's that my wedge-like state wasn't communicated to me earlier for me to leave earlier.
     
    In the end, I would like to echo a sentiment from my resignation and I wouldn't be surprised if it ends up verbatim.
     
    When I first came back last year, could you imagine my delight when everyone stayed for the gamenight debrief? There was feedback, criticism, praise. Every single game turned into an opportunity to be better than the one before.
    If nothing else, I would ask to carry that spirit forward into more of what you do. Talk. Find common ground and define boundaries. Lift each other up through adversity and confrontation by knowing you will get through it when you realise you're rigging the same ship.
     
    There's my naval pun in an otherwise far too dry post.
  5. Like
    SkullCollector reacted to Gambit in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    The problem boils down to this, at least as i see it. What feels true and morally right is not enough to ellicit instant action. The process is, as ive gathered is sit down, discuss with all the parties involved, core stits down, reaches a conclusion, carries out the verdict. If this process is switched up by mistake, or because of feelings or really strong hunch, then whats the point of a due process? Catch an admin on the wrong day, hurt some feelings and get banned? Is that how this should work? Rules are rules for a reason, applies to everyone, playing the judge and jury by ear all the time and just winging it is not a good future. 
     
    Core staff, from all this event reconstruction, was handcuffed, cornered, had no other option but take their time to truly, deeply investigate instead of just keep an eye on it. Need to know basis is there for a reason. A mod shall not judge another mod, both should be equally scrutinized and held to the same standards, have earned the same respect of the community, both of their words carries the same weight, hence shall not be included in the process. To put simply, some decisions are above certain paygrades, that i can understand. Just like player reports, community members are not involved, it would be nice to have our opinions heard aswell, but how would that affect the length of the process, going around asking for opinions.
    Pillars uphold the values, all the time. Not at times when its conveniently easy.
  6. Like
    SkullCollector reacted to Bomer in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    I'm saddened at the loss of staff but most of all of the breakdown in communication. There has been a clear lack of it from many of us. In my line of work there is a saying that assumptions kill as without being certain of a situation you can't make a decision that's right for what you face. Though I can't say for certain I get the feeling that a lot of things have been based on emotion and assumptions. This in itself is based on assumptions and partial information, and as mentioned, those kill. I hope you won't filify me for that but with it hope to create some understanding and perspective from my end. I am glad CS ultimately took the time to evaluate everything ensuring there would be as little room to make assumptions.

    Could this have gone faster, yes. But it's fair to say that Core Staff, as well as regular Staff are not full-time employees. We all put in our effort on a basis of free will, Which means we may not always have the time do something in an adequate time frame. Furthermore we are all free to act as we please in response to things. By this I mean that resigning as Staff is a decision I can respect albeit I am saddened by the decision.

    Each community provides something else and I love Ahoy for what it offers. I see myself sitting in channels with others playing games that aren't ARMA. Even sitting in a channel with others playing a game is grand. I can't see myself doing that with any of the other groups I am a part of. The social interaction and the warmness of everyone is a reason I brought Ares along so she could experience that too. I really hope that this is not tarnished after this event. I consider all of you friends even if I don't talk to you equally often. and hope to see you regularly on the AW Teamspeak.

    In that sense I would like to call for a calm discussion much like Xwatt just did. Emotions can boil over and we can't always be delicate with what we say. Though as the community we are I am certain we can let any emotional load slide and take what we read critically and respectfully. We are all here to make AhoyWorld better. We each have different ideas of how to do that and by working together, compromising and talking it out we can achieve this. No one is infallible and we should be able to question things. So let's do that evenly and as unbiased as we are capable of while looking for a place to settle in the middle we can all agree on.

     In this thread so far we all agree on a number of things, even if the way we say it obscures that. Props to Xwatt for making the post so we can talk it out!
     
  7. Like
    SkullCollector reacted to Bomer in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    I think the filing of the report was a perfectly reasonable thing to do and I would say you did the right thing. I doubt most people are mad about the report being filed but instead bothered by the way the report was ultimately handled and discussed.
  8. Thanks
    SkullCollector reacted to Xwatt in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    The following is a statement about the current affairs within AW, and the opportunity to provide, an open, constructive platform raising issues currently present within AW. Whilst I understand the decision to lock the other thread due to fears of exacerbating the situation, AW is a community ran by the players, and one that provides complete transparency and a space to openly discuss differing opinions. This is the way Mark T originally set out to run the community, and one that I followed up on myself, and therefore I ask for Core Staff to respect the right to openly discuss, without having to delve into private discussion. The following replies to this thread (If I get any) will be from members who wholly care about AW, and therefore CS should see this thread as a foundation to build on, and to read the criticisms provided and use it as an opportunity to shape the future of Ahoyworld.
     
     In an ideal world, members of the community can openly play within other communities, and there should be no repercussion in doing so. Perhaps, they seeked out other communities due a lack of what AW is offering. Other players want to be in communities that have operations on a massive scale, with a playerbase that provides that. Some people want operations that are more tuned to the milsim aspect, and again I see no issue in that. People have different wants and needs, and therefore they can seek out other communities if they cannot find that here at AW.
     
    The issue comes when it is from a community that openly incentivises and rewards players for recruiting within their own, and other communities. In this, they create a discourse and divide in other communities, and as a result gain a healthy boost within their own playerbase, without any repercussions or remorse about the divide they create in other communities. And we see this clearly now, said community has managed to create an argument within Core Staff about how the situation should be handled, as such this has then leaked down into the staff team, creating further arguments, and ultimately leading to the loss of some of the most senior staff, setting AW back again into a dire state that we found ourselves in not too long ago. So, in conclusion, who got the last laugh? Ahoyworld, or the other community that managed to create such a discourse within the highest ranks of staff, that ultimately, they benefitted themselves a lot more than it benefitted us.
     
    I love Ahoyworld, but once again there are blaring issues that will lead once again to the downfall of the community. The first comes from the lack of unity within Core Staff, and the lack of swift action to reduce the impact created. If CS were united from the start, do you really think this many staff would of left, or if the member of CS who stepped down was so wrong, why did half the staff team leave with him?  While I understand there were guidelines to follow in how a report should be handled, the lack of input from the other members of staff and the wider community in general, made the final decision seem like it benefitted the bias of CS rather than what the community themselves felt was the right decision to make. Ahoyworld is not, and will never be a monocracy, the lack of transparency and willingness to hold open, public discussion has once again led to the downfall of the community.
     
    And then after all that, leaves the AW we have today. Many others and I involved have spent the last however many years building up a solid, dedicated playerbase once again after AWE had originally fell apart. It was a long, gruesome process, and it was a struggle finding new players as the ARMA community is extremely aged, and therefore there is not a constant flow of new players or talent anymore. This is a concern, because it means that rebuilding the staff team is a hefty feat, as there isn’t a flow of fresh blood to promote, but more importantly, it means you’re struggling now to get the large scale, combined operations that AW has always loved, with the 25-30+ people that we all desire. It’s evident from Sieges and many other people’s operations, where he now has to scale his operations down to accommodate for the lack of players, rather than creating these massive, expansive operations. I just wonder, how many “rebuilds” will it take for Ahoyworld to finally flourish or is it’s “golden era” limited to the memories some of the more senior members have about the past of the community.
     
    To conclude, I want this thread to be a civilised, open platform for Ahoyworld. Respect the privacy of others, and more importantly keep it constructive and make it somewhere where we can state our desires for the community moving forward, what it is doing wrong currently, and how it can be improved in the future. Staff have every right to remove abusive comments and directed hate, so I ask you to keep it civil and behaved.
  9. Thanks
  10. Like
    SkullCollector reacted to pmcrugby in Enhanced Map   
    1. Enhanced Map Ace Version
     
    2. This mod creates a more contrasted map allowing for easier identification of paths and roads, whilst also adding a true satellite imagery texture. It is client-side and so could be optional. It is a simple plug and play mod that claims to work on all modded maps (i have tried most of the Frontlines maps and it works perfectly). At 0.7MB it is extremely small. Whilst Frontlines doesn't use Cam Lao Nam I have found myself struggling to see the trail through such dense foliage, and the bolder lines help with locating positions.
     
    3. https://steamcommunity.com/sharedfiles/filedetails/?id=2467590475
     
    4. Frontlines is about planning and any tool to aid in that would be great. Because it is client-side if it isn't someone's cup of tea then they don't need to load it in. 
  11. Like
    SkullCollector got a reaction from Gabirtar in [AWE] Frontlines Wednesday - #5 - NEXT: 12-05-21 @ 1730 UTC   
    We're rallying for another mid-week bout of Frontlines!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Leadership Sign-up
    https://forms.gle/uvz2mY3zaqAzjBgUA
    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Leader picks will be messaged ahead of time for a pre-brief.
    Every slot is still open and available for join-in-progress.
     
    Situation
     
    Mission
    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
     
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
     
    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
     
    Squad leaders are responsible for the operational effectiveness of their teams.
     
     
  12. Like
    SkullCollector got a reaction from Schubz in [AWE] Frontlines Wednesday - #5 - NEXT: 12-05-21 @ 1730 UTC   
    We're rallying for another mid-week bout of Frontlines!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Leadership Sign-up
    https://forms.gle/uvz2mY3zaqAzjBgUA
    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Leader picks will be messaged ahead of time for a pre-brief.
    Every slot is still open and available for join-in-progress.
     
    Situation
     
    Mission
    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
     
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
     
    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
     
    Squad leaders are responsible for the operational effectiveness of their teams.
     
     
  13. Like
    SkullCollector got a reaction from DomT in [AWE] Frontlines Wednesday - #5 - NEXT: 12-05-21 @ 1730 UTC   
    We're rallying for another mid-week bout of Frontlines!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Leadership Sign-up
    https://forms.gle/uvz2mY3zaqAzjBgUA
    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Leader picks will be messaged ahead of time for a pre-brief.
    Every slot is still open and available for join-in-progress.
     
    Situation
     
    Mission
    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
     
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
     
    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
     
    Squad leaders are responsible for the operational effectiveness of their teams.
     
     
  14. Thanks
    SkullCollector reacted to Lindi in Map Basics & Land Navigation (without GPS)   
    ...now try doing it under fire!

    Great work explaining this, should really brush up on my maps skills. I'm just way too used to GPS and/or bluefor markers.
  15. Thanks
    SkullCollector got a reaction from Lindi in Map Basics & Land Navigation (without GPS)   
    Addendum: Keypad‽
     
    When you need more precision than the 100 metres a 6-digit grid can provide, you have another option: Keypad, kp.
     
    If you play Squad or the old Project Reality, you might have encountered keypads already.
     
    The point to the keypad method is immediately apparent when you look down at your keyboard, at least if you have a numpad. Instead of further 10x10 grids for 8 digits, it divides a grid into 9 squares. That's still plenty accurate for navigation, and even for artillery.
     
    So why faff about with overlaying grids in the first place? The keypad is an elegant solution. It builds on familiarity with an every-day object. Its problem is as annoying as Apple refusing to use USB on their phones: mixed convention.
     

     
    In real-life orienteering, the convention is to use a phone keypad, because unlike us gamers, a soldier will more likely have a radio or sat phone than a keyboard. (It's also what the boy scouts taught me.)
    Their numbers start at 1 in the top left and end at 9 in the bottom right.
     
    Our numpad starts at 1 in the bottom left and ends at 9 in the top right.
     
    So is the flag marker in figures 103-047 kp2 or 103-047 kp8?
     
    For the very simple reason that we have a numpad in front of us at all times (unless you're tenkeyless, RIP), most games and gamers teaching gamers will default to the numpad order. When you do use this method, say your grid and numpad [n], instead of keypad.
    But you cannot be sure.
     
    I would advocate that we familiarise ourselves with the grid system and use 8-digit grids for precision. They feed directly into other gadgets we have available, such as the MicroDAGR.
    For artillery, being off by one or two grids at this scale will rarely change the outcome (because field cannon dispersion is about 30 metres).
    For navigation, you also orientate yourself by your surroundings and can use communication to pinpoint a location, so again, a couple grids won't do harm.
     
    In contrast, mixing up keypad 2 and keypad 8 can mean the other side of a town, topographic feature or minefield.
  16. Thanks
    SkullCollector got a reaction from Jochem in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  17. Thanks
    SkullCollector reacted to Noah_Hero in Map Basics & Land Navigation (without GPS)   
    Do note that there are Arma maps that for example have a flipped vertical Axis, i.e. (000,000) is the top left instead of the bottom left (e.g. Sahrani once you zoom into 6-figures). In these cases you obviously have to change the vertical axis orientation of your 8-figures as well, as they're refining the overall map-gridding and are therefore dependant on its orientation. The Numpad or Keypad however stay the same, as they're not actually dependant on the overal gridding, since they're based on your keyboard or telephone and that looks the same no matter what map you're looking at.
  18. Like
    SkullCollector got a reaction from possiblyEOD in Map Basics & Land Navigation (without GPS)   
    Addendum: Keypad‽
     
    When you need more precision than the 100 metres a 6-digit grid can provide, you have another option: Keypad, kp.
     
    If you play Squad or the old Project Reality, you might have encountered keypads already.
     
    The point to the keypad method is immediately apparent when you look down at your keyboard, at least if you have a numpad. Instead of further 10x10 grids for 8 digits, it divides a grid into 9 squares. That's still plenty accurate for navigation, and even for artillery.
     
    So why faff about with overlaying grids in the first place? The keypad is an elegant solution. It builds on familiarity with an every-day object. Its problem is as annoying as Apple refusing to use USB on their phones: mixed convention.
     

     
    In real-life orienteering, the convention is to use a phone keypad, because unlike us gamers, a soldier will more likely have a radio or sat phone than a keyboard. (It's also what the boy scouts taught me.)
    Their numbers start at 1 in the top left and end at 9 in the bottom right.
     
    Our numpad starts at 1 in the bottom left and ends at 9 in the top right.
     
    So is the flag marker in figures 103-047 kp2 or 103-047 kp8?
     
    For the very simple reason that we have a numpad in front of us at all times (unless you're tenkeyless, RIP), most games and gamers teaching gamers will default to the numpad order. When you do use this method, say your grid and numpad [n], instead of keypad.
    But you cannot be sure.
     
    I would advocate that we familiarise ourselves with the grid system and use 8-digit grids for precision. They feed directly into other gadgets we have available, such as the MicroDAGR.
    For artillery, being off by one or two grids at this scale will rarely change the outcome (because field cannon dispersion is about 30 metres).
    For navigation, you also orientate yourself by your surroundings and can use communication to pinpoint a location, so again, a couple grids won't do harm.
     
    In contrast, mixing up keypad 2 and keypad 8 can mean the other side of a town, topographic feature or minefield.
  19. Like
    SkullCollector got a reaction from Schubz in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  20. Thanks
    SkullCollector got a reaction from Schubz in Map Basics & Land Navigation (without GPS)   
    Addendum: Keypad‽
     
    When you need more precision than the 100 metres a 6-digit grid can provide, you have another option: Keypad, kp.
     
    If you play Squad or the old Project Reality, you might have encountered keypads already.
     
    The point to the keypad method is immediately apparent when you look down at your keyboard, at least if you have a numpad. Instead of further 10x10 grids for 8 digits, it divides a grid into 9 squares. That's still plenty accurate for navigation, and even for artillery.
     
    So why faff about with overlaying grids in the first place? The keypad is an elegant solution. It builds on familiarity with an every-day object. Its problem is as annoying as Apple refusing to use USB on their phones: mixed convention.
     

     
    In real-life orienteering, the convention is to use a phone keypad, because unlike us gamers, a soldier will more likely have a radio or sat phone than a keyboard. (It's also what the boy scouts taught me.)
    Their numbers start at 1 in the top left and end at 9 in the bottom right.
     
    Our numpad starts at 1 in the bottom left and ends at 9 in the top right.
     
    So is the flag marker in figures 103-047 kp2 or 103-047 kp8?
     
    For the very simple reason that we have a numpad in front of us at all times (unless you're tenkeyless, RIP), most games and gamers teaching gamers will default to the numpad order. When you do use this method, say your grid and numpad [n], instead of keypad.
    But you cannot be sure.
     
    I would advocate that we familiarise ourselves with the grid system and use 8-digit grids for precision. They feed directly into other gadgets we have available, such as the MicroDAGR.
    For artillery, being off by one or two grids at this scale will rarely change the outcome (because field cannon dispersion is about 30 metres).
    For navigation, you also orientate yourself by your surroundings and can use communication to pinpoint a location, so again, a couple grids won't do harm.
     
    In contrast, mixing up keypad 2 and keypad 8 can mean the other side of a town, topographic feature or minefield.
  21. Like
    SkullCollector got a reaction from possiblyEOD in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  22. Thanks
    SkullCollector got a reaction from Mikael in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  23. Like
    SkullCollector got a reaction from applechaser in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  24. Thanks
    SkullCollector got a reaction from Norris in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  25. Thanks
    SkullCollector reacted to Minipily in Frontlines Feedback Thread   
    Secondary Missions tab not showing up. We did test out the listening post mission today and it stopped working after that. So maybe it is related to that.
     
    Listening Post: Great mission, perhaps a little overpowered. Would recommend making the counter attack on it a bit firmer.
     
    Raid Depot: Would recommend giving the enemy defence a little bit more guys or some vehicles. Alternatively, make the depot more defensive by changing the depot itself, so it's harder to breach. When we did it, there was only like 2-3 squads of guys and we crushed them.
     
    The USMC faction is extremely limited in terms of equipment and vehicles. I may be mistaken but I believe @Johnson did the original faction for Liberation? Not to discredit the person's work who did this one, but I would've thought it'd make more sense to use the factions we had before as they were mostly polished. I may be bias but Johnson makes the factions each a little bit more unique by equipping factions with what they would realistically use, giving each faction something special whilst making sure they are fleshed out and polished. Just my 2 cents though I'm not against someone else working on it, it just needs polishing up as it is currently missing quite a lot of stuff.
     
    >inb4 surpressors are missing.
     
    Just to throw in, the AI have been working an absolute treat. My compliments to the person that made them so damn nice. I like that the AI are a lot more ambient and actively try to ambush you in friendly lines now. What I would love to see, if it can be done, is implement enemy special forces who spawn in at random enemy objectives near the front line and attempt to move into friendly lines to ambush and maybe place minefields and/or mines on the roads as well as act as manpads to make flying around a little bit more spicy. As the enemy threat level goes up, these special forces could become more dangerous and do different things/tactics. Just my 2 cents once again, though I'm not sure how hard that would be to organise.
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