Jump to content

DomT

Community Member
  • Posts

    53
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Reputation Activity

  1. Thanks
    DomT got a reaction from LH5 in Frontlines Feedback Thread   
    Should be fixed next update.
     
    Have made it so rotors aren't spinning before the interaction is available.
     
    Fixed in next update.

    Reference LAMBS, Frontlines only uses its patrol, garrison and camp functions directly, and only for defensive AI. Otherwise its just the normal AI into combat, begin LAMBS stuff, so I can't influence it too much. There are a few CBA settings we can try and change but not sure how fruitful it is. Isla Duala may also not be helping, and will probably be avoided for future runs.
  2. Thanks
    DomT got a reaction from Mikael in Frontlines Feedback Thread   
    Should be fixed next update.
     
    Have made it so rotors aren't spinning before the interaction is available.
     
    Fixed in next update.

    Reference LAMBS, Frontlines only uses its patrol, garrison and camp functions directly, and only for defensive AI. Otherwise its just the normal AI into combat, begin LAMBS stuff, so I can't influence it too much. There are a few CBA settings we can try and change but not sure how fruitful it is. Isla Duala may also not be helping, and will probably be avoided for future runs.
  3. Thanks
    DomT reacted to LH5 in [AWE] Frontlines Wednesday - 09/06/2021 @17:30 UTC   
    We're rallying for another mid-week bout of Frontlines!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Mod set/how to join
    https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/
     
    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.
  4. Thanks
    DomT reacted to SiegeSix in Frontlines Feedback Thread   
    It's in the logistics box named "MMG"
     
    //EDIT
    Scratch this. Didn't see Dom's response.
  5. Like
    DomT got a reaction from Mikael in AW Mod Feedback Thread   
    The newest update to AW Mod has the following changelog:
     
    [Added] Air view distance is now split into Rotary and Other Air for extra customisability
     
    [Tweaked] AW_RESOURCES has been merged into AW_UI
    [Tweaked] Minimum view distance reduced to 100m from 500m
     
    [Fixed] Unusual behaviour on radio channel chart
     
    [Removed] UIs for Frontlines have been removed
  6. Like
    DomT got a reaction from RiverWolf in Frontlines Feedback Thread   
    Sorry it took a while, but AW Mod has now been updated to have a split air category, and the 'unexpected' behaviour with entering a distance has been altered.
  7. Like
    DomT reacted to SkullCollector 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.
     
     
  8. Like
    DomT got a reaction from Schubz in Frontlines Feedback Thread   
    In the next update
  9. Like
    DomT got a reaction from RiverWolf in Frontlines Feedback Thread   
    In the next update
  10. Like
    DomT got a reaction from Mikael in Frontlines Feedback Thread   
    In the next update
  11. Like
    DomT got a reaction from Stryker990 in Frontlines Feedback Thread   
    In the next update
  12. Like
    DomT got a reaction from RiverWolf in Frontlines Feedback Thread   
    1. Fixed the secondary mission tab issue, would only occur when you get the full 60. Will be fixed in next update.
    2. The mission does scale with players, sending troop carriers depending on player numbers with a minimum of 2. So if you went in with 8 people, you'd get 2 vehicles with troops, but 9 people you'd get 3. So it goes with the logic of players on divided by 4 and rounds up to figure the count and thats how a lot of secondary missions are scaled. It did help that yesterday 2 of the BTR's went straight into all our squads  I'll knock the scaling down to 1 per 3 players for all the secondaries and see if that helps a bit.
    3. Similar to above, I'll scale it a bit higher but also an upcoming update where I utilise LAMBS further for the defensive missions such as the supply depot + normal sectors should also make it a bit harder, utilising LAMBS patrol, camp and garrison functions. If we still need it to be harder, I can look into adding vehicles then 👍
    4. From what I'm currently seeing, there was only the USA faction on Lib, and that was the giga-big faction which was a catch-all for everything Freedom American. Reidy made the USMC as we were trying to differentiate between some of the bigger factions (US, RF) to try and encourage people to use different equipment and keep things feeling more fresh. Just because the factions before on Lib were 'polished', I think Frontlines gives us a reason to change things up, especially as config formats have changed somewhat. Ref the missing items, if we can grab the classnames of them I can add them, I have already got the 2 silencers added which were missing, so they'll be added in the next update.
    5. Certainly more complex as I'll have to program specific behaviour into them, so I can look at this more for the long term, the ambient AI that I have going round the map seem to be doing a good job though
    1. For me, I often save my loadout with my earplugs in meaning they don't get saved so I'd double check that as I do it more often then not at the moment. The script quite simply runs a command called `getUnitLoadout player` and then just `setUnitLoadout player` so I can't see what it doesn't like here.
    2. For me, Taki has also been a bit harder on my FPS, especially when I look at a scene with an oil well moving where my FPS just gets kidnapped. I'll keep trying things to help improve it though.
     
    Coyote Carryall has been added to all factions (as well as having the coyote kitbag and leg strap across all factions). My small brain did in-fact miss the fact we do have the spotting rounds already in the arsenal:

  13. Thanks
    DomT got a reaction from Mikael in Frontlines Feedback Thread   
    1. Fixed the secondary mission tab issue, would only occur when you get the full 60. Will be fixed in next update.
    2. The mission does scale with players, sending troop carriers depending on player numbers with a minimum of 2. So if you went in with 8 people, you'd get 2 vehicles with troops, but 9 people you'd get 3. So it goes with the logic of players on divided by 4 and rounds up to figure the count and thats how a lot of secondary missions are scaled. It did help that yesterday 2 of the BTR's went straight into all our squads  I'll knock the scaling down to 1 per 3 players for all the secondaries and see if that helps a bit.
    3. Similar to above, I'll scale it a bit higher but also an upcoming update where I utilise LAMBS further for the defensive missions such as the supply depot + normal sectors should also make it a bit harder, utilising LAMBS patrol, camp and garrison functions. If we still need it to be harder, I can look into adding vehicles then 👍
    4. From what I'm currently seeing, there was only the USA faction on Lib, and that was the giga-big faction which was a catch-all for everything Freedom American. Reidy made the USMC as we were trying to differentiate between some of the bigger factions (US, RF) to try and encourage people to use different equipment and keep things feeling more fresh. Just because the factions before on Lib were 'polished', I think Frontlines gives us a reason to change things up, especially as config formats have changed somewhat. Ref the missing items, if we can grab the classnames of them I can add them, I have already got the 2 silencers added which were missing, so they'll be added in the next update.
    5. Certainly more complex as I'll have to program specific behaviour into them, so I can look at this more for the long term, the ambient AI that I have going round the map seem to be doing a good job though
    1. For me, I often save my loadout with my earplugs in meaning they don't get saved so I'd double check that as I do it more often then not at the moment. The script quite simply runs a command called `getUnitLoadout player` and then just `setUnitLoadout player` so I can't see what it doesn't like here.
    2. For me, Taki has also been a bit harder on my FPS, especially when I look at a scene with an oil well moving where my FPS just gets kidnapped. I'll keep trying things to help improve it though.
     
    Coyote Carryall has been added to all factions (as well as having the coyote kitbag and leg strap across all factions). My small brain did in-fact miss the fact we do have the spotting rounds already in the arsenal:

  14. Thanks
    DomT got a reaction from Schubz in Frontlines Feedback Thread   
    1. Fixed the secondary mission tab issue, would only occur when you get the full 60. Will be fixed in next update.
    2. The mission does scale with players, sending troop carriers depending on player numbers with a minimum of 2. So if you went in with 8 people, you'd get 2 vehicles with troops, but 9 people you'd get 3. So it goes with the logic of players on divided by 4 and rounds up to figure the count and thats how a lot of secondary missions are scaled. It did help that yesterday 2 of the BTR's went straight into all our squads  I'll knock the scaling down to 1 per 3 players for all the secondaries and see if that helps a bit.
    3. Similar to above, I'll scale it a bit higher but also an upcoming update where I utilise LAMBS further for the defensive missions such as the supply depot + normal sectors should also make it a bit harder, utilising LAMBS patrol, camp and garrison functions. If we still need it to be harder, I can look into adding vehicles then 👍
    4. From what I'm currently seeing, there was only the USA faction on Lib, and that was the giga-big faction which was a catch-all for everything Freedom American. Reidy made the USMC as we were trying to differentiate between some of the bigger factions (US, RF) to try and encourage people to use different equipment and keep things feeling more fresh. Just because the factions before on Lib were 'polished', I think Frontlines gives us a reason to change things up, especially as config formats have changed somewhat. Ref the missing items, if we can grab the classnames of them I can add them, I have already got the 2 silencers added which were missing, so they'll be added in the next update.
    5. Certainly more complex as I'll have to program specific behaviour into them, so I can look at this more for the long term, the ambient AI that I have going round the map seem to be doing a good job though
    1. For me, I often save my loadout with my earplugs in meaning they don't get saved so I'd double check that as I do it more often then not at the moment. The script quite simply runs a command called `getUnitLoadout player` and then just `setUnitLoadout player` so I can't see what it doesn't like here.
    2. For me, Taki has also been a bit harder on my FPS, especially when I look at a scene with an oil well moving where my FPS just gets kidnapped. I'll keep trying things to help improve it though.
     
    Coyote Carryall has been added to all factions (as well as having the coyote kitbag and leg strap across all factions). My small brain did in-fact miss the fact we do have the spotting rounds already in the arsenal:

  15. Like
    DomT got a reaction from Mikael in Frontlines Feedback Thread   
    The cleanup script for things such as that works with the logic that there is a set cap (10 vehicle wrecks, 30 bodies) and once that cap goes over it will delete the oldest body/wreck, so this behaviour is somewhat expected. I can always reduce these values but at the moment, performance wise, it seems to be ok.
  16. Like
    DomT got a reaction from Schubz in Frontlines Feedback Thread   
    The cleanup script for things such as that works with the logic that there is a set cap (10 vehicle wrecks, 30 bodies) and once that cap goes over it will delete the oldest body/wreck, so this behaviour is somewhat expected. I can always reduce these values but at the moment, performance wise, it seems to be ok.
  17. Like
    DomT reacted to SkullCollector in [AWE] Frontlines Wednesday - #3 - NEXT: 28-04-21 @ 1730 UTC   
    The circumstances notwithstanding, a staggering number of people stayed on to complete the mission. That's the sort of spirit we love to see.
     
    Just so, let's carry it forward every week with Frontlines Wednesday. Here you can expect an established chain of command, fully supported by staff and with a fresh twist each time. 
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Leadership Sign-up
    https://forms.gle/9658WHZkwnpTb8AT6
    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.
     

  18. Like
    DomT got a reaction from WinterMute in Frontlines Feedback Thread   
    Have tweaked around with various settings, should improve but will get a better view from gamenight tomorrow.
     
    Found the issue, this will be fixed in next AWMod update.
     
    Found the issue, happened when recycling a mobile respawn. Fix will be in next update for gamenight tomorrow.
  19. Thanks
    DomT got a reaction from Schubz in Frontlines Feedback Thread   
    Have tweaked around with various settings, should improve but will get a better view from gamenight tomorrow.
     
    Found the issue, this will be fixed in next AWMod update.
     
    Found the issue, happened when recycling a mobile respawn. Fix will be in next update for gamenight tomorrow.
  20. Like
    DomT got a reaction from RiverWolf in Frontlines Feedback Thread   
    Have tweaked around with various settings, should improve but will get a better view from gamenight tomorrow.
     
    Found the issue, this will be fixed in next AWMod update.
     
    Found the issue, happened when recycling a mobile respawn. Fix will be in next update for gamenight tomorrow.
  21. Thanks
    DomT got a reaction from Havoc in Frontlines Feedback Thread   
    Have tweaked around with various settings, should improve but will get a better view from gamenight tomorrow.
     
    Found the issue, this will be fixed in next AWMod update.
     
    Found the issue, happened when recycling a mobile respawn. Fix will be in next update for gamenight tomorrow.
  22. Like
    DomT got a reaction from RiverWolf in AW Mod Feedback Thread   
    As not every op/person uses DUI I would prefer to avoid including this in the AW Mod HUD, however you can be quite clever and change the keybind that DUI provides to disable their UI. If you set this to the same as your disable HUD key (Ctrl+Shift+F by default), it'll do both at the same time.  
  23. Like
    DomT got a reaction from WinterMute in AW Mod Feedback Thread   
    As not every op/person uses DUI I would prefer to avoid including this in the AW Mod HUD, however you can be quite clever and change the keybind that DUI provides to disable their UI. If you set this to the same as your disable HUD key (Ctrl+Shift+F by default), it'll do both at the same time.  
  24. Like
    DomT reacted to SkullCollector in [AWE] FRONTLINES FRIDAY -- Grand Opening, Friday 16 April 2021 @ 1730 UTC   
    We have been hard at work to create an exciting in-house game mode that is set to replace Liberation. It will feel familiar, but different in intriguing ways. Care to find out? Join us for the Grand Reveal this Friday!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Modset
    AW_Frontlines.html
     
    Leadership Sign-up
    https://forms.gle/xoCUnkn4e8F9DVEn6
    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Every slot is still open and available for join-in-progress.
     
    Situation
    Russian airborne forces (VDV) have occupied the island of Malden. We have been deployed as a task force to secure a beachhead for further operations; however, initial supplies are limited. 
    Resistance to the invasion is as yet undecided, since the take-over seems to have happened swiftly and softly. We must not let their favour slip away.
     
    Friendly forces
    British Armed Forces, Combined Arms, Task Force Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    1x 3-man Fire Support Group
    1x 3-man Vehicle Crew
    2x 2-man Air Crew
    1x 2-man Logistics  
     
    Independent forces
    -
     
    Enemy forces
    The Russian VDV is a highly organised, regular force suspected to have access to these assets:
    Regular infantry
    Motorised and mechanised transport
    Armour
    Rotary-wing aircraft
    Fixed-wing aircraft
     
    Reconnaissance has identified key locations serving as radio communications facilities to sabotage or capture. Reports of quick-response Forward Operating Bases as well as supply depots around the island are also coming in. 
     
    Mission
    Gain a foothold and fortify our FOB. 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.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
    Squad leaders are responsible for the operational effectiveness of their teams.
  25. Thanks
    DomT got a reaction from SkullCollector in AW Mod Feedback Thread   
    AW Mod has been updated today with the following changes:
    Fix for double opening of view distance menu View distance will now change if you are driving a UGV (car) and UAV (air) Clear grass action added Inventory management actions added Chestpack actions now client toggle These options can be found in Addon Settings: AW Mod - Client, as shown below.


     
×
×
  • Create New...