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Numbnuts

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  1. Like
    Numbnuts reacted to Eagle-Eye in AWE and its future   
    As I've mentioned several times before, my opinion is that the main problem on AWE is the different mindsets (casual <=> team-oriented <=> milsim). As such, my suggestion: have a place on AW for everyone, 24/7. Pretty sure you could reel in old-timers who left, or a whole new group of players by doing that.
     
    E.g.
    EU1: as is, vanilla public casual
    EU2: as is, vanilla public casual
    EU3: as is, modded public team-oriented
    EU6: public milsim, vanilla and/or EU3 modset TBD
     
    On EU6, there is room for banter ONLY in between missions. From start of briefing till end of debrief: A-game only, very strict application of hierarchy and rules etc.
    EU3 and 6 get dedicated game nights (weekly, bi-weekly or monthly depending on how much AW can muster) with pre-made and/or Zeus missions.
     
    There should be no extra development required, except removal of arsenal restrictions. Seeding missions on EU6 could be I&A or Stiletto, depending on modset, as the mindset is what makes the real difference in their execution.
     
     
    Second suggestion, for EU3 and 6: Get rid of as many rules as possible, and keep those you keep to the point. KISS-principle, basically, let common sense dictate what can and cannot be allowed, and the mindset should do the rest. E.g. the rules of a milsim-community (2 servers: 1 vanilla, 1 modded) I play on can fit on a half A4. (see spoiler)
     
    Compare that to AW's ruleset. Even if you look ONLY at the rules for AWE, most of the words used can be omitted and are really only there to fill the page. Because of it, by the time you're halfway through, you've forgotten what you read at the beginning.
    To give a few examples:
    Rule 5.1 "Use of Teamspeak is mandatory."
    => Of course it is, otherwise you can't use TFAR / ACRE. Put that in a guide called "first connection to AWE", not in the rules.
     
    Rule 5.2 "Teamkilling is not allowed"
    => Why do you need the examples, if the list isn't meant to be all-inclusive anyway? Not to mention that on AWE, you should expect players to know why you don't TK in the first place. (remember, common sense ...)
     
    Etc.
     
    Also, as a side remark, the link to the most up-to-date rule set for AWE sends you here, where the last update was January 25th 2017. However, the topic containing the rules has a different set and layout, but was posted June 22 2017? Which one is current?
     
     
    My 2 cents.
  2. Like
    Numbnuts reacted to LEO in Mic Drop Thread   
    thanks for a grate time on eu3. i am gone for now good bye
     
  3. Like
    Numbnuts reacted to Teddy in An open letter of the problems within Ahoyworld   
    First off, this post is being made with the best interests of AW in mind. Be aware there is a good chance I WILL be name dropping in this post. Take it as you will.
     
    Stanhope:
    You are the definition of condescending, and also the definition of every word under that. You should be nowhere near the Admin team, you might as well have paid money to get your tag. Just because someone can code and submit player reports does not make them an immediate candidate for an Admin. I, myself, actually worked my way up the ranks, from member>FA>Spartan>Admin. I also earned the respect of those around me.
    Unlike you Stan, who jumped from FA>Admin in about a month or less. I’m fairly sure the consensus in the team when you applied was to let you in because you’d be useful as a coder, and most of us had no idea who you were at the time. Also I love how you just ripped me off the Public mod team without talking to me.
    Just my 2 cents on you.
     
    Core staff:
    COMMUNICATE AND INTERACT. In my time as an Admin you guys just can't do that. People get promoted to CS and just disappear into the wilderness and never interact with the community anymore - you leave that to the Admins. Also, whenever I brought something to you guys I more often than not never got an answer back. Also what happened to that huge meeting we had a month back now? Just lost in the system I guess Origins. AhoyWorld is burning and you guys just sit around.
     
    Admins: The true MVPs, you guys put up with most of the shit, but not all of you. Some of you also suffer from the communication and interaction disease. A lot of complaints I got was that the team wasn't open to the community at all with what was going on, and as per usual, this issue was brought up, chatted about and then nothing happened just like with everything else. Nothing will happen because of this post.
     
    I'm just being extremely blunt here.
     
    Anyone who knows me  knows I wouldn't be typing any of this unless there was a real issue. Hide this post if you want, issue me a warning point, whatever; but know this, a lot of people are with me on this as you’ll see it happen before your eyes. You will just be shooting yourself in the foot.
     
    These days this is the only way the get you guys to listen, so I would hope this turns into a nice post debating about all these issues - not a shit flinging thread.
     
    /Teddy
     
  4. Like
    Numbnuts got a reaction from Mungus in FSG: Lets talk about it.   
    Complains that FSG is a meme team requests that hammer be made available to everyone. surely you can see how this will end if your solution for when someone makes a meme team is to delete the squad they are in they will just jump from one squad to another when you delete them. all this does is punish the people that played the squad as was intended. there will always be meme teams but deleting the squads just punishes the player base.
  5. Like
    Numbnuts got a reaction from Adshield in FSG: Lets talk about it.   
    It's a shame to see FSG go I feel that the rules were not transparent enough the entirety of Nomad being 1 squad on the squad menu but then being told by a very disgruntled ASL that it was 2 squads was a recipe for disaster and we have seen the squad 5 strong whilst A1 only has 3. I think a more clear layout of the fire support group to show that it is infract several squads would prevent lots of the problems I will not claim that it will stop all of them there will always be people who will misuse role's but locking or cutting down the effectiveness of that role is not a valid solution. I think the current FSG loadout is the best we have seen ever with having the Arsenal mostly open to them it allows ASL to request exactly what is needed or for FSG teams to play smart and pack the weapon system the is perfect for that terrain. I also think that some of the blame lays on the shoulders of ASL with over enforcing what weapon system FSG uses. Name a time when FSG has used anything other than the MAAWS sometimes you might see a javelin but the only time I have seen FSG take a mortar is when I was the gunner and I packed a mortar myself. some people may remember when the FSG team I was a part of was shouted at repeatedly by ASL for about five minutes just because we had packed a SMAW and not a MAAWS. he did not care how many vehicle kills we had or how effective we were he wanted a MAAWS and that was the end of it.                                                                                                                                                                                                                                                                       this is an incredibly divisive topic but just cutting support squads out of the server is not a solution its is trying to paint over the  problem and pretend it is not really there.
  6. Thanks
    Numbnuts got a reaction from SirMurficus in FSG: Lets talk about it.   
    Complains that FSG is a meme team requests that hammer be made available to everyone. surely you can see how this will end if your solution for when someone makes a meme team is to delete the squad they are in they will just jump from one squad to another when you delete them. all this does is punish the people that played the squad as was intended. there will always be meme teams but deleting the squads just punishes the player base.
  7. Like
    Numbnuts reacted to LEO in FSG: Lets talk about it.   
    i think this approach is rather lopsided when it comes to how the teams are gone be used. So I suggest that you instead have a squad setup like this.
    ASL
    Alpha squad lead
    Intel operative
    Weapons specialist (allow him to use bolt-action rifles and mawws and mortars)
    And a weapons assistant
    And let A1/2 remain the way they where.
    TL
    AR
    ENGI
    LAT
    MEDIC
    This will make the squad balanced so the alpha teams can be used interchangeably instead of the current system where one team is extremely heavy on AT and the odder team has the only engineer.
     
    PS.
    + that the squad leader has better control on the heavy weapons players and dispatch them accordingly

  8. Like
    Numbnuts reacted to Mungus in FSG: Lets talk about it.   
    I feel that the current issues with FSG can be categorised into 2 issues:
     
    1) Over micro-management of FSG
    2) Failure of ASL to control FSG and/or be aware of FSG's position
     
    I feel that FSG is perhaps being over managed as other squads, such as Alpha, have a lot of freedom as to how they operate. They choose the weapons they take, how they proceed to the objective, what they do in an emergency. With FSG, ASL tries to control next to every aspect. "We want you to take these weapons, even though you are the ones that should be deciding which weapons you take for the most part since you are the ones that will be using them". 
     
    I also feel that the reason there are issues with FSG and ASL is a lack of communication. Stan is complaining that he didn't know where FSG was when he needed them, but it is both FSG and ASLs fault. FSG didn't tell ASL they were moving and ASL wasn't paying enough attention to notice that FSG had moved off. It's as simple as that. 
     
    Separate from these issues I also feel that removing FSG will not get rid of the issue that we have players who don't play for the team and play for themselves. I feel that this is also the fault of ASL and the admins. If there are players who consistently not doing what you tell them to, do something about it rather than complaining FSG doesn't listen to your orders on the forums. If you see these people join FSG just tell them to get out as they don't listen to orders rather than facing issues in the field because you failed to deal with the problem early enough. 
     
    Make FSG like Vortex, only players known for their reliability to listen to ASL can be in it unless stated otherwise. 
     
    By removing FSG, you have not solved the problem of insubordination. These players will continue to fail orders until you deal with actual problem: the players themselves. 
     
  9. Thanks
    Numbnuts got a reaction from Minipily in FSG: Lets talk about it.   
    It's a shame to see FSG go I feel that the rules were not transparent enough the entirety of Nomad being 1 squad on the squad menu but then being told by a very disgruntled ASL that it was 2 squads was a recipe for disaster and we have seen the squad 5 strong whilst A1 only has 3. I think a more clear layout of the fire support group to show that it is infract several squads would prevent lots of the problems I will not claim that it will stop all of them there will always be people who will misuse role's but locking or cutting down the effectiveness of that role is not a valid solution. I think the current FSG loadout is the best we have seen ever with having the Arsenal mostly open to them it allows ASL to request exactly what is needed or for FSG teams to play smart and pack the weapon system the is perfect for that terrain. I also think that some of the blame lays on the shoulders of ASL with over enforcing what weapon system FSG uses. Name a time when FSG has used anything other than the MAAWS sometimes you might see a javelin but the only time I have seen FSG take a mortar is when I was the gunner and I packed a mortar myself. some people may remember when the FSG team I was a part of was shouted at repeatedly by ASL for about five minutes just because we had packed a SMAW and not a MAAWS. he did not care how many vehicle kills we had or how effective we were he wanted a MAAWS and that was the end of it.                                                                                                                                                                                                                                                                       this is an incredibly divisive topic but just cutting support squads out of the server is not a solution its is trying to paint over the  problem and pretend it is not really there.
  10. Thanks
    Numbnuts got a reaction from Minipily in FSG: Lets talk about it.   
    If I report the auto rifleman in Alpha 1 does that mean EU3 will be updated to remove Alpha 1? if someone is reported for deliberately ruining other peoples experience I expect the staff team to punish them if that person is in alpha 1 vortex or FSG it doesn't matter as staff you have been given the tools to punish people who are blatantly in the wrong and I hope that you will regardless of a persons role. -not trying to create an argument just a well informed debate.  
  11. Like
    Numbnuts got a reaction from MoonFire in FSG: Lets talk about it.   
    It's a shame to see FSG go I feel that the rules were not transparent enough the entirety of Nomad being 1 squad on the squad menu but then being told by a very disgruntled ASL that it was 2 squads was a recipe for disaster and we have seen the squad 5 strong whilst A1 only has 3. I think a more clear layout of the fire support group to show that it is infract several squads would prevent lots of the problems I will not claim that it will stop all of them there will always be people who will misuse role's but locking or cutting down the effectiveness of that role is not a valid solution. I think the current FSG loadout is the best we have seen ever with having the Arsenal mostly open to them it allows ASL to request exactly what is needed or for FSG teams to play smart and pack the weapon system the is perfect for that terrain. I also think that some of the blame lays on the shoulders of ASL with over enforcing what weapon system FSG uses. Name a time when FSG has used anything other than the MAAWS sometimes you might see a javelin but the only time I have seen FSG take a mortar is when I was the gunner and I packed a mortar myself. some people may remember when the FSG team I was a part of was shouted at repeatedly by ASL for about five minutes just because we had packed a SMAW and not a MAAWS. he did not care how many vehicle kills we had or how effective we were he wanted a MAAWS and that was the end of it.                                                                                                                                                                                                                                                                       this is an incredibly divisive topic but just cutting support squads out of the server is not a solution its is trying to paint over the  problem and pretend it is not really there.
  12. Like
    Numbnuts reacted to Jochem in FSG: Lets talk about it.   
    If you see a team doing something they shouldn't and you're in command, tell them. If they don't comply tell them more direct. After you've done this and they still don't comply (almost never happens in my experience) get an admin.
     
    Except in my opinion they didn't. Apart from that you obviously can't force people to pick a slot, this rule was (originally) never intended to apply to slotting: you could fill any role the rules allowed you to, no permission from acting command needed. This seems to have changed recently, but when I command I hold the principle that the only thing I do when a slot is filled I don't want/need, I just mention it to the player(s) occupying the slot(s), but never force them out of it. I adjust and make it work.
     
    I don't agree with 3, I guess it depends on the players.
    Point 4 is valid, but a 5 man FSG team already isn't allowed without a full alpha, so if people follow the rules that shouldn't happen.
     
    As for your solution, I don't agree. A CAS bird is even more prone to misconduct than FSG is, speaking from experience. As for the "lol point and click no skill izi pizi tank dead", for an FSG team equipped with a SMAW or even a MAAWS to take down a target requires teamwork: someone gets the range, another makes sure that after the gunner fires a new round is supplied to the gunner.
     
    In conclusion: just because some team isn't as effective as another doesn't mean that team needs to get killed off. If that was the case, we would all be flying jets, Apaches or driving tanks and IFVs.
  13. Like
    Numbnuts reacted to MoonFire in Rust...   
    @Numbnuts @Wikkidyy What happens when three guys get 'funky' in a cave in Rust....

  14. Sad
    Numbnuts reacted to Copey in An Open Letter of Resignation to AhoyWorld   
    My Resignation.
     
    First let me say this is not a decision I have reached lightly, nor without great turmoil; it has taken me a considerable effort to reach this decision. If you don’t want to read further into this (but I’d suggest you do); the short version is that I am resigning from all AhoyWorld administrative responsibilities with immediate effect.
     
    There have been many great times spent on this server for me, at this point I easily have 1000+ hours of Arma 3 invested with AhoyWorld. I remember the days when I first came to the server, fresh out of a milsim unit, and looking for something just as serious, but more chilled out. EU3, as it was then, was just what I wanted. Back in what I can only describe as it’s heyday back then, 3 was one of the best environments to game in; full of fun, approachable and ultimately very caring people. You had a laugh, but you got the job done while you were at it - you would fight tooth and nail for your team-mates.
    In contrast: if I were to compare this to the current environment of AWE, I find myself reaching a stark conclusion - it is nothing close to that now. The AWE we all know now is not one true to the original spirit of EU3. 
     
    Not being of the original spirit of EU3 is a crucial issue to me; for now over a year I have been part of the team at the top of AWE. We came into being at a time of great uncertainty for EU3. We worked hard, extremely hard to arrest the freefall the community was facing at that time - and we did just that. In the short term we even enabled the server to prosper - player numbers went up. We managed to start rebuilding. But something went awry along the path, it has led us to the place we find ourselves now. A server where everything has been done with the best intentions, done for the right reasons, but not yielded the right results.
     
    I set myself the personal goal of redeveloping EU3, making it into something better than what it had been before steering committee came to be. I wanted, and still do, to leave AWE in a position of strength, a position much better than the one it had been in. I have come to the realisation that this is something I have ultimately failed to achieve. And I hold myself personally accountable for that, for right or for wrong, for better or for worse. I have reached a point in life where I feel I have given everything there is for me to give to AW. Every time we have reached a milestone with AWE, I have known that we can do better, do more. This is perhaps why my goal has proven so elusive. However, the will to push forward, to do more and be more is no longer with me. I find myself more going through the motions, than actively driving myself to do better. I have lost the motivation to continue to fight forward. I must confess that I have been carrying on for some time knowing I perhaps needed a break, but I’m a give it your all, or not at all type of guy. I tried to take some time off during a holiday in the summer; it didn’t go well. Let’s just say there was a heated discussion amongst the staff team. Ultimately I felt that I had to do my part, step up to the plate as part of the team. That stopped me from taking the time away I probably needed to. It speaks to a larger issue within the staff team at AhoyWorld; but I’ll come to that further in.
     
    Amentes made me aware of sunk cost fallacy, and this pretty much describes my feelings towards the situation I find myself in, perfectly. I have poured my heart and soul into AW, often to the detriment of other things in my life - but that’s the type of person I am, and I make no apologies for that. It is this total commitment, and the ultimately unattainable goal that I believe has left me in the position of carrying on now, for only the reason I have put so much into AW. That’s not something that is healthy, it is not something I should be doing to myself. It is not something I can continue to do any longer. The stress and weight of the responsibility that I hold is not something I can continue on with; not because of the expectations of others, but because of my own. Without some things seriously changing I cannot continue to give my all, give what I feel you, the community, deserve. And to me, that is not on.

    If AWE were to be taken in a new, renewed direction; then I would most definitely wish to continue to fight on. I feel that if we were to return to some of the original beliefs of EU3 then we could, and would, progress forward. I am afraid that nothing will change without a radical shift in thinking though, and this is perhaps the straw that broke the camel's back. Coming to the realisation, that no matter how hard I push, some things will just not happen.
    As for the staff team; there are elements of it that just don’t work at the moment. It is in a position of turmoil, where there is very little cohesion, and many divisions. I shall not name names, because that is not something I should do. However, I do believe in honesty and transparency, and so you, the community, should know about it. Those wishing to join the team should be critically aware of what they are getting into. I mean this with no malice, but instead a fundamental respect for those people who wish to step up, and do what is necessary.
     
    I would like to pay homage to those past and present who have put every effort into EU3, now AWE; thank them for everything they have done. I would also like to say thanks in advance for everything that those who will follow me do. Without the dedication of so many people AWE would not be where it is now, and it will not go where it may go either. 
    In the end I hold myself personally accountable for failings here at AW. Because I know I should do better, but I can’t, not right now, and I don’t know if I will be able to again.

    I promise you this, I will do my best to stay around AW as a regular player, to push for change as a regular player. I care deeply for this community, and writing this has been one of the hardest things I’ve had to do in a long, long time. I’ve had to stop 3 times now - and I confess, every time has been because I have teared up pretty badly. I suppose, I should probably finish this off with an apology.
     
    I am truly very sorry for not doing better by you AhoyWorld.

    Best Regards and Goodbye,
    Copey
     
  15. Haha
    Numbnuts reacted to MoonFire in If I Just Lay Here...   
    @Karate Pyjamas @KingFronXos @Numbnuts @Jochem 
     
  16. Like
    Numbnuts got a reaction from D34TH in Arma Aircraft Carrier (Jets DLC) CVN-87   
    Cant wait to see people putting a pile of tires at the end of the runway like arma 2 so that inexperienced pilots don't fly off the end of the carrier.
    found a video of it in use
     
  17. Like
    Numbnuts got a reaction from Miczils in Arma Aircraft Carrier (Jets DLC) CVN-87   
    Cant wait to see people putting a pile of tires at the end of the runway like arma 2 so that inexperienced pilots don't fly off the end of the carrier.
    found a video of it in use
     
  18. Like
    Numbnuts got a reaction from Kyle Clements in Arma Aircraft Carrier (Jets DLC) CVN-87   
    Cant wait to see people putting a pile of tires at the end of the runway like arma 2 so that inexperienced pilots don't fly off the end of the carrier.
    found a video of it in use
     
  19. Like
    Numbnuts reacted to LEO in [Guide] Explosives & Mines   
    Explosives guide
    How and when it should be utilized
    thanks to radek for updated information
    Explosives should be utilized when you want to remove damage or disable an objective or if you want to gain access to enclosed compounds (on how to disarm the demo block and charge assembly look at the mine disarm part of the guide and remove the part about laying down)
    (update from radek IEDs have roughly 10m/20m kill radius (with body armor). demo block and satchel also have the equivalent splash ranges.
    M183/Satchel has the most explosive power (50% more than the AT mines/big IED).
    Activation: the smaller M57 trigger has a range of only 250m. the wireless M152 is 5000m. the cellphone is available for IEDs.
    Defusal: IEDs have a 2-in-100 chance of catastrophic failure for anyone.
     
    slight typo in OP, the russian apers mine is called "PMN2" and the detector uses 1.9V batteries.)

    Demolition Block

    Effective range 12m+
    It can kill all light vehicles with one block but more might be required on heavy vehicles
    The demolition block is ideal for breaching walls
     
     
    Demolition Charge Assembly

    Effective range 20m+
    It can easily kill all vehicles if placed on the side or rear of the vehicle

     
    Mine guide
    How to place an effective minefield.
    It all depends on the location and what you are fighting in this example we have a convoy that needs to be stopped.

    Red is the no go zone. Friendly troops are restricted from passing the red line unless they have an active mine detector with them it is usually marked with a continuous line of yellow mine flags.
    Green markers are anti-tank mine locations blue is the flanking mines that’s meant to destroy any enemy infantry/trucks that try to escape the ambush.
    Yellow is where all motor traffic into the red line is forbidden.  Purple is where you place what mines you have left at random (meant to prevent off-roading/flanking). Also the mine field should be marked on Ctab as a HQ or another prearranged marker, also it should be radioed to all teams informing them that mines are being put up and the number of the marker. It’s your responsibility to mark your mines accurately and inform friendlies of said mines.

    PRO TIP if you place individual mines and you have an android you can place a mine and place the marker on your position before you arm the mine
    How to Disarm Mines
    what you need x1 mine detector x1 defuse kit  optional extra 9volt battery for the mine detector
    First you go in to your ACE then equipment and then you activate your mine detector.

    Then give it some time to boot up (max detection range of the detector is 6M)
    The acts like there is a V in front of you, and all mines within that V will be detected
    When a mine is detected the mine detector will start beeping when you start to get closer to the mine the beeping will intensify until you are right on top of it. But do remember to lay down before going close to the mines to avoid triggering them.

    Now that you are close to the mine you can use ace interaction on it to defuse the mine
    (Additional info the mine detector only lasts for 20 min so you can use the 9v batteries to prolong its life to insert the new battery use self-interaction menu
    Effective = where the mine has a 100% to 50% chance of killing you

    SLAM Medium Sized Directional Mine

    (update from radek M2 SLAM ACE activates tamper safety in side and timer modes (it's side and bottom in reality). The side attack detects temperature changes/signatures and is set to ignore bodies. Its shaped charge creates a solid projectile (EFP). In arma, it develops a big kill range against infantry (around 70m in a narrow cone) and a quite long range against vehicles (~20m compared to actual 8m). It has an explosive power of the M112 block or small IEDs.)
     
    Slam Mine can be triggerd manualy or via vehicles. can be shot to disarm.
    Slam side attack on infantry failed.
    Note on manual activation it can reach 20m and more and the detonation goes in a V from the front of the mine
    Slam side attack on HMMWV is not working properly no effect on target.
    Slam bottom attack (magnetic) on HMMWV. Engine= red all else = green.
    Slam manual detonation on HMMWV works like a charm engine/hull/fuel = red
    Slam can’t be disarmed detonated on disarmament.
     
    VS-50 medium seized Omni directional antipersonnel mine

    VS-50 mine has a light fuze that infantry and up can trigger.
    VS-50 on infantry .activation range 0.5m effective range 5-10m trigger
    VS-50 on HMMWV. Detonated no effect on target
    VS-50 can be disarmed
     
    PMR-3 tripwire Omni directional mine

    (update from radek  PMR-3 due to it being slightly above ground has a kill radius of 10+m and deals injuries almost 25m out.)
    PMR-3 tripwire can be triggerd by shots or infantry/vehicles going over the wire.
    PMR-3 on infantry. Activation range on hitting the wire effective range 5-10m
    PMR-3 on HMMWV no effect on target
    PMR-3 can be disarmed

    PMR-2 Small Sized Omnidirectional Antipersonnel Mine
    PMR-2 mine can be triggerd by infantry and vehicles. Note cannot be added to map via Zeus.
    Note mine can’t be detected unless stepped on or by a mine detector
    PMR-2 on infantry. Activation range 0.5m effective range 3-7m
    PMR-2 on HMMWV no effect on target
    PMR-2 can be disarmed

    (M18A1 Claymore this puppy kills at 50m and shrapnels are effective at 100m easily in the pointed direction arc. Only special models (Korean DMZ) feature a standard tripwire trigger and it's not available in arma.)
    M26 Medium Sized Omnidirectional Antipersonnel Bounding Mine
    ( update from radek M26 is the one which jumps up. because of it the kill zone is above 25m and causes damage even at 50m. it's really nasty.)
    M26 can be triggerd by infantry and vehicles. IMPORTANT disarmament is to be done with extreme caution due to larger trigger range
    M26 on infantry. Activation range 1.5m effective range 7-14m
    M26 on HMMWV minimal effect on target. Late trigger engine = yellow


     
    M14 small seized Omnidirectional antipersonnel mine add picture
    (update form radek  M14 is 'weak' by design, it's a "toe popper" which is meant to injure/cripple the one who steps on it and slow down overall progress by needed treatment. )
    M14 can be triggerd by infantry and vehicles. Note cannot be added to Zeus. Note cannot be detected unless stepped on or by a mine detector
    M14 on infantry. Activation range 0.5m effective range 0.5-2m
    M14 on HMMWV no effect on target
    M14 can be disarmed
    (update from radek M15/M19/TM62M A/T mines have the explosive power of a big IED, just with a smaller 'splash' (~4m for the M15, ~8m for the other two) )
    TM-62M large Sized Anti-Tank Mine
    TM-62M can only be triggerd by vehicles
    TM-62M on t72 tracks red.
    TM-62M on BTR-80 delayed detonation
    TM-62M can be disarmed

     
    M19 Extra-Large Sized Anti-Tank Mine
    M19 can only be triggerd by vehicles
    M19 on T72 tracks red.
    M19 on BTR-80 instant detonation
    M19 can be disarmed

     
    M15 large Sized Anti-Tank Mine
    M15 can only be triggerd by vehicles. Note late detonation
    M15 on t72 tracks red.
    M15 on BTR-80 delayed detonation
    M15 can be disarmed

    Small IED (Improvised Explosive Device) Omnidirectional Mine
    Small IED can be triggerd by infantry and vehicles.
    Small IED on infantry. Activation range 0.5m effective range 5-10m
    Small IED on HMMWV. Instant detonation
    Small IED on t72. Tracks red
    Small IED on BTR-80 delayed detonation

    Large IED Omnidirectional Mine/Demo Charge
    Large IED can be triggerd by infantry and vehicles.
    Large IED on infantry. Activation range 0.5m effective range 10-20+m
    Large IED on HMMWV. Instant detonation
    Large IED on t72. Tracks red
    Large IED on BTR-80. Delayed detonation
     
    franken minen
    withc are a combination of difrent exblosives/mines that is costume made on the spot for difrent purpices as and exsample M14 mine placed under a demoliton charge assembely (both are armed) witch can be used as a large scale anti personel mine or remote detonated mine
     
    aditonal link
    http://www.globalsecurity.org/military/library/policy/army/fm/20-32/chap7.html
  20. Like
    Numbnuts reacted to Chutnut in [Guide] Explosives & Mines   
    Works for some, If it were me I just tell everyone get back and cover your ears, as I walk right onto the mine.
     
    @Numbnuts Knows this best xdd
     
  21. Like
    Numbnuts reacted to S0zi0p4th in Donation options   
    Hi Numbnuts we are still looking in how and what we can change in this department.
    Not gonna see any direct changes anytime soon due to it beeing a delicate matter ( we need to know its save and stable)
     
    Greetz Sozio
  22. Like
    Numbnuts reacted to SkullCollector in AWE Repo Consistent Naming   
    With the last repo update for EU3 AWE, we had 16 GB of updated stuff thrown at us.
     
    How A3Sync works is that it checks for folder names, so when it can't find the one from the repo server in your Arma directory, it is blind to everything else, even if it's just a tiny revision. So if you had ACE 3.6.0.0, then 3.6.1.0 comes along and changes a couple PBOs, the rest should be unaffected and the download would be a few MB at most to replace just those. But if the version number were in the folder name, A3Sync would look for @ACE_3.6.1.0, but only find @ACE_3.6.0.0, ignore it and proceed to download the entire mod again.
     
    That's mildly annoying for small mods such as ACE, but absolutely infuriating in the case of RHS or CUP.
     
    If you know about this, you can rename the mods in question yourself, but most players will either not be aware of it or do not comprehend the procedure. It's tedious as, if you mix up your dashes and your underscores, you'll have achieved nothing.
    My proposal thus is to rename all mods with version numbers or otherwise variable names on the repo server itself. @CUP_Terrains_Core-1.3.0, for example, will then become @CUP_Terrains_Core. @ProjectOPFOR was re-downloaded because it now has an underscore in it, so if things like that remained consistent from now on, we could save a bit of traffic.
    All future repo downloads of this week's magnitude would be cut down by gigabytes with a quick global change.
     
    That's not to say to go out of your way to do so now. Perhaps just bear it in mind for the next update cycle.
     
    Cheers.
  23. Like
    Numbnuts got a reaction from David in New server group images   
    Its early Alpha it should be finished by the end of the year -dean hall.
     
    my point is that whilst it may not be finished maybe it should have spent more time on the drawing board before being released.
     
    also the donor sign is a dollar sign for a Europe based community the servers all have EU in the names. the fact we are using a US currency for the donor tag is absurd  
  24. Like
    Numbnuts got a reaction from SkullCollector in New server group images   
    Its early Alpha it should be finished by the end of the year -dean hall.
     
    my point is that whilst it may not be finished maybe it should have spent more time on the drawing board before being released.
     
    also the donor sign is a dollar sign for a Europe based community the servers all have EU in the names. the fact we are using a US currency for the donor tag is absurd  
  25. Like
    Numbnuts got a reaction from Amentes in New server group images   
    Its early Alpha it should be finished by the end of the year -dean hall.
     
    my point is that whilst it may not be finished maybe it should have spent more time on the drawing board before being released.
     
    also the donor sign is a dollar sign for a Europe based community the servers all have EU in the names. the fact we are using a US currency for the donor tag is absurd  
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