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kman

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Posts posted by kman

  1. Done 3-years heavy duty during late Vanila and Burning Crusade and it was good.

    Then at the eve of Lich King they brought in "daily hubs" (Sunwell was the first) and hamster-wheel grind of dailies began.

    Then with LK they brought in "Achievments" and I seen guildmates care more about chasing them then common guild activities.

     

    no thx Blizz

     

    I'm trying FF XIV now. The main story quest (the length of it) was driving me nuts during vanila content, but Heavensward and Bloodstorm expansions have some great story to it, and there is million things to do in that game.

     

    PS: my BE Warlock was eating Dwarf Hunters for breakfast, just saying.. :P

  2. Great op, and shows how Tanoa and its lush vegetation significantly changes the range of engagements.

    Basically no long-range sniping the enemy before engaging > no need for Zeus to mortar shell us for camping.

     

    The problem with inability to see AI that shoots at you throu vegetation is ofc here, but seems less pronounced then other maps, maybe because the vegetation in this map is so thick it often prevens even AI from engaging.

  3. 7 hours ago, Karate Pyjamas said:

    I'm still debating the Lakka Checkpoint operation, it really depends on the number of players we get on Saturday. If you have any input, feedback, questions or recommendations, please message me. I will try to be around for the training sessions, but with my current hectic week, I can't make promises for that.

    I would favor NOT splitting the forces, so that Zeus can fully focus on playing resistance to our assault from Pyrgos.

     

    If the Lakka force is playable as well, you will have to occasionally spawn attack waves against the checkpoint and keep an eye on things over there.. I'd rather have deeper experience at one front than diluted on two (unless you have second Zeus to take care of the other).

     

    Just my 2c.

  4. some suggestions:

     

    1)

    make "search" of bodies/vehicles last 50% longer, but remove need to search twice. It is quite annoying when you have X+ objects to initiate search action 2x for each object.

     

    2)

    for civilian trading, make range of items that civilians request more narrow. This is not a MMO with obtain-item-X-for-me quests, and I doubt any army would trade any "weapon optics" to civilians :)

  5. Nice op, thanks Karate.

     

    on the other hand:

    haven't seen so many teamkills during single op for a long time (counted aroud 10 TKs).

     

    Some of it was usual teamkills like crossing line of fire etc.., but most of it came down to bad communication between Alpha and Bravo - not informing the squad on different frequency about intentions and/or use of enemy assets (that Ural).

    So yea, the shame here goes mostly to commanders :P

  6. The tip I found somewhere on internet and so far works 100% for me:

     

    1) launch the Arma directly from Steam library (so that the vanila launcher splashscreen appears, do not proceed beyond)

    2) keep that splashscreen open

    3) launch Arma via Arma3Sync with your desired modset

     

    It seems that starting vanila launcher splashscreen first satisfies the Battleye...

  7. On 8/7/2017 at 10:00 AM, Stanhope said:

    Also you can see your bullet flying just like in real life, haven't noticed that yet with any of the other guns.

     

    That would actually suggest, that when admins changed Advanced Ballistic with last changes, this was enabled too:

    "Enable Bullet Trace Effect" - when shooting high-calliber bullets with high-powered scope, you will actually see Mirage caused by your bullet cutting through air.

     

     

    On 8/3/2017 at 7:49 PM, Stanhope said:

    So recently i got pretty annoyed by the fact that the ATragMX does not have the right ammo/gun combination saved in it.  And seeing how i had some free time i decided to get the right info from the config files and save them in my ATragMX.

    Now that advanced ballistics are enabled, you should be able to read all these values (except Ballistic Coefficient) from the Range Card, just as described on ACE3 pages (the second picture with Card and ATrag). https://ace3mod.com/wiki/feature/atragmx.html

     

    when you reload different magazine and re-open the Card, you even see the bullet mass (listed in grains in top-left corner just behing caliber) changing.

    - same for Bore Height - when you exchange scopes, value is re-adjusted in lowest line of Range Card

     

    The only annoyning thing is, that some values are in Imperial(E) and some in metric(M) units, so you need to enter them accordingly.

     

     

     

  8. 14 hours ago, Ryko said:

    Excellent investigative work kman. We will be discussing internally! 

     

    /salute

     

    One more thing about the slight overshooting that happened to me during longer distance shots on AWE (but not in Editor):

     

    Does AWE also use module "ace_weather"? It is also prequisite for Advanced Ballistics module.

    For all my tests on both AWE and Editor I was entering weather data from Kestrel (Temperature / Baro pressure / Humidity).

     

    In editor I had "ace_weather" module placed on map too, but can't verify if it's on AWE.

    [EDIT]: and all its settings set to "enabled"

  9. 8 hours ago, Karate Pyjamas said:

    Touch my trijicon and you will die. It's very simple. Range it to 1.1 and you will be hitting right on target. Don't range it any higher as you have quite accurate mildots for that. Besides, any further and you're not even supposed to be effective beyond that. IT's a really good realism scope, besides all other Trijicons suck because they don't have 3D scopes/options.

    Karate loves the runt of the litter. awwwww :D

     

    7 hours ago, kennychr said:

    All rhs scopes have a 3d option, press esc ingame -> rhs options and change optivs style to 3d. Then you will get all the rhs acogs etc. in 3d (the ones that support it)

     

    OMG.. always new things to learn.. thank you.

  10. Following talk about ACE Advanced Ballistics training and Ryko's post here:

    I set on to find what it all means and how it works, because my previous attempts to play Marksman on AWE gave VERY chaotic experience.
    Now I know why.

     
    Advanced Ballistic test on AWE 31.7., COx Gauntlet Altis

    test is aimed on how does Advanced Ballistics work with selected High-Powered scopes

     

    First set of tests done on non-Marksman position (spawned as Rifleman)

    Weapon: MK 18 Mod1, ammo: 5.56mm Mk262

     

    1) Trijicon ACOG TA648RMR (marksman scope with 6x magnification but no dialing - only fixed reticle)
    RESULT: scope is hitting according to reticle and with quite OP magnification for non-marksman

     

    2) SUSAT L9A1 (primarily Autorifle/LMG scope with 4x magnification and VANILA dialing: 100m,200m..up to 600m)
    RESULT: scope is hitting according to simplified vanila Arma dialing

     

    3) TA31RCO (magnification is not listed, but feels like 3x to me, yet scope has MIL dialing)
    RESULT: scope is hitting according to ADVANCED BALLISTICS - target 434m away is not hit on 4.3 MIL (like it would be on vanila) but rather 3.4 MIL as suggested by ATragMX after proper input


    Second set of tests done in Marksman slot
    Weapon: MK 11 Mod 0, ammo: 7.62mm M993
     

    1) Trijicon ACOG TA648RMR (marksman scope with 6x magnification but no dialing - only fixed reticle)
    RESULT: scope is visibly over-shooting when using Reticle. Since it's fixed reticle, it is likely because it's not made for 7.62mm calliber.

     

    2) SUSAT L9A1 (primarily Autorifle/LMG scope with 4x magnification and VANILA dialing: 100m,200m..up to 600m)
    RESULT: scope is hitting according to simplified vanila Arma dialing

     

    3) TA31RCO (magnification is not listed, but feels like 3x to me, scope has MIL DIALING!)
    RESULT: scope is significantly over-shooting when dialed to "7" (vanila value for 700m)

    When dialing 5.7 MIL value offered by ATragMX, it is only slightly over-shooting, it is possible I do not have proper Gun&Ammo values (I'm suspecting Ballistic Coefficient)

     

    3) AMS (3x-10x magnification sniper scope has MIL DIALING)
    RESULT: same as TA31RCO - slight over-shooting when using ATragMX value

     

    4) Leupold Mark 4 ER/T (max magnification not listed, but seems the same as LRPS - 25x, scope has VANILA dialing 100m,200m..up to 1000m)
    RESULT: scope is hitting according to simplified vanila Arma dialing - I call this "cheater sniper scope of the year"

     

    5) LRPS (max 25x magnification scope with MIL dialing)
    RESULT: Just like TA31RCO and AMS, scope is affected by Advanced Ballistics and uses ATragMX values

     

     

    TEST RESULTS:
    Advanced Ballistics on AWE are governed by scopes used - MIL Dialing scope will enable them, even for NON-marksman position (currently only for TA31RCO)
    other scopes are not affected even if they are high-powered (SUSAT and particulary Leupold)

     

    Side notes:
    1) Range Card is not pulling Gun & Ammo values when gun is equiped and loaded, making creating new Gun&Ammo combination in ATragMX impossible in-game
    This is definitely due to "Advanced Ballistics: Disabled" server setting - tested in Editor that they appear when this is "Enabled"

     

    2) When MIL dialing scope is equiped, ACE Self-Interaction > Equipment is not offering "Set Zero Adjustment" option to correctly ZERO scope.
    This is also due to "Advanced Ballistics: Disabled" - verified in Editor.

     

    3) Bullet Spin Drift seems completely turned off, even ATragMX is not showing any Windage values, despite Rifle Twist value entered in gun parameters (there should always be some Spin Drift, especially for longer ranges).
    I'm again suspecting "Advanced Ballistics: Disabled"


    Conclusion:

    Currently (31.7.2017) according to Ryko's information, we have these Advanced Ballistic settings on AWE:
    Advanced Ballistics: Disabled
    Enabled for Snipers: Enabled
    Enabled For Group Members: Disabled
    Enabled for Everyone: Disabled
    Disabled In FullAuto Mode: Disabled
    Enable Ammo Temperature Simulation: Disabled
    Enable Barrel Length Simulation: Disabled
    Enable Bullet Trace Effect: Disabled
    Sim Interval: 0.0
    Sim Radius: 3000

     

     

    This is actually not working like I thought it was. I will enumerate:

     

    1) "Advanced Ballistics"
    Having this disabled (in conjunction with second setting) is NOT making AB exclusive to Marksmen, it is OVERALL module setting and actually prevents AB from functioning properly:
    * range card don't populate with Gun&Ammo data
    * MIL scopes can't be properly zeroed (default zeroing is always slightly off - confirmed in Editor)
    * likely cause of non-existent bullet spin drift and maybe other minor variables as well

     

    2) "Enabled for Snipers"
    When enabled, this makes AB work, when any player shoots through MIL dialing scope, regardless of their slot or gun.
    (although AB is in crippled state if first setting is disabled)

     

    3) "Enabled For Group Members"
    I have not been able to find what this actually means, but in editor I letf it disabled and AB was working fine for Marksman/Sniper purposes.

     

    3) "Enabled for Everyone"
    According to some sources I red, this is the setting that would cause Server FPS problems when enabled. However testing in Editor, I can confirm this will STILL NOT affect NON-Dialing scopes and Vanila-style "Step-scopes" 100m, 200m, 300m....

     

    4) "Disabled In FullAuto Mode"
    When enabled, this prevents FullAuto weapons like Autorifles and LMGs equiped with MIL-dialing scopes from being affected by AB (verified in Editor).
    If we want AB enabled, this should be ENABLED TOO, to prevent lag should some Autorifleman find himself MIL scope and start spraying.

     

    5) "Enable Ammo Temperature Simulation" - additionaly populates Range Card with information, how does temperature of Ammo before shooting (e.g. ambient temperature) affects Muzzle Velocity due to influence of temperature on powder-burn speed, when bullet is fired. "Cold" gunpowder burns slower and lowers Muzzle Velocity.


    6) "Enable Barrel Length Simulation" - complicates entering Gun data into ATragMX if you use silencer, since it will affect Ballistic Coefficient of the gun.


    7) "Enable Bullet Trace Effect" - when shooting high-calliber bullets with high-powered scope, you will actually see Mirage caused by your bullet cutting through air. Pretty.

     

     

    Suggestions for changes:

     

    Following my testing, I would like to suggest following changes to AWE Advanced Ballistic settings and Scopes:

     

    1) settings:
    Advanced Ballistics: Enabled
    Enabled for Snipers: Enabled
    Disabled In FullAuto Mode: Enabled

    All other settings to remain disabled and current Sim Interval & Radius values kept.

     

    2) Scopes
    * Blacklist "Leupold" scopes for everyone, they bypass any AB settings and allow simplistic vanila targeting on extreme ranges (25x magnification).
    * Blacklist "Trijicon ACOG" scopes, they offer very hight 6x magnification and bypass any AB settings
    * I'm not sure about "SUSAT L9A1", it cheats the system like Leupold/Trijicon, but only have 4x zoom, ranges to 600m and is intended for LMG, that is perhaps reasonable. Maybe whitelist it only to Autorifleman and FSG?

    * I would also remove "TA31RCO", not because it's OP, but because it sucks. 3x magnification and requirement to use AB dialing to make it work.

    It's basically punishment, to issue this to troops. :)

     

    I would like to know, how does community feels about this.
    I'll be glad to share all things I learned during testing about Advanced Ballistis on training session, should we choose to make AB work properly.

     

  11. 2 hours ago, Eagle-Eye said:

     

    After some time of abscense, I joined AWE the other day and this was the first thing I noticed....

     

     

    We seem to be veering off topic of Training session content here.

    But to address some:

     

    1) intentional firing/nades in base are offence that should be reported, I have personaly not seen this happen - If you seen this, have you reported this ?

     

    2) banter/sillychat around arsenal during downtime is not a problem unless its very distruptive, normally that is not something I will shout people down for

     

    3) " constantly calling out/nagging ASL's name" - again when did you noticed this?

    I was ASL for several missions and if this was targeted on me, I would not let it stand.

    If any previous/later ASL let it stand, then that is indeed a problem and TBH mainly ALS's fault - if you join as lead you are responsible to set rules

     

    4) "people suddenly making weird noises or beginning to sing" - was this during mission and on Radio? Command can't - nor does it aim to - control local chat within individual units.

    We want the Radio clear, local chat is only silenced when it distrupts nearby command elements talking on radio or threatening ability of unit to hear and not be heard by enemy (that is Teamlead responsibility).

     

  12. Source?

    Is it combo of Marksman Slot + High Powered scopes or just the scopes?

    What defines scope as HP for this purpose? Static list of scopes or dialing function present on scope?

    What ACE AB modules are actually in play?

     

    Still a lot of guesswork and hearsay here.

     

    PS: PMed Ryko to chime in when he has time, so lets wait for his say..

  13. The big question about ACE Advanced ballistics (ACE AB) on AWE is, what modules are actually enabled, and under which conditions is player affected by them.

     

    I heard some mentions (maybe misheard) by some veterans, that ACE AB fully affect only Marksman slot (or perhaps its tied to marksman guns and/or scopes?)

    Allegedly - to protect server performance - ACE AB is not fully affecting standard non-marksman slots with "normal" guns. Those are only affected by bullet drop, inclination/declination of a shot and wind.

     

    Full ACE AB does much more: https://ace3mod.com/wiki/feature/advanced-ballistics.html

     

    Any Admin can confirm how is it exactly, who is affected and by what ACE AB features ?

  14. Just a to address some mentions of bad Arma performance especially with AWE server:

     

    I ran on fairly old hardware>

    CPU: i5-4670 @3.40GHz

    RAM: 8 GB

    GPU: GeForce GTX 760 (2GB graphic RAM)

     

    and recently decided to do mini-upgrade, due to my 8 GB RAM reporting running out of memory during longer Arma sessions

    and also, I was annoyed by long loading times into AWE server.

     

    the upgrade consisted of:

    * buying extra 4GB RAM (so 12 GB now)

    >> removed all memory problems, never have more total memory usage with Arma than about 9.8 GB

     

    * buying 256 GB Flash drive and moving Arma to that drive (128 would suffice, but wanted for other games as well)

    >> HALVED times with game startup and loading into Ahoyworld enhanced server

     

    Now its working just fine for me, with reasonable graphic settings:

    1920x1080 borderless window

    Anisotrophic: Ultra

    ATOC: grass

    FSAA: 4x

    Textures: High

    Particles: High

    Terrain: Standard

    Dynamic Lights: Very High

    Shadows: High

     

    Of course need to adjust view-distance in game if lot of players turn up for gamenight.

  15. Ye I tried in editor, I can move around, spawn units, order them to move/attack and puppeteer AI units.

    But have no experience with ARES (or how to actualy load it alongside of AWE mods) and other advanced stuff.

     

    I think Zeused missions are best since it makes AI to behave more realistically, you can keep eye for them not to wander off ETC..

    I'm also for conservative use, there is always better option to prod players to move then to start mortaring them...

     

    Anyway, If Skull have me I would give it a go, or perhaps on AWE when other Zeus has time to show some advanced techniques.

  16. On 7/19/2017 at 9:23 PM, Copey said:

    Number of Slots: 37 (with 1 Zeus operator)

     

    Got a question - is one Zeus slot technical limit (game/server can't handle it, bigger lags)?

    I would like to sometimes help Zeus AWE missions, but since I don't have any prior experience with this, would prefer to do it with advice of experienced Zeus first.

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