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kman

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  1. Thanks
    kman reacted to Ryko in Ahoyworld Leadership transition   
    Ahoy all members,
     
    We have some news for you! There will be a change within the leadership of ahoyworld. Effective today, I am stepping down as leader of Ahoyworld, and handing the reigns over to PiranhA. There are a variety of reasons for this transition, which I'll get into, but I will say that this has not been a snap decision: We have had many meetings with PiranhA over the past few weeks with an eye to leadership transition, as we on the Core Staff wanted to be sure the future of Ahoyworld would be guaranteed, with progress being made in the process.
     
    I'll explain why Core Staff came to this decision of putting a fish in charge of the boat.
     
    As a bit of background, the majority of the current members of Core Staff have been running Ahoyworld for a long time, and things in their real lives have been taking precedence over pushing Ahoyworld along to make it an interesting, exciting community to play games. We've kept the motor running and paid the bills, but there hasn't been a lot of time left over to make it a better place.
     
    In short, some new blood is needed at the tiller. PiranhA has the confidence of Core Staff to keep a firm hand into new waters, as well as to keep the ship in the right direction (to maximize the amount of naval analogies). We trust him to handle the community like it is one of his kids, as we see Ahoyworld a child of our own. PiranhA has been a constant Ahoyworld supporter and has really stepped up over the years, going above and beyond his role as just an administrator in Ahoyworld: some of you may recall he assisted in hosting the Ahoyworld meetup in Holland in 2016.
     
    We hope everybody will give PiranhA a warm welcome and help him to adjust to his new position. To ease him into the position, we are going to have a long transition period: while the people in the current Core Staff positions will eventually change, for now, everyone is staying on board in their respective capacity to ensure that PiranhA gets up to speed and is supported in the best manner possible. PiranhA has a lot of great ideas for the future direction of Ahoyworld: We have been talking through and thinking about within the Core Staff and see his plans as very ambitious, but achievable. For myself, I will still be very much firmly attached to Ahoyworld, but I will be spending more time on development of both the public and modded missions.
     
    From a player's point of view - you probably won't notice any change to your gaming experience.
     
    As a final word about this transition: We are well aware that over the past few days there has been alot of unrest within the community. It's important to note that this transition is coincidental with those recent events, these discussions about transition have been ongoing for several months.
     
    Another change we want to highlight is the return of David (Muckduck) to Core Staff: we've needed another body to help out with communications, and as David has done this in the past, we're confident he'll be a great fit in this role.
     
    All the best,
     
    Ryko and Core Staff (RazGriz33, Christiansen, S0zi0p4th, Mark T)
  2. Thanks
    kman reacted to BenjaminHL in [AWE][GAMENIGHT] Operation Hot and Humid on 04/11/2017 at 6:30 GMT   
    Photo Gallery from the OP:
     
  3. Thanks
    kman reacted to Amentes in [AWE][GAMENIGHT] Operation Hot and Humid on 04/11/2017 at 6:30 GMT   
    Despite me getting rather unlucky in the standing-in-the-way-of-bullets department, i had a decent time.
     
    Average engagement distance must have been down around the 30 meter mark.
     
    All in all, an experience very different to the average AWE style; which is almost always welcome in my book.
     
     
  4. Like
    kman got a reaction from Karate Pyjamas in [AWE] [GAMENIGHT] Prometheus Series - OP: Pegasus - by KPJ   
    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
  5. Like
    kman got a reaction from Jorgensen73 in BattlEye - Blocking Files   
    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...
  6. Thanks
    kman got a reaction from Nosferatu in First night playing   
    maybe some conflict with Arma button settings?
    try to change PTT button in TS to something else if it helps
     
    PS: oh, and welcome
  7. Like
    kman got a reaction from Amentes in Current state of Advanced Ballistic on AWE (31.7.2017)   
    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.
     
  8. Like
    kman got a reaction from Lindi in Current state of Advanced Ballistic on AWE (31.7.2017)   
    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.
     
  9. Like
    kman reacted to kennychr in Current state of Advanced Ballistic on AWE (31.7.2017)   
    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)
  10. Like
    kman got a reaction from Vlk in Current state of Advanced Ballistic on AWE (31.7.2017)   
    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. Like
    kman got a reaction from Miczils in Current state of Advanced Ballistic on AWE (31.7.2017)   
    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.
     
  12. Like
    kman got a reaction from ShadowAce11 in Current state of Advanced Ballistic on AWE (31.7.2017)   
    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.
     
  13. Like
    kman got a reaction from BenjaminHL in Current state of Advanced Ballistic on AWE (31.7.2017)   
    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.
     
  14. Like
    kman reacted to Einarsen in [AWE] [GAMENIGHT] Operation Backfoot - Benjamin Levine   
    Thanks for a great OP Benjamin and all others!
    Uploading my view of the OP right now, expect a link here tomorrow!

  15. Like
    kman got a reaction from Yarys in Whats your setup like?   
    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.
  16. Like
    kman got a reaction from BenjaminHL in [AWE] [GAMENIGHT] Operation Backfoot - Benjamin Levine   
    Yes. I agree that for gauntlet, its better to leave Zeus only to people who have commited to be Admins.
     
    I was asking just in relation to the gamenight. Benjamin however already submitted the mission and it would need to be changed for more Zeus slots, so maybe next time.
  17. Like
    kman reacted to Karate Pyjamas in [AWE] [GAMENIGHT] Operation Backfoot - Benjamin Levine   
    As of now player Zeus's are only for personal hosted GN's on AWE. Spartan doesn't apply to AWE. However, I feel that allowing player Zeus to help during GN's not their own might be beneficial. I hope to bring this to discussion within the team. 

    Given the nature of AWE I do strongly believe that allowing Zeus to players outside of (personal) GN's is not beneficial to the server, there's too much responsibility as it's a bit of a niche market of players and most of the players are regulars, we don't want metagaming or accusations flying about.
  18. Like
    kman reacted to SkullCollector in Locking First Person Only in EU3   
    The general consensus regarding third-person gameplay is a 'don't ask, don't tell' mentality. As long as you don't call out targets you see glancing over that three-metre wall, I won't call you out on using that view.
     
    AWE brings together a variety of different mindsets and many will, over time, pick up different traits from one another. In the case of third- or first-person views, it's far more likely that third-personers adopt the serious, realism-centric mentality of first-personers than the other way around. Someone who's learned to play with it won't just fall back on that old crutch.
    In turn we get to enjoy banter with a larger, more open player base. I'd wager most of us wouldn't be here otherwise.
     
    So we benefit each other.
    Bringing about a change specifically in order to rid yourselves of an entirely non-harmful way of enjoying the game is the polar opposite of what AWE has been so far.
  19. Like
    kman got a reaction from JANXOL in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  20. Like
    kman got a reaction from JaSmAn in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  21. Like
    kman got a reaction from BloodInTheSand in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  22. Like
    kman got a reaction from Stanhope in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  23. Like
    kman got a reaction from SkullCollector in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  24. Like
    kman got a reaction from Jorgensen73 in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  25. Like
    kman got a reaction from Lost Bullet in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
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