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Noah_Hero

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  1. Thanks
    Noah_Hero got a reaction from Minipily in [official poll] TFAR vs. ACRE on AWE (read!)   
    For people who don't know ACRE yet and want to know more about it before voting I can recommend their website as it not only contains basic guides (how to start/how it works) but also guides for all of their radios (with pictures)!

    And for anyone already interested in how the new ranges would be:

    Also I could write a rather detailed guide for the different radios as I already read through their documentation, but I don‘t know if that is actually needed considering the quality of said documentation.
  2. Like
    Noah_Hero got a reaction from Jenkins in [official poll] TFAR vs. ACRE on AWE (read!)   
    For people who don't know ACRE yet and want to know more about it before voting I can recommend their website as it not only contains basic guides (how to start/how it works) but also guides for all of their radios (with pictures)!

    And for anyone already interested in how the new ranges would be:

    Also I could write a rather detailed guide for the different radios as I already read through their documentation, but I don‘t know if that is actually needed considering the quality of said documentation.
  3. Thanks
    Noah_Hero got a reaction from SkullCollector in [official poll] TFAR vs. ACRE on AWE (read!)   
    For people who don't know ACRE yet and want to know more about it before voting I can recommend their website as it not only contains basic guides (how to start/how it works) but also guides for all of their radios (with pictures)!

    And for anyone already interested in how the new ranges would be:

    Also I could write a rather detailed guide for the different radios as I already read through their documentation, but I don‘t know if that is actually needed considering the quality of said documentation.
  4. Like
    Noah_Hero reacted to Xwatt in Field Ambassadors and AWE Veterans Overhaul   
    Ahoy all,
     
    With the return of AWE, the Staff team have been formulating ideas about how to better make use of the roles we have available. With this, we looked into how to better make use of the current Field Ambassador program, and how to reintroduce the AWE Veteran scheme, to identify and recognise players we see as ideal role models for the atmosphere we are trying to establish across our modded server. As always, I stress that these roles are not being reintroduced to create a sense of hierarchy, but to instead recognise players that go the extra mile to help newer players, enforce the ruleset and provide an enjoyable experience to their peers. As Field Ambassadors are a greater bar of entry then Veterans, they will have added benefits that the veteran programme does not provide. The benefits of being in both programmes are as followed:
     
    Field Ambassadors
    A Field Ambassador, is a player who is recognised by Staff, as being an role model who contributes frequently to the community.
     
    -  Selected By Staff
    - Exclusive Teamspeak Tags
    - Exclusive XML
    - Access to a discord channel with Field Ambassadors and Veterans (where both will get access to mission testing and feedback discussion with Staff)
    - Access to the "mission makers" discord chat, used directly between Staff and Devs in communicating the current and future development of AW
    - Acces to AW Gitlab, to report issues and give feedback on opinions on "to be delayed" features that will/won't get added to our missions
     
    AWE Veteran
    An AWE Veteran, is an exemplary and experienced player who is recognised by Staff.
     
    -  Selected By Staff
    - Exclusive Teamspeak Tags
    - Exclusive XML
    - Access to a discord channel with Field Ambassadors and Veterans (where both will get access to mission testing and feedback discussion with Staff)
     
    We hope that by overhauling these schemes that it would both reward players that Staff believe to be making a positive impact on our servers, but also giving us a direct line in incorporating non-staff roles into the future development decisions we make at AW.
  5. Haha
    Noah_Hero reacted to Lindi in Hello Everyone.   
    @Noah_Hero I'm just old, not a Jedi! 😆🤣
  6. Like
    Noah_Hero reacted to ShadowAce11 in Hello Everyone.   
    Hey guys,
     
    I'm back. Older staff will know me, not sure who all's still around.
     
    Hope to see you all on Enhanced again.
  7. Like
    Noah_Hero got a reaction from MidnightRunner in Midnight's Gamenights   
    Best wishes from me as well.
    Maybe end the respective calender event then for the PMC ops for the time being (Manage Event->Edit Details->repeats->Ends on 17.07.2020) as the events-calender is pretty much useless if not accurate and reliable. If Midnight is unavailable someone from the Admin or CS team could do that as well I presume.
  8. Thanks
    Noah_Hero reacted to MidnightRunner in Midnight's Gamenights   
    Hey all,
     
    I will be afk for a while due to family medical stuff. This means that there will be no game night from me this week and possibly for the next 2 weeks. 
     
    If anything changes I will post here and on Discord.
     
     
  9. Thanks
    Noah_Hero reacted to SkullCollector in [AWE] Liberation Wednesday -- NEXT: 22/07/2020 @ 1730 UTC   
    Mission Summary
    Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.
    Joining this, you can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all.
    These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.
     
    Modset Required
    AW Liberation Lythium.html
     
    For first-time players, read till the end for a setup guide.
     
    Mission Runtime
    Roughly 2 hours until endex and a quick debrief, followed by a chance to carry on open-ended
     
    ---
     
    Friendly Forces
    Russian Armed Forces
     
    Opposing Forces
    Insurgents
    Currently: Local Guerrilla Forces
     
    Situation
    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.
    Friendly forces have established a foothold near Karift and created a buffer zone around it.
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command every Wednesday
     
    Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    2x 2-man Air Crew
    1x 3-man Hammer Crew
    1x 3-man Logistics
     
    Admin & Logistics
    Reinforcements
    - Unlimited
    - Mobile respawns at CMD's discretion (cooldown after use)
    - Re-insertions via air at RTO's discretion
     
    Equipment
    - Vehicle deployment at CMD's discretion
    - Ammunition and supplies available at the supply depot
    - FOB acts as an arsenal 
     
    Command & Control
    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.
    Squad leaders are responsible for the operational effectiveness of their teams.
     
    ---
     

     
     
     
  10. Like
    Noah_Hero reacted to kennychr in [EU6] Operation Chingados Chapter 1 Finale Saturday 18-07 1700 UTC   
    Operation Chingados

     
    Backstory for the campaign
    Welcome to the beautiful Tembelan island located in the gulf of mexico, which used to be a military training island before it was decommissioned. The island has since the decommissioning been opened up for civilians to settle and the Mexican police use the islands ex-army base as a training facility as well as housing the islands police force.
     
    In later years the Los Zetas cartel has taken over most of the island pushing the police force back to the South of the island. They are currently using the island as a haven for drug production,human trafficking and gun smuggling.
     
    A joint operation consisting of DEA,CIA and FEADS has been green lit,in an effort to cripple and stop the operation that Los Zetas is running.
     

     
    Assets
     
    Playable slots: 24+
     
    Player faction: Joint CIA and DEA element.
     
     
    Mission
    Intel we grabbed from the tunnel lead us to a courier that works for one of the middle leaders of Los Zetas. We are going to follow him and observe him during his work in the hopes of learning the location of the middle leader. Further intel and planning will be relayed in-game during the briefing.
     
    Arma 3 launcher preset.
    LINK
  11. Like
    Noah_Hero got a reaction from Sack in [Guide] Boats and Submersibles   
    If you ever wondered what all the buttons of the Mk. V SOC do, what the speeds, seats, accelerations, etc, of the Mk. V SOC, Speedboat HMG/Minigun, Rhib, Assault-/Rescue-Boat and SDV are, why you should use the SDVs lights at night even though you´ve got NV (believe me, you want to do it!) or if you just want to know wich boat to use or just simply like pictures of boats, then this is the topic you were looking for!
    (Also I "highlited" the most important things by making them bold. So if you don´t want to read through everything then these are the few things you should read at least)
     
    Do also note that there is a section called "Additional" on the bottom that contains informations about emergencys at sea, how they are classified and what signals are to use, some basic stuff and what maritime zones exist.
     
     
    Mk. V SOC (Mark five Special-Operations-Craft)

     
    Notes: Obviously a large boat than can transport more than enough people (3x full AWE squads while still having a free seat to be precise), while beeing extremely fast and beeing able to reach nearly every point on the water since it has nearly no draft (< 1 m). Do also note that the draft decreses to pretty much nothing when you go faster than 40km/h due to Arma being not very advanced when it comes to boats. Also it is equipped with a lot of firepower to get rid of other boats or enemies on the coast and can load Assault Boats and SDVs. Additional to that it offers a lot of benefits at night as I explain in "Lights" and "Crew". Also you can place down and use mortars on the deck! My personal favorite! Speed: 78 km/h Speed (boosted): 115 km/h acceleration (0 km/h - 115 km/h): 26 s - 27 s stopping (straight): 100 m - 120 m, about 8 s stopping (curved): 90 m - 100 m, about 5 s, 135° turn Curve-speed: 40 km/h Curve-radius: approx. 90 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx. 60 m Gliding (Engine off, 115 km/h - 25 km/h): approx. 1 km Gliding (Engine off, 115 km/h - 0 km/h): approx. 2 km Reverse-speed: 30 km/h Reverse-acceleration (0 km/h - 30 km/h): about 3 s Lights: Collision-lights: Starboard(Stb) green, Portside(Port) red, Stern white  (but according to law the "NAV" light also has to be activated. So no this still isn´t all you need to not get the police angry.) Other: All other lights are controlled by the "control panel": "ILLUM": It activates "NAV", "NIGHT", "HORIZ" and "SPOT", when these are on "ON". For safety-reasons it does not affect "DIVE", "DISPLAYS", "ENG SYS", "INSTR" and the "Collision Lights". "NAV": Activates a white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. Also it is part of the needed lights on an engine-powered boat) "NIGHT": Activates red lights inside the cockpit and on deck. Is good for driving in firendly waters/when out of danger. (Red light is used instead of white light because it is easier for the eyes to accomodate when switching between looking in the dark and looking in the red light than it would be if the light would be white.)
     
    "HORIZ": Activates a white light on Deck. Can be very usefull for loading.
     
    "SPOT": Activates a white spotting-light that can be moved around by the technican (right click -> move mouse). It can turn up to 145° to each side.
    "DIVE": Activates (yellow) dive-beacons wich should be used when divers are in use below or around the boat to keep them safe from other boats.
     
    "INSTR": Lights/activates the compass.
    "ENG SYS": Activates a few lights like the rudder-angle. But since this isn´t really needed, except for when you are driving with Joystick or wheel, it is pretty much pure cometic aswell.
    "DISP": Activates a NV-display in front of the driver wich will be your best friend when driving at night since it hasn´t got any of the ACE-NV-effects and is way higher than the driver. This means that while driving at night you should nearly only be looking on this one because you`ll otherwise have a really hard time seeing anything without lights. Also it activates a TI-display in front of the commander wich shows the same view he would have with his camera. This can also be pretty nice for driving at night when the commander turns his camera towards the driving direction.
    Maximum people on board: 41 - 43
    Crew: 7
    Cockpit-crew: 3
    Driver: Does the driving, the loading and controls the lights. Got a NV display in front of him that shows him the bow and what´s in front and a compass. Other than that he also has got RPM (left of the NV-display), the rudder-position (displayed by the joystick aswell as by the displays directly behind it), wether you are accelerating or braking (displayed by the joystick aswell as the displays directly behind it) and how fast you are (displayed by the numbers on the joystick where each increment indicates a difference of about 10 km/h. So 115 km/h is about at 12.)
     
    Commander: In command of the boat. Can use a camera with NV and Vis modes. This one also should have a laser wich seems not to be working. Got a TI display that is connected to the camera in front of him and a compass aswell.
    Technican: Can use the spotting-light and can read all the instruments except for the compass aswell.
    Deck-crew: 4 (wouldn´t be able to stand on deck while driving at high speeds IRL)
    (Stb) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Port) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Stb) Mk19 (40 mm): 2x96 rnd, no ranging
    (Port) M134 (Minigun): 2x2000 rnd, no ranging
    Passanger: 26, all can´t use weapons. (to be realistic maximum 14x because everyone who isn´t in a shock-proof-seat would just be crushed...these boats can generate up to 20G! So good luck standing on deck then...)
    Cockpit: 14x
    Sides: 4x
    Bow: 2x
    Deck: 4x
    Stern/Ramp: 2x
    loadable: 8x - 10x (as above this wouldn´t be possible at high speeds without beeing crushed by wave-impacts)
    2x SDV: 2x4 = 8, all can´t use their weapons.
    1x SDV + 1x Assault Boat: 1x4 + 1x5 = 9, Assault Boat-passangers can use their weapons.
    2x Assault Boat: 2x5 = 10, all can use their weapons.
    Cargo/loading:
    Cargo: 4 Ace-cargo-spaces
    loading: The MK. V SOC offers the option to load SDVs or Assault Boats on its deck and ramp. This can be done by the driver by opening the  "vehicle loading menu", clicking on the Boat/SDV you want to load, then clicking on the place you want to load it on (if you want to load multiple SDVs or Assault Boats always load on the deck first!) and then clicking on "Load Boat".
    unloading: To unload SDVs or Assault Boats open the "vehicle loading menu", click on "Switch to unload mode", click on the boat you want to unload (if you loaded multiple SDVs or Assault Boats you will have to unload the one on the ramp first!) and then click "Unload Boat". Don´t do this in very shallow waters since it could lead to exploding everything. Also I would recommend to unload while driving (around 20 km/h) to prevent SDVs or Assault Boats from getting stuck on the ramp. Another problem might be unloading SDVs from the deck since it seems that it was never intended to load one on there (but unloading them from the ramp works fine).
    Mortars: As crazy as it sounds (and is) it is possible to place down and use mortars on the deck! But there are a few things to consider: setting it up: Place down mortars only when the boat is standing still because otherwise either the boat kills you, you fall off or the mortar isn´t placed where you wanted it to be! using it: It is possible to stay on the mortar while the boat is moving but I wouldn`t recommend this since it is very unsafe. Also you can just place down the mortar, leave it, drive around and then re-enter and use it but this also can be unsafe and lead to the mortar going overboard. Also it is worth noting that for re-entering the mortar or picking it up again you have to lay down and look a bit over the mortar to get the scrollwheel-action, as shown in the picture below: Reloading: Do note that you can only reload them when the water-depth is less than 3 m. This obviously limits its use to shallow waters but for example on Tembelan you can find a ton of possible locations that aren`t very close to the shore while fullfilling that criteria. Another option would of course be to just place down for example 10 loaded(!) mortars on the deck and then drive off and use them wherever you want. Mortar-recommendation: Due to these circumstances I would also recommend doing this with the BAF M16 Mortar and to pack a few spare-ones in case one goes overboard.  
     
    Speedboat Minigun/HMG
     
    Notes: Good speed with weapons and the potential to transport a lot of people! Still this one is outclassed on everything by the MK. V SOC except for one thing that makes this one valuable: The MK. V SOC is too big for pretty much any bridge. This means that on Tembelan for example there is a 700 m river-area that just can´t be reached with it and an additional river-area of about 1.5 km that can be reached by the MK. V SOC but only by going around the entire map. But except for these very rare spots and if you are just very short on players there is no real reason not to pick the MK. V SOC above this one if you can get it. Also I would always use these at night over other boats when the MK. V SOC is unavailable (I`ll explain in "Crew" why). Speed: 64 km/h Speed (boosted): 75 km/h acceleration (0 km/h - 75 km/h): about 8 s stopping (straight): 40 m - 50 m, about 8 s stopping (curved): 25 m - 35 m, 135° turn, about 7 s Curve-speed: 40 km/h Curve-radius: approx. 20 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx 20 m Gliding (Engine off, 75 km/h - 25 km/h): 50 m Gliding (Engine off, 75 km/h - 0 km/h): about 200 m Reverse-speed: 25 km/h Reverse-acceleration (0 km/h - 25 km/h): about 10 s Lights: Front light: A white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. And as before this has to be activated together with the collision lights. (But still does not fulfill the ruled criteria as the angle is too small) Collision lights: Activates Starboard(Stb) green, Portside(Port) red (but even with the front-light active it is still illegal to drive because it is missing the white 135° light to the back)
    Maximum people on board: 11
    Crew: 3
    Driver: Drives the boat. Has got an NV-display infront of him without the ACE-NV-effects wich makes this one the top tier at night if the MK. V SOC isn´t available since this display will be your best friend when driving this boat at night! Also has got a display for speed, RPM and fuel and 2x 360° smoke-screen.
    Commander: Has got a MK19 (40 mm HE) 200 rnd cannon that offers auto-zeroing or manual zeroing from 100 m - 1200 m, Vis-, NV- and TI- mode and zoom. Also he has got a Vis- and a TI-display in front of him.
     
    Rear gun: Either M134 (7.62 mm Minigun) with 2000 rnd or XMG 12 (12.7 mm) with 3x200 rnd, Vis- NV- and various TI-modes as well as zoom. (I would prefer the M134 version for its supression-power since it is mostly impossible to lay down accurate fire from a boat if it is moving or waves are present wich renders the HMG often useless.)
    Passangers: 8x, all can´t use their weapons.
    Cargo: 8 Ace-cargo-spaces
     
     
    Rhib (Rigid-hulled inflatable boat)


     
    Notes: A black (Indipendent/Syndicate) or ugly blue/white (Civillian) Rhib with very good speed. The only way to use these ones is again if you want to go in the before mentioned areas but faster than with the Speedboat, if you don´t expect contacts on the way and if you don´t mind not having a NV-display at night or if you are extremely short on players. Speed: 77 km/h Speed (boosted): 90 km/h acceleration (0 km/h - 90 km/h): about 27 s stopping (straight): 70 m - 80 m, about 8 s stopping (curved): 40 m - 50 m, 180° turn, about 5 s Curve-speed: 30 km/h Curve-radius: approx. 25 m Curve-speed (boosted): 33 km/h Curve-radius (boosted): approx 25 m Gliding (Engine off, 90 km/h - 25 km/h): about 480 m Gliding (Engine off, 90 km/h - 0 km/h): about 1 km Reverse-speed: 22 km/h Reverse-acceleration (0 km/h - 22 km/h): about 3 s Lights: none (wich is completely illegal). So better have a Torch or Handflare on you in case a MK. V SOC comes across at night...and someone you can put the blame on in case the police comes across. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 8 Crew: 1 Driver: Drives the boat. Has a compass in front of him and instuments for speed, RPM and fuel  
    Passangers: 7, all can use their weapons. Cargo: 4 Ace-cargo-spaces  
     
    Assault Boat / Rescue Boat

     
    Notes: A small black Assault Boat for stealthy landings on beaches or a orange Rescue boat for saving lives. Because of the maximum reachable distance and the low speed nearly the only way to really use these is together with an MK. V SOC as "mothership" that dispatches them to land on a beach without a lot of noise, to pick up people in the need of help without endangering them with the huge hull of the Mk. V SOC or to have more boats for search and rescue (more on the topic of emergencies at sea can be found further down below). Speed: 25 km/h Speed (boosted): 29 km/h acceleration (0 km/h - 29 km/h): about 3 s stopping (straight): 5 m - 10 m, about 2 s stopping (curved): 5 m - 10 m, about 2 s, 20° turn Curve-speed: 25 km/h Curve-radius: approx. 30 m Curve-speed (boosted): 29 km/h Curve-radius (boosted): approx 30 m Gliding (Engine off, 29 km/h - 0 km/h): about 60 m Reverse-speed: 20 km/h Reverse-acceleration (0 km/h - 20 km/h): about 3 s Lights: none (wich is completely illegal as well because yes this boat is below 7 m BUT it is faster than 7 kn) So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 5 Crew: 1 Driver: Drives the boat and has got no instruments whatsoever.  
    Passangers: 4, all can use their weapons. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
    Motorboat / Motorboat (Police) / Motorboat (Rescue)
     
    Notes: A blue/white police-boat for law enforcement, a very orange rescue-boat to save lifes or an ugly civillian one for whatever you want to do with it. If you want to be faster than with an assault-boat/rescue-boat but not as fast as you would be with a Rhib...for whatever reason. But I guess it does the job aswell. Speed: 50 km/h Speed (boosted): 69 km/h acceleration (0 km/h - 29 km/h): about 8 s stopping (straight): 50 m, about 8 s stopping (curved): 40 m - 50 m, about 8 s, 110° turn Curve-speed: 35 km/h Curve-radius: approx. 15 m Curve-speed (boosted): 38 km/h Curve-radius (boosted): approx 15 m Gliding (Engine off, 69 km/h - 0 km/h): about 130 m Reverse-speed: 23 km/h Reverse-acceleration (0 km/h - 23 km/h): about 11 s Lights: The police-boat has got beacons but the other ones haven´t got any lights...wich is quiet funny becaus they also need to have the needed 4 lights: white 135° light to the back, red 112.5° on Port, green 112.5° on Stb and white 225° to the front. So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use.  
    Maximum people on Board: 3 Crew: 1 Driver: Drives the boat, has got instruments for velocity, RPM and fuel in front of him.  
    Passangers: 2, all can`t use their weapons. (For rescue and Law-enforcement-purposes I would always let one seet free for potential people in the need of help or people to arrest) Cargo: 4 Ace-cargo-spaces and can be "pushed" in case it was beached!  
     
    SDV (Seal Delivery Vehicle)

     
    Notes: The Seal Delivery Vehicle. More Stealth is not possbile. Definitly a great thing but most likely only usable with an MK. V SOC because of the very short maximum distance and the extremely low speed. But even with its weaknesses that thing is just great! Speed (surfaced): 23 km/h Speed (underwater): 18 km/h acceleration (surfaced, 0 km/h - 23 km/h): about 5 s acceleration (underwater, 0 km/h - 18 km/h): about 3 s stopping (surfaced, straight): 10 m - 15 m, about 2 s stopping (underwater, straight): 5 m - 10 m, about 1 s stopping (surfaced, curved): 10 m - 15 m, about 2 s, 45° turn stopping (underwater, curved): 5 m - 10 m, about 1 s, 45° turn Speed (ascending): 2 m/s Speed (descending): 1.2 m/s Curve-speed (surfaced): 21 km/h Curve-speed (underwater): 18 km/h  Curve-radius (surfaced): approx. 20 m Curve-radius (underwater): approx. 20 m - 30 m Gliding (surfaced, Engine off, 23 km/h - 0 km/h): about 90 m - 100 m Gliding (underwater, Engine off, 18 km/h - 0 km/h): about 40 m - 50 m Reverse-speed (surfaced): 20 km/h Reverse-speed (underwater): 15 km/h Reverse-acceleration (surfaced, 0 km/h - 20 km/h): about 9 s Reverse-acceleration (underwater, 0 km/h - 15 km/h): about 5 s Lights: White-front-lights. These ones are nice in case you are in an emergency and want to be found when surfaced or when you are driving that thing at night because NVGs alone are nearly useless (but more about this when I talk about the driver). Also even though it gives the option to activate the "Collision lights" but there are none. Maximum people on Board: 4 Crew: 2 Driver: Drives the SDV. He has got a compass, instuments for vertical speed, RPM, depth and fuel, an attitude indicator and a Vis-mode display in front of him. By right-clicking the display goes on full-screen and you can access NV-mode aswell. But this one isn´t really effective on its own and should be used together with the front lights as long as the situation allows it. If it is not possible anymore he definitly needs someone to navigate or the SDV has to be abandoned since he is then nearly blind. Also he has the option to "Maintain periscope depth". Do note that this will NOT bring the SDV to periscope depth (around -1m) but insted it will just try to hold it´s current depth but this seems to be not working properly. Can close the hatches for better protection or open them for better view.
    Cockpit: Example for why you should drive with lights: Gunner: Has got a compass and the vertical-speed aswell. Also got a Vis-display infront of him that shows him what he can see with the periscope. By right-clicking he can acces the periscope, move it around, use the laser-designator and switch between Vis-, NV- and TI-mode. For having the periscope above the water the SDV has to be at > -1 m. Can close the hatches for better protection or open them for better view. Passangers: 2, can´t use their weapons, can close the hatches for better protection or open them for better view. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
     
    Additional
    Emergencys at sea: Safety: The safety of shipping is affected. Example: You spotted an unmarked wreck. Category: all ships call Priority: safety Radio: Urgency: The safety of the ship or of persons is at risk. Example: Your ship is endangered to sink but in very shallow waters/very close to the shore. Category: all ships call Priority: Urgency Radio: Mayday: The safety of the ship and of persons is at risk. Example: Your ship is on fire and you are offshore. Category: all ships call Priority: Distress Radio: Do note that after this call no one except the control center and stations assisting are allowed to use the radio at all until the control center or station in distress declares the emergency as dealt with! Other Signals (the bold ones can be used in Arma aswell): red handflare, red flare, red or orange smoke, constantly using the horn, SOS signal (3x short, 3x long, 3x short), flag November above flag Charlie, waving with arms, gun fired at one minute intervalls, a square flag with a ball above or below it (or at least anything that could be interpreted as ball), emergency beacons
      Equipment when driving boats: compass, map, map-tools, binoculars, toolkit, handflares, flares, red or orange smoke, radio, FAK, watch
      basic stuff to know: "Sides" of a boat: Bow = front of the ship Stern = back of the ship Port = the left side of the ship (when facing the bow) Starboard = the right side of the ship (when facing the bow) nautical length / speed: 1 NM (NM = nautical mile) = 1.85 km, 1 km = 0.54 NM 1 kn (kn = knots <=> NM/h) = 0.51 m/s = 1.85 km/h, 1 km/h = 0.28 m/s = 0.54 kn, 1 m/s = 1.94 kn = 3.6 km/h
      Wind-speeds/Beaufort: The Beaufort-scale is the most common scale to classify wind. In Arma it can be seen together with the wind-direction by clicking "Shift" + "K" (the arrow shows the wind-direction and the dots the wind in Beaufort) 0 Beaufort: 0 kn = 0 m/s < Windspeed < 1 kn = 0.51 m/s 1 Beaufort: 1 kn = 0.51 m/s < Windspeed < 4 kn = 2.06 m/s 2 Beaufort: 4 kn = 2.06 m/s < Windspeed < 7 kn = 3.6 m/s 3 Beaufort: 7 kn = 3.6 m/s < Windspeed < 11 kn = 5.66 m/s 4 Beaufort: 11 kn = 5.66 m/s < Windspeed < 16 kn = 8.23 m/s 5 Beaufort: 16 kn = 8.23 m/s <Windspeed < 22 kn = 11.32 m/s 6 Beaufort:  22 kn = 11.32 m/s < Windspeed < 28 kn = 14.4 m/s 7 Beaufort:  28 kn = 14.4 m/s < Windspeed < 34 kn = 17.49 m/s 8 Beaufort: 34 kn = 17.49 m/s < Windspeed < 41 kn = 21.09 m/s 9 Beaufort: 41 kn = 21.09 m/s < Windspeed < 48 kn = 24.69 m/s 10 Beaufort: 48 kn = 24.69 m/s < Windspeed < 56 kn = 28.81 m/s 11 Beaufort: 56 kn = 28.81 m/s < Windspeed < 64 kn = 32.92 m/s 12 Beaufort: 64 kn = 32.92 m/s < Windspeed < 72 kn = 36.89 m/s
      needed lights: engine-powered: 1x white stern, 135° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) 1x white top, 225° enigne-powered below 12m: 1x white top, 360° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) engine-powered below 7m and slower than 7kn: 1x white, 360° 1x green Stb, 112.5° (if possible) 1x red Port, 112.5° (if possible) enigne-powerd below 7m and can´t use any lights (because of the boat-design for example): 1x white torch or 1x white lantern ready to use (do note that within darkness it is only allowed to use these boats in case of an emergency!) sail-powered / rowing-powered (can be used): 1x white stern, 135° 1x green Stb, 112.5° 1x red Port, 112.5° if these ones aren´t on the top of the mast it is also allowed to use (additional) a 360° green light below a 360° red light on the top of the mast if an engine is used additional at night the rules of engine-powered boats apply. At day there has to be a black cone with it´s top down. sail-powered below 7m / rowing-powered: 1x white torch or 1x white lantern ready to use anchoring: 1x white, 360° 1x black ball (at day) boats not under command: 2x red, 360° above each other 1x white stern, 135° (if still driving) 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 2x black ball above each other (at day) beached boats 2x red, 360° above each other 1x white, 360° 3x black ball above each other (at day)
      maritime zones: (reference: http://bit.ly/2Fx6PWw, http://bit.ly/2FiDADv) shore - baseline (=mean low watermark): Internal water, national jurisdiction baseline - 12 NM: Territorial waters, national jurisdiction 12 NM - 24 NM: Contiguous zone, restrictied national jurisdiction baseline - 200 NM: Exclusive Economic zone, restrictied national jurisdiction behind 12 NM / outside Territoral waters: International waters, international jurisdiction  
     
    Yeah so that´s it I guess. And yes I know that we also can use the Water Scooters but since these ones are for nothing more than doing stupid stuff I wont cover them in this guide.
     
     
    Best regards
    Noah
  12. Like
    Noah_Hero got a reaction from Jochem in [Guide] Boats and Submersibles   
    If you ever wondered what all the buttons of the Mk. V SOC do, what the speeds, seats, accelerations, etc, of the Mk. V SOC, Speedboat HMG/Minigun, Rhib, Assault-/Rescue-Boat and SDV are, why you should use the SDVs lights at night even though you´ve got NV (believe me, you want to do it!) or if you just want to know wich boat to use or just simply like pictures of boats, then this is the topic you were looking for!
    (Also I "highlited" the most important things by making them bold. So if you don´t want to read through everything then these are the few things you should read at least)
     
    Do also note that there is a section called "Additional" on the bottom that contains informations about emergencys at sea, how they are classified and what signals are to use, some basic stuff and what maritime zones exist.
     
     
    Mk. V SOC (Mark five Special-Operations-Craft)

     
    Notes: Obviously a large boat than can transport more than enough people (3x full AWE squads while still having a free seat to be precise), while beeing extremely fast and beeing able to reach nearly every point on the water since it has nearly no draft (< 1 m). Do also note that the draft decreses to pretty much nothing when you go faster than 40km/h due to Arma being not very advanced when it comes to boats. Also it is equipped with a lot of firepower to get rid of other boats or enemies on the coast and can load Assault Boats and SDVs. Additional to that it offers a lot of benefits at night as I explain in "Lights" and "Crew". Also you can place down and use mortars on the deck! My personal favorite! Speed: 78 km/h Speed (boosted): 115 km/h acceleration (0 km/h - 115 km/h): 26 s - 27 s stopping (straight): 100 m - 120 m, about 8 s stopping (curved): 90 m - 100 m, about 5 s, 135° turn Curve-speed: 40 km/h Curve-radius: approx. 90 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx. 60 m Gliding (Engine off, 115 km/h - 25 km/h): approx. 1 km Gliding (Engine off, 115 km/h - 0 km/h): approx. 2 km Reverse-speed: 30 km/h Reverse-acceleration (0 km/h - 30 km/h): about 3 s Lights: Collision-lights: Starboard(Stb) green, Portside(Port) red, Stern white  (but according to law the "NAV" light also has to be activated. So no this still isn´t all you need to not get the police angry.) Other: All other lights are controlled by the "control panel": "ILLUM": It activates "NAV", "NIGHT", "HORIZ" and "SPOT", when these are on "ON". For safety-reasons it does not affect "DIVE", "DISPLAYS", "ENG SYS", "INSTR" and the "Collision Lights". "NAV": Activates a white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. Also it is part of the needed lights on an engine-powered boat) "NIGHT": Activates red lights inside the cockpit and on deck. Is good for driving in firendly waters/when out of danger. (Red light is used instead of white light because it is easier for the eyes to accomodate when switching between looking in the dark and looking in the red light than it would be if the light would be white.)
     
    "HORIZ": Activates a white light on Deck. Can be very usefull for loading.
     
    "SPOT": Activates a white spotting-light that can be moved around by the technican (right click -> move mouse). It can turn up to 145° to each side.
    "DIVE": Activates (yellow) dive-beacons wich should be used when divers are in use below or around the boat to keep them safe from other boats.
     
    "INSTR": Lights/activates the compass.
    "ENG SYS": Activates a few lights like the rudder-angle. But since this isn´t really needed, except for when you are driving with Joystick or wheel, it is pretty much pure cometic aswell.
    "DISP": Activates a NV-display in front of the driver wich will be your best friend when driving at night since it hasn´t got any of the ACE-NV-effects and is way higher than the driver. This means that while driving at night you should nearly only be looking on this one because you`ll otherwise have a really hard time seeing anything without lights. Also it activates a TI-display in front of the commander wich shows the same view he would have with his camera. This can also be pretty nice for driving at night when the commander turns his camera towards the driving direction.
    Maximum people on board: 41 - 43
    Crew: 7
    Cockpit-crew: 3
    Driver: Does the driving, the loading and controls the lights. Got a NV display in front of him that shows him the bow and what´s in front and a compass. Other than that he also has got RPM (left of the NV-display), the rudder-position (displayed by the joystick aswell as by the displays directly behind it), wether you are accelerating or braking (displayed by the joystick aswell as the displays directly behind it) and how fast you are (displayed by the numbers on the joystick where each increment indicates a difference of about 10 km/h. So 115 km/h is about at 12.)
     
    Commander: In command of the boat. Can use a camera with NV and Vis modes. This one also should have a laser wich seems not to be working. Got a TI display that is connected to the camera in front of him and a compass aswell.
    Technican: Can use the spotting-light and can read all the instruments except for the compass aswell.
    Deck-crew: 4 (wouldn´t be able to stand on deck while driving at high speeds IRL)
    (Stb) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Port) M2 (12.7x99 mm Ball): 6x100 rnd, no ranging
    (Stb) Mk19 (40 mm): 2x96 rnd, no ranging
    (Port) M134 (Minigun): 2x2000 rnd, no ranging
    Passanger: 26, all can´t use weapons. (to be realistic maximum 14x because everyone who isn´t in a shock-proof-seat would just be crushed...these boats can generate up to 20G! So good luck standing on deck then...)
    Cockpit: 14x
    Sides: 4x
    Bow: 2x
    Deck: 4x
    Stern/Ramp: 2x
    loadable: 8x - 10x (as above this wouldn´t be possible at high speeds without beeing crushed by wave-impacts)
    2x SDV: 2x4 = 8, all can´t use their weapons.
    1x SDV + 1x Assault Boat: 1x4 + 1x5 = 9, Assault Boat-passangers can use their weapons.
    2x Assault Boat: 2x5 = 10, all can use their weapons.
    Cargo/loading:
    Cargo: 4 Ace-cargo-spaces
    loading: The MK. V SOC offers the option to load SDVs or Assault Boats on its deck and ramp. This can be done by the driver by opening the  "vehicle loading menu", clicking on the Boat/SDV you want to load, then clicking on the place you want to load it on (if you want to load multiple SDVs or Assault Boats always load on the deck first!) and then clicking on "Load Boat".
    unloading: To unload SDVs or Assault Boats open the "vehicle loading menu", click on "Switch to unload mode", click on the boat you want to unload (if you loaded multiple SDVs or Assault Boats you will have to unload the one on the ramp first!) and then click "Unload Boat". Don´t do this in very shallow waters since it could lead to exploding everything. Also I would recommend to unload while driving (around 20 km/h) to prevent SDVs or Assault Boats from getting stuck on the ramp. Another problem might be unloading SDVs from the deck since it seems that it was never intended to load one on there (but unloading them from the ramp works fine).
    Mortars: As crazy as it sounds (and is) it is possible to place down and use mortars on the deck! But there are a few things to consider: setting it up: Place down mortars only when the boat is standing still because otherwise either the boat kills you, you fall off or the mortar isn´t placed where you wanted it to be! using it: It is possible to stay on the mortar while the boat is moving but I wouldn`t recommend this since it is very unsafe. Also you can just place down the mortar, leave it, drive around and then re-enter and use it but this also can be unsafe and lead to the mortar going overboard. Also it is worth noting that for re-entering the mortar or picking it up again you have to lay down and look a bit over the mortar to get the scrollwheel-action, as shown in the picture below: Reloading: Do note that you can only reload them when the water-depth is less than 3 m. This obviously limits its use to shallow waters but for example on Tembelan you can find a ton of possible locations that aren`t very close to the shore while fullfilling that criteria. Another option would of course be to just place down for example 10 loaded(!) mortars on the deck and then drive off and use them wherever you want. Mortar-recommendation: Due to these circumstances I would also recommend doing this with the BAF M16 Mortar and to pack a few spare-ones in case one goes overboard.  
     
    Speedboat Minigun/HMG
     
    Notes: Good speed with weapons and the potential to transport a lot of people! Still this one is outclassed on everything by the MK. V SOC except for one thing that makes this one valuable: The MK. V SOC is too big for pretty much any bridge. This means that on Tembelan for example there is a 700 m river-area that just can´t be reached with it and an additional river-area of about 1.5 km that can be reached by the MK. V SOC but only by going around the entire map. But except for these very rare spots and if you are just very short on players there is no real reason not to pick the MK. V SOC above this one if you can get it. Also I would always use these at night over other boats when the MK. V SOC is unavailable (I`ll explain in "Crew" why). Speed: 64 km/h Speed (boosted): 75 km/h acceleration (0 km/h - 75 km/h): about 8 s stopping (straight): 40 m - 50 m, about 8 s stopping (curved): 25 m - 35 m, 135° turn, about 7 s Curve-speed: 40 km/h Curve-radius: approx. 20 m Curve-speed (boosted): 42 km/h Curve-radius (boosted): approx 20 m Gliding (Engine off, 75 km/h - 25 km/h): 50 m Gliding (Engine off, 75 km/h - 0 km/h): about 200 m Reverse-speed: 25 km/h Reverse-acceleration (0 km/h - 25 km/h): about 10 s Lights: Front light: A white light that shines on and in front of the bow and is good for driving in safe areas like friendly ports. And as before this has to be activated together with the collision lights. (But still does not fulfill the ruled criteria as the angle is too small) Collision lights: Activates Starboard(Stb) green, Portside(Port) red (but even with the front-light active it is still illegal to drive because it is missing the white 135° light to the back)
    Maximum people on board: 11
    Crew: 3
    Driver: Drives the boat. Has got an NV-display infront of him without the ACE-NV-effects wich makes this one the top tier at night if the MK. V SOC isn´t available since this display will be your best friend when driving this boat at night! Also has got a display for speed, RPM and fuel and 2x 360° smoke-screen.
    Commander: Has got a MK19 (40 mm HE) 200 rnd cannon that offers auto-zeroing or manual zeroing from 100 m - 1200 m, Vis-, NV- and TI- mode and zoom. Also he has got a Vis- and a TI-display in front of him.
     
    Rear gun: Either M134 (7.62 mm Minigun) with 2000 rnd or XMG 12 (12.7 mm) with 3x200 rnd, Vis- NV- and various TI-modes as well as zoom. (I would prefer the M134 version for its supression-power since it is mostly impossible to lay down accurate fire from a boat if it is moving or waves are present wich renders the HMG often useless.)
    Passangers: 8x, all can´t use their weapons.
    Cargo: 8 Ace-cargo-spaces
     
     
    Rhib (Rigid-hulled inflatable boat)


     
    Notes: A black (Indipendent/Syndicate) or ugly blue/white (Civillian) Rhib with very good speed. The only way to use these ones is again if you want to go in the before mentioned areas but faster than with the Speedboat, if you don´t expect contacts on the way and if you don´t mind not having a NV-display at night or if you are extremely short on players. Speed: 77 km/h Speed (boosted): 90 km/h acceleration (0 km/h - 90 km/h): about 27 s stopping (straight): 70 m - 80 m, about 8 s stopping (curved): 40 m - 50 m, 180° turn, about 5 s Curve-speed: 30 km/h Curve-radius: approx. 25 m Curve-speed (boosted): 33 km/h Curve-radius (boosted): approx 25 m Gliding (Engine off, 90 km/h - 25 km/h): about 480 m Gliding (Engine off, 90 km/h - 0 km/h): about 1 km Reverse-speed: 22 km/h Reverse-acceleration (0 km/h - 22 km/h): about 3 s Lights: none (wich is completely illegal). So better have a Torch or Handflare on you in case a MK. V SOC comes across at night...and someone you can put the blame on in case the police comes across. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 8 Crew: 1 Driver: Drives the boat. Has a compass in front of him and instuments for speed, RPM and fuel  
    Passangers: 7, all can use their weapons. Cargo: 4 Ace-cargo-spaces  
     
    Assault Boat / Rescue Boat

     
    Notes: A small black Assault Boat for stealthy landings on beaches or a orange Rescue boat for saving lives. Because of the maximum reachable distance and the low speed nearly the only way to really use these is together with an MK. V SOC as "mothership" that dispatches them to land on a beach without a lot of noise, to pick up people in the need of help without endangering them with the huge hull of the Mk. V SOC or to have more boats for search and rescue (more on the topic of emergencies at sea can be found further down below). Speed: 25 km/h Speed (boosted): 29 km/h acceleration (0 km/h - 29 km/h): about 3 s stopping (straight): 5 m - 10 m, about 2 s stopping (curved): 5 m - 10 m, about 2 s, 20° turn Curve-speed: 25 km/h Curve-radius: approx. 30 m Curve-speed (boosted): 29 km/h Curve-radius (boosted): approx 30 m Gliding (Engine off, 29 km/h - 0 km/h): about 60 m Reverse-speed: 20 km/h Reverse-acceleration (0 km/h - 20 km/h): about 3 s Lights: none (wich is completely illegal as well because yes this boat is below 7 m BUT it is faster than 7 kn) So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use. Maximum people on Board: 5 Crew: 1 Driver: Drives the boat and has got no instruments whatsoever.  
    Passangers: 4, all can use their weapons. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
    Motorboat / Motorboat (Police) / Motorboat (Rescue)
     
    Notes: A blue/white police-boat for law enforcement, a very orange rescue-boat to save lifes or an ugly civillian one for whatever you want to do with it. If you want to be faster than with an assault-boat/rescue-boat but not as fast as you would be with a Rhib...for whatever reason. But I guess it does the job aswell. Speed: 50 km/h Speed (boosted): 69 km/h acceleration (0 km/h - 29 km/h): about 8 s stopping (straight): 50 m, about 8 s stopping (curved): 40 m - 50 m, about 8 s, 110° turn Curve-speed: 35 km/h Curve-radius: approx. 15 m Curve-speed (boosted): 38 km/h Curve-radius (boosted): approx 15 m Gliding (Engine off, 69 km/h - 0 km/h): about 130 m Reverse-speed: 23 km/h Reverse-acceleration (0 km/h - 23 km/h): about 11 s Lights: The police-boat has got beacons but the other ones haven´t got any lights...wich is quiet funny becaus they also need to have the needed 4 lights: white 135° light to the back, red 112.5° on Port, green 112.5° on Stb and white 225° to the front. So better have a torch or handflare on you in case a MK. V SOC comes across at night. It can still be used in case of an emergency when there always is a white torch or lantern ready to use.  
    Maximum people on Board: 3 Crew: 1 Driver: Drives the boat, has got instruments for velocity, RPM and fuel in front of him.  
    Passangers: 2, all can`t use their weapons. (For rescue and Law-enforcement-purposes I would always let one seet free for potential people in the need of help or people to arrest) Cargo: 4 Ace-cargo-spaces and can be "pushed" in case it was beached!  
     
    SDV (Seal Delivery Vehicle)

     
    Notes: The Seal Delivery Vehicle. More Stealth is not possbile. Definitly a great thing but most likely only usable with an MK. V SOC because of the very short maximum distance and the extremely low speed. But even with its weaknesses that thing is just great! Speed (surfaced): 23 km/h Speed (underwater): 18 km/h acceleration (surfaced, 0 km/h - 23 km/h): about 5 s acceleration (underwater, 0 km/h - 18 km/h): about 3 s stopping (surfaced, straight): 10 m - 15 m, about 2 s stopping (underwater, straight): 5 m - 10 m, about 1 s stopping (surfaced, curved): 10 m - 15 m, about 2 s, 45° turn stopping (underwater, curved): 5 m - 10 m, about 1 s, 45° turn Speed (ascending): 2 m/s Speed (descending): 1.2 m/s Curve-speed (surfaced): 21 km/h Curve-speed (underwater): 18 km/h  Curve-radius (surfaced): approx. 20 m Curve-radius (underwater): approx. 20 m - 30 m Gliding (surfaced, Engine off, 23 km/h - 0 km/h): about 90 m - 100 m Gliding (underwater, Engine off, 18 km/h - 0 km/h): about 40 m - 50 m Reverse-speed (surfaced): 20 km/h Reverse-speed (underwater): 15 km/h Reverse-acceleration (surfaced, 0 km/h - 20 km/h): about 9 s Reverse-acceleration (underwater, 0 km/h - 15 km/h): about 5 s Lights: White-front-lights. These ones are nice in case you are in an emergency and want to be found when surfaced or when you are driving that thing at night because NVGs alone are nearly useless (but more about this when I talk about the driver). Also even though it gives the option to activate the "Collision lights" but there are none. Maximum people on Board: 4 Crew: 2 Driver: Drives the SDV. He has got a compass, instuments for vertical speed, RPM, depth and fuel, an attitude indicator and a Vis-mode display in front of him. By right-clicking the display goes on full-screen and you can access NV-mode aswell. But this one isn´t really effective on its own and should be used together with the front lights as long as the situation allows it. If it is not possible anymore he definitly needs someone to navigate or the SDV has to be abandoned since he is then nearly blind. Also he has the option to "Maintain periscope depth". Do note that this will NOT bring the SDV to periscope depth (around -1m) but insted it will just try to hold it´s current depth but this seems to be not working properly. Can close the hatches for better protection or open them for better view.
    Cockpit: Example for why you should drive with lights: Gunner: Has got a compass and the vertical-speed aswell. Also got a Vis-display infront of him that shows him what he can see with the periscope. By right-clicking he can acces the periscope, move it around, use the laser-designator and switch between Vis-, NV- and TI-mode. For having the periscope above the water the SDV has to be at > -1 m. Can close the hatches for better protection or open them for better view. Passangers: 2, can´t use their weapons, can close the hatches for better protection or open them for better view. Cargo: No Ace-cargo-spaces but can be "pushed" in case it was beached!  
     
     
    Additional
    Emergencys at sea: Safety: The safety of shipping is affected. Example: You spotted an unmarked wreck. Category: all ships call Priority: safety Radio: Urgency: The safety of the ship or of persons is at risk. Example: Your ship is endangered to sink but in very shallow waters/very close to the shore. Category: all ships call Priority: Urgency Radio: Mayday: The safety of the ship and of persons is at risk. Example: Your ship is on fire and you are offshore. Category: all ships call Priority: Distress Radio: Do note that after this call no one except the control center and stations assisting are allowed to use the radio at all until the control center or station in distress declares the emergency as dealt with! Other Signals (the bold ones can be used in Arma aswell): red handflare, red flare, red or orange smoke, constantly using the horn, SOS signal (3x short, 3x long, 3x short), flag November above flag Charlie, waving with arms, gun fired at one minute intervalls, a square flag with a ball above or below it (or at least anything that could be interpreted as ball), emergency beacons
      Equipment when driving boats: compass, map, map-tools, binoculars, toolkit, handflares, flares, red or orange smoke, radio, FAK, watch
      basic stuff to know: "Sides" of a boat: Bow = front of the ship Stern = back of the ship Port = the left side of the ship (when facing the bow) Starboard = the right side of the ship (when facing the bow) nautical length / speed: 1 NM (NM = nautical mile) = 1.85 km, 1 km = 0.54 NM 1 kn (kn = knots <=> NM/h) = 0.51 m/s = 1.85 km/h, 1 km/h = 0.28 m/s = 0.54 kn, 1 m/s = 1.94 kn = 3.6 km/h
      Wind-speeds/Beaufort: The Beaufort-scale is the most common scale to classify wind. In Arma it can be seen together with the wind-direction by clicking "Shift" + "K" (the arrow shows the wind-direction and the dots the wind in Beaufort) 0 Beaufort: 0 kn = 0 m/s < Windspeed < 1 kn = 0.51 m/s 1 Beaufort: 1 kn = 0.51 m/s < Windspeed < 4 kn = 2.06 m/s 2 Beaufort: 4 kn = 2.06 m/s < Windspeed < 7 kn = 3.6 m/s 3 Beaufort: 7 kn = 3.6 m/s < Windspeed < 11 kn = 5.66 m/s 4 Beaufort: 11 kn = 5.66 m/s < Windspeed < 16 kn = 8.23 m/s 5 Beaufort: 16 kn = 8.23 m/s <Windspeed < 22 kn = 11.32 m/s 6 Beaufort:  22 kn = 11.32 m/s < Windspeed < 28 kn = 14.4 m/s 7 Beaufort:  28 kn = 14.4 m/s < Windspeed < 34 kn = 17.49 m/s 8 Beaufort: 34 kn = 17.49 m/s < Windspeed < 41 kn = 21.09 m/s 9 Beaufort: 41 kn = 21.09 m/s < Windspeed < 48 kn = 24.69 m/s 10 Beaufort: 48 kn = 24.69 m/s < Windspeed < 56 kn = 28.81 m/s 11 Beaufort: 56 kn = 28.81 m/s < Windspeed < 64 kn = 32.92 m/s 12 Beaufort: 64 kn = 32.92 m/s < Windspeed < 72 kn = 36.89 m/s
      needed lights: engine-powered: 1x white stern, 135° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) 1x white top, 225° enigne-powered below 12m: 1x white top, 360° 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) engine-powered below 7m and slower than 7kn: 1x white, 360° 1x green Stb, 112.5° (if possible) 1x red Port, 112.5° (if possible) enigne-powerd below 7m and can´t use any lights (because of the boat-design for example): 1x white torch or 1x white lantern ready to use (do note that within darkness it is only allowed to use these boats in case of an emergency!) sail-powered / rowing-powered (can be used): 1x white stern, 135° 1x green Stb, 112.5° 1x red Port, 112.5° if these ones aren´t on the top of the mast it is also allowed to use (additional) a 360° green light below a 360° red light on the top of the mast if an engine is used additional at night the rules of engine-powered boats apply. At day there has to be a black cone with it´s top down. sail-powered below 7m / rowing-powered: 1x white torch or 1x white lantern ready to use anchoring: 1x white, 360° 1x black ball (at day) boats not under command: 2x red, 360° above each other 1x white stern, 135° (if still driving) 1x green Stb, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 1x red Port, 112.5° (either at the side or on the bow as 2-color lantern) (if still driving) 2x black ball above each other (at day) beached boats 2x red, 360° above each other 1x white, 360° 3x black ball above each other (at day)
      maritime zones: (reference: http://bit.ly/2Fx6PWw, http://bit.ly/2FiDADv) shore - baseline (=mean low watermark): Internal water, national jurisdiction baseline - 12 NM: Territorial waters, national jurisdiction 12 NM - 24 NM: Contiguous zone, restrictied national jurisdiction baseline - 200 NM: Exclusive Economic zone, restrictied national jurisdiction behind 12 NM / outside Territoral waters: International waters, international jurisdiction  
     
    Yeah so that´s it I guess. And yes I know that we also can use the Water Scooters but since these ones are for nothing more than doing stupid stuff I wont cover them in this guide.
     
     
    Best regards
    Noah
  13. Like
    Noah_Hero reacted to kennychr in [EU6]Zeus Operation Chingados Chapter 1 Week 3 Saturday 11-07 1800 UTC   
    Operation Chingados

     
    Backstory for the campaign
    Welcome to the beautiful Tembelan island located in the gulf of mexico, which used to be a military training island before it was decommissioned. The island has since the decommissioning been opened up for civilians to settle and the Mexican police use the islands ex-army base as a training facility as well as housing the islands police force.
     
    In later years the Los Zetas cartel has taken over most of the island pushing the police force back to the South of the island. They are currently using the island as a haven for drug production,human trafficking and gun smuggling.
     
    A joint operation consisting of DEA,CIA and FEADS has been green lit,in an effort to cripple and stop the operation that Los Zetas is running.
     

     
    Assets
     
    Playable slots: 24
     
    Player faction: Joint CIA and DEA element.
     
     
    Mission
    Its the third day after arriving. The mission today is to meet with the mansion owner to question him about why he suddenly got cold feet and needed us to get out of there. Plan of movement,target, and intent  is gonna be relayed in-game. Hopefully we are gonna leave with some intel or see a reaction from Los Zetas.
     
    Arma 3 launcher preset.
    LINK
  14. Like
    Noah_Hero got a reaction from FrOzT in Campaign Seven [Tembelan] - Operation Chingados   
    FRAGMENTARY ORDER 11072020
    Reference BASE ORDER for Operation Chingados.
  15. Like
    Noah_Hero reacted to MidnightRunner in PMC Ops Hell Week 2 10/07/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Hell Week 2
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset PMC Hell.html
     
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 35 (5 Teams of 6, command and vortex )
     
     
    Situation
    The CHADS conduct daily patrols in the province of Hellanmaa to gain intelligence and provide security to the area. The patrols routes change continuously to both avoid enemy ambushes and to maximise the patrol coverage area. 
     
    Assets:
    1 x MH-6M Littlebird
    1 x Bell UH-1H
    Various ground transport and support vehicles
     
    Friendly Forces:
    Finnish Maavoimat (Army)
     
    Enemy Forces:
    Militant Extremists group known as Suomen vapautusrintama or Finnish Liberation Front
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Head out and patrol along the designated route you are to meet with 2 prominent local persons along the way who may offer insight into any unusual behaviour in the area.
     
     
     
     
     
    Execution
    Objectives:
    1. Patrol along the given route
    2. Meet with the 2 prominent locals along the route
    3. Discover and investigate and signs of FLF activity
     
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Return fire only.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
     
    Admin & Logistics
     
    Joining Bug:
    I attempted to sort the issue where people got stuck on the loading screen. It appears to be related to squad XMLs. If you get stuck on the loading screen then back out to the main menu and disable your unit tag.
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.
     

  16. Like
    Noah_Hero got a reaction from Walk'N in Campaign Seven [Tembelan] - Operation Chingados   
    FRAGMENTARY ORDER 04072020
    Reference BASE ORDER for Operation Chingados.
  17. Like
    Noah_Hero got a reaction from FrOzT in Campaign Seven [Tembelan] - Operation Chingados   
    FRAGMENTARY ORDER 04072020
    Reference BASE ORDER for Operation Chingados.
  18. Like
    Noah_Hero reacted to kennychr in [EU6]Zeus Operation Chingados Chapter 1 Week 2 Saturday 04-07 1700 UTC   
    Operation Chingados

     
    Backstory for the campaign
    Welcome to the beautiful Tembelan island located in the gulf of mexico, which used to be a military training island before it was decommissioned. The island has since the decommissioning been opened up for civilians to settle and the Mexican police use the islands ex-army base as a training facility as well as housing the islands police force.
     
    In later years the Los Zetas cartel has taken over most of the island pushing the police force back to the South of the island. They are currently using the island as a haven for drug production,human trafficking and gun smuggling.
     
    A joint operation consisting of DEA,CIA and FEADS has been green lit,in an effort to cripple and stop the operation that Los Zetas is running.
     

     
    Assets
     
    Playable slots: 24
     
    Player faction: Joint CIA and DEA element.
     
     
    Mission
    Its the second day after arriving at Tembelan Island, we just finished moving safehouses as our local asset that lended us his mansion suddenly got cold feet. We know the Zetas are up to something but we don't know exactly what yet so we are standing by at the new location until something happens.
     
    Arma 3 launcher preset.
    LINK
  19. Like
    Noah_Hero reacted to MidnightRunner in Operation Trebuchet Madrigal Week 1 30/06/2020 @ 17:30 UTC   
    Mission Name:
    Operation Trebuchet Madrigal Week 1
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset AW Optre.html
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 37 (5 Teams of 6, 2 man Spartan team, command and vortex )
     
     
    Situation
    The planet of Madrigal has fallen under the insurrectionists control. The UNSC Drake along with the UNSC Spirit of Dawn have arrived with a force of marines, ODSTs and a small force of Spartans.
    The ODST's are to be the spearhead in retaking Madrigal, they will drop in and retake a beachhead from which the main force will use to liberate the province.
     
    Assets:
    Various ground/air transport and support vehicles
     
    Friendly Forces:
    UNSC forces
     
    Enemy Forces:
    Insurectionists
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    A ODST force along with Fireteam Lancer, a two man Spartan team, will drop in to the Gladius Military Academy, where there have been repotrs of UNSC prisoners being held. They will then move South to capture the airfield giving UNSC forces a base of operations from which to act.
     
     
    Execution
    Objectives:
    1. Drop into Gladius Military Academy.
    2. Rescue the UNSC personnel located there
    3. Move south and recapture the airfield from the Insurrectionists. 
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed Insurrectionists may be engaged on sight
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
     
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.

     
  20. Like
    Noah_Hero reacted to kennychr in [EU6]Zeus Operation Chingados Chapter 1 Week 1 Saturday 27-06 1700 UTC   
    Operation Chingados

     
    Backstory for the campaign
    Welcome to the beautiful Tembelan island located in the gulf of mexico, which used to be a military training island before it was decommissioned. The island has since the decommissioning been opened up for civilians to settle and the Mexican police use the islands ex-army base as a training facility as well as housing the islands police force.
     
    In later years the Los Zetas cartel has taken over most of the island pushing the police force back to the South of the island. They are currently using the island as a haven for drug production,human trafficking and gun smuggling.
     
    A joint operation consisting of DEA,CIA and FEADS has been green lit,in an effort to cripple and stop the operation that Los Zetas is running.
     

     
    Assets
     
    Playable slots: 24
     
    Player faction: Joint CIA and DEA element.
     
     
    Mission
    As you have just touched down on Tembelan Int. Airport on the grounds that you are on vacation, you are to link up with the field operations officer. He will have more information and tasks for you once you get to the safehouse.
     
    Arma 3 launcher preset.
    LINK
     
  21. Confused
    Noah_Hero reacted to SiegeSix in is this comunity stil alive?   
    Yes
  22. Like
    Noah_Hero got a reaction from Chigan in New to this multiplayer server, where do I start?   
    The Server (EU3/AWE) is up again since a few months and we`re running a version of Liberation on it.🙂
     
    How to join: https://forums.ahoyworld.net/topic/15470-how-to-join-awe-liberation/
    The rules:https://forums.ahoyworld.net/topic/15597-awe-liberation-ruleset/ (pretty self-explanatory though tbh😀)
  23. Thanks
    Noah_Hero reacted to GhostDragon in Calender Events approval   
    With the calender events they are on an approval only basis bacause only events hosted by AW should be placed on there. Since events hosted by us can be run by anyone that sends in a mission this means that if we allowed anyone to create an event we would end up with a lot of clutter on the calander that is definitely not needed. As it stands all members of the admin team can approve posts on the forums and calender.
     
    We like this approach as it keeps these locations clean from spam and only approved events end up in these locations. 
     
    Personally my advice would be to notify a member of staff when these events have been posted so that they can be approved within a timely manner. 
  24. Haha
    Noah_Hero reacted to kennychr in [EU6] Gamenight 20.06 1730 UTC TFAR   
    Since the next mso is still a week away, I thought I could host a little gamenight. 
     
    Mission name:
    Bifrost
     
    Server details:
    IP: 116.202.224.207
    Port: 2302
    Password: Avaiable in the description of the team speak channel for EU6
     
    DLC: 
    None
     
    Mods Required:
    bifrost.html
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 38
     
     
    Situation
     
    October 2019
    The neighboring country to Noria,Opforia, has seen increasing unrest after their oil and gas reserves ran dry 4 years ago.
    Since Noria is still rich in natural reserves the Noria government has seen increasing activity on the border, as well as more information gathering in the form of rental cars with added antennaes and cameras with large lenses observerd close to key points of infrastructure across its country.
     
    January 2020
    ALARM! Opforia's forces seemingly overnight rolled over the northern border of Noria and gained a significant foothold in the northern part of the country. Due to the sudden shift any Noria air assets couldn't scramble before it was too late and Opforia established air supperiority.
     
    Current situation
    Opforia is steadily advancing south down Norias main road network, taking bit by bit of the land.
     
    Assets:
    Locally requisitioned vehicles
     
    Friendly forces:
    None at first.
     
    Enemy forces:
    Opforia
     
    Civilians:
    These are evacuated as the valley of Vidda has been declared as a warzone.
     
     
    Mission
     
    As Noria Home guards local element in Vidda, you are tasked with halting the enemies advance for long enough so that Noria's army and its allies can get up to neutralize any vanguard sent from the Opforian forces. You have been building defences at key points since Opforia invaded.
     
     
     
     
     
  25. Like
    Noah_Hero reacted to kennychr in [EU6] 30\05 Saturday 1730UTC Campaign 6 Final OP   
    Campaign 6 is coming to an end with this final attack on the insurgent stronghold. I encourage everyone who has time to come on and play!
     
    FRAGO (Fragmented Operations Order), You can see older op-orders further up if you want to know how the campaign progressed.
     
    Brief summary of last Saturdays event:
     
    The patrol went even worse than we thought. Sure we knew there had to be trouble out there when we got asked by ARES-1 to assist them but no one expected this! Not enough that the region wasn't secured one bit but the Loyalists even openly attacked ARES-1 HQ and devasted the platoon. One of their squads was lucky to be out on patrol and we managed to MEDEVAC a heavily wounded soldier but that is now all that is remaining of ARES-1. Therefore, ARES Company HQ deemed them combat ineffective and is treating them back at the airfield. For us that means that we have to continue our patrol south without them to back us up if the need arises but nevertheless our platoons morale is still high as we are close to ending this damned civil war.
     
    Modset: mso_6.html Drag and drop into launcher, it will install any missing items. Then see HERE for how-to on how to setup ACRE2.
     
     
    This event will be a final attack against the insurgents stronghold, we are expecting heavy entrenched insurgents and fierce resistance.
     
     
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