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KingFronXos reacted to Amentes in Newbie hour? - new people please read
There's gonna be a session on the 27th.
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KingFronXos reacted to AhoyWorld in AhoyWorld Public Server IPs
For those that like to join our servers based on IP they are listed below:
The IP for EU#1 is IP: 176.9.8.125:2302
The IP for EU#2 is IP: 176.9.8.125:2602
Have fun!
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KingFronXos reacted to SkullCollector in AWE media distribution
https://imgur.com/a/GZbua
Some splendid cam snapshots of today's session. A few great beauty shots, but they're unfiltered, unedited.
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KingFronXos reacted to Copey in [AWE] [GAMENIGHT] Operation Valkyrie - Tutvys [29/04/17]
Event Date: 29 April 2017
Event Time: 19:30 (For Commander, SL's and TL's) and 20:00 (UK LOCAL - GMT +1) for the rest. Check what time it is for you!
Mission Name: Operation Valkyrie
Brief Summary: 23:58, 11th July, 2008 - Autonomous region of Chernarus. It's been a year since the first actions were taken incorporating Chernarus into Russian Federation. The new occupant force and local traitors have established a new, pro-russian government. Raids in the middle of the night, pillaging of entire towns, these Russian Pigs have no soul, nor mercy. It's up to us to decide the outcome of Our Land, Our History, Our Freedom!
This is a 3 part campaign, he has been working for some time, this is the first part - further will be scheduled (dependent on th. You'll be limited to supplies so you better scavange for anything you find. Whole campaign, each phase will have its Main and Side objectives. Finishing Side objectives grants you rewards. The campaign is run by Zeus.
Cover Image:
Player slots: Guerilla force. 26 slots rest JIP slots. Rennaisance Squad(Inf.): SL, Medic; R1: TL, Rifleman x2, Marksman, Granadier; R2: TL, Engineer, Rifleman, AA Specialist, AA Assistant; Darklight Squad(Multipurpose/Specialforces Inf): SL, Medic, Rifleman, Rifleman. Troy(Armor - If other slots are filled) - Commander, Gunner, Driver; Policeforce(JIP)
Sign Up: https://docs.google.com/forms/d/1OnWcBfydS9-K-z0QY9fcnJdCDAB3MFkby2UFZZvlI7I/edit
Expected Mission Length: 3 hours.
Mods required: Regular AWE modpack
Server slots: 40
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KingFronXos reacted to GhostDragon in AhoyWorld AWE/EU#3 Server IP
For those that like to join our servers based on IP they are listed below:
The IP for EU#3/AWE is IP: 136.243.150.72:2302
The link for the repository can be found at: mods.ahoyworld.net
Have fun!
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KingFronXos reacted to S0zi0p4th in Server upgrade
Hi guys a little update
We are starting to transfer servers to the new server park
This will mean several things
1 some ip'so will change (mainly eu#2 and eu#4) ip to follow
And some servers will have some downtime for the transfer to happen
Asoon as we got eu#2 and #4 up and running we gonna start with the transfer off eu#1 and our TS server
This will be done on a new server then we will ask our provider to remove and install the new server on the old position in the rack so we can keep our IP
This might take some time so Asoon as we start there expect some downtime on Eu#1 and Ts
We will try and load a backup ts more info on that to follow
Any questions plz ask them in here or PM @S0zi0p4th
Greetings Sozio
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KingFronXos reacted to Nicolai in Gauntlet Version History
Bug, observed in 52U: when changing the value of the "Time of Day" parameter in the lobby (role assignment screen), the change will not be effective anymore. The mission will always start up at 16:00 local time, no matter which values have been set for the "Time of Day" parameter. This difference can be observed at least in versions S, T and U.
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KingFronXos reacted to Ryko in Gauntlet Version History
Don't know what to tell you - it's there for me.
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KingFronXos reacted to GhostDragon in Gauntlet Version History
52S has been rolled out by Ryko to the following maps
Altis, Zargabad, Takistan, Sahrani, Lingor, Isla Duala, Fallujah, Chernarus, Summer Chernarus, Abramia.
1) Lifted the draconian restrictions on berets, uniforms and vests in the arsenal - play dressup to your heart's content
2) Only squad leaders and above will have access to radio backpacks in the arsenal, if you need to talk on long range as a lower rank use a vehicle radio or pick up a dead buddy's LR
3) Default cTab is now an android
4) Fixed bugs in a few missions
5) Removed vehicle camo covers in a few maps so they don't blow up spawned vehicles
6) zeus assignment code is revised, now segregates between admin & spartan, looks snazzier and should decrease load lag as the server does all the work now
7) enemy vehicles are now locked to players. If it's mission critical, ask zeus nicely to unlock them
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KingFronXos reacted to Nicolai in Dynamic Recon Ops [COOP] Arma 3 Evening +Vcom AI/+TFAR
I'm calling out to players interested in COOP sessions with this workshop mission created by Mark Boardman.
Let's get together and find a good time to enjoy this mission. Calculate 1.5 to 2 hours mission duration. Please leave a comment on this topic to receive invitations for multiplayer sessions.
I'm looking for people who are willing to play this in a team oriented fashion using a tactical approach, reduced loadouts, dedicated roles, high difficulty, first person only, TFAR, Vcom AI.
Mission description from the Steam workshop page "Dynamic Recon Ops is a randomised, replayable scenario that generates an enemy occupied AO with a selection of tasks to complete within. This collection contains the same scenario on various different maps."
Dynamic Recon Ops Steam Workshop Page https://steamcommunity.com/workshop/filedetails/?id=722652837
Things to note
* Dynamic Recon Ops is currently not supported on dedicated servers, hosted multiplayer only
* ACE3 is not supported (it may work in a basic mode, when one disables the optional mission specific respawn framework)
Possible mods to run it with
* different parts of AW modsets (mag repack, ShackTac HUD, ...)
* Dynamic Recon Ops exists for a high number of maps already in the AWE repo and more
* DynaSound 2.0 (when using vanilla factions)
* Vcom AI 2.81
* TFAR
YouTube Trailer
https://www.youtube.com/watch?v=hJlVE3OyEWo
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KingFronXos reacted to Chuck in Important changes announced!
Hello AWE players,
In the background we have been busy milling away, trying to brainstorm ideas to shape the future of AWE into something that's refined and easy to play. Someone suggested an idea. We've all had internal votes on the idea and we believe its going to revolutionise the way we play AWE.
The change is that we would like to change AWE into a FULL MIL SIM server. This change may take time to edit the mission files ect but we should get it done by the end of today. As an added bonus we are only allowing donators to join for the first weeks off testing.
Hope you guys can support us in our endeavours.
AW Staff Team.
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KingFronXos reacted to Chuck in THE PUNISHER
To anyone that might be reading this, pestering staff to have your ban appeal reviewed quicker will only result in your ban being lengthened.
OK back to the appeal. You were banned for Abuse. After checking our logs you've been highlighted as misbehaving on multiple separate days. March 15th, March 22nd and the day of the ban March 26th. Each of the logs show behaviour that we wouldn't deem acceptable on Ahoyworld.
On Sunday you where kicked for frankly being very immature:
17:49:35 | (Group) THE PUNISHER: stfu im mortar idiot
17:49:45 | (Group) THE PUNISHER: omg kid you are boring
17:50:18 | (Group) THE PUNISHER: dickhead
17:51:38 | Player #40 THE PUNISHER (b24ffb9d98ee64ce59bb2697c475c8d9) has been kicked by BattlEye: Admin Kick (Start acting normal or end up with a ban ) //First warning
The you reconnected and recieved a warning from S0zi0p4th:
17:53:38 | RCon admin #5: (Global) S0zi0p4th: THE PUNISHER this is your only and last warning from me togheter with that kick iff i see you once more typing or yelling like that you can find the door out //Second warning
17:53:51 | (Group) THE PUNISHER: i didnt lost my temmper
17:54:03 | (Global) THE PUNISHER: what admin?\
17:54:19 | (Global) THE PUNISHER: kick you mom in her vagina!!!
This behaviour towards anyone, let alone an admin isn't something we want in our community.
With the fact you recognised you did wrong and approached S0zi0p4th to apologise i'm willing to reduce the ban to a 3 week one. Being removed sometime on the 18th April 2017.
Please don't let us see you banned again as next time it will be even more likely you wont get unbanned.
Chuck
Stand-in Community Referee
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KingFronXos reacted to Mark T in The Good Citizens of Tanoa
Hello All,
Unfortunately Tanoa is not as popular as we had hoped, therefore we will be reverting this back to Altis to test for a week or two.
But fear not, Tanoa will be hosted on our EU4 server during this time: 144.76.82.169:2602
We will keep you updated and inform you on any plans that we may have for its future.
AhoyWorld Staff Team.
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KingFronXos reacted to Lost Bullet in Addition to some Gauntlet mission (get item type of missions)
I've set up a small code that will interact with some missions (e.g. Get codes) and will give it a small twist.
complete gauntlet mission file in attach set to spawn 2 Get codes missions for demo of it is someone wants to try it out.
this is what will happen in addition to the mission:
missionRogue.sqf
COx_Gauntlet_LINGOR_52Q.lingor3.pbo
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KingFronXos reacted to LEO in [Guide] Explosives & Mines
Explosives guide
How and when it should be utilized
thanks to radek for updated information
Explosives should be utilized when you want to remove damage or disable an objective or if you want to gain access to enclosed compounds (on how to disarm the demo block and charge assembly look at the mine disarm part of the guide and remove the part about laying down)
(update from radek IEDs have roughly 10m/20m kill radius (with body armor). demo block and satchel also have the equivalent splash ranges.
M183/Satchel has the most explosive power (50% more than the AT mines/big IED).
Activation: the smaller M57 trigger has a range of only 250m. the wireless M152 is 5000m. the cellphone is available for IEDs.
Defusal: IEDs have a 2-in-100 chance of catastrophic failure for anyone.
slight typo in OP, the russian apers mine is called "PMN2" and the detector uses 1.9V batteries.)
Demolition Block
Effective range 12m+
It can kill all light vehicles with one block but more might be required on heavy vehicles
The demolition block is ideal for breaching walls
Demolition Charge Assembly
Effective range 20m+
It can easily kill all vehicles if placed on the side or rear of the vehicle
Mine guide
How to place an effective minefield.
It all depends on the location and what you are fighting in this example we have a convoy that needs to be stopped.
Red is the no go zone. Friendly troops are restricted from passing the red line unless they have an active mine detector with them it is usually marked with a continuous line of yellow mine flags.
Green markers are anti-tank mine locations blue is the flanking mines that’s meant to destroy any enemy infantry/trucks that try to escape the ambush.
Yellow is where all motor traffic into the red line is forbidden. Purple is where you place what mines you have left at random (meant to prevent off-roading/flanking). Also the mine field should be marked on Ctab as a HQ or another prearranged marker, also it should be radioed to all teams informing them that mines are being put up and the number of the marker. It’s your responsibility to mark your mines accurately and inform friendlies of said mines.
PRO TIP if you place individual mines and you have an android you can place a mine and place the marker on your position before you arm the mine
How to Disarm Mines
what you need x1 mine detector x1 defuse kit optional extra 9volt battery for the mine detector
First you go in to your ACE then equipment and then you activate your mine detector.
Then give it some time to boot up (max detection range of the detector is 6M)
The acts like there is a V in front of you, and all mines within that V will be detected
When a mine is detected the mine detector will start beeping when you start to get closer to the mine the beeping will intensify until you are right on top of it. But do remember to lay down before going close to the mines to avoid triggering them.
Now that you are close to the mine you can use ace interaction on it to defuse the mine
(Additional info the mine detector only lasts for 20 min so you can use the 9v batteries to prolong its life to insert the new battery use self-interaction menu
Effective = where the mine has a 100% to 50% chance of killing you
SLAM Medium Sized Directional Mine
(update from radek M2 SLAM ACE activates tamper safety in side and timer modes (it's side and bottom in reality). The side attack detects temperature changes/signatures and is set to ignore bodies. Its shaped charge creates a solid projectile (EFP). In arma, it develops a big kill range against infantry (around 70m in a narrow cone) and a quite long range against vehicles (~20m compared to actual 8m). It has an explosive power of the M112 block or small IEDs.)
Slam Mine can be triggerd manualy or via vehicles. can be shot to disarm.
Slam side attack on infantry failed.
Note on manual activation it can reach 20m and more and the detonation goes in a V from the front of the mine
Slam side attack on HMMWV is not working properly no effect on target.
Slam bottom attack (magnetic) on HMMWV. Engine= red all else = green.
Slam manual detonation on HMMWV works like a charm engine/hull/fuel = red
Slam can’t be disarmed detonated on disarmament.
VS-50 medium seized Omni directional antipersonnel mine
VS-50 mine has a light fuze that infantry and up can trigger.
VS-50 on infantry .activation range 0.5m effective range 5-10m trigger
VS-50 on HMMWV. Detonated no effect on target
VS-50 can be disarmed
PMR-3 tripwire Omni directional mine
(update from radek PMR-3 due to it being slightly above ground has a kill radius of 10+m and deals injuries almost 25m out.)
PMR-3 tripwire can be triggerd by shots or infantry/vehicles going over the wire.
PMR-3 on infantry. Activation range on hitting the wire effective range 5-10m
PMR-3 on HMMWV no effect on target
PMR-3 can be disarmed
PMR-2 Small Sized Omnidirectional Antipersonnel Mine
PMR-2 mine can be triggerd by infantry and vehicles. Note cannot be added to map via Zeus.
Note mine can’t be detected unless stepped on or by a mine detector
PMR-2 on infantry. Activation range 0.5m effective range 3-7m
PMR-2 on HMMWV no effect on target
PMR-2 can be disarmed
(M18A1 Claymore this puppy kills at 50m and shrapnels are effective at 100m easily in the pointed direction arc. Only special models (Korean DMZ) feature a standard tripwire trigger and it's not available in arma.)
M26 Medium Sized Omnidirectional Antipersonnel Bounding Mine
( update from radek M26 is the one which jumps up. because of it the kill zone is above 25m and causes damage even at 50m. it's really nasty.)
M26 can be triggerd by infantry and vehicles. IMPORTANT disarmament is to be done with extreme caution due to larger trigger range
M26 on infantry. Activation range 1.5m effective range 7-14m
M26 on HMMWV minimal effect on target. Late trigger engine = yellow
M14 small seized Omnidirectional antipersonnel mine add picture
(update form radek M14 is 'weak' by design, it's a "toe popper" which is meant to injure/cripple the one who steps on it and slow down overall progress by needed treatment. )
M14 can be triggerd by infantry and vehicles. Note cannot be added to Zeus. Note cannot be detected unless stepped on or by a mine detector
M14 on infantry. Activation range 0.5m effective range 0.5-2m
M14 on HMMWV no effect on target
M14 can be disarmed
(update from radek M15/M19/TM62M A/T mines have the explosive power of a big IED, just with a smaller 'splash' (~4m for the M15, ~8m for the other two) )
TM-62M large Sized Anti-Tank Mine
TM-62M can only be triggerd by vehicles
TM-62M on t72 tracks red.
TM-62M on BTR-80 delayed detonation
TM-62M can be disarmed
M19 Extra-Large Sized Anti-Tank Mine
M19 can only be triggerd by vehicles
M19 on T72 tracks red.
M19 on BTR-80 instant detonation
M19 can be disarmed
M15 large Sized Anti-Tank Mine
M15 can only be triggerd by vehicles. Note late detonation
M15 on t72 tracks red.
M15 on BTR-80 delayed detonation
M15 can be disarmed
Small IED (Improvised Explosive Device) Omnidirectional Mine
Small IED can be triggerd by infantry and vehicles.
Small IED on infantry. Activation range 0.5m effective range 5-10m
Small IED on HMMWV. Instant detonation
Small IED on t72. Tracks red
Small IED on BTR-80 delayed detonation
Large IED Omnidirectional Mine/Demo Charge
Large IED can be triggerd by infantry and vehicles.
Large IED on infantry. Activation range 0.5m effective range 10-20+m
Large IED on HMMWV. Instant detonation
Large IED on t72. Tracks red
Large IED on BTR-80. Delayed detonation
franken minen
withc are a combination of difrent exblosives/mines that is costume made on the spot for difrent purpices as and exsample M14 mine placed under a demoliton charge assembely (both are armed) witch can be used as a large scale anti personel mine or remote detonated mine
aditonal link
http://www.globalsecurity.org/military/library/policy/army/fm/20-32/chap7.html
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KingFronXos reacted to BloodInTheSand in About the 64-bit Executable
This is something I saw on Enhanced last night. Seemed to happen to everyone - we had a solid lock up of the game for a few seconds, everyone got thrown back to the setup room then pulled back in. Unsure if it's the same issue but outside of that it hasn't happened to be at all, running an i5-4460, GTX960 and 8gb RAM. If your specs are better than that then I'd have to think it was an issue outside of the game itself.
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KingFronXos reacted to S0zi0p4th in UNexpected server downtime Completed
Good Morning
during the day TS and both EU#1 and #2 will be down for a unkown time to fix some issue's on the server
We are sorry for the troubles it might cause people on there early play hour's
While post asoon as all is back to normal
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KingFronXos reacted to kennychr in [EU6] [MSO] Operation Hrafnagud
General Info
This mission is a multi session operation or MSO for short.
If you played MSO in A2 you will know what the general idea is, if not: MSO is a mission that is designed to take multiple sessions to complete.
How multiple session is handled is that after each event I hold, the server\mission state gets saved to a database.
Mission Specific Info
Mission
This second installment of MSO sees the AW forces invading and securing the land of Al-Rayak. More to come in the OPORD that will be created for those who are interested.
Player squads
1x CMD element: CMD,JTAC
2x Infantry Squads: SL MED 2TL 6RFL
1x LOGI Squad: SL 3ENG 1PIL
Assets
Assortment of wheeled vehicles
Statics
Ammo crates
Weapon boxes located at HQ for outfitting.
Time of event(recurring): Fridays @ 1800UTC
Signup form: HERE
Modset link( separate from AWE ) : MODSET
OPORD
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KingFronXos reacted to kennychr in Next MSO discussion
So I am currently building the next MSO, map etc. has been decided and I am currently deciding how we deploy and squad composition.
The map is fairly large and we are invading it so my first question is: Do you guys want to secure land and establish a FOB first and have LOGI fly\transport in supplies vehicles while you guys secure the immidiate area or do you want the easy way of some supplies setup at X point from the start ?
(it is in my oppinion that even taking a beachhead is going to be a fun and challenging process so it would sadden me to see it skipped)
Second question is: Seeing as this is a invading type of play and that the last MSO had 5 man teams setup its in my opinion that the standard : 1SL 2FT setup would fair better as a fighting force against dug-in enemies, but what are your preferences ?
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KingFronXos reacted to Eagle-Eye in Falcon BMS 4.33
Hey everyone,
I've seen a few topics appear about DCS, but none about Falcon BMS. Anyone flying that?
To give you an idea of what it can be like, and how intense it can be, a video of our squadron flight yesterday. (this video will probably also explain why I like flying on our servers that much )
Cheers,
Eagle-Eye
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KingFronXos reacted to kennychr in Operation Gudbrand
De-Brief 10/3-17
This looked to be the last session on the Gudbrand mission as Kavala and the suburbs was the only places left with enemies and installations. When we logged in-game we immediately hit contact at Depot 2 as there had been patrols moving up from Kavala, Bravo was immediately tasked with doing a 700 m radius sweep towards the S\SW and then return, Charlie was sent up on the hill behind Depot 2 to provide a fire-base and cover the N sector.
After the enemies was neutralized I briefed B\C and LOGI on the task at hand and we went off in a convoy, B missed an IED but when the engineer was going to the defuse(as im told he was) he managed to step directly onto it making everything erupt into flames. LOGI was not as lucky and all perished to an IED on their route which they where traveling with charlie on.
After these initial set-backs C managed to clear out their sectors and make a final push towards the castle near Kavala, while bravo saw some heavy contact in the suburbs of Kavala where one of their MRAPS got de-wheeled and slowed them down.
During Charlies push into the castle everything seemed fine untill they got into the castle and hit heavy contact loosing 3 of 5 units in their team, Overlord then recived the call to send Bravo as a QRF to aid Charlie which I promptly did.
In the end we secured Kavala and further destroyed some enemy installations.
So that concludes the first MSO, all in all i am pleased with the turnup tho it dwindled towards the end, any input on that ? Not enough action, too boring to do asymetrical fighting ?
Next MSO is coming at the same time this Friday 17/3, but it will have another post made up as its going to be a diffrent map etc. so stay tuned