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Walk'N

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  1. Haha
    Walk'N reacted to Admiralbumfluff in I&A 4 Beta Test Feedback   
    Yeah

    would be nice if you would stop locking down EVERYTHING.

    why remove the spar from the loadouts ? why lock down equipment based on its color (aka titan launchers)

    Also for basic equipment. buying it ?? do you see the army buying the weapons they use themselves ?

    I'm not sure why Ahoy has suddenly turned into something run by control freaks but its getting annoying having to change my loadouts every damn week.
     
    moreover WHY are you locking down all that stuff ? no reason to and all it is doing is reducing player choice. not exactly a winning strat IMO
  2. Sad
    Walk'N reacted to Ryko in I&A 4 Beta Test Feedback   
    So right now I just add everything that's available to add. The problem is that there are different camo schemes for each vehicle so a one-size-fits-all approach doesn't work. And I'm not going to expend programming time (at this point) on inherently cosmetic bits and pieces. 
  3. Like
    Walk'N reacted to Ryko in I&A 4 Beta Test Feedback   
    Beta test version 057 change log
     
    1. Conquering an AO will now conquer zones within 1.4 km (previously conquered zones contained in the zone itself), should help to prevent zones that are 'behind' the players from being selected as the next zone
    2. Some of the sub-Objectives in an AO are now mandatory to completing the main objective task.
    3. Added some extra exception handler so that parachute is never removed after purchasing a paradrop, "should" prevent player from dropping without a chute.
    4. Tweak to presence of enemy armor in main AO, slight reduction; slight increase to presence of enemy infantry.
    5. Added notification to player who tries to spot while in base (you can't)
    6. Fixed vehicle claim shenanigans, now limited to Armor squads only, infantry squads can claim all the vehicles they like. Armor (when set to default mission parameter) is limited to 1 vehicle per squad
    7. Tweaks/fixes to certain reward purchases (can only use vehicle paradrop in base zone on land vehicles)
    8. Added to rewards list: additional launchers to Rifleman LAT / Anti-Tank roles (MAAWS for NATO/AAF, Vorona for CSAT). Added laser designators for all non-command roles. Added medium machine guns as rewards for Heavy Gunner.
    9. Teleport action to carrier moved to Talon player rather than whiteboard. Must be within 50m of the player spawn area.
    10. Added teleport action to Vortex/Viper/Reaper pilots, will teleport them to helicopter spawn area. Must be within 50m of the player spawn area.
    11. Tweaked AAC Airfield base
    12. Tweak to enemy garrison code (trying to stop one group member from being garrisoned, and the rest from standing in formation like dorks outside the building)
    13. Tweaks to vehicle pylon rearming. You can now reload configured pylons without going into the pylon screen.
    14. Tweaks to how enemy vehicles are spawned, and waypoints are created, to keep them out of the tight corners of cities.
    15. Fix - compass returning after respawn, if preference was set to off
    16. Fix - vehicle inventory could be accessed even if vehicle was locked
    17. Fix - enemy reinforcements couldn't find deployment locations
    18. Fix - deployment of ammo box from Vortex chopper while touched down couldn't find deployment location
    19. Tweak to how squad management interface works, player may also switch to same role in another squad while outside of base.
    20. Tweak to how vehicle nudging works.
    21. Tweak to gear restriction & checking.
    22. Tweak to get over / v key binding, should allow regular usage for vehicles.
  4. Like
    Walk'N reacted to Ryko in I&A 4 Beta Test Feedback   
    There probably won't be a beta test this week as I'm a bit swamped IRL, and there are some new features coming into 52 based on player feedback.
     
    Here's the change log for 052 thus far:
     
     
    Point 14 deserves a bit more elaboration, based on TheScar's comment (Another thing i really want to happen is randomisation of AO´s). My initial thinking in IA4 was to remove the concept of priority objectives, but then I realized that doing this (while improving performance) does make each AO a bit of a "rinse and repeat" operation. Up until beta 051 there have actually been two random sub objectives, but they're not very well noticed. I have dramatically expanded on this concept, and now they are very much a thing, and they are randomized for each objective:
     

     
    There are six types of main objective zones:
    Airport and Stronghold - only five extra Airport zones exist on the whole map, as the players' base is one (and there 6 on Altis). Strongholds are military installations, of which there are only a handful on Altis. An airport or stronghold objective has a buffed up enemy presence, and will have a guarantee of two sub-objectives, and a 50% chance of a third.
    Capital - large urban areas (there might only be one on Altis, but I haven't checked and it's not immediately google-able). Guarantee of one subobjective, a 50% chance of a second, and a 25% chance of a third.
    City - urban area. 50% chance of a subobjective, 50% chance of a second subobjective, and 25% chance of a third.
    Village - small urban area. Up to three subobjectives, but a 25% chance of each.
    Industrial or Special areas - these are factories, big hill tops, and other areas of strategic importance. 33% chance of a subobjective, 33% chance of a second subobjective, and a 25% chance of a third subobjective.
     
    What does all this mean? For some areas there will be at least 2 if not 3 subobjectives, and for some areas there will be none. There are a total of 10 different sub objective types which I'm not going to reveal just yet (obviously, from the screenshot, there are at least 3 - destroy an enemy mortar team, eliminate an elite squad, and destroy an enemy command & control center).
     
    A sub objective adds 1-2 small squads, and/or a vehicle, and sometimes an objective that must be destroyed. It's not mandatory to complete the subobjectives: if you clear out a majority of the enemy presence in an AO, the main task will complete and close out the sub tasks. But since the troops added by the subobjectives are considered in the overall enemy presence, it's likely you'll be engaging the sub objectives.
     
    Other noteworthy points: I've made a first pass at custom squads, where a player can create their own squads and add/remove roles as they like. Up to 8 roles can be assigned, but these exclude special roles such as pilots, armor operators, and sniper/spotters (custom squads are infantry squads). The first mandatory role is a Squad leader, you can add as many basic riflemen as you like, but after that you can only add one role from the other types (medic, autorifleman, rifleman AT, etc). You'll be able to lock a squad and invite other players to join. Squad names will be fixed (NATO phonetic names from Foxtrot to Romeo).
     
    Next beta test will be next week, when 052 is ready, and probably after we're done the latest Steam Free Weekend for Arma
     
    - Ryko
  5. Like
    Walk'N got a reaction from JANXOL in AWE Status   
    Hey everyone!!!
    I'm abroad and i'll come back in two weeks.
    I'm a little alone so I write mission scenarios.
    Do you think that when i'll come back we can see to play it on AWE? In the gamenight idea... ( to revive a little bit the server  )
     
  6. Thanks
    Walk'N reacted to Johnson in Ballistic Test (1)   
    I thought I would run some more bullet ballistic tests using Bohemia's traceBullets function since I haven't tested vanilla, RHS and SMA weaponry in a while. I will likely do more tests in the future comparing more mods or weaponry and perhaps even make a Dslyecxi-style video to demonstrate this visually.
     
    In the test I simply fired a few different types of rounds from a some vanilla and modded weaponry against a several 2-3 inch thick layers of plywood and then screenshotted the ballistic outcomes.
     
    Bear in mind that this is an extremely simple demonstration of a very complex Arma 3 system. If you wish to see a more detailed explenation of the game's ballistic featuers, I suggest you check out Dslyecxi's video here.
     
     
     
     
     
     
    The colour of the bullet's trajectory indicates its velocity as a percentage of the initial speed that it leaves the barrel at (muzzle velocity). The slower the bullet, the less damage it is likely to inflict upon its target / less chance of penetrating more materials.
     
    Colour chart:
    75%+
    50-75%
    25-50%
    ~25%
     
     
     
     
     
     
     
    (Vanilla) 5.56x45mm NATO --- (Vanilla) TRG-21/TAR-21

    Pretty impressive trajectory and penetration considering the target could be hidden behind six wooden fences and you would be able to hit it a still very effective round. Heavy drop off at the end as the round likely breaks up. Bearing in mind that Bohemia do not state the exact designation or what type of 5.56 round is available in the default game, so this could be some futuristic 2035 technology.
     
     
     
     
    (Vanilla) 6.5x39mm NATO --- MX

    Slightly more efficient than vanilla 5.56, especially towards the end of its journey. Not much else to say, pretty impressive all around. Perhaps this is a factor as  to why NATO made the change to 6.5mm Grendel in the Arma 3 universe.
     
     
     
     
    (Vanilla) 7.62x39mm --- (Vanilla) AKM

    Realistically impressive penetration considering the age of the rifle and the round, supposing it is not a modernised version. Again, no exact designation or type specified for the ammo.
     
     
     
     
    (RHS) 5.56x45mm NATO [M855] --- (RHS) M4A1

    Pretty damn poor penetration when compared to the vanilla 5.56, however a still very effective round for shooters who don't happen to have x-ray vision. The United States Armed Forces standardised M855 ball ammunition in October of 1980, meaning this is a very old round in comparison to the time period of Arma 3. Keeping this in mind, both vanilla 5.56 and RHS' M855 can find a place together in the game realistically, due to the fact that the vanilla 5.56 round is likely a much more modernised version of NATO's 5.56 calibre and therefore perform way better than a round that is half a century older. In other words, comparison between these two rounds should not revolve around balancing as they are from completely different time periods and not really competitive.
     
     
     
     
    (RHS) 5.56x45mm NATO [M855A1 EPR] --- (RHS) M4A1

    Now were talking; a certain improvement over the round's predecessor... shame it took more than 30 years. Standardised in 2010, M855A1 Enhanced Performance Round was a direct result of the U.S military's concerns for the 5.56's lack of materiel penetration. Certainly more comparable to vanilla ammunition and perhaps even equally as competitive. Side note on this photo, I was aiming a bit too far downwards as you can see from the heavy drop. This means that the angle of penetration was increased and therefore the effective penetration of the round was reduced. More simply, should the trajectory have been a bit flatter, the round would likely have performed better.
     
     
     
     
    (RHS) 7.62x39mm [57-N-231(89)] --- (RHS) AKM

    So that's why Russia keeps 7.62x39 lying around. Nearing the effectiveness of 2035 ammunition, the Soviet 57-N-231 (1989 variant) performs admirably and comparably to the vanilla version of the round. Keep in mind that this round is quite large and although the vanilla 5.56 may penetrate more than RHS' 7.62, it certainly won't hurt as much if it hits you. I used the 1989 version of the round since the original version is near obsolete in it's role of penetration, unlike M855 which is not made to punch through walls. RHS have some very modern rounds to compliment there weaponry, I just chose a round I would expect to be comparable to vanilla and SMA. Russian 5.45x39mm 7N22 would likely penetrate into the fourth box and maybe even out the other side, so be sure not to assume that RHS does not have tools to satiate your need to destroy.
     
     
     
     
    (SMA) 5.56x45mm NATO [M855A1 EPR] --- (SMA) M4A1 blk

    I've always been sceptical of criticism towards Red Hammer Studios (RHS) when compared to Specialist Military Arms (SMA) and I think this photo pretty much sums it up. A fair few members of AhoyWorld have stated that RHS is under-powered and noncompetitive when facing vanilla-asset factions such as PLA. Personally I have always found that through testing and experience, it isn't that RHS is under-powered but that SMA is over-powered. This test only confirmed my suspicions. A clear difference can be drawn between RHS and SMA weaponry through this screenshot. While each mod's version of the exact same weapon and ammunition have been demonstrated, SMA's M855A1 is clearly more effective in penetration that RHS' own version. SMA's M855A1 penetrates better than vanilla 2035 5.56mm and 2035 6.5mm while being a round that is 20 years older. Additionally, due to my dreadful aim, I fired low once more - meaning that, as described previously, the round may have even penetrated even more walls than it did. It may have even gone out the other side of the final box and kept on going, considering where the round stopped. It only had 1 more wall left to penetrate.
     
     
     
     
     
     
     
     
    These simple tests were mainly intended to update existing knowledge of ballistics, but also to deflect and appease notions of poor RHS performance. Of course these tests were extremely basic and can be used for not much more than a first step in comparing mods, I just thought it might be cool to see.
     
    If the post is recieved well I'll likely do more, or just a video. Maybe comparing BAF or keeping it just within the current modpack (mostly RHS). Then it could be used to inform players as to which rounds/weapons are most effective at certain tasks.
  7. Like
    Walk'N got a reaction from itsmemario in Invade & Annex 3 Version History And Feedback Thread   
    Just one thought passing by:
    I know, I know it will be difficult BUT can we have back I&A on Tanoa?? 
    Don't hurt, no kick please
  8. Sad
    Walk'N reacted to MoonFire in Stiletto Feedback Thread   
    Death to CUP
  9. Like
    Walk'N got a reaction from GhostDragon in Mods Problem, Cant run arma   
    Thanks, Ghost
    It is working (at least yesterday evening)...
  10. Like
    Walk'N got a reaction from GhostDragon in Zeus games on AWE?   
    Okay That's what I thought, thanks for the answer
  11. Like
    Walk'N reacted to Johnson in Stiletto Feedback Thread   
    FEATURE REQUEST
     
    "Static Line Drop" scroll option that works similarly to the parachute option we already have, except this option would apply the D-6 parachute onto the player and deploy it automatically as soon as they have left the vehicle (if thats possible?).
     
    Both options could be available for different scenarios. Yes, the static line is less effective, but still fun. Plus it keeps everyone together.
     
    I specify the D-6 parachute due to the fact that it's non-steerable and therefore more commonly used within standard airborne forces, making it way more suitable for a static line.
  12. Thanks
    Walk'N reacted to Noah_Hero 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
    Walk'N reacted to Minipily in [Guide] A Basic Introduction to Roles on AhoyWorld Enhanced.   
    As per request, thought I might throw together a quick guide to explain some of the fundamental responsibilities behind each role on AWE. Note this will be in a basic explanation, so some more advanced details may be glossed over.
     
    Firstly, if you are new to AWE, please consider reading this!
     
    Should you be looking for a certain guide, or more detail about a certain role, please consult the Guide Section on the forums!
     
    Platoon Element:
     
    Alpha - Bravo - Charlie Elements
     
    Squad Lead Element:
     
    Fire Team Element:
     
    Air Assets:
     
    Armor Element:
     
    Logistics Element:
     
  14. Haha
    Walk'N reacted to GhostDragon in AWE media distribution   
    We got you @SkullCollector 
     
  15. Haha
    Walk'N reacted to MoonFire in Stiletto Feedback Thread   
    @Ryko I think the dogs do need to be toned back a bit....
     
  16. Like
    Walk'N got a reaction from Minipily in I wanna hear your opinion   
    Thought of it during the week-end.
    I don't know if we may use the LOWs DLC for some mission (such as escort humanitarian,...)
    I know it can be difficult to script IDAP personel interaction, so maybe one guy (me) could lead civies...
    (I marked it on the survey)
  17. Like
    Walk'N reacted to ShadowAce11 in Repo Rework Ideas   
    Putting this in the general discussion area rather than submitting a feature request as this is a topic that deserves discussion and input from the community. 
     
    Firstly, a little transparency. Before I was a moderator, along with now, I've heard a large amount of in-game discussion about things that players think should be added (or re-added); but these features are often ones that would mean massive repo change, such as the CUP collection. While the general consensus I'm getting from the community is that people want CUP, it has been met with hard resistance when presented to staff. This is for two reasons:
     
    Adding CUP would likely mean adding it in its entirety. Not including the map pack, that's 8.8 GB. That's a massive amount to download (and update) for a repo, and when we did have these mods (I had just joined the community at this point), the staff were getting constant complaints from the community about huge updates that take a horrid amount of time to download. So, CUP was removed in the sake of minimizing the repo size, including everything that required it (i.e. Fallujah, Lingor, Isla Duala).  There is a max limit to the repo size due to our current server hosts. I think all of us would love to see CUP added back on top of everything we already have, but it just is not possible. If we were to add it back, we would likely have to get rid of all our current maps (minus Altis, Stratis, Malden since they're part of Arma 3 itself) and a few weapon/outfit packs. After seeing the public outcry for Lythium to be kept, I don't see any proposal for its replacement with CUP to be successful any time soon.  
    ---------------------------------------------------
     
     
    With the above being said, I am going to suggest some things here. Again, I'm suggesting these things here because this is too big a topic to squeeze into a single mod request. Here are my recommended repo changes, leading with a - or a + to be removed or added respectively:
     
     - Gorgona (100 MB)
     
    From my discussions with the community, Gorgona seems to be a universally-disliked map. Its small size often leads to overlapping missions, and huge mission area markers. Due to a lack of diverse mission locations and generally no need for Vortex or waterborne assets, it quickly leads to boredom among the players; and when the server population gets to the point of, for example, a full Alpha, things get cluttered. 
     
     - LAV25 (100 MB)
     
    Introduces effective, but incredibly weak and unreliable LAVs. Hardly ever used for that reason.
     
     - StrykerPack (174 MB)
     
    Introduces generally ineffective and weak Strykers based off of Arma 2. Horrible steering. Rarely used, if ever.
     
     - JS_JC_FA18 (191 MB)
     
    Personal preference on this one. I see absolutely no reason to have 191 MB dedicated to a single aircraft. There are plenty of other jets Vortex can take, even though it's already a rarity that Vortex takes a jet in the first place.
     
     + Civilian Occupation System (1 MB) [possible code streamlining @Ryko?]
     
    Possible tool for civilian presence within Stiletto. Seems to make everything largely automatic and allows for custom scripting to be applied, so it shouldn't take away from intel gathering and such. This suggestion is mainly for Ryko.
     
    Armaholic: http://www.armaholic.com/page.php?id=25194
    YouTube: https://www.youtube.com/watch?v=mSqvIavO8BA
     
     
    + TPW Mods
     
    Ambient enhancement for all aspects of gameplay. Too much to describe here, check out the Armaholic page. Everyone, PLEASE check this out.
     
    + Advanced Sling Loading, Towing, and Rappelling (.67 MB)
     
    Most are familiar with these mods, and the names are self-explanatory.
     
     
    ---------------------------------------------------
     
    Total Repo Size Change: -474.33 MB
     
    This leaves some moderate space for future feature suggestions.
     
     
    Now, in regards to the repo, I'd like to use this thread to allow people to discuss and propose repo changes in the above manner; go through a number of suggestions (not just one, use the regular feature request for that), but have both additions and subtractions and have a solid argument for each. Do not just suggest things at random because they look neat or because you think the server would be better with/without them; be constructive and thorough with your thoughts.
     
    Cheers,
    Shadow
  18. Like
    Walk'N got a reaction from Lindi in Loadouts   
    Hey everyone
    I was thinking (it may happen ) that it can be a good idea to share loadout for newbies/noob (I count myself in this category)
    I know that there is the standards loadout when we join the server but everyone add or remove stuff from it.
     
    Another thought (maybe already done) is to put somewhere the list of allowed gear for each role  (I say this because I don't know where to search) so we could prepare it in the arsenal and waste less time on the server...
     
    Thanks
  19. Thanks
    Walk'N reacted to Johnson in Loadouts   
    The United State Marine Corps
    guide to Smoking Crayons
    (v. 0311 RIFLEMAN)
     
     
    Clothing
    Uniform:
    - FROG MARPAT [Desert or Woodland camouflage]
     
    Vest:
    - Rifleman SPC (Scalable Plate Carrier) [only comes in Coyote-Brown]
     
    Helmet:
    - LWH (Lightwight Helmet) [Desert or Woodland]
     
    Facewear:
    - (Any black protective goggles or glasses)
     
    Backpack:
    - (None, completely unnecessary for most roles)
     
     
    Weapon(s):
    M16A4:
    - AN/PVQ-31 (AGOG)
    - AN/PEQ-15 (laser sight)
    - Standard foregrip
     
    No sidearm:
    - (Banter = USMC > Army /// Budget = USMC < Army)
     
     
    Equipment (inside clothing):
    Uniform:
    - Field Utility Cover (8-point hat for non-combat usage)
    - (Used as overflow/spare space/helmet space)
     
    Vest:
    - Standard USMC IFAK (2x Elastic Bandages, 2x Packing Bandages, 2x QuickClot Bandages, 2x Tourniquets. NO CHEMICAL MEDICATIONS.)
    - Earplugs
    - 8x M855 STANAG Magazines
    - 2x M856 (Red Tracer)STANAG Magazines
    - 2x M67 Fragmentation Grenades
    - 1x White smoke (Can't remember the designation, but I use the RHS one even though its the worst)
    - 2x Hi-Red Chemlights
    - 2x Cable Ties
     
     
    Equipment (misculanious):
    Map:
    - Yes.
     
    Compass:
    - Yes.
     
    GPS:
    - Most people would say that you need a MicroDAGR Radio Programmer, but it's not entirely necessary with preset radio channels. (I don't use one for realism sake).
     
    Radio:
    - RF-7800S-TR (closest thing you can get to a real USMC radio with TFAR)
     
     
     
    ____________________________________________________
  20. Thanks
    Walk'N reacted to Stanhope in Loadouts   
    If you're interested here you can find all of my loadouts: https://pastebin.com/q07SB8Xq

    If you want to see what they contain in motre detail copy all the lines for 1 loadout (starts with comment "whichLoadout"; and ends with this setSpeaker "ace_novoice"; ) 
    Then go into the virtual arsenal and press ctrl + v and the guy will be wearing that loadout. 

    As you can see all my loadouts have a glock in them.  I do this because I'm using the SMA weapons, which tend to jam more often than the RHS ones.  Even though a scar should be less likely to jam as a AR type rifle but oh well, arma.  So if it jams, which luckily doesn't happen that often, i have a something to fall back on.  They are also pretty useful to take out lights at night.  (Or double tapping bodies just to be sure.)
     
    Another thing you might notice is that all of my loadouts have suppressors on the guns.  I do this because it's easier to ditch them than it is to grab them when you're in a hurry.  And I tend to forget to put my earplugs in. 

    If you got any questions about my loadouts let me know  
  21. Thanks
    Walk'N reacted to Noah_Hero in Loadouts   
    List of pretty much the best(=most effective) gear you can pick:
    Weapon: Assaultrifle: SCAR L CQC if you are a guy who goes full auto and still wants to hit something because the recoil as well as the bullet-spray are extremely low on that one. If you want to go lighter with more precise shots over range I would use the Mk 18 Mod 1. And if you are TL or SL I would recommend the GL versions (because of HEDP for TLs and because of HuntIR for SLs) Scope: SU-230/PVS because this one got a higher magnification than all the other RCOs/ACOGs while also having the option to switch to a good 1x. Rail: definitly the LLM Mk3 because you can switch between light and laser but without having anything on top of your weapon that obstructs your vision. But even more important that thing is even lighter than every other laser/light. Muzzle: If you want to get a jammed weapong more often feel free to use a supressor and be "totally tacticool" Bipod: Grip Pod. Everything else is just cosmetic nonsense. Ammo: 262 rounds if you want precision, anything with tracers if you have problems spotting where you are hitting LMG: M249 PIP (Short/VFG) because that one is lighter than the other M249s because there is no bipod BUT even with grip pod attached it is still ighter. Also don´t take MMGs if not ordered to because they all just kick way too much even though they are extremely heavy Scope: SU-260/P (MDO) at day because it has got 6x and even without beeing deployed it is still absolutely managable to hit with that one. And when deployed you don´t have a single problem hitting at 600m+. But as the name says it is not NVG-compatible. So at night use the SU-230/PVS again. Rail: LLM Mk3 Muzzle: / Bipod: Grip Pod Ammo: Tracer 200rnd Belt DMR: L129A1 because it just outclasses the other DMRs. Scope: AMS because you can switch between 1x, 3x and 10x. Rail: LLM Mk3 Muzzle: / Bipod: Harris Bipod Ammo: M993AP or Tracer Launcher: LAT: HEDP because for everything else we have the AT and taking HEAT just makes you useless against lighter vehicles AT: SMAW because I am bad with AT and need the spotting scope Handgun: Pistol: Take the FNX-45 Tactical because you will need to go for headshots anyways if you are fighting enemys with plates and it doesn´t matters if your enemies don´t have plates. scope: MRD because it makes it really easy to line up headshots. Rail: Nothing because we´ve got NVGs and don´t need tacticool bs. Muzzle: / Uniform: check this post (just look at the stats on top of each list and wether or not they got removed (the colorfull-remarks):  Diver: Diving gear or Survival fatigues because they both offer flippers and you don´t really want to swim super slow for one or more km. Vest: As also stated in the above post: SPC IAR, SPC Machinegunner, SPC light, SPC Crewman or SPC Patcheless because they offer the maximum available ballistic protection and also a very high explosive protection. The only difference are the looks and the loading capacities and with them the weights. So if you spent a bit of time in the virtual arsenal you will be able to make your loadouts extremely light without loosing any protection (especially together with MNP). Diver: Respirator if you don´t want to drown Backpack: SL: I prefer the AN/PRC-210 because it´s range is 40km, while all the other LW-backpacls only have 20km range. Anyone else: just take whatever space you need but do note that BAF definitly offers some nice backpacks that fill in some niche-spots. Headgear: Protection: For maximum available protection take the Enhanced Combat Helmet weight: For lowest weight any of the Fast Ballistic or the Fast Maritime helmets because they offer the same protection as every MICH, or ACH or just every "second most protective" helmet we have but they are for some reason just lighter. Also they have the same hitbox even without ear protectors. Facewear: if you want to go for low weight take nothing because there is just real advantage that would justify it if you want to be a tacticool looking guy than go on and take whatever you want. Diver: Diving Goggles if you want to be able to see stuff. NVGs: maximum FOV: NV Goggles (wide) lowest weight: Head-mounted NV System [BAF] because for some reason that one is also straigth up lighter than all the other ones Binocular: PC/SL: SOFLAM is nice because of the high magnification and maybe you will actually designate stuff but most likely Vortex can do that themselfes. TL: Lerca if you want to go for magnification (but hasn´t got NV), Vector 21 Nite if you want to have NV and know how to use all it´s potential. If not than watch this video: Map: only one choice...: Map Comms: always take the one with the biggest range: AN/PRC-152 = 5km (also make sure you know how to set up additional channels, etc; if you don´t then please make sure you know before taking TL/SL), RF-7800S-TR = 2km Navigation: only one choice...: Compass Watch: If you are running the RF-7800S-TR take the Radio Programmer If not than: No need to take anything then supplies: medical: 2x Epi, 2x Morphine, 5x quick-clot, 3x packing bandage, 2x basic bandage. Just personal preference but just don´t take too many packings because even though a lot of people still waste them on Avulsions quick clots usually the better choice if you want to seal wounds and not just cover them up with a super high chance of reopening but more about than can be found here: Nades: 2x L50A1 White Smoke Grenade because the BAF smokes just create way more smoke than the others. others: Maptools + Micro-DAGR if TL/SL, 5x Cable Ties, Earplugs, Chemlight shield with white Chemlight inside because it has the same weight as any torch but the lighted radius on the map is bigger  
     
    List of gear that I am currently using:
    Weapon: Assaultrifle: Mk 18 Mod 1 Scope: SU-230/PVS Rail: definitly the LLM Mk3 Bipod: Grip Pod Ammo: Tracer LMG: M249 PIP (Short/VFG) Scope: SU-260/P (MDO) at day and SU-230/PVS at night Rail: LLM Mk3 Bipod: Grip Pod Ammo: Tracer 200rnd Belt DMR: L129A1 Scope: AMS Rail: LLM Mk3 Bipod: Harris Bipod Ammo: M993AP Launcher: LAT: HEDP AT: SMAW Handgun: RSP-30 (red) Uniform: woodland: G3 Uniform (M81) desert: G3 Uniform (Tan) Diver: Survival Fatigues Vest: SPC IAR, SPC Machinegunner, SPC light, SPC Crewman or SPC Patcheless Diver: Respirator (Nato) Backpack: SL: AN/PRC-210 Medic, Engineer, sometimes AR: Eagle A-III Coyote Headgear: Fast Maritime (Urban Tan/Headset) Facewear: Diver: Diving Goggles (NATO) NVGs: Head-mounted NV System [BAF] Binocular: PC, SL: SOFLAM TL, AR, LAT, AT: Vector 21 Nite Map: Map Comms: PC, SL, TL: AN/PRC-152 else: RF-7800S-TR Navigation: Compass Watch: PC, SL, TL: nothing else: Radio Programmer supplies: medical: 2x Basic Bandage, 3x Packing Bandage, 5x Quick Clot, 2x Morph. 2x Epinephrine, 4x CAT other: Earplugs, 4x cable ties, Chemlight Shield (white), Map Tools throwables: 2x L50A1 White Smoke Grenade, 1x M127A1 Hand Held Signal (Red), 2x M84 Stun Grenade Mags: AR, Marksman: depending on weight limit else: 6x 5.56mm 30rnd M856A1 Red Tracer Engineer: 4x M112 Demolition Block, Entrenching Tool, Mine Detector, Wirecutter, Toolkit, M152 Firing Device, 2x 1.9V Battery, Defusal Kit, Black spray paint Medic: 10x Basic Bandage, 15x Packing Bandage, 15x Elastic Bandage, 30x Quick Clot, 6x CAT, 8x Morphine, 8x Epinephrine, 2x Adenosine, 2x Plasma IV (1000ml), 2x Saline IV (1000ml), 4x Plasma IV (500ml), 4x Saline IV (500ml), 4x Plasma IV (250ml), 4x Saline IV (250ml), Surgical Kit TL, SL, LAT, AT, AR: MicroDAGR GPS  
     
    Also if you want a list with all the whitelisted stuff: feel free to do it yourself because that is a lot of work and more important it is wasted time because the whitelisting changes quite often. So if you want to build loadouts: play on the server and get to know what is whitelisted, then, as you said, go into the virtual arsenal outside the server and build your preferred loadout. Because for other people it is annyoing if someone plays dressup-simulator on the server but more important are a lot of the stats that are shown on the server just completely wrong because of the Fixed Arsenal mod.
     
     
    -Noah
  22. Like
    Walk'N reacted to Karlsson in AWE media distribution   
    Been working on this little video for a while, enjoy!
     
     
  23. Thanks
    Walk'N got a reaction from SkullCollector in Apologies   
    I don't know where to put my apologies for the f***ed up mission of Castle Rescue on Malden this evening :
    I know I'm the one who blow up the BH by blowing the HMWW, @ShadowAce11 may confirm.
    I heard people talking about a rpg but we were too far... It was probably due to grenade rounds in the car.
    I'm really sorry about that and every other fail I have done(shooting in Hobnob, failing to be good vortex yesterday evening,...) and I accept any consequence 
    Good evening  guys
  24. Thanks
    Walk'N reacted to SiegeSix in Apologies   
    You made mistakes. Welcome to the club.
    Mistakes are human, and we made to make a lot of them. These were just some of yours.
     
    Don't be sad you made some mistakes, I once deflected a 20mm HE round of the ground and killed Ryko, and crashed a jet and blamed manpads for it.
    We all make mistakes even I. These are just moments we learn from. We think about it over and over again, finding where the situation went wrong and eventually finding a solution to avoiding it in the future. 
     
    Get back on the horse. It's not the end of times, it's a lesson learned.
     
    - SiegeSix
  25. Thanks
    Walk'N reacted to PiranhA in Apologies   
    Propitius eris.
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