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Nibbs

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Everything posted by Nibbs

  1. Maybe an inflight refueling of a greyhawk, with a Fuel pod fitted Taru, 2 man event?
  2. Would love this to be honest, to freshen things up. I wouldn't mind if it were alternating days, alternating weeks, or just 1 day a week. (CSaturday has a ring to it)
  3. Every Dev's favourite topic \o/ I noticed the supply crate scripts have been changed at some point, such that landing on the passenger pad at guardian allows you to load a supply crate into your heli, but this does not apply to the Xi'an. The Xi'an has to fly all the way back to the vehicle lift pad at main base, to speak with the guy there, to load the crate. I don't know if Bohemia's reduced the engine power of the Xi'an (feel's like it) but a field repair, didn't give enough points to the engine to be able to get it airborne again, would have had to drive it home on the ground. I think Tactical said he'd log it in spartan chat, but just in case it gets missed... Greyhawks were frequently spawning with their AI crew outside of them today - either both crew members outside it, meaning it couldn't be controlled at all, or the driver spawning outside meaning you can control the gun, but not fly it. Rearm script went wonky, would allow me to re-arm the UCAV, but not one of the greyhawks (was one of the 2 standard spawn ones that wasn't working, engine off, tried multiple alignments on the pad to ensure I was considered centred - no call for re-arm option appearing) Same pad worked fine for the UCAV 2 mins later)
  4. Can you still airdrop crates? I propose Lawn darts event, in the form of full throttle Xi'ans trying to drop a crate closest to the radar dome in the field next to guardian
  5. That's fair enough and completely understandable, I guess I just gotta "Git Gud"
  6. I love this change, but I suck at the precision required to reliably land on the pods, I simply don't fly often enough, and no track IR makes it difficult to look down to see where the load is in relation to the aircraft. I suspect that's also the case for many others, without a dedicated 2nd person to guide them in for the lift. If I remember rightly the original mod allowed you to sling load the pods then winch them in. As a suggestion re-enabling sling load on them for this functionality, but altering the weight (setMass=12001 in the init field, I think would do it) would allow the Taru to sling lift them for the winch in and attach mechanic, without allowing the other Heli's to use them. For reference Huron's max sling capacity is 12000 Taru's max slingload capacity is 13500
  7. Hmm, I'm not saying I do or don't like the idea of it being assigned to the entire player side, I'd need to think some more on that. But it would mean that all players have an indicator that heavy ordinance is inbound on a location, and they should perhaps not run straight into it. Which may or may not be handy lessons to have learnt, should they wish to go onto more serious milsim servers, such as AWE
  8. My reason to reduce is that in it's current form, everyone just turns off all the grass, and goes prone to stabilise their weapons whenever they're shot at. It would be nice to have the grass back on, whilst still being able to return fire.
  9. I'll fire up the editor later and have a look when the sorchors change from medium firing pattern to far
  10. Yeah on the 1 hand, I feel like that spread long distance is a bit much as it can take out a player so far from the smoke... on the other hand EA games did seem pretty convinced that gamers like "surprise mechanics"
  11. Not sure if you want to / can change anything about this or not, But the Arty's spread is huge when firing long distance. It was firing at the red cross, and managed to land a round in Neri which is ~700m away my abandoned prowler which was right next to the red smoke, was seemingly unharmed by the entire volley
  12. I normally try to avoid drama, but this seems important enough to weigh in so here is my 1 and only post on the topic: This... a thousand times, this... Just reading through the posts, it's clear that the issue isn't the rules, it's the communication, that people don't feel that they're being listened to in full and their comments taken on board. Don't let this become an issue scraped under the carpet with a solution of "We'll review the rules". Regarding should the issue have been raised? Absolutely, it's something that needed clarifying Should there have been any punishments or bad feeling generated from this in any direction? Absolutely not, common sense rules that this is no different to using another servers squad xml when playing. It's automated and not intentional. That's all that needed to happen, just that. Instead we clearly have a huge communication issue leaving everyone feel aggrieved. I am deeply sorry to see so many wonderful members of the team leave, they will all be greatly missed, and I hope to see them again some day, but I understand that feelings run deep and it can be hard to settle differences, and to recognise where apologies are owed. I just hope we learn the right lessons from this. - Andy / Nibbs99
  13. I gotta say, I'm really missing the night fighting, with flare illumination, so had a bit of a play in editor... Would it be possible to Add the RTO backpacks as limited to just JTAC and squad leaders Add the Radio Supports module via Eden Add to/create the attached to the descriptions.ext file Result should mean anyone with a radio backpack can bring up the radio supports menu, with the following limitaions The Aircraft list only allows the seahorse to spawn in and drop 4 short lived flares in a line (5 min reuse timer) The Artillery list only allows an 8 round burst of 105mm illum rounds on a 2 min reuse timer (~6 mins of illumination and with the call in delay it works out to about a 4min reuse timer allowing some coverage of both main AO and side) description.ext
  14. Given that the player count is typically still quite low, that every AO comes with a tank section, and that LAWs are 1 shot and thrown, Could we add access for the HEAT grenades for team leaders and AT roles?
  15. I'm not sure if it was mentioned yet... The other day we noticed the AI were choosing to garrison the prison bamboo cages (up to 4 per cage - kinky) in the enemy camps. not sure if that's solvable or not
  16. Honestly I somehow totally missed that one. not sure how, I thought I looked at the top few topics in the subforum before posting
  17. Also has the added bonus that the Starting base is just outside of the M101's max range to prevent that bit of griefing
  18. Firstly, I'm loving the Prairie fire, I&A, thanks so much for making it for us. I'm not sure if the current utilisation you guys see on it, is enough for you to want to invest much time into it currently, but thought I'd make a suggestion. Problem 1: The F4C Phantom requires (Skill + a good server ping + the server to decide to play nice + luck) to land on the carrier, people have been complaining they trap the wire, but the plane doesn't decelerate fast enough Problem 2: The FSG gunner needs to spend an extremely large amount of time driving all the backroads (likely in the slow ammo truck) to be able to set up in range (4km max) of a AO. Which is extremely frustrating, when you know on top of all that work, you still need someone to request mortar support for you to be able to be put to work. This is especially problematic at night when you're the most crucial support asset for providing illumination Proposed solution: Move the Hueys to spawn at the main base (near Lac My) Remove the carrier, and turn Maxwell field into the spawn point for CAS assets Add a M101 105mm Howitzer and Ammunition container near the airstrip, but just outside of base protection range of the support base
  19. After playing Mike Force, where players are able to create tasks for other teams, It made me wonder if it's possible to put something in for ground troops to be able to order up CAS, which would unlock the various CAS assets heavy and/or guided weapons for 5 minutes. (GBUs, Macers, Skalpels, Blackfish's 105mm, Wipeout's BRRRTTTTTT, Sharur, DAGR, etc) and let people just fail at will with the light CAS assets. (DARs, Miniguns, etc) I'm wondering if this would help alleviate the amount of time admins spend telling people CAS must be called in. Optionally restrict it to players at 0 altitude within 2km of a main/side/prio. Probably this is too much work, or too impactful for play, but thought it worth at least voicing the idea for discussion.
  20. I guess that means I can no longer park all 3 trucks just outside the hesco for rapid servicing then, oh well
  21. Not sure what's changed on EU1 recently, but if I park the blackfish in the vehicle lift area at main base, to load a heli supply crate, then drive the fuel truck out to it to refuel it. When I jump out of the fuel truck it rapidly gets despawned before I can get into the fish to refuel. (seems to be despawning in 1-20 seconds from exiting it.)
  22. Id assume as with all the other UAVs the NPC gets the credit unless you're directly controlling it at that moment
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