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Gringo

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  1. Like
    Gringo got a reaction from Karate Pyjamas in [AWE] [GAMENIGHT] Prometheus Series - OP: Pegasus - by KPJ   
    i'm in, bring on the pain!!!!
  2. Like
    Gringo reacted to AhoyWorld Outreach in Basic Radio Functionality   
    Intro
    The objective of this guide is to help the reader understand how the radio devices in TFAR works, we will look at the typical examples of radios in use on AWE but can be applied to any TFAR user looking for a quick start guide, note that this guide does not cover correct communication etiquette.

     
    Short Range Radios (UHF)
     
    AN/PRC-152
    This radio is intended for fire team leaders, Within AWE frequencies are located on the edge of the map in the left corner, they are normally set up correctly as you spawn in.
     
    Display
    The first block (C1) refers to the channel selected.
    The second block displays the frequency of the channel selected in megahertz (Mhz), you can click this, highlight the numbers and change the frequency, you must use the function button ENT to confirm this input.
     

    Function buttons
    CLR: Clears the current frequency, this button is not really required because you can just highlight the current frequency and press backspace (delete).
    ENT: Enter. (set frequency) Press this button to confirm what you have written into the frequency box, without pressing this the frequency will revert back to the frequency before you edited it.
    PRE +/-: This button changes the channel up or down, the primary method of changing channels is done by the number pad on your keyboard.


    Advanced functions
    ◄ (arrow left): Set additional channel creates an alternative frequency on the radio that enables the user to multitask their radio. An example might be a fireteam leader may have to communicate to an armoured element whilst maintaining watch on his own frequency. An additional channel is indicated via an A instead of a C in the channel display.
    ► (arrow right): Speakers, allows you to toggle between headphones and speakers, if you select speakers it means that others can hear the radio device.
    0 (): Stereo settings, allows you to choose which earphone you hear the channel on. Note you may also set additional channels up on a different stereo setting to your selected channel.
     
    The central rotary knob changes the volume for the device.
    Numerical buttons - have no function on this device.

     


    RF-7800S-TR
    Intended for squaddie use it does not have any of the advanced functions, it requires a MicroDAGR to be programmable. Best practice is to switch channels using the numberpad on your keyboard

     
    Long Range Radios (VHF)
     
     
    AN/ARC-210, (black interface)
    This radio can be found predominantly in BAF JTAC/FAC backpacks as well as armoured units, aircraft and some transport vehicles. Within AWE you can usually find the frequencies at the edge of the map and also the preset frequencies are correct, to change with the number pad you have to press left control and then a number on your keyboard number pad. The next two interfaces are very similar.
     
    Display
    The first block (CH1) refers to the channel selected
    The second block displays the frequency of the channel selected in megahertz (Mhz), you can click this, highlight the numbers and change the frequency, you must use the function button FREQ to confirm this input.
     
    Function buttons
    FREQ: Set frequency, same function as ENTer on the UHF radio, you must press this to confirm your entry into the frequency box.
    ERF: Set additional channel creates an alternative frequency on the radio that enables the user to multitask their radio. An example might be an armoured unit trying to communicate with other units far away and also sticking to the command channel at the same time.
    STO: Stereo controls which earphone will be used for the selected channel (or additional channel)
    LOAD: Puts the radio on speaker, this is useful if there are multiple crew working in a vehicle where it may benefit them to hear VHF communications. For example, the passengers of a troop transport can hear the rest of the platoon’s movements and status to gain better situational awareness.
    CLR: Clears the frequency window.
    VOL: Controls the overall volume
    PRESET: Adjusts channel selection, best practice is with ctrl+number pad on your keyboard.
     




     
    RT-1523G (ASIP) (Green interface)
    Commonly found across the board of VHF communication in an infantry platoon, the buttons are the same as above with the exception of:
    TIME - increase volume
    BATT/CALL - decrease volume

     
  3. Like
    Gringo reacted to S0zi0p4th in First night playing   
    You are mixing 3 diferent voice systems up wich is common use for players new to tfar 
     
    they way you should continu to use voice is 1 u use capslock for radio  and 2 u use your TS PTT for direct coms you might have noticed that when you enter the server with tfar TS switches your ts chanel and mutes every one in there tis is done by Tfar because they work together 
     
    The whole Arma3 voice system you can forget on AWE or any tfar server because thats disabled 
     
    Hope you understand 
  4. Like
    Gringo got a reaction from Fabs in Whats your setup like?   
    nice and clean desk @GamerbugUK, my set-up (desk) has to be shared with the wife, (paper all over the place, keyboard full of cat hair etc etc)
  5. Like
    Gringo got a reaction from GamerbugUK in Whats your setup like?   
    nice and clean desk @GamerbugUK, my set-up (desk) has to be shared with the wife, (paper all over the place, keyboard full of cat hair etc etc)
  6. Like
    Gringo reacted to GamerbugUK in ArmA 3 Screenies & Videos Thread   
  7. Like
    Gringo reacted to Noah_Hero in Why is there a maximum amount of positive reputation that you can give/day?   
    And what are AhoyCoins/what are they good for?
     
    And on what timezone is a day here on the forums based?
  8. Like
    Gringo reacted to BloodInTheSand in Why is there a maximum amount of positive reputation that you can give/day?   
    This. Too much inflation if we could just have as many as possible.
  9. Like
    Gringo reacted to Ryko in Why is there a maximum amount of positive reputation that you can give/day?   
    It's so you don't amass too many AhoyCoins.
  10. Like
    Gringo reacted to fir_nev in Why is there a maximum amount of positive reputation that you can give/day?   
    Explains my frugal spending of reps. 
  11. Like
    Gringo reacted to Noah_Hero in Why is there a maximum amount of positive reputation that you can give/day?   
    Totally but in general I think showing a leaderboard at all isn´t a good idea because that might also be a reason for people not to like things. Like: "hmm, if I like his post then he might be overtaking me" or something. And people should discuss things here on the forum and not always have an eye on there rep/ratio.
     
    Yeah, you find it under the "more" tab in the top line of the site. I don´t know why it actually is the only thing in there and only used it so far to mock @razgriz33 because @Ryko overtook him...
     
    I´m giving likes away for everything that I like (like people used to do on FB before everyone realised that that´s how they do personalised advertising) I mean why would you spare with likes? You show that you like something and the other person is happy because he got a like. a win-win situation.
    Also I do not randomly give likes away to everything but for example yesterday I posted a few more things and there were a few good replys that I agreed with and then you hit 10 likes easily.
  12. Like
    Gringo reacted to Noah_Hero in Why is there a maximum amount of positive reputation that you can give/day?   
    Happend again to me today. I just wanted to like a post that I...well just like...but:
     
    "You are only allowed to give reputation 10 times per day. You cannot give any more reputation today."
     
    I totally get the point and agree with it to have a limit for giving negative reputation (max 1/day) to prevent angry idiots from annoying everyone. But why is there a limit for giving POSITVE reputation (max 10/day)? I mean probably it is to prevent "like for like" trades where people/idiots are liking every post the other person made in the last 10 years but I don´t think that this is an issue here in this community (And even if it where: who cares?!). Also I think people here are often too much cautious when it comes to giving +rep but this limit even strenghtens this behaviour. So why not remove this limit (if it is possible to do so) to get people to just liking everything they actually like instead of sparing their likes?
     
     
     
    Best regards
    Noah
  13. Like
    Gringo reacted to fir_nev in Why is there a maximum amount of positive reputation that you can give/day?   
    I understand this is to prevent rep-farming but why include the Leaderboard? I am not *coughs* interested in who wins the daily race *coughs* but I do keep track (somewhat) post-to-like ratio. 
  14. Like
    Gringo reacted to fir_nev in Why is there a maximum amount of positive reputation that you can give/day?   
    Looks like it. Telling us to be frugal and likes to be given on posts with more substance.
  15. Like
    Gringo reacted to GamerbugUK in Why is there a maximum amount of positive reputation that you can give/day?   
    There's a leaderboard?
     
    I liek things if it makes sense, never hit that cap, didn't know it existed, seems odd but I guess be more desicive in what you like?
  16. Like
    Gringo got a reaction from Shadow56 in Hello everybody!   
    Hi @Shadow56 welcome, feel free to ask as many questions as you need to in either TS or in game to get to grips of the Mods especially ACE. There are some good guides on the forum like @Noah_Hero has mentioned and also youtube. We are a freindly bunch and always willing to spread the knowledge.
     
    Gringo
  17. Like
    Gringo reacted to GamerbugUK in ArmA 3 Screenies & Videos Thread   
  18. Like
    Gringo got a reaction from Bombhead in Hello Ahoy World!   
    Welcome @Bombhead
    hope to see you around one of the many ahoy servers, be they the public or the enhance EU3.
     
    ahoy! Gringo
  19. Like
    Gringo reacted to S0zi0p4th in AWE - I&A Server message   
    Tbh in theory the msg is correct   and noah is also correct
     
    We never changed the text 
    When I am home again I will either change it or just total remove it because I hate them on a modded server
     
    This of course is depending on the amount of rep I get for this post
  20. Like
    Gringo reacted to Miczils in Advanced Flight Model with Uncle Gandalf   
    Great idea, personally I've flown with advanced flight model since it came out and never felt like going back. I'd love to see more people try it out!
     
    Sent from my SM-G935F using a phone app that is really irritating because it constantly advertises itself.
     
     
  21. Like
    Gringo reacted to GandalfTheCray in Advanced Flight Model with Uncle Gandalf   
    For those of you interested in learning how to fly in the advanced flight model, I've written some notes below and made a short demonstration video to show you some of the stuff I'm talking about. It's a steep learning curve but it's also incredibly rewarding. Arma 3's advanced flight model offers probably the best simulation I've found so far of actual rotor-wing flight, and while it isn't quite the real thing, it gets stuff right that other simulators don't.
     
    For those of you that are completely new to the advanced flight model, the key difference is that the main rotor now generates torque. The torque of the main rotor causes the helicopter to spin in the same direction, and if you want to fly in a straight line, you have to cancel out the induced rotation (hence why the tail rotor is called the "anti-torque" rotor).
     
    To avoid confusion below, I will refer to "throttle" and "power" as "collective". But collective and throttle aren't actually the same thing -
    Collective is a flight control that adjusts the angle of the main rotor to generate lift, also increasing aerodynamic drag and therefore reducing rotor speed, or RPM. Throttle is the main engine power and affects rotor RPM.  
    In old helicopters, you'd have to carefully adjust the throttle to match the collective's setting so that the rotor RPM didn't reach dangerously low or high levels. However, in modern helicopters (and in Arma helicopters), you don't control the throttle. You control the collective and a governor automatically adjusts the throttle to maintain an appropriate rotor RPM.
     
    Before venturing into the advanced flight model any deeper, I would suggest you get yourself a set of flight controls - some sort of analogue throttle control, a joystick and generic rudder pedals. It is possible to fly in the AFM with mouse & keyboard but the learning curve is much steeper, your movements will be sloppy and you'll find that building muscle memory takes weeks and months rather than days.
     
    Your first challenges are going to be maintaining a hover, navigating taxiways and flying straight and level. All of these rely on building muscle memory with your feet, allowing you to correct the helicopter's axial rotation with an appropriate level of sensitivity in the anti-torque rotor. Note that, if you increase collective, the torque generated by the main rotor increases - so you have to apply more corrective pedal at a high collective than you would at a lower collective. In the video at the end of this post, look at how much the helicopter banks when flying straight and level, and compare that to how much the helicopter banks when taking off with full collective. The banking in this case is the amount of correction needed to counter the main rotor's torque.
     
    Don't worry about landing until you've mastered the more basic flight controls. If you learn the basics first then landing will become much easier.
     
    When conducting a landing in the AFM, it's much the same as in the standard flight model - drop collective, nose up, bleed off speed, gently touch the ground. But there's some further complications...
    Ground Effect. This occurs when you're very low to the ground - the main rotor creates a bouncy cushion of air between the ground and the main rotor, as the air being thrust into the ground doesn't have anywhere to go. Ground Effect is actually your friend most of the time, it allows you to take off with less throttle and slightly cushions your landing at the critical point just before you touch down. But if you don't remember to take it into account, it'll be your worst enemy. Vortex Ring State (VRS). VRS occurs when you descend in a straight line without any lateral speed. The rotors descend into their own turbulent air and struggle to generate lift. The worst part of VRS is that the instinctive reaction is to increase collective, but this actually makes the situation worse (exact results depending on power-weight ratio). A helicopter in VRS will experience pronounced wobbling (like a magnitude 6 earthquake) and will move very unpredictably. To get out of VRS, you need to drop collective and nose forward to get out of the turbulent air. You'd better hope you're more than 30ft above the ground if this happens!  
    And here's the video - some demonstrations and some useful knowledge to have.
     
    Video Bookmarks:
    Rotor RPM - 0:26 Vortex Ring State -  2:12. VRS looks different in vanilla Arma, ACE must be doing something here. Autorotation - 4:12 Ground Effect - 5:31 Traffic Pattern - 6:49 Free Flight - 12:15  
     
     
  22. Like
    Gringo got a reaction from Stuart.G in AWE - Lag Issues   
    Hi
     
    Have you considered installing ARMA on a separate SSD?
    I will be doing this this weekend. , Gumpff on the net says it should help ARMA run much smoother
     
    Gringo
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