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applechaser

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  1. Like
    applechaser reacted to LH5 in [AWE] Frontlines Wednesday - 30/06/2021 @17:30 UTC   
    We're rallying for another mid-week bout of Frontlines!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Mod set/how to join
    https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/
     
    Situation
     
     
    Mission
    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
     
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
     
    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
     
    Squad leaders are responsible for the operational effectiveness of their teams.
  2. Thanks
    applechaser reacted to DomT in Frontlines Feedback Thread   
    Should be fixed next update.
     
    Have made it so rotors aren't spinning before the interaction is available.
     
    Fixed in next update.

    Reference LAMBS, Frontlines only uses its patrol, garrison and camp functions directly, and only for defensive AI. Otherwise its just the normal AI into combat, begin LAMBS stuff, so I can't influence it too much. There are a few CBA settings we can try and change but not sure how fruitful it is. Isla Duala may also not be helping, and will probably be avoided for future runs.
  3. Thanks
    applechaser reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread   
    Tis' done. Pod now gets velocity from chopper when detached, and speed/alt. changed to 10/2 ....
  4. Like
    applechaser reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread   
    Current criteria for releasing the pod is under 5kph and 1m altitude. Don't know how much higher and faster is safe for a drop, but can double it to 10kph and 2m alt. I think it comes down to the pilot too, releasing when it actually "feels" safe ....
  5. Like
    applechaser reacted to Havoc in Invade & Annex 3 Version History And Feedback Thread   
    Unsure if it is intended this way or not, but I personally don't like having the Taru detach action only when on the ground and stationary. Could this be changed to have the action pretty much always available? Could help in hot LZ's or when you want to just ditch it for multiple reasons.
  6. Thanks
    applechaser reacted to Havoc in Frontlines Feedback Thread   
    Helicopter explodes after unloading crate (not through ACE cargo). Seems to not disable simulation when unloading crates.
  7. Thanks
    applechaser reacted to Havoc in Frontlines Feedback Thread   
    Mobile respawn marker shows even though the vehicle itself is destroyed (wreck).
  8. Thanks
    applechaser reacted to RiverWolf in Frontlines Feedback Thread   
    The suppressing fire from Lambs, ACE, whatever it is needs looking at, not only can they see where you are and pin point you regardless of how much cover you are in the suppressing fire is extremely accurate, it's like the whole AO know what time you wake up, brush your teeth, arrive at work and know your every move, it's starting to get a little bit grating. The map Isla Duala is the most ugliest map to every grace my eyeballs, its map textures are ugly as sin and you can see where the terrain manipulation tool was over used, lets say 99% of the map and then there is the lag issue of looking a certain degree and your frames go to 5fps if you're lucky. No disrespect to Siege for his efforts trying to fix the map problems but you can't polish a turd.
     
    TLDR:
     
    Staff: Please remove Isla Duala from the map rotation.
    Dom: Please reign lambs in.
     
    Let me just add to this, restrict the amount of ammo the suppressive fire element has or give them a cool down rng based?
  9. Like
    applechaser reacted to MidnightRunner in Announcing CHADS Revenge starting 18th June   
    The next iteration of the CHADS will start this Friday 18th June.

    Setting:
    The CHADS fresh from leave after their stint in Africa have gotten an aid contract in Chernarus. The local governement forces, backed by Russia are fighting against an uprising of local forces. Civilians have been hit hard and the UN has sent aid workers to the area.

    The CHADS have been contracted to deliver this aid. However, since the events in Finland the CHADS have been looking for a way to get back against the Russians they have also taken secret contracts with the local rebel forces.
     
    The CHADS will have to maintain the guise of the provision of humanitarian aid, while working covertly to undermine government forces.
     
    Expect the brief for the first mission in the next day or so.
     
    Factions involved:
    Chernarus Local Government 
    Rebel Chernorussians
    Local smugglers
    Serbian UN detachment
     
     
    Modlist:
    Arma 3 Preset CHADS Revenge.html
     
     
     
     

  10. Like
    applechaser reacted to JJ Cakes in I&A3 Event Idea: End Game - aka - All Your Base Belong to Us   
    I've never seen a situation where we have all the FOBs and from what I understand there is an actual end-game if we complete all the missions.  I don't know what happens, probably we all get nuked.
     
    So here is my dumb/brilliant idea:  We have an event that runs on a weekend day, we hype it and try and get the server full right from server restart and maybe try and coordinate so the really early/late slots are full, but the idea is we want all slots full for the event.  We could try and see if the Arma3 Twitter account would boost the event and isn't there some popular Arma podcast we could pitch this to?  It seems like a fun way to try and get the community together for a common cause and see if we can actually beat I&A3, and since Invade & Annex is at least semi well known, get some free advertisement that Ahoy is where I&A was born and maybe get some new players.
     
    What inspired this idea is the motorsports endurance race where drivers/crew/etc... take stints to try and get their car over the finish line first.  It would be an endurance race... of murder!
     
    There's probably all sorts of other fun ideas that could be incorporated into this, but I'll leave that to the AW community if anyone thinks this idea has merit.  But really, I think it would be fun to try and band together to beat I&A3.  Nothing would make me happier than being unable to find a open slot for this event as long as someone streamed it.
  11. Like
    applechaser reacted to pmcrugby in Enhanced Map   
    1. Enhanced Map Ace Version
     
    2. This mod creates a more contrasted map allowing for easier identification of paths and roads, whilst also adding a true satellite imagery texture. It is client-side and so could be optional. It is a simple plug and play mod that claims to work on all modded maps (i have tried most of the Frontlines maps and it works perfectly). At 0.7MB it is extremely small. Whilst Frontlines doesn't use Cam Lao Nam I have found myself struggling to see the trail through such dense foliage, and the bolder lines help with locating positions.
     
    3. https://steamcommunity.com/sharedfiles/filedetails/?id=2467590475
     
    4. Frontlines is about planning and any tool to aid in that would be great. Because it is client-side if it isn't someone's cup of tea then they don't need to load it in. 
  12. Like
    applechaser reacted to Jonas in UAV despawn for UAV-Operator   
    So since the Greayhawks tend to act like toddlers whenever you look away and get stuck on stuff I would suggest having a similar mechanic for the big drones as there is for pilots and their helicopters. Being able to despawn them. Since theres not always a Zeus online to help or pilots are busy with transport you're left with a drone that, worst case, gets stuck ontop of the air service, rendering it useless for Vortex. 
  13. Like
    applechaser reacted to SkullCollector in Map Basics & Land Navigation (without GPS)   
    Map Basics & Land Navigation
    --- --- ------ --- ------ --- ------ --- ---
    Military Grid Reference System
    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.
     
    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.
     

     
    So how do you get there?
    “Along the corridor, up the stairs.”
     
    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.
     
    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.
     
    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.
     
    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.
     
    --- --- ---
    Scale, Elevation & Contour Lines
    The forgotten bottom right of your map shows this:

     
    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:
    Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)
    The unit of elevation of the numbers you find scattered across the map
    A linear scale for measuring distances at each zoom level
     
    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.
    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.
     

     
    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.
    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.
     
    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).
     
    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.
     
    From here we can discover the second useful property of contour lines: slope gradients.
     
    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.
    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.
     
    --- --- ---
    Triangulation
    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.
     
    The tools you’re going to need:
    - Compass
    - Map
    - Map tools (ideally)
     
    Scenario 1: Stranded
     
     
    Scenario 2: Organising Support
     
     
    Map Tools: Bonus
     
    --- ------ ------ ---
     
    To see what silly things I might eventually do with formatting, here's the GDocs link:
    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing
  14. Like
    applechaser reacted to SkullCollector in [AWE] FRONTLINES FRIDAY -- Grand Opening, Friday 16 April 2021 @ 1730 UTC   
    We have been hard at work to create an exciting in-house game mode that is set to replace Liberation. It will feel familiar, but different in intriguing ways. Care to find out? Join us for the Grand Reveal this Friday!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Modset
    AW_Frontlines.html
     
    Leadership Sign-up
    https://forms.gle/xoCUnkn4e8F9DVEn6
    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Every slot is still open and available for join-in-progress.
     
    Situation
    Russian airborne forces (VDV) have occupied the island of Malden. We have been deployed as a task force to secure a beachhead for further operations; however, initial supplies are limited. 
    Resistance to the invasion is as yet undecided, since the take-over seems to have happened swiftly and softly. We must not let their favour slip away.
     
    Friendly forces
    British Armed Forces, Combined Arms, Task Force Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    1x 3-man Fire Support Group
    1x 3-man Vehicle Crew
    2x 2-man Air Crew
    1x 2-man Logistics  
     
    Independent forces
    -
     
    Enemy forces
    The Russian VDV is a highly organised, regular force suspected to have access to these assets:
    Regular infantry
    Motorised and mechanised transport
    Armour
    Rotary-wing aircraft
    Fixed-wing aircraft
     
    Reconnaissance has identified key locations serving as radio communications facilities to sabotage or capture. Reports of quick-response Forward Operating Bases as well as supply depots around the island are also coming in. 
     
    Mission
    Gain a foothold and fortify our FOB. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
    Squad leaders are responsible for the operational effectiveness of their teams.
  15. Thanks
    applechaser reacted to WinterMute in AWE POLL: Arma DLC Ownership   
    This poll runs for 1 week! Please take a few moments to find out what DLC you have and vote here. Pick every option that applies.
     
    We have traditionally avoided missions that will require DLC to be purchased. There's been a few things that need DLC, but primarily we've used mods on AWE.
     
    Some of the DLC content is very nice, and we want to know how many people have it! This will help mission makers get an idea of whether it's worth making a mission that will use DLC content (mostly thinking maps, but who knows!)
     
    Knowledge is power.
  16. Like
    applechaser reacted to WinterMute in [Tweak] Adjust ACE Medical   
    2m30 seems like a good cardiac arrest time. Long enough for a team to pull together and get you back up, but not so long that you get bored in a mascas where nobody can get you back up. We would need to consider the effect on the vortex role as reinserts will be less often (hopefully!) and so that role would need to expand to keep it entertaining - maybe it would become light CAS - in vanilla Arma terms, changing the role from flying Ghosthawks and Hummingbirds to flying Orcas and Hellcats.
     
    Surgical kits are weird at the moment - medics typically carry one (because it's not a commonly used item, it's not worth carrying more than one) and when they are used, they just stop the stitching process before the kit gets consumed (because they only carry one!). I think this change would justify their use far more and make "the quiet bit between engagements" a more useful time for getting healed up and repacking mags etc, than it currently is, where you can get a bit bored.
  17. Like
    applechaser reacted to SkullCollector in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  18. Like
    applechaser reacted to SkullCollector in [Mod] BoxLoader   
    1. BoxLoader 
     
    2. The mod allows loading appropriate cargo and logistics objects onto vehicles to transport more conveniently and awesomely. It comes with a container / pallet functionality, which allows stacking of smaller items such as ammo and launcher crates onto a pallet, which is loaded as a whole onto the bed of a lorry or a roof rack. Much of it is available for paradrops.
    There is also a fortifications module that I have not tested, but promises to meaningfully adapt fortifications like sandbags and H-barriers to cargo and a built-in construction system.
     
    3. BoxLoader: https://steamcommunity.com/sharedfiles/filedetails/?id=1199318917
    ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1201499127
     
    4. Liberation is already playing towards logistics, but it can be a little unsatisfying with only ACE cargo available. Loading up supplies adds a gameplay dimension we don't often explore past bringing a medical crate, which is mostly forgotten about, hidden in a Humvee way back.
    The fortifications can feasibly replace or supplement GRAD trenches (depending on their bug status), without being magic. 
     
    Outside of Liberation, getting used to it for gamenights enables us to bring logistics into the scope of a mission. Establish a forward observation post. Supply it. Defend it.
     
     

  19. Thanks
    applechaser reacted to Johnson in Operation Chingados (Chapter Three)   
    Big thanks to everyone for coming to that mission, hope everyone enjoyed it!
  20. Like
    applechaser reacted to Johnson in Operation Chingados (Chapter Three)   
    Hello all,
     
    I figured it was about time to make an official forum post for Operation Chingados (Chapter Three) since we're hoping to launch this Saturday (March 6th). Similarly to Chapter One and Two, this new thread will be used to announce each weekly mission so that players are able to have a grasp of the situation pre-briefing if they so desire.
     
    I also wanted to throw in a summary of my recap video (https://youtu.be/ZTyVq7owUsk) for anyone who didn't watch or understand it so that players are all on the same page come launch, although this is by no means a necessity.
     
    As always, everyone is welcome and encouraged to join and I'm really looking forward to seeing you all in the field!
    - Johnson
     
     
    What is Operation Chingados?
    Mexican War on Drugs style campaign Interactive story driven missions Semi-hardcore gameplay  
    Who are the factions?
    [BLUFOR - players] Operation Chingados Agency (OCA) [OPFOR - enemy] The Los Zetas Cartel ("Zetas", "Zs") [INDEP - enemy] Mexican Federal Police ("Federales", "Feds")  
    What is the story so far?
    Chapter One: OCA arrive on the island / multiple Federales-assisted raids on Los Zetas / possible police corruption Chapter Two: Conflict greatly escalates / OCA start to suffer / both sides take severe losses / OCA second-in-command assassinated by Federales Chapter Three (prelude): Federales and Los Zetas working together / OCA on the defensive / island falling into chaos  
    What is the structure/roles?
    Four squads + command (Alpha, Bravo, Charlie, Delta + Omega) Two teams per squad (6 men per squad, 3 men per team) Team 1: Squad Leader, Medic, Operator / Team 2: Team Leader, Breacher, Operator  
    MOD PRESET:
     
     
    Operation ChingadosZEN.html
     

     
  21. Like
    applechaser reacted to Moto in AWE media distribution   
    Time to dig this thread up
     
  22. Thanks
    applechaser reacted to Norris in Invade & Annex 3 Version History And Feedback Thread   
    Below is the change log for 3.3.68. It will go live after the restart on 02/17/2020.
     
    - [Added] Zeus Prio/Side exclusion zones
    - [Added] Zeus rewards dialog
    - [Added] Main AO subobjective: Command and Control
    - [Added] Main AO subobjective: Communications Hub
    - [Added] Steve's nephew Steve to FOB Last Stand
    - [Added] Steve's distant cousin Steve to FOB Marathon
    - [Added] Functionality for mission persistence
    - [Tweaked] BLUFOR vehicle customization scripts
    - [Tweaked] Arsenal/item restriction scripts
    - [Tweaked] Pilot and engineer refuel actions
    - [Tweaked] Dead player body ejection from vehicles
    - [Removed] CAS helis from Main AO
    - [Removed] Main AO subobjective: HQ Building
    - [Removed] Main AO subobjective: Supply Cache
    - [Removed] Infantry and Heli CAS from Prio: Factory
  23. Thanks
    applechaser reacted to AhoyWorld in Public Statement about Harassment   
    AhoyWorld is made by its players. We must recognise that our actions shape the community as a whole, and affect other people in particular.
     
    AhoyWorld is a welcoming community that respects its members and visitors. We expect everyone to maintain this environment and will take action against those who jeopardise that community spirit.
     
    Today, we removed a player who did not recognise this. In their actions, they deeply unsettled those involved and repeatedly crossed boundaries directly set by the other party. These boundaries become our own from the moment they are laid out. Now, we are laying them bare for everyone to abide by.
     
    We are an inclusive community where everyone is treated as equal. Standing or length of stay do not absolve a member of the community from ignoring this fact.
     
    We will not tolerate harassment of or indiscretion towards other members of the community.
     
    If you see somebody cross personal boundaries, your voice matters. You can always bring any concern and fear of yours to our open ears as staff and people. You can always give the person involved a poke and ask if they are alright with the goings-on; it is better to ask than to ignore.
     
    From all of us, thank you. Take care.
  24. Like
    applechaser reacted to ansin11 in ShackTac User Interface, DUI - Squad Radar   
    Please whitelist the ShackTac User Interface successor DUI - Squad Radar and make both mods optional for AWE (ST UI is currently mandatory).
     
    I personally prefer DUI and I can imagine that I'm not the only one, but I can also imagine that there are others who prefer to use ST UI, so I suggest making both options available, similar to how it is done on our Invade & Annex server(s).
  25. Haha
    applechaser reacted to Noah_Hero in Community Update #10 - Xwatt Departs   
    Pretty sure that means that he lost his immunity and can be charged for warcrimes commited as part of Alpha now🤔

    Jokes aside, good job! Back to jokes: Even that good that they had to replace you with two people!
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