Jump to content

Jenkins

Donator
  • Posts

    68
  • Joined

  • Last visited

  • Donations

    900.00 GBP 

Reputation Activity

  1. Like
    Jenkins got a reaction from MidnightRunner in [EU2] Zeus Operations 29/09/19 @ 15:00 UTC   
    I've tested this numerous times since the jets DLC overhauled the way radar guidance works.
    I've found that DAGRs can only lock onto vehicles that are "hot" (emitting thermal radiation) or picked up by an ACTIVE radar. (Hellcat only has passive radar)
     
    As @ansin11 said, the DAGRs have no LOAL ability and cannot be guided by a laser designation unlike the Scalpel/Macer missiles or GBUs, they must have direct line-of-sight onto the target and that target must have a hot thermal signature.
     
    My suggestion would be to provide Vortex with two separate variants;
     
    1 x WY-55 Hellcat w/ 20mm Autocannon and Scalpel (x4) missile pod.
    1 x WY-55 Hellcat w/ 2 x DAR pods.
     
    However, that is down to @Xwatt to decide.
  2. Like
    Jenkins got a reaction from MidnightRunner in [EU2] Guerrilla Ops Livonia Week 6 27/09/19 @ 17:30 UTC   
    Did somebody say     C O L L A T E R A L    D A M A G E
     
    Liking the new layout chief @MidnightRunner
     
  3. Haha
    Jenkins got a reaction from Walk'N in [EU2] Guerrilla Ops Livonia Week 6 27/09/19 @ 17:30 UTC   
    Did somebody say     C O L L A T E R A L    D A M A G E
     
    Liking the new layout chief @MidnightRunner
     
  4. Haha
    Jenkins reacted to Wookz in EU2 Zeus Ops Feedback/Discussion Thread   
    @Jenkins let me and my noodles be i can eat and fight okay =D
  5. Like
    Jenkins reacted to Gambit in EU2 Zeus Ops Feedback/Discussion Thread   
    I can't agree more @Jenkins, I suggested the American style because that would, in my opinion, help open up the leadership roles, make them more accessible. With that said, some people would more likely take up those roles and with time, a level of leadership would train itself to work together, which in turn would make the newcomers' experience a bit more seamless, when they jump in a role of a rifleman. In my opinion teaching the community, and providing less daunting environment where they can easily hop in to learn should be the goal for us, so the community can grow. We, as players can do so much, lead by example, and offer help along the way, but ArmA's learning curve is already pretty steep with the million keybinds, adding a communication layer over it with TFAR, for people who just started to participate in these missions can be intimidating.
    I've heard too much that nobody wants to step up. I encourage all of you to take on these roles when situation arise, a little bit harder, but get your feet wet, because the appretiation from your fellow lads after, even when you try to carry out a hastily made half-baked bad plan, is worth the effort.
    Making the SL role more accessible and providing the option with an extra TL in the squads could provide more opportunity to get the experience, give more capacity to SLs to help their TLs learn. I usually join in at the latest time i can as to fill the missing roles if needed, and lately i've seen that SLs likely taken, but TLs are empty.
     
    Either way, even if the squad structure stays the same as is, it's upon the community to cultivate an environment where people won't feel intimidated to take these roles, and in the same time everyone can find the courage to tackle the challenge. I'm sure, if anyone interested, the more experienced guys and zeuses are willing to help, just ask for it. In the times i've been around, everyone (ofc with a few exceptions) was more than happy to help or eager to learn, this is why i personally prefer to hang around in this community. Great potential, incredible amount of effort from the zeuses, staff and regulars every week.
     
  6. Like
    Jenkins reacted to MidnightRunner in EU2 Zeus Ops Feedback/Discussion Thread   
    Thanks @Jenkins, now I want a campaign using the BAF stuff on Lythium. Good times.
     
    but, well said to you and @Gambit.
     
    Both structures work for our purpose and both have positive and negative aspects. I think it will come down to community preference and experience.
  7. Like
    Jenkins got a reaction from Gambit in EU2 Zeus Ops Feedback/Discussion Thread   
    I believe the squad structure we use currently is the same as Arma 3's vanilla setup, which is very similiar to how the British Army operates infantry sections. (Strange considering NATO is mostly American in A3.)

    Which you can see in the following picture;

    Obviously subsiding the Section Commander for SL and 2iC for FTL.
     
    I do agree that squad leading can be quite taxing, however in my opinion I believe that squad lead is a role that just requires practice and some basic radio discipline within the squad. Whether this is done pre-mission or established hastily in the field shouldn't make much of a difference in terms of workload.
     
    For the sake of easing people into leadership roles and making the scenarios less mentally taxing, it could be worth while adopting the American rifle squad structure. (Identical to the setup you mentioned.)
     
    As seen here;

    +Adding a CLS to accompany the squad leader.

    As you said, it would allow the SL to focus more on Platoon orders/communication between fireteams, rather than have to worry about the rogue rifleman disappearing mid-op to eat noodles (@Wookz). 😁This would also allow the FTL to practice their leadership ability.
     
    However, this is down to the staff to decide.
  8. Like
    Jenkins got a reaction from MidnightRunner in EU2 Zeus Ops Feedback/Discussion Thread   
    I believe the squad structure we use currently is the same as Arma 3's vanilla setup, which is very similiar to how the British Army operates infantry sections. (Strange considering NATO is mostly American in A3.)

    Which you can see in the following picture;

    Obviously subsiding the Section Commander for SL and 2iC for FTL.
     
    I do agree that squad leading can be quite taxing, however in my opinion I believe that squad lead is a role that just requires practice and some basic radio discipline within the squad. Whether this is done pre-mission or established hastily in the field shouldn't make much of a difference in terms of workload.
     
    For the sake of easing people into leadership roles and making the scenarios less mentally taxing, it could be worth while adopting the American rifle squad structure. (Identical to the setup you mentioned.)
     
    As seen here;

    +Adding a CLS to accompany the squad leader.

    As you said, it would allow the SL to focus more on Platoon orders/communication between fireteams, rather than have to worry about the rogue rifleman disappearing mid-op to eat noodles (@Wookz). 😁This would also allow the FTL to practice their leadership ability.
     
    However, this is down to the staff to decide.
  9. Thanks
    Jenkins got a reaction from Johnson in is this comunity stil alive?   
    I'd say @Minipily gave a pretty solid answer to your question.
     
    Unfortunately, a lot of different Arma 3 communities are experiencing similiar dry spell situations, it isn't purely reserved to Ahoyworld. The main contributing factor is that Arma 3 is becoming dated, and naturally, players will move on to other games.
     
    Ahoyworld is recovering though, thanks to the re-introduction of EU2 and the MSO missions ran by the Enhanced team.
    Hopefully once I&A4 is pushed out, full focus can be put into the release of AWE which I'm sure a lot of the oldies and newcomers will enjoy.
     
     
    You can check out highlights from MSO missions on @Johnson's channel:
    Multiple Sesson Operations
    Along with the EU2 gamenights on the Ahoyworld channel (and @Xwatt's Twitch highlights):
    EU2 Weekend Gamenights
    AhoyWorld Twitch
  10. Thanks
    Jenkins got a reaction from Minipily in is this comunity stil alive?   
    I'd say @Minipily gave a pretty solid answer to your question.
     
    Unfortunately, a lot of different Arma 3 communities are experiencing similiar dry spell situations, it isn't purely reserved to Ahoyworld. The main contributing factor is that Arma 3 is becoming dated, and naturally, players will move on to other games.
     
    Ahoyworld is recovering though, thanks to the re-introduction of EU2 and the MSO missions ran by the Enhanced team.
    Hopefully once I&A4 is pushed out, full focus can be put into the release of AWE which I'm sure a lot of the oldies and newcomers will enjoy.
     
     
    You can check out highlights from MSO missions on @Johnson's channel:
    Multiple Sesson Operations
    Along with the EU2 gamenights on the Ahoyworld channel (and @Xwatt's Twitch highlights):
    EU2 Weekend Gamenights
    AhoyWorld Twitch
  11. Like
    Jenkins got a reaction from Xwatt in is this comunity stil alive?   
    I'd say @Minipily gave a pretty solid answer to your question.
     
    Unfortunately, a lot of different Arma 3 communities are experiencing similiar dry spell situations, it isn't purely reserved to Ahoyworld. The main contributing factor is that Arma 3 is becoming dated, and naturally, players will move on to other games.
     
    Ahoyworld is recovering though, thanks to the re-introduction of EU2 and the MSO missions ran by the Enhanced team.
    Hopefully once I&A4 is pushed out, full focus can be put into the release of AWE which I'm sure a lot of the oldies and newcomers will enjoy.
     
     
    You can check out highlights from MSO missions on @Johnson's channel:
    Multiple Sesson Operations
    Along with the EU2 gamenights on the Ahoyworld channel (and @Xwatt's Twitch highlights):
    EU2 Weekend Gamenights
    AhoyWorld Twitch
  12. Thanks
    Jenkins got a reaction from Schubz in is this comunity stil alive?   
    I'd say @Minipily gave a pretty solid answer to your question.
     
    Unfortunately, a lot of different Arma 3 communities are experiencing similiar dry spell situations, it isn't purely reserved to Ahoyworld. The main contributing factor is that Arma 3 is becoming dated, and naturally, players will move on to other games.
     
    Ahoyworld is recovering though, thanks to the re-introduction of EU2 and the MSO missions ran by the Enhanced team.
    Hopefully once I&A4 is pushed out, full focus can be put into the release of AWE which I'm sure a lot of the oldies and newcomers will enjoy.
     
     
    You can check out highlights from MSO missions on @Johnson's channel:
    Multiple Sesson Operations
    Along with the EU2 gamenights on the Ahoyworld channel (and @Xwatt's Twitch highlights):
    EU2 Weekend Gamenights
    AhoyWorld Twitch
  13. Like
    Jenkins got a reaction from MidnightRunner in is this comunity stil alive?   
    I'd say @Minipily gave a pretty solid answer to your question.
     
    Unfortunately, a lot of different Arma 3 communities are experiencing similiar dry spell situations, it isn't purely reserved to Ahoyworld. The main contributing factor is that Arma 3 is becoming dated, and naturally, players will move on to other games.
     
    Ahoyworld is recovering though, thanks to the re-introduction of EU2 and the MSO missions ran by the Enhanced team.
    Hopefully once I&A4 is pushed out, full focus can be put into the release of AWE which I'm sure a lot of the oldies and newcomers will enjoy.
     
     
    You can check out highlights from MSO missions on @Johnson's channel:
    Multiple Sesson Operations
    Along with the EU2 gamenights on the Ahoyworld channel (and @Xwatt's Twitch highlights):
    EU2 Weekend Gamenights
    AhoyWorld Twitch
  14. Like
    Jenkins reacted to Minipily in is this comunity stil alive?   
    It's been a bit quiet in certain areas, depends what you want to come back here for.
     
    If you're interested in EU1 then that is obviously still around, some old faces may still be around too. Depends if you're playing for community or just playing there.
     
    EU2 is now doing organised gamenights every weekend and I believe sometimes in the week, if you're interested in some lightly modded (pretty much just TFAR) gameplay with a similar mindset to EU3 (organised, communication teamwork) then you might wanna check that out.
     
    EU3/AWE is down, no idea when it will be ready. Perhaps, next year if we're lucky but again, it's very grey on grey.
     
    EU6/MSO is around, we do heavily communication orrientated, challenging gameplay. It's had a break currently just due to the fact I'm in a new job and a bit spent on more heavy strain gaming.
     
    Discord exists, so if you'd like to use that then it's there.
     
    Teamspeak still has its regulars come in, as always me and the lads are down in the Navigation Deck and you'll find some others groups in and around the ship.
     
    I think all AW servers have moved to ArmA 3 Workshop now, Repo is pretty outdated and I rarely see it being used anymore on ArmA period.
     
    I believe you were more of an AWE regular so it's easy to understand why you thought the server was on its last legs, but there's still a home for everyone here and AWE is just having a much needed renovation.
     
    Pop in whenever you want obviously, but it does depend on what you're looking for.
  15. Like
    Jenkins reacted to LH5 in How to install TFAR and the teamspeak Addon   
    Step 1: First you will need to subscribe to Task Force Arrowhead Radio (BETA!!!) on the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=894678801)
     
     
    You will also need to subscribe to the required mod CBA_A3 for TFAR to work. 
    Step 2: open the Arma 3 launcher and go to the MOD category
    Step 3: time to load the TS addon so TFAR works in game, to do this go over to the Task Force Arrowhead Radio (BETA!!!) under available mods and click on the drop-down arrow.
    Once you have clicked on the drop-down arrow it should look like this, now go to the Display more options button.
    Now open folder in Windows Explorer.

     
    Be sure to follow the warning.

     
    Once you have opened Windows Explorer locate the folder named @Task Force Arrowhead Radio (BETA!!!) and open it.
     
    Now that you are in the TFAR folder open the teamspeak folder.

    Now double left click on the task_force_radio TeamSpeak Add-On, once you have done this a window looking like this should open. Once open select install and follow the prompts. (version number will change over time)

     
    The final prompt should be add-on installed. Do you want to activate this Add-On? Select yes and restart your teamspeak
     
    Step 2.1: Now it’s time to check the Add-On is activated.
    On teamspeak go to tools and go down to options

     
    Once in options go to the Addons category and look for Task Force Arrowhead Radio, once located check for the box that will either say Enabled or Disabled. If disabled, click on the box that says disabled to enable it.

     
    Congratulations you have now installed TFAR and the TS addon.  (if you are referring to this guide on how to update to the latest version of the plug in all you need to do is reinstall the addon following the same steps)
     
    Looking for a basic guide on how to use the radio's, try this: 
     
  16. Like
    Jenkins reacted to Xwatt in [EU2] Zeus Operations - TFAR   
    After conclusive testing, we have decided to use TFAR as the radio mod of choice for our [EU2] Zeus Operations. To keep it short, we decided to use TFAR over ACRE as TFAR natively supports vehicle intercom, whereas ACRE requires ACE to access this function.
     
    We will use TFAR in the upcoming operation this Sunday, and to make this transition easier, on the following days, we will be online on EU2 and TS to teach you how to set up and operate TFAR effectively;
     
    Thursday 22nd August  at 18:00 UTC (7PM BST) Friday 23rd August at 18:00 UTC (7PM BST)  
    TFAR Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=894678801&searchtext=task+force+arrowhead
     
    Based on community feedback, we hope that implementing TFAR will help aid communications and bring an overall smoother experience to the operations.
  17. Thanks
    Jenkins reacted to ansin11 in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  18. Haha
    Jenkins got a reaction from Xwatt in the amount of people camping/stealing rewards is astonishing increasing   
    Thanks a lot @Xwatt! How will I steal @TheScar's reward Kuma now?
  19. Like
    Jenkins reacted to Xwatt in Guide - Transport Helicopter Guide   
    All Credits To @Gambit
     
    Google Docs Link: https://docs.google.com/document/d/1TzoyPibi-IvXzuGUnyRTOGRK13y6I50gKgGP-wrbkmY/edit?usp=sharing
     
    PDF:    ROTC – v0.3.pdf
     
     
  20. Like
    Jenkins reacted to MidnightRunner in [EU2] Contact Ops Livonia 26/07/19 @ 17:30 UTC   
    Mission Name:
    [EU2] Contact Ops Livonia
    17:30 UTC
    (Contact DLC Required)
     
    Server Details:
    IP: 144.76.82.169:2602
    Port: 2602
     
    TS adress: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
     
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 42
    Brief Summary:
     
    Livonia is under attack from Russian Spetznaz forces. A large force has crossed the border in secret and set up a base of operations somewhere in the South of the country. 
    They are operating to undermine local government operations, we suspect in anticipation of an annexation like the one seen in the Crimea.
    The Livonia Defense Force has deployed a force to root out the Spetnaz base, and to counter their activity in the province.
    Your mission is to hunt down the Russian forces, find their base and drive them from the land.
     

  21. Like
    Jenkins reacted to Xwatt in [EU2] Zeus Operations 28/07/19 @ 17:00 UTC   
    Mission Name:
    [EU2] Zeus Operations - Invade Stratis [Week One]     (Three Week Series)
    17:00 UTC
     
    Server Details:
    IP: 144.76.82.169:2602
    Port: 2602
     
    TS adress: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17:00 UTC
     
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 60
     
    Brief Summary:
     
    In Recent News, we have discovered that the Government Of Stratis has been overthrown in a coup by the AAF. They have taken over the entire island, creating FOB's, strongholds, communication towers and much more. The United Nations have contacted NATO to seek help, to bring the government of Stratis back to power, and to restore stability on the island.
     
    We will start on the liberty, and deploy ourselves on the most southern point of the island. Our first primary aim will be to Liberate the observation post, which is how AAF may spot our inital insertion onto the island. From there we will have a variety of tasks, such as Attacking their military docks, Rescuing captured CTRG Forces, and taking Camp Maxwell as a first FOB, to which we will then resume our progress the following week.
     

     
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     
     

  22. Thanks
    Jenkins reacted to ansin11 in [EU2] Zeus Operations 21/07/19 @ 17:00 UTC   
    Was a fun mission. My first time leading a squad, I hope it was not too terrible to serve in Bravo tonight - I'm afraid my leadership was weak.
    I also hope that you didn't hear my keyboard too much, I apologise for that.
     
    I believe that the difficulty setting and amount of enemies was more fun during last week's mission; I think it's just more fun to have longer lasting firefights and engagements.
    Today was a lot more laid back engagement-wise for me (and all of Bravo squad I think).
     
    Having a platoon element was defenitely good, the downside to me personally was increased command chatter and decreased situational awareness (regarding both the strategic and the tactical situation), but I think that with more iterations the benefit of having that big picture coordinator will start to show more and more.
     
    Big issue for me was people who were not on TeamSpeak. It split the squad. Those who were on TS and just listened without talking were doing just fine (@Jenkins for example), but those who JIP'd and never joined TS were quite the problem. I used TS and not the ingame group chat for squad management, so everybody who was not on there didn't really know what was going on and what to do, especially tragic with @pepeNS who JIP'd into the vacant Bravo medic slot but as far as I know didn't join TS and thus was very difficult to coordinate with - working two chats was very taxing, working three chats - one of which is redundant for most of my players - would have been one too much. For me at least. But maybe I'm just not made to be a squad leader.
    Not sure if making TS presence a requirement would be the solution though, after all these missions are supposed to be less difficult to join and more public and vanilla.
     
    We also might want to consider mixing the more experienced players with the less tactical ones to even the squads out a bit.
  23. Haha
    Jenkins got a reaction from Xwatt in EU1 PlayerTime   
    And half of those hours are thanks to @TheScar
  24. Thanks
    Jenkins got a reaction from Schubz in EU1 PlayerTime   
    And half of those hours are thanks to @TheScar
  25. Haha
    Jenkins got a reaction from Kacper in EU1 PlayerTime   
    And half of those hours are thanks to @TheScar
×
×
  • Create New...