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LH5

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  1. Haha
    LH5 reacted to Damo3D in AW end of the year awards ideas 2021   
    I think AW best/worst shot of the year would be a nice addition.
    e.g. unsighted RPG kill tank/heli or spray a full clip at an enemy 30m away and miss (probably closer to be a candidate for the latter than the former myself 🙃)
  2. Like
    LH5 got a reaction from Damo3D in DCS World Server/Mission Discussion Thread   
    Small update on mission progress for you.
     
     
    1: Convoy Range has been moved
     
    2: Marked Dynamic range borders 
     
    3: Dynamic range updates.
     
    - Objectives will no longer spawn one at a time, over the first 20 minutes of the mission additional objectives will spawn in across the range area.
    This is to help spread out players and increase objective play time, an added benefit to this is a sense of a battlefield rather than just range with a target.
    (there is a limited number of objectives, this is not a small number and is increasing every time I work on the mission. The mission is also set to restart every 4 hours so you will have a hard time pushing those objectives to the limit *in theory*)
     
    - More RED air spawns have been added to dynamic range & will grow with each added objective. (RED AWACS is now out there for the AWACS hunters amongst us)
     
    - New objective type, Factory. Lower number of SAM threats (more short range self defence rather than long range SAM) & more building based targets.
     
    4: Helicopter based "dynamic" objectives, shorter distance between spawn to target & targets within objectives suited for helicopter combat/weaponry so running infantry, tents, lower AA threat, etc (100% not in preparation of apache release )
     
    5. Supercarrier added to the fleet per @foxike request.
     
     
     
  3. Like
    LH5 got a reaction from MidnightRunner in DCS World Server/Mission Discussion Thread   
    Small update on mission progress for you.
     
     
    1: Convoy Range has been moved
     
    2: Marked Dynamic range borders 
     
    3: Dynamic range updates.
     
    - Objectives will no longer spawn one at a time, over the first 20 minutes of the mission additional objectives will spawn in across the range area.
    This is to help spread out players and increase objective play time, an added benefit to this is a sense of a battlefield rather than just range with a target.
    (there is a limited number of objectives, this is not a small number and is increasing every time I work on the mission. The mission is also set to restart every 4 hours so you will have a hard time pushing those objectives to the limit *in theory*)
     
    - More RED air spawns have been added to dynamic range & will grow with each added objective. (RED AWACS is now out there for the AWACS hunters amongst us)
     
    - New objective type, Factory. Lower number of SAM threats (more short range self defence rather than long range SAM) & more building based targets.
     
    4: Helicopter based "dynamic" objectives, shorter distance between spawn to target & targets within objectives suited for helicopter combat/weaponry so running infantry, tents, lower AA threat, etc (100% not in preparation of apache release )
     
    5. Supercarrier added to the fleet per @foxike request.
     
     
     
  4. Like
    LH5 got a reaction from possiblyEOD in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  5. Like
    LH5 got a reaction from SkullCollector in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  6. Like
    LH5 reacted to MidnightRunner in PMC Ops Resurgence Week 1 @ 19:00 UTC 19/11/2021   
    Mission Name:
    PMC Ops Resurgence Week 1
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Resurgence.html (Plus usual optional mods)
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 35 
    Platoon // 4 man element
    Alpha - Delta // 7 man elements
    Vortex // 2 man pilot team 
     
     
    Situation
    With the withdrawal of NATO forces from the region local government forces have been stretched thin. They maintain a tense peace with local tribal factions and are besieged by an insurgency. In an attempt not to overstretch themselves government forces have fallen back to secure key locations including towns and oil production in the area. The northern territory is split between Tribal fighters and insurgents, with the two regularly fighting over the area. To make up for the shortcomings the government has issued bounties on insurgent members claimable by international PMC organisations. The CHADS have taken this opportunity to claim these lucrative bounties.
     
    An advance force has made contact with tribal leaders and we have gained permission to setup camp in their territory and for their forces are to be treated as friendly. Our first set of targets is ready and waiting for the CHADS to hit the ground. 
     
     
    Assets:
    1 x AH6M
    1 x MH6M
    1 x CH47F
    Various ground support vehicles
     
    Friendly Forces:
    Local Government Forces
     
    Enemy Forces:
    Insurgent Forces
     
    Neutral Forces:
    Local Tribal Factions
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
     Assault the targets indicated by intelligence and capture/kill available targets or intel on site.
     
     
    Execution
    Objectives:
    1. Assault the marked locations 
    2. Search for known targets or intelligence
    3. Avoid disrupting truce with Tribal factions
     
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Enemies may be engaged on sight based on current squad orders
    Civilians are present in the area so collateral damage is to be kept to a minimum.
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.

     
  7. Like
    LH5 got a reaction from applechaser in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  8. Like
    LH5 got a reaction from Toasted_Bread_Slice in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  9. Like
    LH5 got a reaction from JJ Cakes in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  10. Like
    LH5 got a reaction from Stanhope in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  11. Like
    LH5 got a reaction from Damo3D in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  12. Like
    LH5 got a reaction from MidnightRunner in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  13. Like
    LH5 got a reaction from foxike in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  14. Like
    LH5 got a reaction from foxike in Do you play DCS?   
    👀
     
  15. Like
    LH5 got a reaction from Bomer in DCS World Server/Mission Discussion Thread   
    You have probably seen the teaser trailer by now & know AW will be getting a DCS server. I don't want to see the mission going up and being a complete surprise to the majority of players so I'm going to do my best to keep the development of the mission as open as possible. Hopefully this will result in a mission that we all like (already being built on responses to this topic)
     
    As the mission editor is a cluttered mess I have put together a award winning render of the mission state atm.
     
    A bit of detail on what's in/planned for these areas.
     
    Spawn:
    - Spawn points (there will be a place for you to request more of certain modules in case you find that one you own is not there or just not enough to go around)
    - CTLD pickup point
     
    Heli CAS Range:
    This range has multiple objectives,
    - A target area that will not fire back or move (simple target practice) 
    - A target area that shoots back & moves around to try and avoid death (bit more deadly target practice)
     
    Static Jet CAS Range
    - A Varity of targets that will not react or fire on you so you can practice your weapon employments without risk of being shot down.
     
    Convoy Range
    - A moving convoy to practice your convoy strike skills
     
    Air to Air Range
    - A selecting of unarmed BLUE & RED jets mixed together to practice your Air to Air weapon skills & IFF ability's (these jets will not react or fire back)
     
    Anti Ship Range & Spawns
    -  Viggen & JF-17 spawns at Batumi to launch anti ship strikes from
    - Carrier strike group made up off the Forrestal, Tarawa & Kuznetsov (Harrier, F/A-18, F-14 & SU-33 spawns)
    - Out to the west you will find a few ships to practice your anti shipping skills on (at this time they will not fire back or intercept)
     
    Now for the big one, Dynamic Range.
    These are objectives that will shoot back & move around as you destroy them. One objective will show at a time, once it has been destroyed a new objective will spawn & have a chance of increasing the RED air presence. RED air assets will patrol the area after objective one is destroyed, this wont just a be limited to jets but also a few helicopters. 
    You will also notice a BLUE FARP, this is a second spawn point for both CAS & Logistic Helis. The idea behind this is to allow heli pilots to take part in the main arena. CTLD is enabled at the FARP so logistics can build SAM sites to take down enemy air, deploy troops to close by AO's or build Combined Arms enabled vics to take into battle yourself. 
    (RED Forces will not leave or shoot outside the dynamic range area leaving the other targets a safe place to practice the needed skills to enter the dynamic range) *the range is as dynamic as I can make at this time, as the mission versions progress so will the range randomness*
     
    Here is a list of current planned features, requested features & bugs from those who have tested the mission so far. Feel free to comment in the request area or on this forum thread, I will be doing what I can to accommodate requests but some may be out of my current skill range or don't fit the mission.
    Escalating Terror Google Doc
     
    (You will find me local hosting the mission for testing now & then. These are not private tests if im in the DCS TS channel, so if you happen to be on at the same time as when im running it come try it out )
     
     
  16. Like
    LH5 got a reaction from possiblyEOD in Do you play DCS?   
    👀
     
  17. Like
    LH5 got a reaction from Damo3D in Do you play DCS?   
    👀
     
  18. Like
    LH5 got a reaction from Damo3D in [AWE] Frontlines Wednesday - 17/11/2021 @18:30 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.
  19. Like
    LH5 reacted to Bomer in AW end of the year awards ideas 2021   
    Hi all,
     
    The end of 2021 is rapidly approaching and we had one hell of a year. This also means it is time to begin the process of awarding our annual award ceremony.
    We begin this by gathering and voting for the awards we will be awarding. This thread will close on Friday 26th of November. Voting on who wins these awards will then open on the 1st of december and continue until the 23rd.

    Noted below are the awards we used last year in no particular order. If you have any additions you feel would add to this year's award ceremony be sure to submit your desired award below! The list is already quite well covered with a total of 28 awards.
    AW MVP 2021 AW Most Friendly Admin/Moderator/Spartan 2021 AW Most Helpful Admin/Moderator/Spartan 2021 AW Most Active Staff Member 2021 AW Strictest Staff Member 20201  AW Best Team Player 2021 AW Most Helpful Member *Non Staff* 2021 AW Most Friendly Member 2021 AW Tacti-cool member 2021  AW Underrated Member 2021 AW Most Incoherent Member 2021  AW DAAASSS BOOOOT 2021 - The drunkest member of 2021 AW Best/Worst Pilot 2021 AW Best Voice 2021 AW Funniest Person on Team Speak 2021 AW Worst Joke 2021  AW Best Moment 2021 (can be in-game, on Teamspeak or Forum) AW Best Forum Post 2021 (please put URL in) AW Dankest Meme Post In Discord 2021 AW Best Driver 2021 AW Worst Driver 2021 AW Best Fail 2021 AW Best Ban of 2021 AW TeamSpeak Channel 2021 AW Best Screenshot 2021 AW Best/Worst Call-out 2021 AW Candidate for the Hague 2021  AW Role Model 2021
  20. Like
    LH5 got a reaction from MidnightRunner in AW end of the year awards ideas 2021   
    AW best video
     
    Seen some great ones over the year, best moment award fits great for a clip but I think best video would work well for those videos such as moto's blue sky AWE trailer.
  21. Like
    LH5 got a reaction from Damo3D in [AWE] Frontlines Wednesday - 10/11/2021 @18:30 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.
     
     
     
     
  22. Thanks
    LH5 got a reaction from Bomer in Frontlines Feedback Thread   
    Beanie inbound in next update along with some lower magnification scopes, not a wide verity of medium mag scopes for that rifle as it does not allow such things on its precious rails.
     
     
  23. Like
    LH5 got a reaction from Schubz in [AWE] Frontlines Wednesday - 10/11/2021 @18:30 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.
     
     
     
     
  24. Thanks
    LH5 got a reaction from Damo3D in Frontlines Feedback Thread   
    I have been waiting for someone to ask for the M14, it was one of the few that I looked at when making the faction and thought leave it out until someone asks.
     
    The MG's & 50cal sniper no. Don't see them being a fit or needed for the faction, we have a few 50cals & GMG in the supply depot for big MG's.
     
    Chinook is something that fits in with the era, etc. The cargo version only will be added, to help with logistics along with the PTS-M as a stand in for the US LARC-LX (it might have some permission issues at first depending on how its classed so heads up on that) this should also help with moving round the islands with no bridges.
     
    The SMAW. Not really needed, we have the disposables that can deal with anything that HIDF comes up against along with the TOW humvee, heavy vics & 2 AT options in the supply depot so FSG can do the slightly more ranged heavy AT when its needed (static TOW & SPG 9)
    I could justify adding the smaw by putting it in the depot along with 3 extra rounds and call it a stand in for XM202 but tbh why. HIDF is not the standard way of running AT atm and thats the point, we put the smaw in and suddenly the AT situation is just the same as every run. HIDF is a different playstyle.
  25. Haha
    LH5 got a reaction from applechaser in Frontlines Feedback Thread   
    Hi done with night ops.  SL can skip time with an ace interact on FOB's 
     
    That would probably be down to the NVG(gen1) in the arsenal being the lowest quality ones out there to fit with the 1960-70 ish era of this version of HIDF. No settings have been changed on the NVG side, same as the other runs just lower quality goggles.
     
    Switching the NVG's is something that I have no worries about potentially doing if the vast majority agrees that night ops are just unplayable atm as this is an item that is needed to be able to play at the bare minimum and you have described it as impossible to play.
     
    This version of HIDF is meant to be of the older style so don't expect every little thing to get added or boosted to modern day stuff just because its inconvenient. Stuff that will be boosted or added are things that are essentials to play or are as close to the intended time period thing as possible, for example humvee's in place of jeeps, current range & laser designators and the acog in place of a older type scope, etc.
     
     
    Also I wanted to see how bad night ops are since you have made it out to be unplayable so I jumped on EU 3 changed time to midnight leaving weather as it was during day (low overcast) Then I switched overcast to full blocking all ambient light where NVG's in general struggle because well no light to work off.
    I used Gen 1 (current) & a set of gen 4 to see the difference with a potential switch. I found it playable with either, at 100% overcast less enjoyable forest warfare, with little ambient light expected.
     
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