Havoc Posted April 21, 2021 Share Posted April 21, 2021 Happened when I tried to remove a weapon from an unconscious enemy. LH5 1 Link to comment Share on other sites More sharing options...
Schubz Posted April 24, 2021 Share Posted April 24, 2021 Joined early saturday morning, guys did some great work (holy sh*t). The streets still looked like 2013 Iraq war. Hours after they fought through objectives, there were still lots of bodys and destr. BTR's and burned out MRAP's in the streets/fields all over the map. So I guess cleanup still needs some adjustment. Link to comment Share on other sites More sharing options...
DomT Posted April 24, 2021 Share Posted April 24, 2021 11 hours ago, Schubz said: Joined early saturday morning, guys did some great work (holy sh*t). The streets still looked like 2013 Iraq war. Hours after they fought through objectives, there were still lots of bodys and destr. BTR's and burned out MRAP's in the streets/fields all over the map. So I guess cleanup still needs some adjustment. The cleanup script for things such as that works with the logic that there is a set cap (10 vehicle wrecks, 30 bodies) and once that cap goes over it will delete the oldest body/wreck, so this behaviour is somewhat expected. I can always reduce these values but at the moment, performance wise, it seems to be ok. Schubz and Mikael 2 Link to comment Share on other sites More sharing options...
Minipily Posted April 28, 2021 Share Posted April 28, 2021 Secondary Missions tab not showing up. We did test out the listening post mission today and it stopped working after that. So maybe it is related to that. Listening Post: Great mission, perhaps a little overpowered. Would recommend making the counter attack on it a bit firmer. Raid Depot: Would recommend giving the enemy defence a little bit more guys or some vehicles. Alternatively, make the depot more defensive by changing the depot itself, so it's harder to breach. When we did it, there was only like 2-3 squads of guys and we crushed them. The USMC faction is extremely limited in terms of equipment and vehicles. I may be mistaken but I believe @Johnson did the original faction for Liberation? Not to discredit the person's work who did this one, but I would've thought it'd make more sense to use the factions we had before as they were mostly polished. I may be bias but Johnson makes the factions each a little bit more unique by equipping factions with what they would realistically use, giving each faction something special whilst making sure they are fleshed out and polished. Just my 2 cents though I'm not against someone else working on it, it just needs polishing up as it is currently missing quite a lot of stuff. >inb4 surpressors are missing. Just to throw in, the AI have been working an absolute treat. My compliments to the person that made them so damn nice. I like that the AI are a lot more ambient and actively try to ambush you in friendly lines now. What I would love to see, if it can be done, is implement enemy special forces who spawn in at random enemy objectives near the front line and attempt to move into friendly lines to ambush and maybe place minefields and/or mines on the roads as well as act as manpads to make flying around a little bit more spicy. As the enemy threat level goes up, these special forces could become more dangerous and do different things/tactics. Just my 2 cents once again, though I'm not sure how hard that would be to organise. SkullCollector 1 Link to comment Share on other sites More sharing options...
Schubz Posted April 28, 2021 Share Posted April 28, 2021 - everytime i respawned my earplugs disappeared from my inventory but i got an additional morphine injector instead... (saved loadout and respawn loadout) - sometime after gn missions my (and some other players) frames dropped below 15 and to be a gunner in a vic was not exactly fun that time overall good times today, thanks! Link to comment Share on other sites More sharing options...
Bomer Posted April 29, 2021 Share Posted April 29, 2021 We could do with the SMAAW mk17 Spotting rounds in the arsenal and perhaps a Carryal for carrying rounds for the Javelin and such. Link to comment Share on other sites More sharing options...
DomT Posted April 29, 2021 Share Posted April 29, 2021 8 hours ago, Minipily said: Secondary Missions tab not showing up. We did test out the listening post mission today and it stopped working after that. So maybe it is related to that. Listening Post: Great mission, perhaps a little overpowered. Would recommend making the counter attack on it a bit firmer. Raid Depot: Would recommend giving the enemy defence a little bit more guys or some vehicles. Alternatively, make the depot more defensive by changing the depot itself, so it's harder to breach. When we did it, there was only like 2-3 squads of guys and we crushed them. The USMC faction is extremely limited in terms of equipment and vehicles. I may be mistaken but I believe @Johnson did the original faction for Liberation? Not to discredit the person's work who did this one, but I would've thought it'd make more sense to use the factions we had before as they were mostly polished. I may be bias but Johnson makes the factions each a little bit more unique by equipping factions with what they would realistically use, giving each faction something special whilst making sure they are fleshed out and polished. Just my 2 cents though I'm not against someone else working on it, it just needs polishing up as it is currently missing quite a lot of stuff. >inb4 surpressors are missing. Just to throw in, the AI have been working an absolute treat. My compliments to the person that made them so damn nice. I like that the AI are a lot more ambient and actively try to ambush you in friendly lines now. What I would love to see, if it can be done, is implement enemy special forces who spawn in at random enemy objectives near the front line and attempt to move into friendly lines to ambush and maybe place minefields and/or mines on the roads as well as act as manpads to make flying around a little bit more spicy. As the enemy threat level goes up, these special forces could become more dangerous and do different things/tactics. Just my 2 cents once again, though I'm not sure how hard that would be to organise. 1. Fixed the secondary mission tab issue, would only occur when you get the full 60. Will be fixed in next update. 2. The mission does scale with players, sending troop carriers depending on player numbers with a minimum of 2. So if you went in with 8 people, you'd get 2 vehicles with troops, but 9 people you'd get 3. So it goes with the logic of players on divided by 4 and rounds up to figure the count and thats how a lot of secondary missions are scaled. It did help that yesterday 2 of the BTR's went straight into all our squads I'll knock the scaling down to 1 per 3 players for all the secondaries and see if that helps a bit. 3. Similar to above, I'll scale it a bit higher but also an upcoming update where I utilise LAMBS further for the defensive missions such as the supply depot + normal sectors should also make it a bit harder, utilising LAMBS patrol, camp and garrison functions. If we still need it to be harder, I can look into adding vehicles then 4. From what I'm currently seeing, there was only the USA faction on Lib, and that was the giga-big faction which was a catch-all for everything Freedom American. Reidy made the USMC as we were trying to differentiate between some of the bigger factions (US, RF) to try and encourage people to use different equipment and keep things feeling more fresh. Just because the factions before on Lib were 'polished', I think Frontlines gives us a reason to change things up, especially as config formats have changed somewhat. Ref the missing items, if we can grab the classnames of them I can add them, I have already got the 2 silencers added which were missing, so they'll be added in the next update. 5. Certainly more complex as I'll have to program specific behaviour into them, so I can look at this more for the long term, the ambient AI that I have going round the map seem to be doing a good job though 9 hours ago, Schubz said: - everytime i respawned my earplugs disappeared from my inventory but i got an additional morphine injector instead... (saved loadout and respawn loadout) - sometime after gn missions my (and some other players) frames dropped below 15 and to be a gunner in a vic was not exactly fun that time overall good times today, thanks! 1. For me, I often save my loadout with my earplugs in meaning they don't get saved so I'd double check that as I do it more often then not at the moment. The script quite simply runs a command called `getUnitLoadout player` and then just `setUnitLoadout player` so I can't see what it doesn't like here. 2. For me, Taki has also been a bit harder on my FPS, especially when I look at a scene with an oil well moving where my FPS just gets kidnapped. I'll keep trying things to help improve it though. 14 minutes ago, Bomer said: We could do with the SMAAW mk17 Spotting rounds in the arsenal and perhaps a Carryal for carrying rounds for the Javelin and such. Coyote Carryall has been added to all factions (as well as having the coyote kitbag and leg strap across all factions). My small brain did in-fact miss the fact we do have the spotting rounds already in the arsenal: Schubz, RiverWolf and Mikael 1 2 Link to comment Share on other sites More sharing options...
Minipily Posted April 30, 2021 Share Posted April 30, 2021 On 4/29/2021 at 9:58 AM, DomT said: 4. From what I'm currently seeing, there was only the USA faction on Lib, and that was the giga-big faction which was a catch-all for everything Freedom American. Reidy made the USMC as we were trying to differentiate between some of the bigger factions (US, RF) to try and encourage people to use different equipment and keep things feeling more fresh. Just because the factions before on Lib were 'polished', I think Frontlines gives us a reason to change things up, especially as config formats have changed somewhat. Ref the missing items, if we can grab the classnames of them I can add them, I have already got the 2 silencers added which were missing, so they'll be added in the next update. Yeah I think I was mistaken in thinking Johnson did the US one. He worked on some other factions. To confirm, I still meant to add more to the USMC that is respective of the corps. There's just some things missing that would help flesh out the faction, perhaps I'll throw up a list of classnames when I can be bothered. Link to comment Share on other sites More sharing options...
Stryker990 Posted April 30, 2021 Share Posted April 30, 2021 some little stuff that might be work adding to the USMC faction as it is now: 5.56 rhs flashhiders: For those that don't wanna use suppressors but still don't wanna get blinded by muzzleflashes from their own rifle at night. Spoiler rhsusf_acc_sf3p556 rhsusf_acc_sfmb556 Pilot and Heli pilot coveralls: currently we dont have any G-force reducing clothes for pilots Spoiler U_B_PilotCoveralls U_B_HeliPilotCoveralls ATragMX Ballistic Computer: For those that know how to use it Spoiler ACE_ATragMX Chemlight Shield: Alternative to the maglite as a maplight since an assembled chemlight shield is lighter and illuminates more of the map Spoiler ACE_Chemlight_Shield AN-M14 Incendiary Grenades: Great demolition alternative to explosives for vehicles Spoiler rhs_mag_an_m14_th3 M8541A + AN/PVS-27 Nightvision Sniper Scope: Would give us a Sniper/Marksman scope for use on the mk11 which we could use at night Spoiler rhsusf_acc_premier_anpvs27 Schubz 1 Link to comment Share on other sites More sharing options...
Minipily Posted April 30, 2021 Share Posted April 30, 2021 Alright, I took an hour to fill out the classnames of USMC assets in RHS. This should fill in any blanks. There is items already in the arsenal within this list. I took the time to include EVERYTHING rather than what was missing. Here is a list of every United States Marine Corps item that should logically be in Frontlines Arsenal. I have included woodland equipment also, in case this faction wants to be used on woodland orientated maps. I have tried to list all equipment that is used by the USMC, creating a somewhat limited approach whilst also allowing some customisation between troops by included alt versions of helmets etc. Additionally, I have included 4 BAF Assets. The L7A2 GPMG (I have still included the RHS M240B, however the BAF GPMG is a much better weapon on all accounts.) I have included the tripod for said weapon. Also, I have replaced the RHS Javelin with the BAF Javelin Tube and CLU (This is because the BAF Javelin is better again on almost all accounts. At least from my experience with the weapon.) I have included all classnames for every item in the arsenal (barring independant items such as misc items). Here is the list: Spoiler Long Weapons: rhs_weap_M107 rhs_weap_M107_d rhs_weap_M107_w rhs_weap_m14_rail_d rhs_weap_m14_rail_fiberglass rhs_weap_m14_rail_wd rhs_weap_m14_ris_d rhs_weap_m14_ris_fiberglass rhs_weap_m14_ris_wd rhs_weap_m16a4 rhs_weap_m16a4_carryhandle rhs_weap_m16a4_carryhandle_M203 rhs_weap_m16a4_imod rhs_weap_m16a4_imod_M203 rhs_weap_m240B rhs_weap_m249_light_S rhs_weap_m249_pip_S_para rhs_weap_m27iar rhs_weap_m27iar_grip rhs_weap_m32 rhs_weap_m4 rhs_weap_m4_carryhandle rhs_weap_m4_carryhandle_m203 rhs_weap_m4_carryhandle_m203S rhs_weap_m4_carryhandle_mstock rhs_weap_m4_m203 rhs_weap_m4_m203S rhs_weap_m4_mstock rhs_weap_m40a5 rhs_weap_m40a5_d rhs_weap_m40a5_wd rhs_weap_m4a1_carryhandle rhs_weap_m4a1_carryhandle_m203 rhs_weap_m4a1_carryhandle_m203S rhs_weap_m4a1_carryhandle_mstock rhs_weap_m4a1 rhs_weap_m4a1_d rhs_weap_m4a1_m203s_d rhs_weap_m4a1_d_mstock rhs_weap_m4a1_m203 rhs_weap_m4a1_m203s rhs_weap_m4a1_mstock rhs_weap_m4a1_wd rhs_weap_m4a1_m203s_wd rhs_weap_m4a1_wd_mstock rhs_weap_m590_5RD rhs_weap_sr25 rhs_weap_sr25_d rhs_weap_sr25_ec rhs_weap_sr25_ec_d rhs_weap_sr25_ec_wd rhs_weap_sr25_wd UK3CB_BAF_L7A2 Sidearms: rhsusf_weap_m9 rhsusf_weap_m1911a1 rhs_weap_M320 Launchers: UK3CB_BAF_Javelin_Slung_Tube UK3CB_BAF_Tripod rhs_weap_fim92 rhs_weap_M136 rhs_weap_M136_hedp rhs_weap_M136_hp rhs_weap_m72a7 rhs_weap_smaw rhs_weap_smaw_green Helmets: rhsusf_cvc_green_helmet rhsusf_cvc_green_alt_helmet rhsusf_cvc_green_ess rhsusf_cvc_helmet rhsusf_cvc_alt_helmet rhsusf_cvc_ess rhs_booniehat2_marpatd rhs_booniehat2_marpatwd rhsusf_hgu56p_black rhsusf_hgu56p_mask_black rhsusf_hgu56p_mask_black_skull rhsusf_hgu56p_visor_black rhsusf_hgu56p_visor_mask_black rhsusf_hgu56p_visor_mask_Empire_black rhsusf_hgu56p_visor_mask_black_skull rhsusf_hgu56p rhsusf_hgu56p_mask rhsusf_hgu56p_mask_mo rhsusf_hgu56p_mask_skull rhsusf_hgu56p_visor rhsusf_hgu56p_visor_mask rhsusf_hgu56p_visor_mask_mo rhsusf_hgu56p_visor_mask_skull rhsusf_hgu56p_mask_smiley rhsusf_hgu56p_visor_mask_smiley rhsusf_hgu56p_tan rhsusf_hgu56p_mask_tan rhsusf_hgu56p_visor_tan rhsusf_hgu56p_visor_mask_tan rhsusf_ihadss RHS_jetpilot_usaf rhsusf_lwh_helmet_marpatd rhsusf_lwh_helmet_marpatd_ess rhsusf_lwh_helmet_marpatd_headset rhsusf_lwh_helmet_marpatwd rhsusf_lwh_helmet_marpatwd_blk_ess rhsusf_lwh_helmet_marpatwd_headset_blk2 rhsusf_lwh_helmet_marpatwd_headset_blk rhsusf_lwh_helmet_marpatwd_headset rhsusf_lwh_helmet_marpatwd_ess rhsusf_mich_helmet_marpatd rhsusf_mich_helmet_marpatd_alt rhsusf_mich_helmet_marpatd_alt_headset rhsusf_mich_helmet_marpatd_headset rhsusf_mich_helmet_marpatd_norotos rhsusf_mich_helmet_marpatd_norotos_arc rhsusf_mich_helmet_marpatd_norotos_arc_headset rhsusf_mich_helmet_marpatd_norotos_headset rhsusf_mich_helmet_marpatwd rhsusf_mich_helmet_marpatwd_alt rhsusf_mich_helmet_marpatwd_alt_headset rhsusf_mich_helmet_marpatwd_headset rhsusf_mich_helmet_marpatwd_norotos rhsusf_mich_helmet_marpatwd_norotos_arc rhsusf_mich_helmet_marpatwd_norotos_arc_headset rhsusf_mich_helmet_marpatwd_norotos_headset rhs_8point_marpatd rhs_8point_marpatwd Uniforms: rhs_uniform_FROG01_d rhs_uniform_FROG01_wd U_B_Wetsuit U_B_PilotCoveralls U_B_HeliPilotCoveralls U_B_FullGhillie_ard U_B_FullGhillie_lsh U_B_FullGhillie_sard Vests: rhsusf_spc rhsusf_spc_corpsman rhsusf_spc_crewman rhsusf_spc_iar rhsusf_spc_light rhsusf_spc_mg rhsusf_spc_marksman rhsusf_spc_rifleman rhsusf_spc_sniper rhsusf_spc_squadleader rhsusf_spc_teamleader rhsusf_mbav rhsusf_mbav_grenadier rhsusf_mbav_light rhsusf_mbav_mg rhsusf_mbav_medic rhsusf_mbav_rifleman V_EOD_coyote_F V_RebreatherB Backpack: rhsusf_assault_eagleaiii_coy B_rhsusf_B_BACKPACK rhsusf_falconii_coy TFAR_rt1523g_rhs TFAR_rt1523g_big_rhs B_RadioBag_01_black_F B_RadioBag_01_mtp_F B_LegStrapBad_black_F B_LegStrapBad_coyote_F B_LegStrapBad_olive_F rhsusf_eject_Parachute_backpack ACE_NonSteerableParachute ace_gunbag ace_gunbag_Tan ACE_TacticalLadder_Pack B_Parachute B_Kitbag_cbr B_Carryall_khk Eyewear: G_B_Diving G_Aviator G_Lowprofile UK3CB_BAF_G_Tactical_Black UK3CB_BAF_G_Tactical_Clear UK3CB_BAF_G_Tactical_Grey UK3CB_BAF_G_Tactical_Orange UK3CB_BAF_G_Tactical_Yellow rhs_googles_black rhs_googles_clear rhs_googles_orange rhs_googles_yellow rhs_ess_black rhsusf_shemagh_od rhsusf_shemagh2_od rhsusf_shemagh_tan rhsusf_shemagh2_tan rhsusf_shemagh_gogg_od rhsusf_shemagh2_gogg_od rhsusf_shemagh_gogg_tan rhsusf_shemagh2_gogg_tan rhsusf_oakley_goggles_blk rhsusf_oakley_goggles_clr rhsusf_oakley_goggles_ylw NODs rhsusf_ANPVS_14 rhsusf_ANPVS_15 rhsusf_Rhino Binoculars: Binocular UK3CB_BAF_Javelin_CLU ACE_VectorDay ACE_Vector rhsusf_bino_lerca_1200_black rhsusf_bino_lerca_1200_tan rhsusf_bino_leopold_mk4 rhsusf_bino_m24 rhsusf_bino_m24_ARD UK3CB_BAF_Soflam_Laserdesignator Ammunition: UK3CB_BAF_762_100Rnd UK3CB_BAF_762_100Rnd_T UK3CB_BAF_762_200Rnd UK3CB_BAF_762_200Rnd_T rhsusf_mag_10Rnd_STD_50BMG_M33 rhsusf_mag_10Rnd_STD_50BMG_mk211 rhsusf_20Rnd_762x51_m118_special_Mag rhsusf_20Rnd_762x51_m62_Mag rhsusf_20Rnd_762x51_m80_Mag rhsusf_20Rnd_762x51_m993_Mag rhs_mag_30Rnd_556x45_M855A1_EPM_Pull rhs_mag_30Rnd_556x45_M855A1_EPM_Pull_Tracer_Red rhs_mag_30Rnd_556x45_M855A1_EPM_Ranger rhs_mag_30Rnd_556x45_M855A1_EPM_Ranger_Tracer_Red rhs_mag_30Rnd_556x45_M855A1_EPM rhs_mag_30Rnd_556x45_M855A1_EPM_Tracer_Red rhs_mag_30Rnd_556x45_M855_Stanag_Pull rhs_mag_30Rnd_556x45_M855A1_Stanag_Pull rhs_mag_30Rnd_556x45_M855_Stanag_Pull_Tracer_Red rhs_mag_30Rnd_556x45_M855A1_Stanag_Pull_Tracer_Red rhs_mag_30Rnd_556x45_M855_Stanag_Ranger rhs_mag_30Rnd_556x45_M855A1_Stanag_Ranger rhs_mag_30Rnd_556x45_M855_Stanag_Ranger_Tracer_Red rhs_mag_30Rnd_556x45_M855A1_Stanag_Ranger_Tracer_Red rhs_mag_30Rnd_556x45_M855_Stanag rhs_mag_30Rnd_556x45_M855A1_Stanag rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red rhsusf_50Rnd_762x51_m80a1epr rhsusf_50Rnd_762x51_m62_tracer rhsusf_50Rnd_762x51_m61_ap rhsusf_100Rnd_762x51_m80a1epr rhsusf_100Rnd_762x51_m62_tracer rhsusf_100Rnd_762x51_m61_ap rhsusf_100Rnd_556x45_M855_soft_pouch_coyote rhsusf_100Rnd_556x45_M855_mixed_soft_pouch_coyote rhsusf_100Rnd_556x45_soft_pouch_coyote rhsusf_100Rnd_556x45_mixed_soft_pouch_coyote rhsusf_100Rnd_556x45_M995_soft_pouch_coyote rhsusf_200Rnd_556x45_M855_soft_pouch_coyote rhsusf_200Rnd_556x45_M855_mixed_soft_pouch_coyote rhsusf_200Rnd_556x45_soft_pouch_coyote rhsusf_200Rnd_556x45_mixed_soft_pouch_coyote rhsusf_mag_6Rnd_M397_HET rhsusf_mag_6Rnd_M433_HEDP rhsusf_mag_6Rnd_M441_HE rhsusf_mag_6Rnd_m4009 rhsusf_mag_6Rnd_M576_Buckshot rhsusf_mag_6Rnd_M585_white rhsusf_mag_6Rnd_M661_green rhsusf_mag_6Rnd_M662_red rhsusf_mag_6Rnd_M713_red rhsusf_mag_6Rnd_M714_white rhsusf_mag_6Rnd_M715_green rhsusf_mag_6Rnd_M716_yellow rhsusf_5Rnd_762x51_AICS_m118_special_Mag rhsusf_5Rnd_762x51_AICS_m62_Mag rhsusf_5Rnd_762x51_AICS_m993_Mag rhsusf_10Rnd_762x51_AICS_m118_special_Mag rhsusf_10Rnd_762x51_AICS_m62_Mag rhsusf_10Rnd_762x51_AICS_m993_Mag rhsusf_5Rnd_00Buck rhsusf_5Rnd_Slug rhsusf_20Rnd_762x51_SR25_m118_special_Mag rhsusf_20Rnd_762x51_SR25_m62_Mag rhsusf_20Rnd_762x51_SR25_m993_Mag rhsusf_mag_15Rnd_9x19_JHP rhsusf_mag_15Rnd_9x19_FMJ rhsusf_mag_7x45acp_MHP rhsusf_mag_M397_HET rhsusf_mag_M433_HEDP rhsusf_mag_M441_HE rhsusf_mag_m4009 rhsusf_mag_M576_Buckshot rhsusf_mag_M585_white rhsusf_mag_M661_green rhsusf_mag_M662_red rhsusf_mag_M713_red rhsusf_mag_M714_white rhsusf_mag_M715_green rhsusf_mag_M716_yellow rhs_mag_smaw_HEDP rhs_mag_smaw_HEAA rhs_mag_smaw_SR rhs_fim92_mag Throwables: rhs_mag_an_m14_th3 rhs_mag_an_m8hc rhs_mag_m18_green rhs_mag_m18_purple rhs_mag_m18_red rhs_mag_m18_yellow rhs_mag_m67 rhs_mag_mk84 rhs_mag_mk4a2 ACE_Chemlight_HiBlue ACE_Chemlight_HiGreen ACE_Chemlight_HiRed ACE_Chemlight_HiWhite ACE_Chemlight_HiYellow ACE_Chemlight_IR ACE_Chemlight_UltraHiOrange ACE_HandFlare_Green ACE_HandFlare_Red ACE_HandFlare_White ACE_HandFlare_Yellow Explosives: DemoCharge_Remote_Mag ATMine_Range_Mag SatchelCharge_Remote_Mag ClaymoreDirectionalMine_Remote_Mag APERSBoundingMine_Range_Mag SLAMDirectionalMine_Wire_Mag APERSTripMine_Wire_Mag APERSMine_Range_Mag rhsusf_m112x4_mag Weapon Scopes: rhsusf_acc_acog2_usmc rhsusf_acc_acog3_usmc rhsusf_acc_acog_usmc rhsusf_acc_elcan rhsusf_acc_elcan_ard rhsusf_acc_m2a1 rhsusf_acc_eotech_552 rhsusf_acc_eotech_552_d rhsusf_acc_eotech_552_wd rhsusf_acc_compm4 rhsusf_acc_m8541 rhsusf_acc_m8541_d rhsusf_acc_m8541_wd rhsusf_acc_m8541_mrds rhsusf_acc_premier_low rhsusf_acc_premier_anpvs27 rhsusf_acc_premier rhsusf_acc_premier_mrds rhsusf_acc_acog_mdo rhsusf_acc_acog_rmr rhsusf_acc_acog_d rhsusf_acc_acog_wd rhsusf_acc_eotech_xps3 rhs_weap_optic_smaw Rail Attachments: rhsusf_acc_anpeq15side rhsusf_acc_anpeq15_top rhsusf_acc_anpeq15_wmx rhsusf_acc_anpeq15_wmx_light rhsusf_acc_anpeq15side_bk rhsusf_acc_anpeq15side_bk_top rhsusf_acc_anpeq15 rhsusf_acc_anpeq15_light rhsusf_acc_anpeq15_bk rhsusf_acc_anpeq15_bk_light rhsusf_acc_anpeq16a rhsusf_acc_anpeq16a_light rhsusf_acc_anpeq16a_top rhsusf_acc_anpeq16a_light_top rhsusf_acc_m952v rhsusf_acc_wmx rhsusf_acc_wmx_bk Grips: rhsusf_acc_harris_swivel rhsusf_acc_m14_bipod rhsusf_acc_grip2 rhsusf_acc_grip2_tan rhsusf_acc_grip2_wd rhsusf_acc_grip1 rhsusf_acc_harris_bipod rhsusf_acc_kac_grip rhsusf_acc_rvg_blk rhsusf_acc_rvg_de rhsusf_acc_grip3 rhsusf_acc_grip3_tan rhsusf_acc_kac_grip_saw_bipod rhsusf_acc_saw_bipod rhsusf_acc_grip4 rhsusf_acc_grip4_bipod rhsusf_acc_saw_lw_bipod rhsusf_acc_grip_m203_blk rhsusf_acc_grip_m203_d rhsusf_acc_grip_m203_wd Muzzle Attachments: rhsusf_acc_aac_m14dcqd_silencer rhsusf_acc_aac_m14dcqd_silencer_d rhsusf_acc_aac_m14dcqd_silencer_wd rhsusf_acc_nt4_black rhsusf_acc_nt4_tan rhsusf_acc_rotex5_grey rhsusf_acc_rotex5_tan rhsusf_acc_sf3p556 rhsusf_acc_sfmb556 rhsusf_acc_ardec_m240 rhsusf_acc_sr25s rhsusf_acc_sr25s_d rhsusf_acc_sr25s_wd rhsusf_acc_aac_762sd_silencer rhsusf_acc_aac_762sdn6_silencer rhsusf_acc_aac_scarh_silencer There may be some obvious things missing, apologies if there is. I haven't bothered with vehicles yet, but I may include the classnames of some vehicles I saw missing on the logi menu. Link to comment Share on other sites More sharing options...
Stryker990 Posted May 1, 2021 Share Posted May 1, 2021 Bugreport: The Ch-53 selfdestructs if you unload crates not sure what causes it i thought it might spawn the crates to close and inside the chopper but doesnt look like it Link to comment Share on other sites More sharing options...
elfin24lam Posted May 2, 2021 Share Posted May 2, 2021 looks like destroyed fixed wing aircraft arnt being removed from the fob counter so having to build more hanger to build more plane after others have been destroyed Link to comment Share on other sites More sharing options...
elfin24lam Posted May 2, 2021 Share Posted May 2, 2021 1 hour ago, elfin24lam said: looks like destroyed fixed wing aircraft arnt being removed from the fob counter so having to build more hanger to build more plane after others have been destroyed drone will not follow any command i give it will automatically fly its self in the opposite direction i have told it to go and will auto land and even with autonomous turned off will do the same worked fine on last map. Link to comment Share on other sites More sharing options...
DomT Posted May 2, 2021 Share Posted May 2, 2021 19 hours ago, Stryker990 said: Bugreport: The Ch-53 selfdestructs if you unload crates not sure what causes it i thought it might spawn the crates to close and inside the chopper but doesnt look like it Have pushed the unload point slightly further back to try and avoid this. 9 hours ago, elfin24lam said: looks like destroyed fixed wing aircraft arnt being removed from the fob counter so having to build more hanger to build more plane after others have been destroyed Found the issue, will be fixed in next update. 8 hours ago, elfin24lam said: drone will not follow any command i give it will automatically fly its self in the opposite direction i have told it to go and will auto land and even with autonomous turned off will do the same worked fine on last map. May have found an issue, worth checking again after next update. Link to comment Share on other sites More sharing options...
Mikael Posted May 2, 2021 Share Posted May 2, 2021 (edited) Hello beautiful people! The descriptions in the various teamspeak channels needs to be updated to reflect the new name, aswell as point to new threads to get the modsets and how to join etc. Edit: Ahoyworld.net frontpage should also be updated to reflect the new gamemode (Everything in the enhanced menu) https://www.ahoyworld.net/enhanced/how-to-join-awe/ Edited May 2, 2021 by Mikael Minipily 1 Link to comment Share on other sites More sharing options...
LH5 Posted May 2, 2021 Share Posted May 2, 2021 34 minutes ago, Mikael said: Hello beautiful people! The descriptions in the various teamspeak channels needs to be updated to reflect the new name, aswell as point to new threads to get the modsets and how to join etc. Edit: Ahoyworld.net frontpage should also be updated to reflect the new gamemode (Everything in the enhanced menu) https://www.ahoyworld.net/enhanced/how-to-join-awe/ Teamspeak channels have been updated Mikael 1 Link to comment Share on other sites More sharing options...
Minipily Posted May 2, 2021 Share Posted May 2, 2021 Playercap on the Mobile Respawn not working. I'm still seeing it being used when we have a full squad or more of players, essentially relegating pilots to 24/7 CAS. Jenkins 1 Link to comment Share on other sites More sharing options...
Stryker990 Posted May 3, 2021 Share Posted May 3, 2021 Folded MP7: i mean who wants a glock or m9 if you can have mp7 in pistolslot Spoiler rhsusf_weap_MP7A2_folded MP7 Suppressor: pls? Spoiler rhsusf_acc_rotex_mp7 Bugreport: Unable to recycle huron containers. Multiple people tried to and didnt get an option 2x QoL Suggestion regarding the View distance options in the AW Mod: 1. Make it so that you "confirm" the desired view distance with a button press instead of auto updating constantly to prevent it just setting itself to 500m if you type in a numberthat is less than 500. If you for example start typing 2-0-0-0 it will see 2m is less than 500m and autoset itself to that and you have to fight it to get the distance you want. My idea would be either you press enter to confirm the distance or there is a button in the menu itself. 2. Not sure if that is possible but split the air view distance into plane and chopper view distance since in general you dont need the kind of distance in a transport chopper that you use on a CAS plane and that way you dont have to change it every time you switch between the two. Link to comment Share on other sites More sharing options...
DomT Posted May 3, 2021 Share Posted May 3, 2021 6 hours ago, Stryker990 said: Folded MP7: i mean who wants a glock or m9 if you can have mp7 in pistolslot Reveal hidden contents rhsusf_weap_MP7A2_folded MP7 Suppressor: pls? Reveal hidden contents rhsusf_acc_rotex_mp7 Bugreport: Unable to recycle huron containers. Multiple people tried to and didnt get an option 2x QoL Suggestion regarding the View distance options in the AW Mod: 1. Make it so that you "confirm" the desired view distance with a button press instead of auto updating constantly to prevent it just setting itself to 500m if you type in a numberthat is less than 500. If you for example start typing 2-0-0-0 it will see 2m is less than 500m and autoset itself to that and you have to fight it to get the distance you want. My idea would be either you press enter to confirm the distance or there is a button in the menu itself. 2. Not sure if that is possible but split the air view distance into plane and chopper view distance since in general you dont need the kind of distance in a transport chopper that you use on a CAS plane and that way you dont have to change it every time you switch between the two. You can recycle huron containers, its just that they were put just out of range of the recycling point. I've increased its range by 50m to try and avoid this in the future (50m on top of the build radius from the original FOB building). There was a change to make it stop updating with less then 3 characters (so wouldn't trigger on 2m) which should help with that. We could reduce the minimum to 100 I guess. This is do-able (rotary & fixed-wing), although it'd require a UI update which makes everything a bit slower to implement. 12 hours ago, Minipily said: Playercap on the Mobile Respawn not working. I'm still seeing it being used when we have a full squad or more of players, essentially relegating pilots to 24/7 CAS. I think this is more of a player enforced restriction, there was no 'player cap' on Lib that was used, it was just when a good population were on mobile respawns were just not taken out. Yesterday was an example where a small group of 4 people started by using the mobile respawn, but then it grew to 15 over a couple of hours. This would just require someone who is in charge to make the decision to pull the mobile respawn out of the AO and start using the rotary assets to insert troops. Link to comment Share on other sites More sharing options...
Stryker990 Posted May 3, 2021 Share Posted May 3, 2021 Another thing i just thought about while looking at the factory setup screen is that it would be helpfull if the name of factories on the left change color depending on what they are producing (white = nothing, Green = supplies, Yellow = fuel and red = ammo) that way you can see at a glance how many factories are on what resource and you dont have to select each one and check the product Schubz 1 Link to comment Share on other sites More sharing options...
DomT Posted May 3, 2021 Share Posted May 3, 2021 49 minutes ago, Stryker990 said: Another thing i just thought about while looking at the factory setup screen is that it would be helpfull if the name of factories on the left change color depending on what they are producing (white = nothing, Green = supplies, Yellow = fuel and red = ammo) that way you can see at a glance how many factories are on what resource and you dont have to select each one and check the product In the next update Stryker990, Mikael, Schubz and 1 other 4 Link to comment Share on other sites More sharing options...
Stryker990 Posted May 6, 2021 Share Posted May 6, 2021 Here are some things for the woodland USMC Some gear for the woodland USMC has the wrong camo Spoiler Versions of Weapons with wrong camo to remove: "M40A5 (Desert)" = rhs_weap_m40a5_d "M2010 ESR (Desert) = rhs_weap_XM2010_d M2010 Suppressor "TiTan (Desert)" = rhsusf_acc_m2010s_d M249 200rnd Desert Camo Mags = rhsusf_200Rnd_556x45_soft_pouch_ucp, rhsusf_200Rnd_556x45_mixed_soft_pouch_ucp Replace with "M40A5 (Woodland)" = rhs_weap_m40a5_wd "M2010 ESR (Camo) = rhs_weap_XM2010_wd M2010 Suppressor "TiTan (Woodland)" = rhsusf_acc_m2010s_wd M249 200rnd Woodland Camo Mags = rhsusf_200Rnd_556x45_soft_pouch, rhsusf_200Rnd_556x45_mixed_soft_pouch Folded MP7 for pistolslot: i requested that one b4 but it appears it was forgotten but i would like to see it in the arsenal since it makes it easier to save and load loadouts with the MP7 in the pistolslot. Currently we have to load a normal MP7, fold it and then go in the arsenal to load a loadout with a folded MP7 just a small QoL thing. Spoiler rhsusf_weap_MP7A2_folded Big Radio backpack: It would be nice to have a Radiopack with more item space. We only have the relatively small versions atm. Spoiler The First one works for the Desert USMC and since there is no US woodland version for the radios here is the US MTP backpack for woodland USMC RT-1523G (ASIP) Big RHS: TFAR_rt1523g_big_rhs M249 100Rnd Magazines: if you want to take some extra ammo but a full 200rnder is to much or more importantly if you want 5.56 AP ammo Spoiler 100Rnd Woodland Softpack Mags: rhsusf_100Rnd_556x45_soft_pouch, rhsusf_100Rnd_556x45_mixed_soft_pouch, rhsusf_100Rnd_556x45_M995_soft_pouch FOR DESERT USMC: 100Rnd Desert Softpack Mags: rhsusf_100Rnd_556x45_soft_pouch_coyote, rhsusf_100Rnd_556x45_mixed_soft_pouch_coyote, rhsusf_100Rnd_556x45_M995_soft_pouch_coyote Link to comment Share on other sites More sharing options...
DomT Posted May 7, 2021 Share Posted May 7, 2021 19 hours ago, Stryker990 said: Here are some things for the woodland USMC Some gear for the woodland USMC has the wrong camo Reveal hidden contents Versions of Weapons with wrong camo to remove: "M40A5 (Desert)" = rhs_weap_m40a5_d "M2010 ESR (Desert) = rhs_weap_XM2010_d M2010 Suppressor "TiTan (Desert)" = rhsusf_acc_m2010s_d M249 200rnd Desert Camo Mags = rhsusf_200Rnd_556x45_soft_pouch_ucp, rhsusf_200Rnd_556x45_mixed_soft_pouch_ucp Replace with "M40A5 (Woodland)" = rhs_weap_m40a5_wd "M2010 ESR (Camo) = rhs_weap_XM2010_wd M2010 Suppressor "TiTan (Woodland)" = rhsusf_acc_m2010s_wd M249 200rnd Woodland Camo Mags = rhsusf_200Rnd_556x45_soft_pouch, rhsusf_200Rnd_556x45_mixed_soft_pouch Folded MP7 for pistolslot: i requested that one b4 but it appears it was forgotten but i would like to see it in the arsenal since it makes it easier to save and load loadouts with the MP7 in the pistolslot. Currently we have to load a normal MP7, fold it and then go in the arsenal to load a loadout with a folded MP7 just a small QoL thing. Reveal hidden contents rhsusf_weap_MP7A2_folded Big Radio backpack: It would be nice to have a Radiopack with more item space. We only have the relatively small versions atm. Reveal hidden contents The First one works for the Desert USMC and since there is no US woodland version for the radios here is the US MTP backpack for woodland USMC RT-1523G (ASIP) Big RHS: TFAR_rt1523g_big_rhs M249 100Rnd Magazines: if you want to take some extra ammo but a full 200rnder is to much or more importantly if you want 5.56 AP ammo Reveal hidden contents 100Rnd Woodland Softpack Mags: rhsusf_100Rnd_556x45_soft_pouch, rhsusf_100Rnd_556x45_mixed_soft_pouch, rhsusf_100Rnd_556x45_M995_soft_pouch FOR DESERT USMC: 100Rnd Desert Softpack Mags: rhsusf_100Rnd_556x45_soft_pouch_coyote, rhsusf_100Rnd_556x45_mixed_soft_pouch_coyote, rhsusf_100Rnd_556x45_M995_soft_pouch_coyote Arsenal has been changed for the next update. Link to comment Share on other sites More sharing options...
DomT Posted May 12, 2021 Share Posted May 12, 2021 On 5/3/2021 at 2:59 AM, Stryker990 said: Folded MP7: i mean who wants a glock or m9 if you can have mp7 in pistolslot Reveal hidden contents rhsusf_weap_MP7A2_folded MP7 Suppressor: pls? Reveal hidden contents rhsusf_acc_rotex_mp7 Bugreport: Unable to recycle huron containers. Multiple people tried to and didnt get an option 2x QoL Suggestion regarding the View distance options in the AW Mod: 1. Make it so that you "confirm" the desired view distance with a button press instead of auto updating constantly to prevent it just setting itself to 500m if you type in a numberthat is less than 500. If you for example start typing 2-0-0-0 it will see 2m is less than 500m and autoset itself to that and you have to fight it to get the distance you want. My idea would be either you press enter to confirm the distance or there is a button in the menu itself. 2. Not sure if that is possible but split the air view distance into plane and chopper view distance since in general you dont need the kind of distance in a transport chopper that you use on a CAS plane and that way you dont have to change it every time you switch between the two. Sorry it took a while, but AW Mod has now been updated to have a split air category, and the 'unexpected' behaviour with entering a distance has been altered. RiverWolf 1 Link to comment Share on other sites More sharing options...
Stanhope Posted May 19, 2021 Share Posted May 19, 2021 The M240G is missing from the (woodland) USMC arsenal: //Weapon "rhs_weap_m240G", //Ammo "rhsusf_100Rnd_762x51_m61_ap","rhsusf_100Rnd_762x51_m62_tracer","rhsusf_100Rnd_762x51", Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now