• Announcements

    • =VG= SemlerPDX

      VG Servers are Back Up! *UPDATED AGAIN* TS3 Server is back; PR and Mumble are online, Arma 3 Servers are online but still need VG specific missions and configurations, should be done before end of week...   04/15/2017

      UPDATE Sunday April 23rd:
      Most everything is back online now.  The PR Server is running, and Mumble is working.  We have not yet made PR Updates available in TCAdmin, but several more people have access to update the PR Server (including me) and there should be little to no server downtime from future PR Updates.

      I've installed a second PR Server and still need to expand the VG PR License for it - it can be used for whatever, but I called it "PR EVENT SERVER" to start.  I figured we might also want a development server for things like FastJack's PR COOP Insurgency Mission testing, and we will take care of that this coming week as well, if able.

      The Arma 3 Servers have been reinstalled, and they are running basic versions of their former missions.  They still need to be configured, but they will remain online until this happens during the week (when PITN gets time).  I've set up A3 Servers with a Steam Update button in TCAdmin, any Arma Admin can now update to the latest Arma version much faster and easier, and without needing to wait for a Head Admin.    -Sem

      Sunday April 16th 2017:
      I've just received an email from the Server Host in Germany.  They host the server that runs our TS3 and various game servers here including Project Reality, and Arma 2 & 3.  Apparently, there has been a fault with our server host, possibly a hardware failure or such, but all servers in one part of their data center were affected including ours. We do not have further details at this time, but unfortunately this means VG Servers will be down until we can regain access to our server.  We were not given a time frame estimate or specific details of what damage was incurred, and we do not know if we have lost any data that was on the server.  We've been with this host for many, many years, and we've had nothing but great connections and fast servers.  Clearly this is a rare occurrence and we need to be patient as we weather this storm. I feel particularly bad for our loyal Project Reality players who were very patient waiting for our server to get it's most recent update, and I wish I could do something immediately to fix this.  It's a sad truth that it is out of our hands for the time being as we await contact from our host, and get a detailed damage report and estimate of how long until we are online again.  Of course, I've contacted the other head administrators at VG and apprised them of the situation.  We will update you all as we get information. Thank you all for your patience and understanding!

=VG= Fastjack

VG Clan Member
  • Content count

    248
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About =VG= Fastjack

  • Rank
    Sergeant
  • Birthday 07/31/1976

Profile Information

  • Gender
    Male
  • Location
    Germany
  • Interests
    My Games:
    SQUAD , Project Reality BF2 , Insurgency , ArmA 2 , DayZ (ArmA 2mod) , League of Legends , Mechwarrior Online , Miscreated , XCOM EU+EW (longwar mod) , Call to Arms ,
  1. It feels to me that the BLEEDING EFFECT for the FOBs is higher in coop as in deployment. I dig a FOB with another guy in Deployment faster as in coop. Last time i played with some [GI] guys on our coop server and he placed a fob AND I AM SURE it takes more time in coop to counter the bleeding :
  2. First i support the Digging the FOB setting. NICE JOB guys. For me, i also would like digging all assets. I am a friend of that. Not anymore this BEST SQUAD FOB PLACING POINT WHORING. Not anymore this "TOW is empty - press T - dismantle - place insta fresh new TOW" The reason why bots running / driving into it is because they dont know that they running/driving into a razorwire. I am sure many of you saw the jumping bots against a destroyable object (excample Basrah, the corrugated fence near the Mosque mainbase). The bots following the navmesh pathfinding . Normally is, where a big object is - is no navmesh and where no navmesh is no bot will walk. For the bots is the way free because of existing navmesh/pathfinding. Now, you place a razorwire on a valid pathway I also found out, there exist a destroyable object where the bot dont ran/jump against the object. Seems to me they go idle till the object is destroyed. The difference between the destroyable objects where the bots ran against and the special destroyable object is, that the special one has a ai template that tell the bots " hey, i am a obstacle and you cant pass till i'm gone". I can tinker a little bit. I believe that can be fixed with an ai template,
  3. Your wife ass look like after having a fifty shades of grey session
  4. He is indeed the best of us. Because of him i 'm a =VG= member.
  5. Disagree on this. If Medic dies the MedicKit get lost.
  6. And? How its going? I am looking forward to this the whole time.
  7. Haha, my brother has this game and don't like it. Now it's mine. Installing now.
  8. Hi Murder, you must insert the =VG= tag yourself in the profile settings. Shoot a pm to Semler, he can look into your privileges as clanmember.
  9. Welcome to =VG= I think you a good player and fit in on our servers. Make you familiar with our serverrules or how the report things working. Greetz Fastjack
  10. project reality

    Sofar i know was one guy from BFSP (nadvgia) able to run the Falkland map in SP mode. The game didnt crashed because of the missing navmesh and the bots didnt died on the static island. http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=18927
  11. Semler, your totally right. It would be so unrealistic at all. I believe a flipped Tank would be ordered back to base and not send into a battle. You cannot simulate damages like broken wheel, tracks or damaged turretweapons like the barrel or optical sensors and things that could also break when you flip it.
  12. I really thought i doing crazy things like standing 11 meters high on a small beam in our warehouse racks without any secure harness with rope etc. but THIS IS AWESOME. You did nice things, sir.
  13. AWESOME
  14. I think Meiz have the right ones. I had only Street 2
  15. And i appreciate your help, but when these old versions getting around in the public again it can cause problems in the future when TEDF have done the rework and release his versions. People who had installed the old ones have to delete it before they install TEDF's ones and sometimes people dont know that and accidently combining old with new and arent able to join the server because of modified content error. You remember why we renamed karbala to karbalb ? Different mapversion with same name cannot exist in the same place. That's the reason i said: stop please, and not STOP. Each of this map can be reworked and goes full functionally. Street 2 have only modcontent in the map made by Spyker. He copied a faction and gave them different kits and camopattern. Fixing an invisible soldier isn't a problem. Call the right team in the init.con or init_sp.con and you get the normal soldiers with working textures and kitgeometrie of the current version. All of them can be fixed. Give TEDF the time to figure out what all must be fixed and you get the mappack. Quality instead of quantity. I ask TEDF what he is missing. I check my other HDD and look if i have a backup of it. I have also the old 0.97 version on it so i have everything that is missing.