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    • =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= TEDF

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About =VG= TEDF

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  1. Its your birthday, Its your birthday, many happy returns!!

  2. The changes are going to stay as they are for the time being as they have been active for less than 24h. We are going to run it as it is for couple of days and see how people adapt. Like Double mentioned, the wires were disabled for years until they got set back sometime last year. The reason they were removed is not the that people used to spam them around the flags, but the fact that bot inf keeps running into the wire until they bleed out, causing the bots, who manage to sneak past the lines to bleed out and therefore have no chance of retaking the flag that's completely undefended. Or flip their vehicles as they ram the wires at full speed. The biggest complaint I recieve over and over is that the rounds are too easy and end way too fast. That's why we are trying out these changes, so I ask for people to have some patiente, try out how the things work for a while and if the general population still wishes it to be reverted back, then it's not a problem and can be done. I just feel that if a 2-3 man squad can run around on the map, using only knives and a logi truck, throw down bunch of FOBs and capture all the flags for the team, then something needs to be done.
  3. It's meant mostly for the currenct FOB changes, But I decided to throw other stuff in here as well. The main reason FOBs got changed was to prevent people from spamming FOBs on flags that were ahead of cap order by taking a logi truck, drive through the map, throw down bunch of FOBs and then call it GG. It's secondary purpose is yes, to encourage people to find more "suitable" locations for FOBs rather than just dropping a crate from the truck and throwing it down out in the open / middle of the flag. Heavy assets can be deployed up to 150m from the FOB so Idont see the issue with having a FOB a bit further away. No one is saying that it's illegal to build FOBs on the flags, we are just making it a bit harder since the main complaint I've got recently is that it's too easy and boring, so instead of turning the bots into 1 hit kill sniper machines, I decided to go a bit different route.
  4. Additional temp. test changes include having 2 specialized kits per team with 7minute respawn time and 1 minute cooldown between kit requests. Will also do few changes to the bot spawns and flag layouts on maps that have all but the main bases neutral. Feel free to post feedback on these changes and if you feel that something else should be changed or changed back as it was. The deployable weapons, such as AA / AT / HMG / Mortars cant be set to diggable as they tend to crash on COOP when someone jumps in mid digging.
  5. New date set to 6th of May, 7pm GMT.
  6. Hi gents, Due to the unexpected server issues, the event will be postponed until further notice. Rough time given is a week, but could be longer, so no postponed event date will be given for now.
  7. Yee, Take your time. No rush. I can add the stuff in late stage as well when needed The radio jammer covers the entire map.
  8. Map - What type of asset, how many, and location. Example - F Road, 1 x TOW E7 kp5, 1 x jamming tower A13 kp1.
  9. Bump. 1 day left until Commander's assets are locked.
  10. 1. Nope 2. Nope 3. Jup 4. One asset = 20 tickets that will be taken from ticket pool In total, there will be 5AT launchers, 2 AAs and 1 jammer for this event. It is up to commander to distribute them as he sees fit. For example, if commander chooses to deploy all 5 AT launchers on dragon fly, then he wont be able to deploy any more on other maps.
  11. aka less accurate and with longer delayed artillery strikes throughout the round
  12. Operation "Red Tide" Part III 6th of May 7pm GMT With the conflict winding down in Middle - East, all eyes are now turned to Europe, where the conflict between NATO and Russia has escalated even further. All diplomatic effords so far have failed and Russian troops have been spotted massing in their western border. Briefing : Event Info : 1. No signup is required to join the event. It is allowed to gather up people for squads beforehand. 2. The only spawn points will be in the main deployment zones. It is up to the team to build FOBs and deploy rallypoints to assure that key positions can be reinforced with manpower. 3. Logistics trucks are the only assets carrying supply grates. Troop Transport Truck carry 4 ammo boxes. 4. It is not allowed to leave the defence zones ( except Iron Ridge). It is not allowed to go into Russian deployment zones / camp enemy spawn points. 5. Deployable AT/AA launchers and handheld AAs will be disabled. 6. Russians have brought in their heavy artillery units. Make sure to spread out your units. A jamming tower is available to be deployed by the commander which will make it harder for russians to coordinate arty strikes. 7. Maps will be added during the event week, at least 24h before the event Commander Assets : The commander(s) will have additional resources that they can choose to deploy on the maps. To deploy the assets, commander(s) have to post below where they would like to deploy the asset. The choice must be done by 15th of April. After that the assets will be locked. If there's no commander signed up for any of the maps, the event host will choose 1 asset per map and places it randomly. All the assets cost 20 tickets to deploy and are non respawnable. assets available : 3 x TOW launchers 2 x Milan launchers 2 x Static Stingers 1 x Jamming tower Maps : 1. Fools Road - US 101st Airborne vs Russian Spetsnaz & 3rd TankCompany US Assets : 300 tickets 3 x HMMWV Uparmored 2 x HMMWV Support 2 x Troop Transport Truck 2 x Logistics Truck - non respawn Commander : US forces start from the Bluefor Base in the west and must rush to east to set up defences to hold off incoming russian forces. We estimate that we have around 5-10 minutes before the first enemy units arrive. Our supply lines have been cut off by russian paratroopers, meaning that these 2 logi trucks will be the only ones we are gonna get. Protect them at all cost! Objective - Bunker must not fall until reinforcements arrive. 2. Dragon Fly - GER Panzergrenadier 122 vs Russian Spetsnaz GER assets : 300 tickets 4 x Gwagon 2 x Troop Transport Truck 1 x Logistics Truck 2 x Fuchs APC - Non respawn Commander : Russian forces have the city surrounded from all sides except West. Russian airforce have dropped proximity mines north of the city, making our reinforcement access from that side impossible. Bluefor will be deployed from the camp Bushido and must rush to the positions in the city. We estimate that the russian forces will arrive within minutes. The golden stars indicate bridges that our engineers have managed to detonate, blocking russian access to the areas marked on the map with red lines. Our supply lines have been disrupted by enemy paratroopers, which makes it difficult to bring in additional supplies. Protect the logistics truck at all cost as it may take a while until a new one can be brought up. Objective - Camp Bushido must not fall. Secondary Objective - Hold the city until reinforcements arrive. 3. Iron Ridge - FR Commandos Marine vs Russian Spetsnaz & 22th Mech. Batallion FR assets : 400 tickets 3 x Troop Transport Truck 1 x Logistics Truck - non respawn 4 x VAB APC - non respawn Commander : French forces start from the industrial sector at north and must rush to their positions south. Russian forces have already been spotted in the region, giving us next to no time to prepeare our defences. Our supply lines have been cut off, meaning that we are unable to bring in any additional supplies. Protect the logistics truck at all cost! As the russians caught us with complete surprise, we dont have time to set up in the town further south. It is however possible to delay russian reinforcements by sending units to delay the russians getting hold of the city which will also delay their heavier reinforcements. Use caution though, as the Russians will still attack our main positions further north and spreading forces on two fronts may lead some of the units getting cut off and overrun. Objective - The industrial base must not fall Secondary objective - Hold the town for as long as possible. Event Rules : 1. Standard VG COOP server / TS rules 2. Map specific rules
  13. Thank you all, who joined. As always, feedback on maps is welcomed. FSA managed to capture the last Taliban stronghold and peace has returned to the region, for now. With the conflict winding down in the Middle - East, we now turn our attention towards Europe as the conflict there continues to escalate even further. Part II debrief :
  14. Download added to the main post. Sorry for delay