Jump to content

All Activity

This stream auto-updates

  1. Today
  2. Yesterday
  3. Last week
  4. There are many standardized reports meant to make the communication process easier and more effective. They make sure that all of the necessary information is transmitted in a way that is understandable. SALUTE Size – size of the spotted element Activity – what is the contact doing Location – where has the contact been spotted Uniforms – contact uniforms or other identifying characteristics Time – when was the contact spotted Equipment – what equipment does the contact use SITREP Sitrep is used to report the general situation of an element to the other elements. It is conducted in these steps: Establish radio comms Our position and the distribution of our forces Short description of current actions of our element Short description of planned actions of our element What is needed (ammunition/medical supplies/etc.) SPOTREP Spotrep is used to report the enemy, your own plans and required support. It’s conducted in these steps: Establish radio comms Enemy position and description Your position and planned actions Required supports (if necessary/available)
  5. I don't think I will be able to play... Some stuff happened over at family. I will be out completely for a while...sorry. Someone can eake my spot
  6. I haven't been playing these days because I don't have my laptop with me. It's in servicing
  7. Reserve operator please. i will try to take a day off
  8. Arma 3 Event Player count: 10 sign-ups [6 reserve] Fallen Comrade SATURDAY 14th MARCH 2026 - 1700hrs GMT (PRT) training session 1 hour earlier as per tradition (I'll think of something to do) Server name: VETERANS-GAMING | Fallen Comrade| TS3.VETERANS-GAMING.COM IP: 5.9.23.136:2402 Password: --- MAP: Isla Pera BACKGROUND: As Russian international position weakens another ally is struggling with internal issues. A military coup nearly decapitated the authoritarian government. Thanks to the loyalists, the rebels were pushed back to the jungle, but they aren't giving up. Attacks on military patrols and convoys in and around the jungle happen almost every day. It's just a matter of time rebels march for the presidential palace. Only an intervention can save the people in power. OBJECTIVE: Russia does not have many resources to use in a situation like this. The only asset capable of such mission is the FSBs Alpha Group. A strike team with a JTAC attached has been sent to clear out some of the jungle. MODS: soon (or 5 minutes as Sphee says) [Alpha 1] Team Leader: Demolition Specialist: CLS: =VG= chickenjason JTAC: Operator: =VG= Nyther Operator: MeatBaller [Alpha 2] Sniper: Spotter: [Grom 1] SU-25 Pilot: =VG= keed [Grom 2] SU-25 (only if all A1 slots taken) Pilot: [Alpha 3] - reserve Team Leader: =VG= X0R Operator: Pew_Pew Operator: DangerDaily Operator: Operator: Operator: if enough people want to join, I'll add different kits for the reserve squad. There are no hard limits on player count, so if we have many more interested in joining, I'll change things around.
  9. Why? Edit: Seems like Ramiel large crashes the server so i wouldn't set that one Edit 2: Black Gold Alt crashes too :c
  10. FYI admins: The following maps should not be run: Falklands infantry Goose Green Std Silent eagle alt Operation Falcon alt and lrg Battle of Kerch Alt and Lrg Operation thunder inf and std all Talbisah layers Karbala These maps have either a certain, or an extremely high tendency to crash the server at this time
  11. Updated to V1.9.0.0 here: https://veterans-gaming.com/forums/forum/61-pr-cooperative/?do=add
  12. PR:BF2 v1.9.0.0 Changelog (2026/02/27) ----------------------- General: Added Syrian Arab Army. Updated Command vehicle for Russia and other armies using BTRs to correct BTR variant. Updated Command vehicle for US Army to correct Stryker ACV. Fixed nametags not showing for all 100 players. Updated nametags to only show up for players within a 10m distance. Updated teamkill messages to only show for teamkills in your own team. Removed teamdamage warning when shooting friendlies. Removed automatically triggered cease-fire message when getting shot by friendlies. Improved the Tutorial gamemode, fixed bugs and added new chapters. COOP: Updated tank smoke countermeasures to make bots unable to target you. Updated bot behavior to better reflect role priorities. Updated every AI kit to have unique battle strings per kit based on current threats. Updated bots to use the wrench tool to repair light vehicles and defuse mines. Menu: Added new fonts for Ukrainian localization. Added new fonts for simplified Chinese localization. Added new win/lose themes for ARF, Militia, Hamas, Insurgents, PLA and Taliban. Updated commander menu to place markers on the map without delay. Updated commander menu to no longer have cooldown for placing markers. Fixed capping bar hiding repair icon for vehicles. Soldiers: Improved Canadian soldier textures. Improved French soldier textures. Improved PLA Marines soldier textures. Improved PLA soldier facial textures. Statics: Fixed Ukrainian greenhouse being bulletproof. Vehicles: Added T-72AV. Added T-72AV TURMS. Added T-55. Added T-72M1 with improvised battlefield armor. Added T-62 with improvised battlefield armor. Added BMP-1 with improvised battlefield armor. Added ZSL-11/ZTL-11. Added FV601 Saladin. Added MiG-23. Added J-11B. Updated ZBL-08 sights to correct reticle. Updated ZSU-23-4 Shilka sights to correct reticle. Updated ZIL 131 to be faster and flip less. Updated T-72 series with basic stabilization featured in other tanks. Updated T-90 sight when switching to TIS. Improved J11A textures. Improved Merkava gunner sight. Improved WW2 USA logistic truck textures. Improved M10 textures. Improved Tunguska and PGZ-95 textures. Improved ZSL-92 textures. Improved PLA digital camo textures. Improved ZIL 131 textures. Fixed BTR-80A magazine count. Fixed SA-342 Gazelle clipping through the ground. Weapons: Added RPG-29. Added 3rd person hip fire animations for 7.62 calibre AKs (AK-47, PM md. 63, AKM and Type 56). Added AK74 variants with wrapped tourniquet. Updated FG42 firing sounds. Updated trip flare detection radius and angle to better match the tripwire. Updated SKS firing sounds. Updated PPD-40 firing sounds. Updated Wist 94 deviation and recoil to be in line with other pistols. Fixed SA7 3rd person zoom animation. Kits: Added RPG-29 to Hamas and Syrian Rebels. Updated Chechen Officer to use Makarov instead of Obrez. Updated Chechen kits to use Mosin rifles instead of carbines. Improved Chechen kit textures. Improved WW2 German kit textures. Improved WW2 USA kit textures. Improved French kit textures. Improved British kit textures. Improved US Army and USMC kit textures. Shaders: Updated shadows to use variable sampling increasing shadow spread with distance. Updated terrain to use world normals enabling reflections on slopes. Updated lightmaps to use fewer instructions and improve consistency across shaders. Updated terrain blending to use a smooth falloff instead of linear one. Updated optics blur to increase variance. Updated terrain detail blending to not be affected by camera zoom. Updated particles and decals to use alpha testing. Updated skinned mesh shader for better optimization. Levels: General: Added Talbisah 2km AAS and INS. Added Icebreaker 4km AAS. Replaced T-62 with T-55 on most maps. Updated lightmaps to standarized size. Updated and refined several COOP layers. Al Basrah: COOP: Added new COOP64 layer. Beirut: COOP64: Changed faction from IDF to MEC. Black Gold: AAS16: Replaced BMP-2M with non-AGTM BMP-2. AAS32: Replaced ZBL-08 with ZTL-11. AAS64: Replaced J-11A with J-11B. AAS128: Replaced ZBL-08 with ZTL-11. CNC64: Replaced J-11A with J-11B. COOP: Updated naxmesh to fix rare crash. COOP: Added new COOP32 and COOP128 layers. COOP64: Replaced J-11A with J-11B. COOP64: Replaced ZBL-08 with ZTL-11. Burning Sands COOP: Added new COOP64 layer. AAS32: Replaced Scorpion with Saladin. Carentan: COOP: Updated navmesh to improve pathfinding. COOP16: Added new infantry layer. COOP32: Updated flag layout for new navmesh. COOP64: Updated flag layout for new navmesh. Donbas: AAS32: Changed faction from USMC to US Army. COOP: Added coop support with COOP16, COOP32, COOP64 and COOP128 layers. Dragon Fly: COOP: New navmesh for better support. COOP: Added new COOP16 and COOP32 layers. Fallujah West: COOP: Added new COOP16 layer. Gaza: COOP: Added new COOP64 layer. Kozelsk: COOP: New navmesh for better support. COOP: Added new COOP32 and COOP128 layers. Kafr Halab: AAS: Updated all layers to feature SAA vs various insurgents. Kashan Desert: Yep, it's still in. COOP32: Changed faction from USA to MEC. AAS128: Replaced Scorpion with Saladin. Korbach Offensive: COOP: Added new COOP16 layer. Kozelsk: COOP: Update navmesh for better pathfinding. COOP: Added new COOP32 and COOP128 layer. Krivaja Valley: SKIRM128: Added BRDM-2 to Russia. SKIRM128: Added uncappable flags. SKIRM128: Added ticket bleed. COOP: Added new COOP16 and COOP64 layer. Operation Bobcat: COOP32: Added ZTL-11. Operation Brunswick: COOP: Added new COOP16 layer. Operation Soul Rebel: COOP: Added new COOP32 layer. Ras el Masri: AAS64: Replaced ZSL-92 with ZTL-11. Ramiel: COOP: Added new COOP128 layer. Road to Damascus: Changed MEC to SAA on all layers and reworked asset balance. Improved terrain & vegetation brightness on dark layers. Updated textures for roadsigns, billboards, and static vehicles. The cat makes sounds again. Sahel: AAS32: Replaced ZBL-08 with ZTL-11. AAS32: Replaced VBCI with AMX-10RC. COOP: Added new COOP16 layer. Sbeneh Outskirts: Changed MEC to SAA on all layers. Shahadah: COOP: Added new COOP64 and COOP128 layers. Stalingrad Summer: COOP: Added new COOP16 layer. Vung Ro: Added NVA T-55. Wanda Shan: AAS32: Replaced ZBL-08 with ZTL-11 AAS64: Replaced ZBL-08 with ZTL-11. COOP: Added new COOP32 and COOP128 layer. Xiangshan: AAS64: Replaced WZ-550 with ZTL-11. AAS128: Added NVA T-55.
  13. Earlier
  14. An RTO is responsible for configuring the communications of the element they’re part of. The best way to show what this is by showing an example. Let’s take a look at a battle group composed of infantry and some assets. We can already see a clear command structure. Overlord is the high command (usually zeus/mission maker). Godfather is the command element within the combat group. They command three squads of infantry of which one is mechanized and works with a Bradley callsign Hammer. We can also see three M1A2s commanded by Sword 1-1 and two JTACs linked with Godfather that manage air support from two Blackhawks and two F-16s. Every element is written down in this order: Callsign | SL, COC (chain of command) | Internal radio freq/asset. This visualization of the command structure serves to ease communication. As you can see there are six different long range radio channels. Without a couple RTOs this unit is not battle ready. This is one of many ways of creating what is sometimes called a tree. The most important rules are that it clearly shows the command structure, chain of command and communication channels.
  15. The equipment that you will need depends on your task and the assets you have to complete it. In Arma it will also depend on what kind of mods you use. Map and navigation Map Compass Map Tools Map flashlight (dependent on ACE settings) GPS cTAB MicroDagr/Dagr Target designation: Colored smokes Vector 21 (or other rangefinders) Laser designator IR Grenades Chemlights Flares Colored Panels IR Strobes Grenade launcher with colored smokes, flares etc. Tracer rounds IR laser Comms: Short range radio Long range radio SATCOM antenna cTAB Keep in mind some of the equipment is mod dependent and might not be available to you at all times. As you can see there is a ton of equipment that can be useful in the field. And as you can probably imagine there is absolutely no way you can carry enough of everything. That’s why equipment optimalization is key when playing as RTO/JTAC. It is as important to fit your mission as it is to fit your terrain, time of day or equipment of friendlies and enemies.
  16. Land navigation is a skill that every mil-sim player should possess. Without it you become absolutely useless the second you lose your GPS. Thankfully using a map, a compass, map tools and your brain is not that hard. I’ll cover the equipment necessary, how to read a map, how to lo Equipment For basic navigation you’ll need: Map Compass Map tools Additionally remember to bring a flashlight when operating at night. Map reading Maps in Arma are very accurate, that’s why it helps a lot to know how to read them. I will show an example of a map fragment from Altis to illustrate some of the basics. I am using the Enhanced Map Ace Version mod which makes maps a bit more realistic. Using this button we can switch between satellite view with topographic markings and clean topographic map. The latter is usually better for navigation because there’s less clutter on the map. Roads are marked with different colors depending on how big they are. Usually the brighter the color the bigger a road. Here we can see grey marking a relatively small road and yellow marking mor major road. Boxes with symbols in them mark certain structures. On this fragment we can see windmills on the west and a church in the town of Abdera. Additionally some smaller symbols show up like chapels by the roads and more importantly rocks in many places. Buildings like in this small town are marked with grey boxes resembling their real shape. Sometimes powerlines are marked on maps giving us yet another reference point to navigate by. These numbers mark the height above sea level. They are not hill numbers but only their height. Communicating by using the numbers as names of the hills can be misleading. Possibly the most important take away from this example the contour lines. Contour lines are all of the tiny brown lines that litter the entire map. They show us at what height above sea level a certain place is. On this map we can see that every interval is 5 meters in elevation which means every line is 5 meters above or below the line next to it. Additionally the slightly fatter lines are in this example 25 meters apart. In Arma the map is interactive, which means it will change the level of detail as you zoom in and out. That also applies to the contour lines. The distance between the lines will change abut it’s always shown in the bottom left corner. Because the vertical distance between every line is the same we can easily tell if a hill is steep or not. The closer the lines are to each other, the steeper the slope and the other way around, the further they are the slope is less steep. By learning to read contour lines we can easily not only orient ourselves in the terrain but also find suitable routes that give us enough cover. Contour lines are also drawn on water where they symbolize the depth. Of course there are many more symbols on maps, but I think they are pretty self-explanatory. Of course the green is trees and the blue is water. And in the middle of the fragment we can see a landing strip marked. Using the map tools Map tools can be found in the Tools section in the arsenal. You do not have to equip them in any specific slot, but only have them somewhere in your inventory. To open them on the map you use ACE self-interact (default: ctrl+win) while your map is open. You select Map Tools and then small or normal map tools. Those lines are used for measuring distance. They are exactly 1kmx1km no matter how much you zoom in or out the map. The line on the side of the tool is 3km long and is also used for measuring range. The circle in the middle of the tool is used for measuring azimuth on the map. The inner circle is marked with degrees and the outer with milliradians. By holding alt and left click you can rotate the tool to fit whatever you’re measuring. To drag the tool hold left click and move it around. And if you need to draw a line (ctrl+left click) on what you’re measuring the tool will make sure it is straight. Orienting the map To start creating a route we first need to know where we are. For that purpose we have to find a way to locate our position on the map. There are a couple ways of doing this: Landmarks – if we are next to a high tower next to a river, it will be easy to find a tower on the map and the river next to it. Then we just have to double check it with something else like terrain features and we’re good to go. Terrain association – this is a process of looking around, noting the terrain features (hills, rivers, buildings, etc.) and trying to find a place on the map that resembles it. Triangulation – for this you would have to see some landmarks. If you do you can measure an azimuth (using a compass) to each landmark and then draw a line on that azimuth from each landmark. The place where all three lines intersect is your position. If you have a rangefinder or some other way of measuring range, you can do this with only one land mark. You simply draw the line on the correct azimuth and measure how far away from the object you are. Then mark that position on the map. When trying to orient the map, altitude is your friend. The higher you are, generally, the more landmarks and terrain features you see. That allows for greater detail in locating your position. Planning a route I will not focus on the tactical planning of a route one should take to have the most advantageous position in case of a contact. I will show only how to move from point A to point B without getting lost. And for that there are two ways. In this situation I have to move south towards some position. The position is not clearly marked and has no real features so it might be easy to miss. The first way of doing this is to set an azimuth towards the target and start walking. This is generally the preferred method only if there are not landmarks to guide you. Using this method it is easy to deviate from the path, miss the objective and worse. The preferred way of doing things is finding waypoints that we know will be easily to locate if we can get in their general area. In this example I decided to head for a house with a driveway. It will be easy to locate even if I miss it by a 100 meters or more. Then almost directly south of the house is a ridgeline. I choose the highest point of the ridgeline as a waypoint because it will probably be visible from the house itself and even if not, it will be easy to find even once I’m on the ridge. From there I go almost straight south. This is where the issues start but thankfully the lowest point of the valley floor is clearly visible on the map. I go looking for that. Once I find that I follow the valley floor and it leads me straight to my objective. Most of the time setting waypoints will take time and the route will be longer, but it will save you from getting lost. Often when anticipating enemy contact you will move from landmark to land mark anyways because that might give you the best cover.
  1. Load more activity
×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy