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=VG= Calv

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Everything posted by =VG= Calv

  1. Pvt. Pirate LAN_WROTE ... :O so this weekend there's free time? :O nice :D http://veterans-gaming.com/vg-plugins/forum/forum_viewtopic.php?26347.last
  2. First post updated with mission slots. Increased fireteams to 6 and focusing on infantry alone in response to attendance numbers.
  3. Usual time 19:00 GMT. World Time (Current GMT) We will either be running the mission we didn't get to play last week, or smaller special forces mission, depending on number of people that sign up. Will post mission details later. Day 4 Mission Situation It seems the attack on Rasman was intended as a distraction to keep us occupied while the insurgent leader escaped the area. We will of course not allow this to happen and have located an armed convoy moving north towards Zavarak. We believe the leader is making his escape attempt and are sending you to stop that convoy and detain or neutralise him. Mission Ambush the convoy and neutralise or detain insurgent leader. Enemy Forces Two armed Land Rovers and one unarmed UAZ Roster: Calv Eclipse Murder Outlanders Ingo Poff Gaz Charry Iffn Oni SemlerPDX Squad Squad Leader: Operator: Charlie-1 Team Leader: Poff 2: Eclipse 3: Outlanders 4: Charry 5: Oni 6: SemlerPDX Charlie-2 Team Leader: Murder 2: Gaz 3: Ingo 4: Iffn 5: 6: Team Roles 1x FTL (SCAR-H + EGLM) 2x Operators (SCAR-H SD + M136) 1x Machinegunner (MK48) 1x Medic (SCAR-H SD) 1x Marksman (M110 NV + SCAR-L SD)
  4. When ingame type #beclient players and then note the players GUID. Then report here or poke an admin in TS for a ban. Obviously screenshot offensive behaviour if possible.
  5. Next week will likely have this mission and the next mission available, and will decide which to use based on how many signup.
  6. Switch LAN_WROTE ... I've been missing for a while, has everyone gotten new mods installed or are we still running off of vanilla? I'd be down to join, but I'm not sure of when the time is either. Is that on the event calender? We're using ACE/ACRE and a few other mods. If you create a preset in SU with the ACE/ACRE server it should list all the needed mods, just need to download em then. Start time this week is 18:30 GMT. About 11 hours from when this post was made. So about 8.30am Saturday in Hawaii.
  7. That's pretty much the option 1 plan. Although to extract the Major the team needs to return to base with him. (The Major joins the team that extracts him, and the FTL needs to move him to the tent in our starting base, this could technically be done remotely using the move command on the map so it is not essential that the team return to base.) As the mission begins the taki army has just engaged forces at Rasman, so we have friendlies fighting inside the city, and some defending the airfield. The bulk of the forces however have fallen back to the NE compound and setup defense there.
  8. Problem with that is that the infantry without the bradleys will be potentially vulnerable, and the bradleys without the infantry are likewise. The bradleys need infantry ahead of them to screen for RPGs and the like. If we go with option 1 we could leave one of the teams to defend the compound while the other returns to base with the major, and have the bradleys RV at the airfield compound. Just leaves the bradleys potentially open while making their way to the airfield.
  9. So basically we have two objectives in the mission. Extract the major and secure the city and airfield. With the forces we have I see two possible ways of doing this: 1) Load one (or both) of the teams into the chopper and head straight for the Major's location, secure the compound and extract him. Meanwhile the bradleys would be rolling towards Rasman and the teams would link up with them on the way back to base for the main assault. Pros: Gets the Major out of there quickly, ensuring his survival. Cons: Exposes the chopper and things could go south fast if it is shot down. 2) Load up the bradleys and head straight for Rasman. One bradley and fireteam pushes through from the South, the other flanks west and circles round to the airfield, secures that area then pushes East. Land chopper and extract Major after airfield is secured. Pros: Increased firepower and presence should remove attention from the chopper. Cons: Increased time to arrival at Major's location, possibility of him being killed increased. So feel free to discuss these options or suggest alternatives or other things that you feel need to be considered.
  10. =VG= Calv

    New Begining

    Glad you're enjoying it. May want to consider joining us for the weekly mission we've been doing on Saturday evenings: http://veterans-gaming.com/vg-plugins/forum/forum_viewtopic.php?26202.last Requires ACE/ACRE so adds a bit more to the learning curve but the basics can be picked up quickly enough. And I'm always around to go through anything that people want to brush up on.
  11. Should be able to download the previous version and reinstall. 32bit: http://www.filehippo.com/download_teamspeak_client_32/12157/ 64bit: http://www.filehippo.com/download_teamspeak_client_64/12158/ [EDIT]Links updated.
  12. Jager LAN_WROTE ... Personally I'm not a big fan of upgrading boxed setups since you have to work with their space, was looking at upgrading my gf's boxed setup. It was a older box and the space needed for a new GPU was simply not there nor the ventilation for the added heat produced. Hate boxed setups with a passion. Remember attempting to do a "quick favor" for a relative once by replacing their hard drive that had died. Open the case up to find everything glued into place. !mad
  13. Quick Update for everyone: Do NOT update your teamspeak when prompted as it will screw your ACRE up. Wait until a new version of ACRE is released. If you have already updated TS you'll need to re-download the last version and reinstall.
  14. Wanting to do some training with the bradleys before the mission so would like people on the server at 18:30 GMT. (Which most of you usually are anyway) As you'll see in the roles we're going to be using the bradleys so will need 2x Vehicle commanders (that will also be in overall command of the linked fireteam) along with 2x drivers and 2x gunners. Everyone should make sure to read up on combined arms operations: http://ttp2.dslyecxi.com/combined_arms.html Situation Scramble Alert!! A large force has began an attack on Rasman and is making a push on our recently occupied airfield. It seems the Takistan Army were not as pacified as we had been led to believe. We need you to make all haste to that airfield, extract the Major who was setting up the base, and push all hostile units out of the airbase and centre of Rasman. Our boys are outnumbered and outgunned up there, so we can't afford any delays. Mission Extract the Major from the airbase and ensure his safe arrival at Feruz Abad. Secure the airbase and Razman city centre neutralising all hostiles. Map See Attached Friendly Forces Charlie and Delta Squad 1x UH-60 2x M2A3 Bradleys. Airfield Several US infantry squads on the airfield and inside Rasman. Enemy Forces Multiple Infantry Squads, armoured vehicles and air assets. Roster: Calv Castor Charry Poffadder Gaz Acer Wooz Murder Dman Outlanders Ingo Iffn Eclipse Confused Speirs Roles: Platoon Leader: Charlie Commander: Poffadder Crewman: Iffn Crewman: Confused Charlie Fireteam Leader: Semler 2: Castor 3: Wooz 4: Outlanders 5: Eclipse 6: Delta Commander: Crewman: Crewman: Delta Fireteam Leader: Murder 2: Gaz 3: Acer 4: Ingo 5: Speirs 6: Hotel-1 Pilot: Charry Doorgunner: Dman
  15. Tried playing for first time earlier. Attacked and chased by zombies for several minutes, manage to escape and bandage then wander through woods for about half an hour following some power lines. Find some buildings and sneak up until a zombie walks into me, jump up and run into the barn and upstairs to hide, got clear but zombie just sitting at bottom of stairs, so log out for awhile. Log back in couple hours later and find that I now have a pistol, knife and various other items I didn't have before, then get shot by some arsehole in the same building.
  16. It's fine, if real life happens then real life happens. If we start saying don't sign up unless you're 100% sure then people will stop signing up. As long as we are made aware when people are not gonna be there it's fine.
  17. The LAMBS guys that I run missions with on Tuesday night are short a few people for the mission tomorrow night, they start at 17:30 GMT, so if anyone is interested and is certain they can make it, then drop a post in this thread: http://www.nopryl.no/smfprod/index.php?topic=4224.0 I'm not sure how many guys they want exactly so once you've signed up keep an eye on that thread and the Day 4 general chat thread (and should be a day 4 briefing thread at some point).
  18. Castor =VG= LAN_WROTE ... Recon team Delta 2 AAR Whole mission went smoothly, we are still missing a lot of Pre-mission planning and a lot of the guys dont seem ready for that kind of ops, people kept shouting in debriefing stuff like ''lets go already! I want some action! Cmon!'' so we need to work on patience. Still the mission went extremely well even tho Delta had it's first recon mission, we worked as a team and that was enough. But next time I'd wish for less unneeded chat in the backround while debriefing, and especially more planning, you cant send your soldiers to the unknown all the time, it WILL bite you back. Always have a plan ready for different scenarions but keep the plans kind of ''open'' (as we did) so the teams have room to maneuver. The main issue with this was the long delay in getting started, so people were getting a bit impatient which was understandable. As for the planning it was really down to the units in charge to sort out, there is always time during the warmup and at the start of the mission for this to be done. All the information is available days in advance of the mission, so you can even start a thread on the forum and discuss a general plan there. The reason we had the recon teams was because we knew we were going into the unknown, we had target areas but no idea what was there, hence the recon teams going in first. The only "plan" that was needed before we started was: Charlie's insertion and direction of movement and Delta's insertion and direction of movement, both of which I believe Poffadder was aware of. We didn't have enough intel of the area to make a more detailed plan. We don't plan for different scenarios because it just complicates matters, you react and adapt to the situation as it happens instead of planning for every eventuality. LAN_WROTE ... I know you're going to criticise my comments by saying that Recon removed all the unknowns, but there was situations where things would have easily gone south without delta 1. Mostly we had no idea where charlie or delta 1 went (for I was denied to communicate with delta 1, by ordering the use of 343 radio between us, unfortunately range in it was too short and coms were cut for long time periods), so if the situation would have arised we would have been unable to cover them. No idea why there was a comms issue, both Delta teams had access to a 117f and a 148, so there should have been no reason for you guys to not be able to communicate with each other either on the 117 channel that was shared with the Platoon leader or on a seperate channel on the 148. If you wanted to know where the other recon team or charlie squad was then all you needed to do was ask the Platoon Leader, he knew where we all were at all times. LAN_WROTE ... Notify that I am NOT saying that someone specifically did wrong, it was just an overall thing. Delta 2 flew to the AO with Delta 1. LZ was located about 2klicks south of our OverWatch position, route to there was long and hard but we made it without a scratch. At OW we held and Recon'd the area finding multiple hostile foot patrols, enemy camp and a KORD-machinegun until we were needed, took a couple of shots to the camp and took down the KORD. Next we moved 50m north so see the northern camp finding another camp, garrison, 2 KORDs, and a foot patrol. engagement was succesful, no casualties. After that we move NE towards possible satellite phone call location, unfortunately an unstable cliff gave in under my spotter and he dislocated his knee, we took of with a MEDEVAC while Delta 1 and Charlie finished the mission.
  19. Outlanders =VG= LAN_WROTE ... Calv almost died when we hit the first camp. I though he was already dead, so i just kept covering left side of the hill. I healed him at the last second, used like 4 bandages. I think next time we all should get in at around 1800 hours, check mods, check mission, and then train with squad leaders, cause now it's just random shooting. Aye, I added the timer to give people a bit of a second chance as being one hit killed without any chance to survive during missions with no respawn is always a pain. Currently have the timer set to 200s but can adjust that if people think it should be lower. Everyone starts with one compress (large bandage), but I'd generally suggest picking up one or two more from the field hospitals as they can often save lives and stops ya from using up all your bandages on one person. Debrief added to first post.
  20. So write up your reports, what you did, what you saw, what went well, what didn't and so on. Will put some stuff of mine in tomorrow, need sleep now. Debrief: Good night's work teams. We've struck a serious blow to the militia by destroying many of their weapons caches, vehicles and communication equipment. Not to mention ceasing their large scale IED production. Our intel teams are still going through the information recovered but they believe it may give us a lead on who is organizing this militia so we can cut the head off this thing. Things to improve: * Start time - enough said really * Team work - I'm happy to go through the basic training stuff with people if asked, I can join the server earlier if given notice. However, I've gone through this stuff with the FTLs so they really should be training their teams, new people, and even doing the exercises with other teams during the time before the mission starts. * Squad Leading: I'm well aware I'm not a very good squad leader due to my inability to hang back and not engage, but until someone steps up to take the role ya likely stuck with me.
  21. SemlerPDX =VG= LAN_WROTE ... Gaz LAN_WROTE ... Mr Nixxen would like too join us, His ability to go on the forums is gone because of missing cookies or something but he said too put his name down as a fire team member ;-) I'll do my best to make sure he gets there on time. How do you know this is not because he was banned from the website? He should use a different browser, and come sign up, or go to his internet options and allow cookies to be set by websites or at least this website. That's not much of an excuse, just saying.... I dunno, I have issues logging in here at times too, not as much as I used to but still get some odd glitches at times if I open pages up in different tabs and such.
  22. Server prolly needs restarting with the right mod list for mission/warmup map.
  23. Figured I'd make a quick post detailing the various ordnance types introduced in ACE. Mainly concerned with people knowing how to use satchels and the SLAM, but knowing what all the different grenades do and using them correctly can be a huge tactical advantage. Satchel: Heavy-duty explosive ordnance. Will destroy most targets and disable heavily armoured targets such as Tunguska and MBTs. Due to the weight not advisable to carry more than one per person. Operation Command Detonation Select ARM from the interaction menu. This arms the satchel. An entry will appear in your action menu ("Safety off satchel #xxxx"). Satchel is ready to touch off. Timed Detonation Select SET TIMER from the interaction menu. Set timer to 2, 5 or 10 minutes. RESET removes timed mode from satchel and sets it back to COMMAND mode. After timer has been set, select ARM to run the timer. No entry will appear in your action menu. Satchel will explode after x minutes. Only Timed Detonation satchels can be attached to a vehicle, so place it next to a vehicle, arm it, and you can attach it to the vehicle using the interaction menu on the satchel. SLAM There are two variants of the SLAM, these are identical in terms of explosive power and only differ in the following way: M2 becomes inert (disarmed) after the timer expires (unless set to timed detonation). M4 self-destructs when the timer expires. The benefit of the SLAM is that it is effective against infantry, cars, and lightly armoured vehicles. The coloured boxes are areas on the interface where you can click to change the functionality of the SLAM. Yellow box: PIRS Cover (Passive Infra Red Sensor) Green Box: Blasting Cap plug Blue Box: Timer Switch (Cycle up/down by clicking in the red areas). Times are, in order; 4, 10, 24 Hours, 15, 30, 45, 60 Minutes. Cyan Box: Arming pin Operation The different attack modes for the SLAM are Magnetically fuzed Bottom attack: Relatively easy to spot on a road, only effective against cars and some lightly armoured targets. IR/Thermal fuzed Side attack: Can be hidden up to 15m away from where you expect the target to be and sighted in. Is capable of destroying cars and disabling most lightly armoured vehicles. The damage done to light armoured vehicles largely depends on how close they are to the SLAM and where the charge hits the vehicle. Command detonation: Functions in Side Attack mode, so sight the SLAM, then detonate when ready. Timer: Functions in Side Attack mode, so sight the SLAM, then clear the area. Bottom attack Place the mine on the ground in the path of the target Make sure the timer is set to 4, 10 or 24 Hours Pull the arming pin The SLAM will detonate when a vehicle drives over it. Side attack Place the SLAM ~2-15m away from the target area Sight the mine in towards the target Make sure the timer is set to 4, 10, or 24 Hours Remove the PIRS Cover Pull the arming pin The SLAM will detonate when a vehicle drives past the sensor, and fire an explosivly formed projectile at the target. (Note: The sensor is sensitive enough that even infantry might set it off) Command Detonation Place the SLAM ~2-15m away from the target area Sight the mine in towards the target Insert blasting cap Pull arming pin To detonate select Safety off (SLAM x) then Detonate SLAM x from the action menu. Timer Place the SLAM ~2-15m away from the target area Sight the mine in towards the target Set timer to 15, 30, 45, or 60 Minutes Pull arming pin The SLAM will go off after the set amount of time. Claymore Fairly standard anti-personnel mine, when detonated launches multiple fragments towards the direction it is aimed. Always sight towards expected enemy presence. Can be detonated manually or setup via tripwire. M16A1 Bouncing Betty Anti-Personnel Mine. Extremely effective against groups of infantry, upon activating "bounces" to eye level and detonates covering a large area in shrapnel. Can be armed to detonate on proximity or via tripwire. Tripwire Place mine on ground, may be buried on dirt surfaces. Select tripwire and move to where you want the wire to end, upto 20m away, then end tripwire. Proximity Place mine, bury if desired, arm. M49A1 Flare Mine Essentially a warning system, place and setup a tripwire and when crossed smoke will be emitted to notify you of such. Grenades First thing to know is how to throw grenades. You should enable the Grenade Throw script in the ACE Clippi tool, accessed via the taskbar when the game is running. This scripts allows you the following throw types: Normal throw - Grenade flies in a normal arc. Denoted by an upwards curving arrow. Precise throw - Grenade flies directly where you're pointing at (and not ~30 degrees higher as in default amplitude throw). Allows you to throw grenades into windows etc with high precision (after some practice). Denoted by a horizontal arrow. Roll - Grenade goes low and parallel to the ground, fast enough to bounce ('roll') 10 or so meters. Denoted by a downwards curving arrow. (!! Do not try to roll the RGO !!) Drop - Right at your feet. You'd better move if this is not smoke or something harmless. Denoted by a downwards arrow. Grenade Types M67 Frag Grenade: Everyone should know this one, explodes and send fragments flying in every direction. Can be thrown about 40m and fragments can hit targets upto about 20-25m. Smoke: Again, everyone should know. Throw and wait for smoke to appear. Always check the wind direction (Shift-K) before throwing otherwise you may end up with the smoke blowing in the opposite direction providing no cover. AN-M14 Incendiary: Fire in a canister. Largely ineffective against infantry unless they stand next to one for several seconds. Can be used for destroying equipment, caches, etc without the need for explosives. Overall it's mostly useless in Arma. M34 White Phosphorous: Essentially this is a frag, gas and smoke all mixed together, very deadly. Initial detonation blast can wound up to about 30-35m. Resulting smoke will then disorient and blind anyone close without a gas mask and provide a cover screen. M7A3 CS Gas: Teargas basically, throw (or launch via M203) into a compound or house and enter safe in the knowledge the occupants are crying like little girls. Ensure you bring gas masks and check wind direction before using. M84 Flashbang: It flashes and it bangs. Effective range of at most 2m, so best confined to use indoors. Blinds and deafens targets for several seconds. M86 Pursuit Deterrent: Interesting and very handy grenade to have with you. When thrown it will wait about 5 seconds and then deploy 8 tripwires in various directions around itself. The detonation is rarely lethal but will badly wound anyone caught in it. can be useful to protect flanks when in a static position, to cover possible reinforcement routes when assaulting a position, or to cover your egress from hostile locations.
  24. SavageCDN =VG= LAN_WROTE ... If you guys want harder AI we can provide - ZeusAI, ASR_AI, DAC.. all kinds of options I'm not too bothered about it at moment, the ACE AI is good enough and it's not like we're waltzing through missions as is. Gonna be using the urban patrol scripts for future missions too which is supposed to make AI a bit smarter in how they react and engage.
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