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Posts posted by =VG= Kavelenko
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The most useful role a commander can do on the server is to identify and mark enemy armor, mortar pits, and quad guns if they're active. Giving competent SLs orders is not taken seriously especially if the Commander is inexperienced.
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9 hours ago, =VG= SemlerPDX said:
Glad you got connected, that blinking issue rings a bell, but I can't recall where I heard it before. Either way, once you're set up, you are good to go and that's the Falcon BMS way, amiright? hahah!
Yeah its this panel that pulses when you log in to the server, AFAIK it doesn't affect anything.
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@=VG= SemlerPDX,
If you and BLuD want to meet up I maybe able to help with sorting out your HOTAS settings in BMS, and the MFD extraction problem.-
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Yeah that Ace Medical training scenario is a beauty, cheers to @Life for that. As we discovered yesterday splints are not available for dealing with fractures, so it still needs a little tweeking.
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Add me to Wolf 3, Medic, SL or whatever.
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Heya Life,
Just jump on the server whenever you like mate, its a matter of catching up with with whoever is on at the time. We live in many different times zones, best thing is to check Team Speak and see who's in TFAR or message on Discord. -
AAh shite! I looked behind every tree too! rofl
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Just now, PITN said:
So when you are downed and wounded hitting "D" allows you to still function for a few moments longer?
Yes, you cannot stand up but you can crawl until you pass out, and then hit D again, this is what I do when I dont have enough first aid kits to withstand.
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Lately I've been taking down entire AOs by creating a FOB with only situation room, medical tent (might try it without this), and checkpoint, making sure it is located outside the AO. Transport 5 large supplies in with one ammo crate, and that gives you approx 18 hours. The next step is to use a little bird to set up check points around the AO that last perhaps 2-3 hours, these enable you to spawn in quickly if you get hammered and saves a lot of walking. Once I'm inside the red zones, I switch to RTO and call in air strikes once I get visuals on AA, or HQ targets. So I use a basic rule, if I cannot see a target I dont use the RTO, if its dark I sneak up on an AA or artillery point blank and plant charges. Another technique is to when you go down close to a target hit D and you can crawl closer, set off charges you didn't get a chance to detonate or even call in an air strike on top of you!
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Hey Mokum,
Howzit going? I still use Sem's profile to work my Mic switches on the HOTAS Warthog, not sure how different they are to the Cougar but it works fine for me even though its an old profile. Press up for UHF, down for VHF.
I also use the pinky switch to provide me with a shifted layer so I can adjust the Harrier exhaust controls using the Mic switch, shift + up to increase exhaust angle and shift + down to decrease etc. If I do shift + forward on the mic switch it gives me 50° exhaust angle for STOL and pushing back reduces it to zero, very handy for take offs and landings.QuoteAUTHOR OF AVCS NOTE: The above description of setup & use of push to talk for UHF and VHF radios in AVCS4 BMS is depreciated. Latest system in AVCS4 BMS (v1.41+) is intuitive -- just say, "Set a Push to Talk Button", or "Edit a Push to Talk Button". It will guide users to simply push the joystick/keyboard/mouse button they wish to set (up to 6 total PTT buttons), and work automatically in the background. No manual editing of the AVCS4 BMS profile is required beyond including AVCS CORE commands into it (as described in the Event Log during first-time initialization of AVCS CORE + AVCS4 BMS).
Thanks for checking out my VoiceAttack profiles!! -SemlerPDX Nov/Dec 2022
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For those who dont own the DLC.
https://steamcommunity.com/sharedfiles/filedetails/?id=2477276806-
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Yep Sem did a fantastic job with Voice Attack, I never fly BMS without it. It just adds that little bit more realism to the sim when you can literally "talk" to the Tower and the AI.
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I haven't tried the RTO role yet, looks like fun.
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Yeah we did this quite effectively today to take down the whole AO, I added 100 sandbags to my kit, and Engineer training, CAV squad and just plonked down a Checkpoint 200m from the target, feed it a few sandbags and hey presto a spawnable rally point that works regardless of enemy in the area. Guerilla tactics, this means we dont really need to carry a lot of First Aid kits but you compensate by adding more sandbags & satchels to take down the mortar and AA.
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The hover thing doesn't bother me per se but its only happening because there's little opposition on a map like Pavlovsk Bay Std, try doing that on Operation Soul Rebel and you'll get shot down by a MiG.
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@PITN Nice, that's handy to know, obviously a check point is not going to be around for as long as a FOB but for small ops where you just want to get in and out quickly to take down some Artillery its pretty handy to be able use one to re-spawn bit like we do in PR with rally points. I think we got 2 hours for the one we did, something like that. It was only a checkpoint so would not use up the sandbags as quick as a FOB.
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On 5/25/2021 at 7:43 AM, =VG= SemlerPDX said:
Under 'Collective Lower (analog)' you must also move your throttle backwards and forwards to set both the Axis - and Axis + for this control as well
I tried it without doing this part and it worked fine for me.
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On 5/23/2021 at 5:47 PM, PITN said:
Posted this on steam so I thought I would share my thoughts here as well.
Hi PITN, I was on the server with the Doc yesterday and we managed to get a checkpoint built just loading two jeeps, this enabled us to respawn close to the AO without the need to fly in logistics for a FOB, what I'd like to know is what would be the minimum requirements to build this temporary spawn point? The help doesn't give enough information about this, is there a wiki on this mod?
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I lost my rank and busted back to private does that mean I cannot fly Helicopters?
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$100 from me, all the best guys! Appreciate the work behind the scenes here.
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Sorry Sausage, too early for me, that's something like 4;30am! Have fun. That Medic system sounds like a nightmare anyway.
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16 hours ago, Golden said:
I've been wanting to ask though, perhaps we could allow a Logi squad to lock at 2? An effective logistics squad, be it for FOBs and/or repairs, only needs a good Officer and Medic to occupy said Logi.
Yeah this can cause problems if it catches on, we'll run out of squads very quickly. I don't really see any advantage to having a dedicated Logi squad it causes major problems if one squad controls all logistics and the whole team is reliant on one squad to build fobs etc.
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Medic in Wolf 2 please.
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v1.6.6.0 Message says 'debug test failed'....nothing works.
in Project Reality
Posted
Try doing a full installation in a different folder to your original PR version 1.2v that's really old and probably required the original BF2 program. PR is now a standalone installation.
Once you've got that done that you should get a prompt to update to the latest as Binary indicated.