This may help put some numbers on an otherwise Visual Flight Rules landing. Few vets will find it helpful, but it may well have helped over 250 new players keep their asset in one piece. !pilot Making the video has even helped me to land well more consistantly in a live game.
So there are non-ace mod soundpacks for the user to add that don't conflict? Just installed a Klipsch 2.1 with a sweet 130 Watt subwoofer. Lookin forward to some full sounding explosions!
Yeah, Big Thank you to Fireball for the maps! And to the local modders helping to make them the best they can be. I've been unable to play in-depth games lately, but watching the change-log posts. Great ideas, PITN. Restricted kits; Small SD options for night-ops; awesome! !trin This soldier is hooked! Will be back to 10 hour tours of duty as soon as I get this dang duplex rented or sold. No luck with the last one, these days. I'd rather play wargames than Monopoly any freakin day!
thanks, bro. Headin up there as soon as next weekend. Can't wait! )edit-no joke, I can't read yours too much - that alien stuff freaks me out, especially when I'm in the middle of nowhere)
I've been shopping for a HOTAS. This one is high on the list, but about the rudder pedals... Would you say they are correct width, or are they..ahem..(*thigh) busters? How confined is a real cockpit with regards to leg spacing in comparison?
I know you'd all rather see Sgt. Mossberg than my homely arse. Good excuse to break out the oil and prep for camping season, too. And I'm not pissed, I guess I just think too hard... See -I was super happy here, all alone in the middle of nowhere for a week:
Cool! Wish I had that one back in HS, too... But thanks to Odell Lake and Oregon Trail I learned....uh...wait, what did I learn? That the life of a rainbow trout is perilous, and wagon are not good ATV's? Oh yeah, & that I love computer games! !gamer
Aside from the GUI, troubleshooting can still take place w/relevant info....any hardware/software/NIC changes? (i got a decade of Win troubleshooting under my belt, but can't interpret the GUI) Just trying to help if no one can pinpoint it faster...
was thinking they at least had a free PP viewer...thanks for the link, Bones! (could you please verify the DL link for Bone's Falcon Guide is a permanent one? I keep getting redirected to a sign up page, unlike yesterday)
multi-roll_training.rar This is the Multi-Roll Training Tactical Engagement created by Hard-Deck. It contains multiple packages, most F-16, but some F-18 and Mir-2000 packages as well. The various packages cover a variety of roles, munitions, and objectives. All "targets" are BLUFOR friendlies, and therefore pose no threat to the player(s) simulating live fire test ranges. The theater is standard Belkins. The download file Multi-Role Training.rar contains two files; Multi-Roll Training.tac and Readme.txt The readme includes instructions for those not familiar with placing a saved tactical engagement into the proper folder for it to be used in game. The CCRP mission used for the training example in this thread is one of the packages in this training op.
{info Post from our friend Hard-Deck} Recently I was tying to explain to a couple friends the way I use markpoints to line up for a bombing run on a tank column using CCRP. Here are some screenshots to show excactly what it is that I do. Hopefully, this will help anyone who may be having difficulty. Special thanks to BOHICA for his part in putting this together. First get yourself within the 40 mile range required by the GM radar to expand to DBS2. Once you locate the column, hit the 7 button in the ICP labeled, "MARK". You will see, "MARK 1, NO MARK DATA, ENTR TO SET" in the DED, (Data Entry Display). Start by slewing the radar cursor to one end of the column and hit "ENTR" in the ICP(Integrated Control Panel). You should see a blue X appear in the HSD where your cursor is and the coordinates for that markpoint should also appear in the DED. Next, hit the steerpoint cycle button, to select MARK 2, then slew the radar cursor to the opposite end of the column and hit the "ENTR" button in the ICP again. Finally, repeat the process, only this time placing the cursor in the center of the column and hitting the "ENTR" button in the ICP. Now, turn your attention to the HSD in the right MFD and fly towards the 3rd markpoint still showing in the DED. As you get closer, begin expanding the HSD by pessing Right-OSB3. As you get closer, expand the HSD one last time, if neccessary, and decide which direction you need to turn to align your Viper parallel to the column. Turning parallel... Notice the markpoints are now aligned vertically in the HSD, now it's time to extend, I usually go out about 25nm but only 10-12nm is really needed. Once you turn back into the target it is important to remember to hit CZ, (Cursor Zero, Left-OSB9) to re-align the radar with the 3rd markpoint, still showing in the DED. If you look in the HSD, you will see my No.2 pilot, BOHICA. He and I approached the target area in formation and split as we reached our respective columns so we could each extend, already in line with our targets. I knew that if one of us got our bombs off first, it would cause the other column to scatter, so we coordinated with each other so that when we turned back in, we would arrive over the target area and release our bombs at the same time. After bomb release, we were able to immediately form back up and begin our egress. Image Downlod
PITN wrote ... -Option to block 3rd person. Jarema wrote ... Why would you want to do that what is the purpose? If you don't want to use 3rd person then you don't have to but why take it away from everyone? I can't find a just cause for wanting to do that? In PvP, I would agree on removing 3rd person. I use it for driving, so that would suck, but in CQC, you can see around and over walls - wouldn't want to fight humans with that ability enabled. Don't see much problem with it in BLUFOR COOP, unless it's the exact same issue as above...
I have experienced similar problems with this player. He has a few similar names, as well. I believe they found a way to make bans stick now. This person was disruptive in more than one match I've been playing in this last week. Scanning my screenshots now.
This guys is constantly disruptive when he gets bored. He is, at this very moment, shooting up the MHQ and teamkilling here and there. We don't seem to be able to kick him. Name is: Mika Thanks!
I have the sound mod too, with a shortcut with the added line -mod=@ACESF i believe, anyway,,. The point of the story is, make a second icon to use for maps that don't allow it (an icon that only has the command line -nosplash, for example). This way, you can load/unload the ACE MOD sounds and play in your favorite server without changing any command lines or such. ACE shortcut, and Normal shortcut. @BLuDKLoT - OMG, I'm certain we will ALL totally love it if you allow the ACE sounds!!! THANK YOU! I swear some of these guns sound like my Tippman...lol !eatmyuzi
To clarify: The map is a 24-human player map. There are tons of OPFOR AI bots at all times. The human slots break down like this: 20 BLUFOR Player slots: 5 squads of 5 men;(1 SL; 1 Medic; 3 Hitmen) 4 OPFOR Player slots: Human Player can take control of any OPFOR AI Bot that is not within 100 meters of a BLUFOR Human (and a death/suicide is not required for this "teleportation" as I understand it)
The files are the same as the ones you implemented on the Arma server with one exception - no OPFOR slots for humans. Humans vs. Bots Always for COOP Insurgency. Actually, I don't mind or notice half the time that a human is in one of the four "harrasser" spots on OPFOR, but support the opinions of those who get super pissed at it, cuz they kinda got a point.
I think if we use the BLUFOR only maps, every other VG rule will apply just like PR COOP; I'm sure if in PR you could remove the ability for humans to even join the OPFOR side, you would. That's what I've just done for the Arma PR-inspired Insurgency map we got here....I think we should load those up instead as the spawn abilities alone on OPFOR are way too powerful and disruptive to BLUFOR players.
I enjoy playing Insurgency so much, but the 4 slots on the OPFOR side were merely put into the 0.72 mod to allow for better anti-BLUFOR ops, and NOT TEAM DEATHMATCH... This is the way it is usually used. Not always, but given the OPFOR ability to spawn most anywhere, most anytime makes the game very frustrating for some people. I think Dman has a point that being a COOP server, there should be NO humans on the bot side, abusing the spawn system. ONE human on the BOT side in Insurgency can add an unwanted PvP element to what should be a COOP BLUFOR ONLY server. PvP is one game, COOP is another, and I don't think they are mixing well in this. It is already showing itself to be a very popular sever, but plenty of good people, and friends, get pissed off and quit at the very non-PR like OPFOR spawning abilities and DEATHMATCH tactics being employed. I've modified the maps now with NO OPFOR human spawns. Please, for the love of Cheddar, switch out the current Insurgency maps for these ones!!! attached wrong/incomplete .rar, correct one in next post.