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Everything posted by =VG= SemlerPDX
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Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
!shok -
When I loaded OA on his machine, I compared the version in the lower right to my own - they match. If it were a beta, then the versions wouldn't have matched... I'm a fan of manual things - not a fan of Steam, but it should be a non-issue, all opinions aside. Just frustrated at the different methods for Steam vs. DVD version. I'm sure a solution will present itself...or not.
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Okay - we have only been able to retrieve his RPT info, and I have zipped it up with the RPT and Server Console Log from the server - I think he has installed a beta patch that will not uninstall, also, I think steam may be backing up this info and reinstalling it with his attempted reinstalls, so making the effort pointless. Perhaps Savage can weigh in, being the local Arma Steam guru... rpt_of_job.rar
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If you only have Arma 2, you will not be able to join our server. You need to have both games: Arma 2 and Arma 2 Operation Arrowhead (or the 2in1 Arma 2: Combined Operations). If you have that, then move on to next step. I'd assume that Steam auto-patches the game with most recent updates, but it would be good to note what version your are running (shown in lower right corner at the main menu of the game). Also, mods and DLC are never put into the addons folder - that is the incorrect way to install mods. If you have been just dropping DayZ addons or other mods into your addon folder, you will need to delete all of it, and reinstall the game. If you still cannot get this working, come into our TeamSpeak 3 and find me - I'll join a TeamViewer session with you and can move your mouse around while you watch. I'll have it all sorted in less than 5 minutes.
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Demon Squad =MRAP M2 Command= Demon1 SQL - SemlerPDX Demon 1 =MRAP M2 Prime= Demon1-1 (FTL) - Gaz Demon1-2 (MEDIC) - Ciro =MRAP M2 Sub= Demon1-3 - Ingo Demon1-4 - Sparky Demon 2 =MRAP M2 Prime= Demon2-1 (FTL) - Calv Demon2-2 (MEDIC) - StarchyDuke =MRAP M2 Sub= Demon2-3 - Harry Demon2-4 - Dumbfoundead Demon 3 =MRAP M2 Prime= Demon3-1 (FTL) - Speirs Demon3-2 (MEDIC) - Iffn =MRAP Mk19 Sub= Demon3-3 - Nvram Demon3-4 - reV ____________________________ Squad Lead Review I was the Demon Squad Leader, responsible for a 6 MRAP Transport Convoy for Fox and Echo Squads. I had each fire team split in two, with my FTL's and Medics in the Primary MRAP and their 3rd and 4th team members in Subordinate MRAPS, with the weapons cargo loaded into the Primary vehicles. These were instructed to keep in the center or rear of the convoy during transit, with Hold and Secure ROE. Due to some last minute technical updates, the Mission Briefing took place the morning of the operation, and we were issued our 6 MRAPS for the operation. Calv and I loaded two of the Primary MRAPS with weapons cargo, although during the confusion of the load, I neglected to load ordinance of any kind. At this point, I was not briefed as to the primary objective - either due to coms issues, or the confusion at the start - but I do load MSO vehicles often, and usually pack them for all possible scenarios. All apologies for the large delay due to lack of ordinance. When it became clear that supplies were needed, Vader 1 attempted to contact Outlaw but range became an issue. I took it upon myself to drive the command MRAP to a tall hill 600 meters east of the AO. Once there, I was able to contact Outlaw 1 (PITN) and order an ordinance supply drop - less than 5 minutes later, the Blackhawk landed and ordinance was added to the Command MRAP, and delivered to the troops. _________________ Gunners Review My gunners were having technical issues reloading their M2 mags and therefore, when players disconnected, we consolidated into remaining MRAPS. On that note, I'd like to add that more than once the call came through to warn Demon gunners to check fire - Mk19 launchers should never be fired once a friendly force has entered the AO. M2 gunners should never fire blindly in such cases, as well. At other times, it is important to lay down return fire, even if enemies are not spotted, in the direction from which we are being engaged. Suppressive fire should be done in short 10 round bursts around the area of fire, often only so long as to allow friendly forces to move up and engage. Never unload a belt in such a scenario - also, when enemies are sighted, try to take the time to range in the M2 so that you can get first rounds on target, in order to fire a minimum amount of ammunition. In skilled hands, the M2 can nearly become a one-shot one-kill weapon. _________________ Drivers Review My drivers were, in a sense, press-ganged into their roles and were indeed unaware that their coop duty in this operation would be vehicle borne. Regardless of this, I am proud of the speed at which these drivers were able to perform an unpracticed symphony of movement as well as they did. Our brief on formations consisted of less than a few sentences of instruction - Sub's in front, Prime's in center/rear; Herringbone Formation upon halt - but none of these players have trained or drilled in either of these concepts together like this. With one "HALT" order, over and over, they pulled off of the main road, Left/Right/Left/Right, etc. As we lost vehicles, we also lost players - this negated the need to go back for abandoned MRAPS at that time. Only on a couple of occasions did I need to repeat an order, and if I was short or curt with any of you, just know it was merely the pump of the game talking - I value each of you as good gaming friends! I did think it would not be hard to lead 6 vehicles, but I was proven wrong a few times - this proves that it does help to have one player or two dedicated to leading and coordinating, so that those players can just "play" within the confines of the COOP Common Goal that is the mission. _________________ Poff took a pic of one such Halt - here is the pic - be proud: Demon Squad MRAP Herringbone Final Review Next time, it has been suggested to take fewer vehicles, but to speak on this event: My Subordinate MRAPs could have benefited from also having an AN/PRC-148 Radio on Channel 2 so that I could directly assist in leading them at times. It would have allowed someone to tell me that Gaz had to disconnect during the Refuel at the local gas station. We waited for several minutes before I went up there and heard the news. Long, unknown breaks can be frustrating to the masses if they do not know the situation. When they do, it helps morale for them to know about how long they may have to "chill" - they may grab a drink, or hit the head to drain some. My team responded fast, as can be hoped, as orders propogated down the chain - with practice, this would be even faster. In the future, all disabled or abandonded vehicles should be noted for retrieval by post-event MSO players. JIP Markers, in game AAR's and even Notes on the sign board can facilitate this, so long as our database is up and running. This will become permanent one day very soon - consider that we could plan the night before, set up our vehicles, brief our team, and rally the next morning with all our gear waiting for us. This will curb the long setup times. We may not run events with this many people in the future, but MSO does have the ability to make for great events. I look forward to Poffadder and Savage's MSO when it is as they want it. _________________ I'd like to thank Demon Squad for doing what we had to do, and for doing it well! Special thanks to the Bantewagon Squad, and LAMBS, for joining us (and putting up with the occasional periods of waiting). And a big thanks to Poffadder for leading us, and to Savage for his hard work on the mission and design elements! !cheers As promised, here are some of the better group shots that Poffadder took: (originals available by request) ______ In the Land of Opportunity, "The American Dream" is up to the individual to define for themselves. My YouTube Channel | My Camping Photos The Art of War by Sun Tzu
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Nvram =VG= LAN_WROTE ... Server FPS were pretty low around 15 fps or even less the most time On that note, it was still surprisingly playable - "Arma" playable, I call it - and of course such frame rates would not be playable in other games, say Planetside 2 or even a fighter plane game such as War Thunder. My AAR will come later today, along with Group Photos for the players. Still on first cup of coffee.... !coffee
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Servers are back up. Thank you all for your patience and thanks to our event hosts for the amazing Arma event today! /locked
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I like the 3 FT Squad, 4 men in each FT. Also, I like the attachment team idea, being ambiguous and adaptable depending on PL's direction. It allows for that "few extra" joining players, too, when the squad is already full. Doesn't always come up, but still...
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NVram - brother - seriously, the very first line at the top of that webpage says this: "US Army Rangers amories are stocked with a number of weapons systems, including:" to emphasize my point: "a number of weapons systems, including:" I would only take that to mean that, in addition to a number of weapons systems, that particular regiment of Rangers also uses the weapons on that list - it is not limited to the items on that list. And, as it's been said many times, name of the game is not Ranger Ops, but MSO and the coolest soldier models we've found to date happen to be the Rangers models. I intend to make a few specific missions based on a few different forces, the one I am still editing features USMC as the soldiers, and they have models far better than the original Arma 2 Marines. It does indeed force players to use the weapons that on average are most prevalent in a Marine Platoon. Perhaps one day, we'll modify it for many different groups - Rangers could be one of them, and we could have them "limited" to only the specialized weapons you may find in, say, that 75th Ranger Regiment. That would be cool! But, MSO is MSO - VG started experimenting with it in August 2012, with a mind to play it with some proper structure and in some ways, a role based teamplay world that persists no matter what, until we manually pull the plug on the operation (and reset the database). Hell, all this testing without a database is a large part of the desire for a faster way to loadout, or perform tasks that seem like fine systems already to some of us. All the "rapid" role switching seems odd to me, not very MSO, though I like the idea of making anything easier on players. My point is, when we get this thing "alive" I will log in, set up my gear for the first time - I likes my Mk17 EGLM RCO, but can use any Rifle really - key point being, then next time I rearm, I'll probably just refill consumables like ammo, smoke, medical gear. Depending on the level of action I saw, I may not need to take but a few more to "top off" or I may really stock up. If I need to become a "Light Machine Gunner" then I can simply drop my primary weapon and rounds, and grab me a SAW and some ammo. If I'm gonna switch up to be a FAC or spotter, DMR, etc. I may also grab a rangefinder and some batteries, a DAGR, and if needed, a larger radio. These things do not take that much time, and if they do, I'd suggest using the "filter" buttons on the gearbox menu to find key items that much faster. Once you are at a level of "modifying" your current loadout, only a handful of items may change. It's certainly an RPG-ish game, this MSO. I'd love it if more people started to recognize that, perhaps it will become more apparent when the database is fully working on the main server, with the ability to service the database more easily. *EDIT: Final note: IMO, the Primary Weapon is the least important part of the loadout system - by which I mean, each role may have a few different recievers that perform the same task (M4 203 vs. Mk16 EGLM) or the M249 and M27s. It is the different little stuff that really makes the loadout system powerful.
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Does the Yardage 450 link with the DAGR? If not - use the Vector 21B. Map Tools can get in the way on the actual map, and cause graphical issues with the player's STHUD - not recommended for everyone, or at very least, put it in the backpack and not in their current inventory. Also, Grunt is not a role. Each member of a fireteam or squad plays a valuable part in the mission. Let's focus on other roles as Calv has layed out. *Can't see that as a neccessary kit to choose from - it is way too ambiguous. Radio Operators on a squad/fire team level should not be needed, or really used as a role in MSO, as the Command Radio is required for the Leader to access those Command Actions on the ACE Interaction Menu.
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Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
Nvram =VG= LAN_WROTE ... NV - all the fobs were still there just no map markers ^^ then we should add the FOB Location to the channel description in TS so everyone knows where it is? Just use After Action Reports.... -
Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
Calv =VG= LAN_WROTE ... Could be worth looking into whether it would be possible to limit the logistics system to only be usable by the Commander unit, have a feeling that could be complicated to do though. TFOR South Airbase has that kind of system. Was rather role based gameplay, and it's logistics and vehicle handling was nice - truth is, MSO has so many of the same systems, just less limits. Calv =VG= LAN_WROTE ... Something else you may want to look into is the ACRE re-transmit towers. 4th post in this thread: http://forums.unitedoperations.net/index.php/topic/11186-acre-retransmit-function/ explains how they work. Would be nice to be able to have radio contact with people back at base. Wouldn't need 100% coverage, but a couple dotted around so most towns are covered could work. Ideally we'd have to actually transport the towers from base and set them up, but that is likely a pain to setup, plus I think I read that the MSO guys are adding something like that in a future update. Pretty sure I've nailed down a way to make them work with MSO (without having to wait for their next update) - I've been writing such a system for weeks, and all concept tests work! Retrans both ways (Ch 1 to Ch 21 and vice versa). Will be doing the pdb tests after this weekend's event because of the sensitivity of the pdb (don't want it porked before the event). Still need to decide on a way to allow them to be destroyed and rebuilt, and I'd like to make a small GUI to show status of the networks. Right now, the channels used for each tower are pre-defined in the many script files, but to make it easy on mission makers, I'll make a general config so they can just open one file and set the channels of each Rebro Tower for use in game. Eventually, I'll make an in-game interface where the player can choose each channel, with "error" lights that will prevent improper setup (i.e. Tower 1 is Ch1 to Ch21, but player tries to make tower 2 Ch1 to Ch32 - this will throw up error light and not allow it to be set). Main thing, I don't want to put TOO much work into something that may likely be replaced with a better system by either the ACRE Team or the MSO Team - but to get a functional, constructable working version of my ACRE Retransmitt Constructor Network ASAP. May do some small tests on a dev server later today... -
Mirk-xD LAN_WROTE ... If there still is room I would also like to play :) Though I've never tried playing ace nor mso before, but it seems interesting @Mirk-xD: This weekend's event may not be the best time to "throw you into the fire" - consider installing all mods, look through the MSO Players Guide ( https://dev-heaven.net/documents/56 ) and jump onto the server during the week. Get familiar with ACE and ACRE (how to use ACRE Radios: http://www.veterans-gaming.com/vg-plugins/forum/forum_viewtopic.php?15078 ) and play with someone who can show you the ropes. If you've played Arma 2 already, you are familiar with the "farther than usual" engagements VS. other FPS games, and the longer travel times/larger maps. We will be splitting up new players so that they are in groups with experienced players (as opposed to 1 Vet and 3 New Players) - but I'd like to not have to explain every little detail during the operation, so let's get that out of the way in the days leading up to it. !cheers
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not going to delete this thread, but we could stop bumping it to the top already....
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Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
hmmm.... I never noticed that in game until now, that vehicles project one light beam. Then again, I dislike playing at night. Maybe I'll start using the map auto-brightness mod myself - it would certainly make paying without nightvision much easier on the eyes when switching to map... -
Already there
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I just connected to Vanilla Insurgency using only CBA, CBA_A2, CBA_OA, and JSRS (r10) - I got in just fine. We love JSRS, and it's been allowed on Vanilla Insurgency (along with WarFX BlastCore Visuals) for over a year. Be sure you are not running any BETA patches, have all 3 CBA's up to date, and update your JSRS like ridDle said, and you will not need to wait for the Server Downtime Fixes - you'll be good to go right now. !pals
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Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
Random LAN_WROTE ... ... never noticed a substential enough drop in FPS whilst someone is in the air to consider removing air assets. Keep an eye on the debug monitor that pops up in our MSO tests and you'll notice where and when it happens. Note: The server does not have a monitor and high end gfx card - when we say FPS with regards to the Server, it's different than when we mean client side graphics frames drawn/rendered per second to your Monitor. On the Server, it's all about scheduled and non-scheduled bits of code and such that run the game, with so many lines or processes in one frame, with a maximum of 50 frames ever to be processed in one second. You can easily force yourself, with graphics settings, to see your FPS drop - mine could still be fine. If you are used to high frames per second on your PC, any server performance problem which affects client side FPS is going to be very noticeable. I imagine that playing with mid to low FPS on average, these things would be noticed less. When we have a Headless AI Client, it will greatly reduce the performance hit the server suffers in dense enemy zones. !hi -
DO IT! DO IT NOW! !cmdo
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Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
um... I don't want to be a fly in the ointment, but I think we may need to consider pap a wip - as in, the MGO (modified to remove TWS) would be better than the PAP (modified to remove TWS). This point was brought up by Poffadder, and I'd like to get in on some tests, I know I haven't been present for these recent changes. Let's keep our minds open, at any rate. Keep our eyes on the end result and not get attached to the way things work in these testing phases. I will help with any heavy lifting, by which I mean scripting. MGO may be the way to go... -
Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
Random LAN_WROTE ... Have you ever thought about adding a way for players to easily parachute into the ao?? not at all, and with good reason. (MSO ain't Domi... !lol ) -
Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
Ditch @LEA if you have replaced it - it's not the thing we're lookin for in MSO. @LEA is great for lots of things, and we should still use it for those things, just not a persistent RPG-ish Arma game. Would like to include the Team Roster script, at least test it. Shouldn't be hard - just name the player units if not done already. My 2 cents -
will do. will let you know..
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referring to both - and not to correct or seem smarter than anyone, but it very well could be overheating because he is having performance issues relating to gameplay that formerly had higher frames per second than now. It very well could be a result of dynamic fequency scaling in order to prevent overheating. No worries, dman - with so many people here who've either ran PC Fixit businesses themselves, or simply years of experience, you can bet the direct cause and solution will be found. !cheers
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Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
I'd like to know more about how the DB works (specifically, what it remembers, what not remembered). I suppose I'll crack open those scripts and do some reading, but mainly, I want to enable all objects built/constructed to be remembered on restart. (Including the "init fields" of those objects, if they have them) **EDIT: If that MGO thing is a script and not a mod, it would not be hard for me to remove the TWS options and keep the rest of it intact the way it is now. :)