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AJsarge

8-Apella
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Everything posted by AJsarge

  1. In the Big_Dom maps, the humvees behind the control tower don't respawn and don't have any markers. Is there a chance we can get A: Make them respawn after 10 minutes. B: get simple dot markers or something like the wrecks have (minus the name) so that we can see where they are on the map. Doing this, we can allow pubbies to take the humvees instead of them running to take an ammo truck or some of the heavier assets. Plus, we might be able to lower the amount of motorcycles sitting around the spawn.
  2. there's a few of us playing right now. EMT himself is commanding and it's tons of fun.
  3. I was also talking about pickable classes. Taking 3 of the engineer slots and just changing/renaming them to pilots.
  4. Do the admins have any server-monitoring equipment to see what all is being called? You might be able to find the culprit and what scripts he is using.
  5. I'm going to volunteer for pilot (Non-combat/transport only!) duty now for whenever I get on. Just make sure you've got a backup or two incase I forget or am busy. And as well as an enemy commander, do we have 2-3 dedicated pilot slots this time? Instead of them being engineers?
  6. Hell, a simple test server running the base milestone, with the option for people to choose maps (including the ones included with ACE). Cleared for ACE2+extras plus everything else the other servers are. Maybe replace one of the Tac servers (SPARTA Tactical/TacDom -> SPARTA ACE Tac?). I'm currently having too much fun just poking around the weapons and such. I haven't gotten around to trying a mission with an ACE AI squad yet.
  7. You need: CBA (required to work) ACE2 (core files) ACEX (Extra weapons, vehicles, etc.) You could just DL them and run them like any other mod (move the mpmissions into your main folder, everything else stays in the @ACE/@ACEX folders), or you can go through the process of using the updater (which I tried, kinda, it it works, kinda. Just takes forfuckingever to DL any of it straight through the updater). The issue with running only the milestones is the possibility of them updating every few days, and people/servers keeping up with them while you still have the old version (and associated bugs).
  8. So is anybody up for testing some of the features out online? (tomorrow, that is. it's 3:30am right now and I can't sleep) Stuff like Aerial Refueling is kinda hard to get the AI to do, and you can't even tell them to drop the line so you can hook up in a smaller plane. Plus, there's already a domi map set up (just needs those Sparta tweaks!) for use.
  9. Now that the ACE2 beta is out, we're going to have to include Aerial Refueling to the need-to-know skills. Seeing as there's a HC-130N in the lineup now.
  10. Domi has some pre-set settings in the mission scripts for ACE use. They might be outdated and/or setup for ACE1. Now I'm just wondering where the download for the beta is.
  11. GLT F-16. CAP for dedicated AtA use, strike for hitting "lased" targets, and the 5 different loadouts come in 4 different flavors of colors.
  12. I'm posting this all over the place, but... GLT F-16 It has many versions (including a dedicated CAP with a total of 10 AA missiles and gun, a "strike" version with 2 AAMs, 6 LGBs, and 2 AGMs, or a "Freefall Bomb" version with 2 2k bombs, 6 1k bombs, and 2 AAMs. No self-targetting like the vanilla AV-8B) for use which might just be easier to add than messing with the in-game assets. With the use of the GLT Missilebox addon (included with the F-16) you can change the loadout to whatever you want.
  13. Oh, I "SMA"'d once or twice. But, it's easier to do and cooler for the guys riding when you're doing it as part of a normal op in first-person view. And again I'll say it: I'm banning myself from combat aircraft during TacDom nights. PS: If you're going to limit fixed-wing to CAP duty, any thought of using the GLT F-16 in CAP/Strike versions?
  14. I never even realized that this was split off into a different topic. I was talking about the chopper/MHQ access, and no offense taken to whoever commented on my gun control simile. I would like to see the idea continued into re-including heavy air assets (A-10, AV-8, AH-1) when we start the ACE program.
  15. AJsarge

    Newbie

    And the trial will start when you actually log into the game for the first time. Really, if you just go through all the starting missions and the Epic Arc mission with the Sisters of EvE, you'll wind up with a small collection of ships and a hefty amount of cash to your name.
  16. It's not that I can't fly it out. It's that I can't keep it flying due to various circumstances involving me (getting jumped by enemy aircraft, misjudging how well I can maneuver at speed, not realising that I can't pull out of a 235 XPH dive towards the ground, etc.) not the system. But for the few transports I did, it was good.
  17. Eff me. I'm going to stay away from the cobra from now on. And if you're going to keep helicopters in the hangars, we could use the tugs that were in an earlier version to get them out without having to fly them out.
  18. Couple things I'm going to mention here before we start. With the "2IC" channel, the I is actually a 1. You want to change that? And for the tacdom mission, is there a chance we can change two of the engineers to pilots (just changing the player class and name to pilot instead of engineer) so that pilots look like pilots. They keep the engineer abilities and everything else.
  19. This is old. Reeeaaalllll old.
  20. Doppel- It's nice being able to play on a server that has its own mission makers who know what they are doing. And the only thing that I see happening to the server is people migrating away to other servers due to the restrictions that SPARTA places on flying/driving in the game. Like gun control, it doesn't always have the desired effect, and there is a point where it gets silly and overly obnoxious even to those who are regulars and follow the rules.
  21. AJsarge

    Newbie

    Medic, stop trying to scam the poor newbs. Everybody already playing eve knows that you all are just a bunch of internet forums tards from SA who happen to have numbers (and stupidity) on your side. Your main ways of making money starting out are going to be A. Mining (boring as it gets in EvE) and B. Missions (you can get to the real money-making missions within 2-3 months, and that's just because getting the skills to fit a battleship take that long) And about that above EvE skill-cli...curve picture. It's not as bad now with the crash course and the improved tutorials (DO THEM!!! ALL OF THEM!!! DON'T THROW ANYTHING AWAY THAT YOU GET FROM THEM UNTIL YOU ARE 150% CERTAIN THAT YOU WILL NOT NEED THAT ITEM AGAIN!!! EVEN THEN SELL THEM INSTEAD!!!) but it will still take some work to get used to it all. Just make sure you realize that all your navigating will be done by "point-and-click" movement. You click a warpable object in the overview, and hit "Warp to 0" (you can use autopilot, but it takes about 250% longer and you're liable to getting suicide ganked if you have something worth ganking for). If you're in combat, you set your default orbit distance to your guns' optimal range and hit the orbit button. But the best advice would be going through the all the career agents first, and then getting into eve-uni from there. That will be the best head-start you can get (that I didn't do) from the getgo. And remember, you have two chances to change your attributes. Get some "fun" skills in first (maybe cruisers and medium guns/missiles so you can do level 2 missions), and then remap your attributes to mem/int and train your learning skills to 4 if you're going to play for more than a month or two. After you get them to 4, remap to everything equal (except charisma, that's basically useless unless you run missions 23/7), and start into your desired profession's (what you use to make most of your money) skills. You won't be making money very fast starting out, it's when you start making investments and get a few months in where you make more money than you may have skill for. And if you keep at it for 12+ hours a day 7 days a week, you'll have more money than you know what to do with (where you then spend it on PvP frigates/destroyers). EvE-Online: aka- Internet Spaceships aka- Spreadsheets Online
  22. The issue I have with Panthera is the quality of the textures used on the map. Something about it makes me slightly sick when looking at them.
  23. Very cool. Once we get the pilot class running we can add attack aircraft back in with the locks on them. And thankyou Zeno. Adding me to the list didn't even take the 3 minutes you said it would to update.
  24. Confirming that the kiowa is not finished. -Weapons and un-moving blades while in cockpit view are white -"Eyeball" shows same view as if inside cockpit. AKA no external mesh. -.50 works the same as the AH-1 turret (and probably sounds the same) -sounds are "mushy" and need work It would be nice though when it is finished. Until then, don't hold your breath. I'm going to stick with the AH-6 and MH-6 for my light chopper needs.
  25. Yeah, the mission relies on the Ambient combat Module to work. You'd have a more effective setup using scripts maybe. I've so far: -Removed any markers (those ? ones and the other ones. I think the escape ones are fine where they are. ) so that you'll run across any interesting scenes without having a clue that it's there beforehand. -Adjusted the starting FOB (you know that the huey actually has fuel? It's just got a leak so it all goes poof before you get in) with only 2 humvees and a bit more fortification. No static guns though. -Added more defense at the major escape points. -Added roving MI-8 patrols. -Added another escape point. -Moved an escape point. -Small tweaks here and there that you wouldn't notice otherwise. One of you dedicated mappers would do a bit better job of this than I would. It's a fine line between reallyreallyfrickenhard and soeasyacavemanbabycoulddoit.
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