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StrongHarm

8-Apella
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Everything posted by StrongHarm

  1. Mando has some great ideas. Helmet mounted HUD is really the reality on most aircraft these days. Just a few years ago computer technology couldn't break the latency barrier that made helmet huds unreliable. I do remember in the early 90s seeing 'certain' aircraft pilots in spacesuits with mobile computing systems that looked like suitcases and vented liquid nitrogen steam. Funny. This mod alters the core code too much. This isn't adding a dynamic to existing code but replacing core instruction. He's replacing the trajectory and ballistics math. This is too bold for a mod, it belongs in a patch from BI. Each person has to run this mod client side. It creates a latency between pickle on the client and contact on the server. The AI doesn't have access to free angle targeting, so this creates a balance issue. The return is not equal to the investment.
  2. Yep.. didn't put my delwreck script on that bird. Thanks Halo. There are some issues that I hope BI will fix soon with their core code. You'll find d3d9 errors in your app events concerning this. This map just irritates an existing condition since there's so much going on. Rolling back to Nvidia driver 182.6 cuts the CTDs down.
  3. The M61 was developed in the '40s. It's old tech that was created to put out a huge rate of fire rather than precise controlled fire. The later models had better cooling and fire control and were much more accurate: http://www.fas.org/man/dod-101/sys/ac/equip/m61.htm The blu82 can be dropped by MOUSEWHEEL>C130MENU>DROPBLU82(spamclick)
  4. 3C notes: -Doubled frame rate and performance - 31 SUs no longer respawn.. that was eating the servers lunch. - Smoke and fire decreased - some scripts streamlined - less persistant triggers and conditions - respawned aircraft were leaving dead crew behind - aircraft out of 'lives' for respawn were still spawning crews -Fixed patrol script and SU34 pooling at edge of map -Su34s are much meaner -Decreased skill of friendly airfield AI AA -Added mousewheel loadout script - F35 : combat air patrol (no AT) - A10 : missile AT (no AA) - AV8 : bomb AT (no AA) -Loadout not regulated to one use.. in air rearming for more instant blowshitup gratification -Added vulcan cannon (already in game but not used on any vehicle.. no script required) -Decreased time to drop BLU82s further -Tripled effectiveness of BLU82 -Added new soldier to list MRLS Operator (spawn there) -UAV still not working properly-bleh. You can spawn a UAV now from MHQs and UAV trailer.. it's just not controllable yet. -Added 'ammo depot' box that gives stats for all aviation ordinance. Mousewheel > chooseBomb > see direct/indirect/proximity damage stats.
  5. Zeno, it's true that there's just a map marker on the other service points, but if you decide you want to provide a fixed size proximity indicator, I think that using a trigger would be the easiest thing.
  6. Incentive may be the key. I've been on pub and taken charge of 90% of the people playing, regulars or no, and performed tactical assaults to great effect. It's a pain in the ass getting people on board at first, but once you do they scream for it every time they see you. Cooperative effort takes 'work' but has great reward, few people want the work part though. I think the best coarse of action would be to have a ranking system as an incentive. If player x is in charge add his name to this text file. People vote him in as commander. If they don't stay within a proximity of him they lose points. Provide points to the commander for proximity of other players, map markers, accomplishmentX or whatever. Text file is persistent and the points are cumulative. PlayerX, as a skilled commander now has tag [authPilot] on his name in said text file. As an authorized pilot (or other incentive) he can now use aircraft or something else juicy. It's a cold hard fact that we're not dealing with all xmilitary here. There are a good number of people more attached to their water bong than honor and duty, but love blowing shit up in a military simulation. We all love blowing shit up.. this we have in common.. but jackass needs a carrot. BTW.. sorry I haven't seen you guys around much. In the limited time I've had to game lately, I've spent it on modding AirDom. AirDom isn't a carrot, it's a glue factory hah.
  7. Thought you might be interested in this class for campaigns with fewer people: Repair trucks become ammo trucks as well. From http://www.arma2.com/comref/comref.html
  8. I don't think running addons would be a problem, even in pub, if there were an easier way to manage the addons. I sent either Durka or Zeno a link to an AddOn manager that one clan uses. It's a little GUI that allows a person to connect to a webserver and sink their @clanName folder. I can't seem to find it again. If nothing else, have you considered putting all addons in a single file and make it available for download? I wouldn't mind having a @sparta addons folder with all the addons that Sparta servers use.. even if I was doubling up for addons I use on other servers.. i.e. @vop,@sparta.
  9. All future updates will wait for MH6 Dom. Sparta Air Domination Beta3 includes the following updates: -Urban Patrol Script implemented for AI aircraft -Increased skill level of all opfor pilots -All wrecks disappear after short interval (decrease CTDs, increase FPS) -Removed buggy UAV scripts -31 SU34s attack the Airfield autonomously -Each of the SU34s in the initial base attack respawn randomly for a second attack -Three flights of three Su34s randomly patrol Charn (2min respawn) with a very high skill rating. -opfor Patrol aircraft call other wings for backup if within 2500m -Added HMMWV/M2s on patrol at the base (2min respawn) to lure in the enemy and kill TKers -Moved AA around a bit -Moved Helos around so they wouldn't be as crowded -Added reload missiles command to MLRS action wheel, this fixes a bug and gives unlimited ammo (MLRS at MHQ2) -Altered paths of friendlies on base I appreciate the feedback and kind comments. I'll be working on B52 and F16 specific scripts while I run the vanilla through beta. Once AirDom is stable and complete, I'll be testing 'Sparta Airforce Domination'. If we're nice to Zeno he may put it up on a US server. Thanks for your assistance with scripting MH6. I appreciate your time and knowledge.
  10. Halo, I do have the same map with F16s and B52s in it, but it's not suitable for pub. Everyone has to install the mods on their client, then put the mod@ switches in their shortcut targets. Zeno said he might like to put it on a locked server though. I think I'll work out the beta of AirDom then make a variant called AirForce Dom with F16s and B52s as well as the marine aircraft. Some bugs I'd like to work out on airdom: -Make wrecks disappear after interval. They're causing lag and untidy runway. -Try to fix the UAV script or just remove it from the map. -Some people said they'd like to see more than 21 SU34s in the beginning sequence. -Try to find out what is causing the increase of CTD if it's not just increased vehicles and AI -Change the ammo on the MLRS -Fix the 12 enemy CAP pilots.. no one can find them.. they may be crashing into the ground on spawn or something.. Thanks for your feedback all.
  11. Everyone please read the overview above, it's relevant. Take note that the date is Jan 9, 2008. This was the best full moon of the year. You can play the night mission without NVGs. (Fact: Chern is modeled after a real area in the Czech Rep. and all moon and star phases are true to RL) The initial base attack looks really sweet at night. Please try it and see what you think... #vote me admin> #missions > Sparta Air Dominance Beta2 > Params > 22:00 > start > NVGs off.... view 3k.. watch helos fly past. #vote me admin should be #vote admin (yourname)
  12. Quick overview: You're a marine pilot based at NAS Vybor. You've just woken to alarms and an announcement that a wing of 21 SU-34s are inbound. There are only three F35s on CAP right now. As you run onto the field you see troops running in a panic for static AA and bunkers. There are plenty of aircraft on the field for you to choose from, but can you even get off the ground? The initial base attack looks killer in the dark (4am works) but will bog the best system down. This is an instant gratification aviation version of SpartaDom2a. For those who want to pound an AO with bombs, guns, rockets, arty, or a MOAB, you'll be well pleased here. Features: -AOs and side missions to clear just like in regular Domi -All vehicles respawn after 15 seconds, no wreck chopper necessary -Several fixed and rotor wing aircraft waiting to be flown, including KA52s (B52 and F16 variant available but in work) -No timer for attack vehicles -21 SU34 attack base -ZU and AA Launchers setup on base -Attack drone and UAV station available and respawnable -Highly skilled AI on base ready to shoot anyone who TKs -12 Highly skillled pilots (90%) roam the map in SU34s, 2min respawn after splashed -3 SUs spawn on every AO for backup when spotted by enemy -More jet service pads -MLRS (15,000m range) setup outside of map near MHQ2 with its own vehicle service pad for instant reload -No timer on dropping BLU82 from C-130 I've altered what MH6 has already done with Xeno's Domination, so this is just an aviation variation of his hard work... I take no credit. If anyone has any questions or suggestions feel free to contribute and I'll do what I can.
  13. What you're referring to about steam is the parameters section. It's been discussed here correctly, but is still unclear.. here's the clarification: NOSTEAM: Properties of the desktop shortcut have a target of something like: C:\BI\Arma2\Arma2.exe -mod=@nakedchickens -nosplash STEAM PARAMETERS(launch options): Launch parameters of the game are found by going to: STEAM>MYGAMES>RIGHTCLICK ARMA2>PROPERTIES>SET LAUNCH OPTIONS In the launch options dialog that comes up you would type something like: -mod=@nakedchickens;@dogfarts -nosplash STEAM SHORTCUTS(mix of shortcut and launch options) To create a typical desktop shortcut for the steam based game you would: STEAM>MYGAMES>RIGHTCLICK ARMA2>CreateDesktopShortcut This will create a shortcut on your desktop that has a properties of: "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 33900 \\this is hitting the steam executable and telling it to run the application number that designates Arma2.. this is part of their copywriting and anticheat system. You can add your parameters directly to the desktop shortcuts target, making it: "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 33900 -mod=@nakedchickens;@dogfarts -nosplash So, in closing, you can create multiple desktop shortcuts via steam, add mod switches, and name them based on their mod contect. Although this clarifies the whole steam shortcuts and launch options issue, don't forget the simple and direct option of using an Arma2Launcher. Cheers
  14. There are many reasons why air and armor assets might not be feasible for an engagement. Until the core code is refined a great deal, I don't know if large scale battles are going to be an option. I think the two squad attack force has been working well so far, but it will be a good day when the size of the engagement isn't limited. Idan, I understand what you're saying about armor/infantry coordination and it seems that this might be easily possible on tac nights through a drop request. If the team leader has the ability to call for a drop of two Tusks, that would provide the spearhead for the invasion. This would occupy a squad of 8 people, leaving another squad of 8 to provide close in support for the tanks against shoulder fired weapons, etc etc. In the case where stealth is not desired, I think this would be awesome. Idan, I'm sure that even the oldest and scruffiest xMil dogs can appreciate your experiences in Israel and what that can bring to this simulation. I look forward to seeing how Sparta uses your ideas. Cool stuff.
  15. Excerpt from my post on the tac nights thread.. this portion concerns teamspeak: In the following scenario, pressure is taken from the command structure. They no longer try to communicate with one another, their team, and execute critical decisions at once. Same concept as in RL teams. TS setup between deployments is just a few key punches between being a grunt and being a missions commander. It can be downloaded and imported into teamspeak by each person participating. Take note of the examples. Ebden - don't troll my threads and restate the obvious in a passive argumentative tone anymore. I'm not interested in arguing for the sake of arguement, I'm simply trying to contribute. If contribution becomes frustration, it will no longer be worth my time.
  16. By the way.. nice quick condensed TS whisper/bind tutorial here: http://staff.cs.tamu.edu/dave/stp/download...-_Whispers.html
  17. I had fun being a dedicated pilot. I found that I was much more focused on the task and did a better job of it. One thing that I learned is that it is beneficial to stop and do a popup of large hills to check for contacts. I had the boys on guns watch for contacts and report 9oclock or 3oclock, and my copilot perform navigation to distinct landmarks (usually 2 or 3 towns from farp to AO), then I would follow my personal waypoint in to the LZ. I learned that instead of picking up a new box at the base, it's best to pick up an existing ammo box. 10 is the limit and we reached it (there were 4 deployed at the base). If I might make some humble suggestions without presuming too much: where 2IC is concerned, I think the important thing is that there's someone in charge from Sparta, and that there's someone who is out of the thick so they can plan and organize. I would argue that 2IC should just be IC.. if person in command of the mission stays at the farp, they can better serve the troops in the field. The squads in the field would be split into fireteams(FT), and have members with collateral duties. This is consistent with RL teams. The squad lead shouldn't have to spend time talking with command or marking the map. This is what his officers are for. In this scenario there would be a mission commander at base/farp. He would lay out the plan only to the squad leaders. Squad Alpha and Bravo leaders would have responsibility for movement and the achieving of objectives. They would basically lay out flexible subplans. The squad leads would tell their troops the plan on the way to the AO. The Mission Commander takes updates and gives direction to the squadleads based on whats being communicated to him from the field. The FT1 medic from each squad provides sitreps between Mission Commander and SquadLead. The AT spec does the nav and map marking. As follows: Each squad is split into two fireteams of four men each: Squad Alpha Fireteam One (A-1) Squad/Team Leader - Concentrates on squad/team movement and objectives. Provides orders directly to all squad members or FT2lead at his discretion. Relays information to coms officer to discuss with Commander - carries anti air. MachineGunner - (no collateral duties) Covers team approach with MG nest carries extra rockets for AT spec AT Specialist - (Doubles as Navigator) Primary responsibility is destruction of armor - stays behind TL and MG. Medic - (Doubles as coms officer) stays back from the frey to revive FT1 and serve as communications hub between SquadLead and MissionCommander. Fireteam Two (A-2) Team Leader - Concentrates on FT2 movement. Provides orders to FT2. Takes over as squad lead if he goes down. Carries anti-air. MachineGunner - (no collateral duties) Covers team approach with MG nest carries extra rockets for AT spec AT Specialist - (Doubles as Navigator) Primary responsibility is destruction of armor - stays behind TL and MG. Medic - Stays back from the frey to revive FT2. Moves into FT1 if that medic is killed. This could an effective Squad/Fireteam config. Bravo can be the same as alpha, or setup with light SD weapons and demolitions for infiltration and sabotage. Here's a sample TS config. Considering the above scenario and this TS config, Each group would be in their own chat room. The only people crosstalking through channel commander would be: MissionCommander, A-1-Medic, B-1-Medic, Pilot. Each squad lead would have the ability to jump in the crosstalk by using the TOGGLE CHANNEL COMMANDER(ctrl+alt+c), to make themselves channel command along with their medic(coms officer). They would also have the ability to whisper directly to just the Mission Commander(alt+\) only, at their discretion. (I can provide an export file to be uploaded) CTRL + ALT + C Toggle channel Commander (makes you a channel commander) ALT + Num0 Whisper to all channel commanders ALT + Num/ Whisper to Mission Commander ALT + NumDel Whisper to ALL (channels and players) ALT + Num1 Switch to Channel Alpha ALT + Num2 Switch to Channel Bravo ALT + Num3 Switch to Channel Charlie ALT + Num4 Switch to Channel Delta ALT + Num5 Switch to Channel Mission Commander ALT + Num6 Switch to Channel Pilots and Support ALT + Num7 Switch to Channel Team Assignment Room ALT + Num+ Volume up 10% ALT + Num- Volume down 10% For instance: If I were a MG on B-2 I'd hit: ALT + Num2 to join bravo squads room. Done. Later I become Mission Commander. I'd hit ALT+Num5 to join that room, and CTRL+ALT+C to become a channel commander. Done. I'm AlphaLead and realize that my medic is a complete rock and is not communicating with the Mission Commander well. I hit CTRL+ALT+C to make myself a channel commander and tell him he's relieved of that duty, then com with the Mission Commander myself. The extra chatter I have to endure from the channel commanders will divert me from the task at hand, but the dude's a rock so what can ya do? Thanks for good times. Please feel free to use, alter, or scrap these ideas as you choose, I'm not sensitive. Thanks, StrongHarm
  18. I agree that ingame voice is hit and miss... in global or side channels. I've had no problems with group(small), command, vehicle, and direct channels. As I said, the less end points in the channel the more reliable it is. I've used direct voice to greet new people coming into the server. They hear the direction and walk up to you. This makes it personal and makes them respect the server more. As for command voice; Me, Durka, and Gunny used the command channel to great effect one mission. We were able to discuss tactic and command level decisions without breaking TS silence/ops. I think ingame channels are an existing asset that bares consideration. If they don't work, there's no loss. As for the volume of ingame voice - that's: esc>options>audio options>radio. The default is 100% volume, whereas the default effects volume is less. I brought my voice down to 75% and effects to 70%. I really like your idea of expanded use of the map. A SOP for fireteam/squad marking to report position at intervals of time and distance. Brevity! Brevity!
  19. Quoting myself from the post about tac nights: I have noticed that in game channels with few end points are very reliable. I use the ingame vehicle channel very successfully when flying with a gunner. I have had to turn my TS volume down so I can hear my gunner over the 30 second explanations of where an enemy parachute is falling. I have removed my key for press to talk in game (CapsLock) and use it for TS. I use doubletapCapsLock (default) for toggle ingame channel open. I find this to be very convenient. The proximity channel (Direct Communications?) works very well also. Maybe this could be used on a squad level? If the squad is moving in a wedge (and they aren't running forward all willy nilly john wayne) they'll see the squad commander call a halt and take a knee. They'll know to gather around for instructions. Being deaf on a squad level would be very interesting. TeamSpeak would be equivalent to the radio chatter one hears from a vehicle in RL. Each squad member could tune into TeamSpeak only in emergency situations.. like with a PRC90. For normal squad comms, we'd have to pass instructions back through the formation with DirectCom. Maybe this would be TOO real? heheh
  20. I have noticed that in game channels with few end points are very reliable. I use the ingame vehicle channel very successfully when flying with a gunner. I have had to turn my TS volume down so I can hear my gunner over the 30 second explanations of where an enemy parachute is falling. I have removed my key for press to talk in game (CapsLock) and use it for TS. I use doubletapCapsLock (default) for toggle ingame channel open. I find this to be very convenient. The proximity channel (Direct Communications?) works very well also. Maybe this could be used on a squad level? If the squad is moving in a wedge (and they aren't running forward all willy nilly john wayne) they'll see the squad commander call a halt and take a knee. They'll know to gather around for instructions. Being deaf on a squad level would be very interesting. TeamSpeak would be equivalent to the radio chatter one hears from a vehicle in RL. Each squad member could tune into TeamSpeak only in emergency situations.. like with a PRC90. For normal squad comms, we'd have to pass instructions back through the formation with DirectCom. Maybe this would be TOO real? heheh
  21. Disclaimer: Any references in this post to 'you know who you are' concerning people doing bad things are not aimed at me. I do however, know who I am. I strive to be a living example of integrity, patience(I said strive), and tactical creaminess.
  22. Someone was running their mouth and Zeno sent them to another room while they were still talking.. I went there 20 minutes later and the guy was still talking to himself ROFL!
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