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Harlow-16AA-

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Posts posted by Harlow-16AA-


  1. Hey all,

    I'm running into a few issues trying to sign mods with the version 2 signature tool.

    Essentially we're trying to implement signature checking on our servers for the mods we use and a few additional "allowed" ones.

    Some of these did not have version 2 signatures yet, so we resigned them.

    I read that version 2 signatures should be approx 500 bytes in size (and version 1's in comparions approx 200 bytes in size).

    The .bisign files I end up with are about 300 bytes in size though.

    When placing the .bikey keys on the server (in the "Expansions/keys" folder of our ArmA2+OA dedicated server) and activating signature checking 2, we end up getting an error saying that those mods are not signed by a key supported by the server.

    I've signed mods previously before the DSSignFile update and they worked correctly.

    I have the latest BIS Tools, so have the most recent version of DSSignFile. The DSCreatekey file however is still the older version. Was there an update to this file?

    Any ideas of what else may be going wrongly here?

    Thanks in advance.


  2. After much hype and anticipation the Joint Operation with VOLCBAT sadly failed to get off the ground due to technical problems. In the wake of what was to be Operation MARQUIS, the 16AA are now preparing to deploy to Lingor Island on a new 3 month Operation: ORYX.

    In the short period following the termination of Operation MARQUIS, the 16AA was tasked with a last-minute deployment to the Takistani theatre as part of a NATO led surge to regain control of key areas of Takistan’s Central Province. 1Plt 16AA + 1Flt rotary assets were tasked as Coy QRF operating from FOB HUTSON to continue efforts to re-establish NATO control over the SAGRAM-ZAVARAK-KARACHINAR area of Takistan’s Central Province.

    gbR2FFTVif0

    unled1hln.jpg

    Operation ORYX

    MESSAGE FROM LT.COL. CHIPPERFIELD

    "Gentlemen, the citizens of Lingor are the victims of ethnic tensions that threaten to destabilise their entire island. Political leaders on all sides have made provocative moves and educated poor judgement and care for the civilian poopulation.

    The Brigade is being sent to guard the civilian populace against violence from the separatist militias. We will act alongside the Republican Army and their police forces, to help them curb increasing levels of violence. The political dimensions of operating in a former British Overseas Territory should not be overlooked - whilst we will be deploying at the direct request of the Lingorian Government of President Douglas there will be some who will view our activities through a different lens. I expect all Officers and Men of the Brigage to act with the uptmost dignity, respect and neutrality at all times - we cannot afford to be seen to take sides in this ongoing conflict.

    Ethnic divides can not be erased by military conquest; every soldier should therefore realise that we are being deployed to accommodate for peaceful talks between the parties. To this end, the most violent extremists must be stopped dead in their tracks.

    I encourage all Officers and NCO’s to familiarise themselves with the details of the island: Its ethnicities and cultures, its tropical terrain and the difficulties that the Republican Army have had, and the lessons they've learned and to standby to receive further ISTARS data and Intelligence as it becomes available."


  3. Hi again,

    Just wanted to see if you or anyone in this thread would be able to advise on how to get your BAF gun sounds working for the P:UKF Weapons as well? I know CSM did a sound replacement for them, but since I'm using JSRS (as it's awesome!) I'd like to use the same for those guns, too. Any help/advise would be appreciated.


  4. aboutus.png

    The past few weeks has seen an incredible increase in new members joining the ranks of

    our 16AA. This has brought with it an increase in midweek activity

    and training as well. While we now have the numbers for a 3rd Section and more, we will

    be moving to that goal slowly, ensuring we still have a great turnout for our Sunday

    Operations and for the midweek Training Sessions.

    __________________________________________________

    whatroleSIC.jpg

    __________________________________________________

    We also recently held a JNCO Course for those wishing to move into the roles of Section 2IC

    and later Section Leader. The four week course teaches a handful of members the ins and outs

    of leading a Section; from form-up at base to extraction after a tough battle. The Trainees

    are then tested in a final two hour exercise.

    It's a very handson, informative and enjoyable course and I'm pleased to say some of Trainees

    have already been promoted to Section 2ICs.

    myriad1.jpg

    Over the past 6 weeks the 16AA has been engaged in Operation MYRIAD, already touched

    on in a previous post. This Operation has been a huge a success with our members, but is

    now coming to a close. The final tasks in this Operation will see the 16AA effect the death

    or capture of Muhammed Ali Al-Rahman Al-Syriani @ MAARAS, an Insurgent leader that has

    been behind most of the events faced in Operation MYRIAD.

    __________________________________________________

    d7wHJ0V6w_M

    __

    zIajz6cXF_4

    __________________________________________________

    With the final mission due 03JUL2011, the 16AA will be moving into a week of preparation for

    what is bound to be an exciting and unique Operation. A Joint Operation on an MSO-Takistan

    mission with VOLCBAT.

    If you want to be part of the 16AA and experience a MilSim unit at it's best, with Training Exercises

    that have a purpose and Operations with detailed background and planning, join us at www.16AA.net


  5. myriad1.jpg

    Operation MYRIAD is well underway now. Our first mission saw us tasked to extract two

    civilians trapped in a USAID Compound that was rapidly being surrounded after the

    UN Helicopter that was supposed to get them out was shot down just metres from the

    compound.

    A swift landing and move-off from the Landing Zone preceeded a hurried but careful

    movement through back alleys and buildings to reach the compound.

    myriad1map2.th.png

    Constant reports from the Apache flying orbits over kept us appraised of the swarming enemy

    and the sound of a heavy fire fight underlined the sense of impending disaster.

    Rules of Engagement were strict however. We were in a city of nearly half a million

    people and in a country where weapons are a part of daily life; meaning not everyone

    that was armed posed a threat.

    myriad1istars2.th.png

    When we reached the compound it was clear that the situation was worse than

    had been anticipated. The UN Soldiers posted there were barely holding the compound

    and one of the civilians, AP Reporter John Hamilton, had already been killed by a grenade.

    Our Objective was to safely extract the civilians so we did not linger and left the UN

    Guards as they scrambled to their vehicles to retreat.

    civ1.th.png

    Due to the nature of the city and the rapidly advancing and encircling enemies,

    we decided to return to the Landing Zone, which our top-cover had been keeping a

    watchful eye over. We quickly and fluidly moved a long sidestreets and through

    back gardens, Section rolling over Section until we reached the Landing Zone.

    The loitering Chinook arrived almost simultaniously with our arrival at the Landing

    Zone and the Platoon and both civilians (one T4) extracted safely back to base.

    Events have steadily been advancing since and Defense Intelligence has been

    increasing it's knowledge on the area and the main players of the region.

    myriad22.th.png

    Our focus now is on locating the where abouts of Muhammed Ali-Al Rahman Al

    Syriani AKA MAARAS and dissambling his network before it can build momentum.

    If this sounds like the type of Operation you would enjoy being part of, join us at www.16AA.net


  6. aacsquadron.jpg

    Thanks to a fantastic increase of applications lately, our AAC Squadronhas reached it's

    current Operating Capacity. We aren't shutting down recruitment for the AAC Squadron, but

    in order to keep the balance of Infantry versus Pilots, if you are hoping to join this aspect

    of our unit you will need run with our Air Assault Infantry until a slot opens, at which point

    you'll then be transferred across.

    _______________________________________________________

    riflemanb.jpg

    _______________________________________________________

    infantry.png

    Our Air Assault Infantry Platoon is still steadily growing, with a good amount of interest

    over the past few weeks.

    A recent Joint Operation with =UKTF= saw the Platoon engage in a PvP-Roleplay scenario

    whereby a handful of =UKTF= members took up the role of Insurgents hiding within a city.

    The Patrol quickly turned deadly when an RPG team opened fire, fatally wounding one of ours.

    The situation intensified after that with the Patrol on edge and on guard.

    A well placed hit on a low flying helicopter ment the Patrol had to scramble to secure the

    wreckage, in the process eliminating two Insurgents and identifying the location of a third,

    which was later also killed.

    The loss of two Soldiers from the Platoon, as well as the Helicopter crew was hard to swallow

    however and the recovery of their bodies only dampened that slightly.

    We look forward to future events with =UKTF=, though for now we are committed to

    our a new campaign; Operation MYRIAD, which is set to kick off on Sunday!

    If you think we sound like the type of unit you would like to be involved with,

    head on over to www.16aa.net!


  7. It's still running right now, but has gotten a bit laggy, though we reckon that's on account of unchecked Terrorist Cells (been a busy couple of days this week :)) that we haven't killed. There are now 600 units, 300+ of which are terrorist cells.

    We did however decrease the speed in which the terrorist cells grew to a third of what it was - probably contributing to longer play time.


  8. infantry.png

    Our Air Assault Infantry Platoon has under gone a few structural changes

    recently with new Lance Corporals being assigned to both 1 and 2 Section.

    Our primary focus for the Air Assault Infantry is to gather momentum on a

    3rd Section and a Fire Support Group to fill out the Platoon.

    Since our last updated, the unit has completed Operation DRIFTWOOD and

    it's Training Rotation and is currently engaged in Operation PANTHEON - an

    MSO Mission we are testing for a few weeks and styled in support of our next

    crafted Operation; Operation MYRIAD.

    If you'd like to play the game with an Air Assault Infantry Platoon that

    approaches its missions with planning and tactics and works as a team,

    join us at: www.16aa.net

    aacsquadron.jpg

    Our AAC Squadron attachment has also been busy training up on a number

    of new SOPs, including Fast Roping and using the AH-1 Apache in a supporting

    role to our Air Assault Infantry.

    16aaUh1y-01thumb.jpg16aaUh1y-03thumb.jpg

    We have also recently released our reskins of the UH-1Y Venom into

    British colours. After a couple of months of using these, we felt they were

    ready to share with the community.

    A couple of our more talented members are also working on other addons,

    which we are testing in the group at the moment and will likely release in the

    near future.

    If you want to experience flying with a purpose and as part of dedicated Flight,

    join us at: www.16aa.net


  9. I think there is a major misunderstanding how the system is supposed to work - so I will document here.

    Enemy Populator - used to randomly populate enemy units and camps, doing patrols and defending camps all over the map from a number of factions (MSO_FACTIONS). Each unit waits until a player is within 2.5km before spawning to conserver server CPU. Between 2.5km and 1km, group is cached with just the TL visible and performing patrol or defense. This module is just to fill the map and provide something to clear.

    Terrorist Cells - starts at the edge of the map and enters a town with an ammo cache. Recruits members until the group splits and the second groups moves to another location with another cache. This is when a ?xm marker shows. These markers will disappear once the original cache is destroyed. These terrorists look like civilians with guns and have no connection with MSO_FACTIONS.

    I hope this makes sense and hopefully may explain why you guys think something is broken.

    Heya mate,

    Thanks for the explanation - especially on how TERRORIST CELLS work. That is a pretty neat insight there and something I wasn't aware of (the splitting of cells, etc.)

    The only issue that became slightly annoying with the Terrorist Cells was the sheer amount of markers and constant stream of Intelligence messages that they generated. The "? xxxm" markers literarily blotted out entire regions of the map, making any type of planning a pretty tough task and making the map look like the galaxy map of Eve Online.

    If that sheer volume of markers (literarily hundreds in one of the towns) is intentional then would it be possible to include options to turn off Intel-streaming (i.e. Markers and Text) or reduce it to a single once-off report per cell?

    The real problem we're seeing however is with ENEMYPOP (presumably?); that of the mass spawn of groups, which I think is safe to say is not how the mission is intended to work.

    Perhaps it's related, but I did notice that while some camps were spawned in, no enemy units were spawned with the camps (or at least not in the camp's locality). Could it be that other camp's associated units are being spawned in all in one location?


  10. The markers are normal. The question is, does it affect FPS when there are too many?

    Heya mate, just to expand on the marker thing.

    There are a LOAD of them. At a rough guess, I would say about 300 of them.

    And they are all in a cluster of area that we haven't been near yet, within about a 3k radius. They are all on top of one another.

    I'll grab a screenshot of it if you want it and if it's a bug, I'll post it up.


  11. Thanks! I must have missed the zora one!

    I know that I definitely got the rmm_enemypop one.

    ---------- Post added at 01:55 PM ---------- Previous post was at 01:23 PM ----------

    I forgot another question that was brought up.

    We noticed bodies vanished very quickly. If you didn't have a LOS on them, they would vanish almost immidiately.

    Is there anyway of increasing the time a body will stay before being "garbage collected" ? Is this a setting to be placed in the Garbage Collector module?


  12. Gave it a go last night during the Op. No desync or lag spikes.

    Made a little bit of a c*ck up by letting the Warriors (AI) placed as base defenders rampage around the country side, taking away our fights though. Our fly boys were very busy though and we did have some great QRF-type moments.

    Will be making some further tweaks to what I placed tonight. Then we'll be giving it another go starting Wednesday. If all goes well, I'll post up the mission.

    One further question though, if I may. I've disabled all the _debug markers, but active enemy groups show on the map, along with direction of travel.

    If we wanted to disable this; where would that be done?

    If I have some time in the coming week or two, I might give a stab at updating the editor manual with the new structure and basics (of what I understand) on how to enable/disable modules.


  13. These are nice, thanks alot! though just one thing, any chance on giving them a used look?

    lol they look too nice and shiny! ... thx again

    It's our Flight guys. They spit polish these things after every Op. We've tried telling them they look too new and shiny and would only attract unwanted attention ... but.

    Seriously though; Reckon that would be something we can do for ver2.

    @Harlow - Nice looking birds. Are you guys planning on doing any more nationalities, or just sticking with the British kit?

    We'd likely stick to British kit, since that's the country we're playing. But we can certainly look at doing others if time allows - other than Canadian, any others you had in mind?


  14. Awesome work Wolffy! We've been wanting to give this a go since it was first announced, but time snuck away from us. We now have a few weeks where we have nothing planned ... so perfect timing :D

    Three Questions though:

    1. Is there anyway of hiding the map markers showing units, sandstorms, flies, etc.?

    2. We've put together a mission on Takistan, starting at the northern Airbase. Once the mission starts there is a huge group of enemy that spawns right next to the airbase - it seems to continiously spawn in as well (at least we saw no end to them).

    I had set "Independant is friendly to OPFOR" and have the following factions spawning:

    BIS_TK_INS and BIS_TK_GUE. Is this happening because the independants are set to dislike Blufor, switching the town immidiately hostile?

    3. We also noticed that quite often enemies would spawn right infront of us (presumably populating a group?). Is there a way to set the minimum distance they would do this at?

    Thanks a lot!

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