Harlow-16AA-
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Posts posted by Harlow-16AA-
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We're playing with 60+ guys in Co-Op on one of their German servers with ACE/ACRE, etc. and the lowest it dipped was 8FPS at one point - no desync as of yet apart from when everyone was joining in.
It's really very reasonable pricing for what it is as well and the Customer Support's second to none.
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You're absolutely right. Works fine in the root keys folder.
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I'm not sure what was going wrongly, but I downloaded "ArmA2 Addonsigner" and it seems to be signing the mods correctly now.
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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.
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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
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."
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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.
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Heya mate,
Anyway you could add support for the BAF sounds to work with the UK:F Weapons?
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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.
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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.
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.
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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
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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.
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.
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.
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.
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
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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.
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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!
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What is that figure?
I have set parameters in the next release to be:
1 recruit per cell per - 15 mins, 30 mins, 1 hr, 2 hrs and 3hrs.
It was 3 hours I believe. Enders knows more :) Will point him this way.
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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.
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You could always place the construction module on a truck or a container to be flow out to the FOB. Then you can place your things even easier.
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Btw. Kolmain wrote he didnt see any camps. I have loads of camps just no ai to protect them. Maybe its the same or at least related.
Saw this as well the other day. Would need to see with SCAJolly and Enders if they've seen it in the new version (haven't gotten a chance to hop on yet).
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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
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.
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
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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?
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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.
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Figured out what the problem was.Has anyone else set the Nomad reset lives to 'Never' in parameters? This ends the mission straight after loading for me.
I've put this into DevHaven, Enders:
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Miller and Foxhound, thanks for the mirrors! Much appreciated :)
Thanks for the comments as well.
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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?
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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.
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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?
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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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Thanks Predator.
We were thinking of that - but ... it felt a bit cheaky since they're not really fully British (what with the rocket pods and minigun).
[Island] NG-Studio present "Isola di Capraïa"
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Being unfamiliar with how islands are made, could you detail where this would be changeable?
Many thanks.