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stevevcb

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Everything posted by stevevcb

  1. You can bind turret controls to keys. I use the cursor keys for major adjustments and the mouse for fine aim, it works pretty well.
  2. stevevcb

    NIArms Release Thread

    http://www.imfdb.org/wiki/Terminator_2#Colt_Series_70.2FDetonics_1911_Hybrid If only to compliment the man-portable minigun.
  3. Speaking of AUGs there's a minor bug with them, in that the A2 carbine appears to use the same model as the standard-length A2.
  4. www.volcbat.com The Volunteer Commando Battalion (often abbreviated to VOLCBAT or VCB) is a British-based co-op squad; despite the name, we are based along the same lines as a light role infantry platoon. We use British kit and tactics to create a realistic, but most importantly, enjoyable ArmA experience. The squad originally formed in 2002 as RSF, but became VOLCBAT in October 2003 as a result of a major reorganisational effort. We played OFP up until around February 2007, at which point we switched over Armed Assault. We converted over to ArmA 2 in the summer of 2009, and are still going strong. For more in-depth information regarding the squad, have a look at our information pack; weighing in at 25 pages, it should give you a fair idea of what we're about and what we get up to. VCB INFO PACK (right click/Save Link As... to download) If you're looking for a well-established squad that's full of decent blokes and strikes the right balance between fun and realism, and you meet the following requirements: - 16 years old or over - decent grasp of both written and spoken English - good sense of humour - willing to learn - can attend at least one game a month - own a legal copy of ArmA 2 and Operation Arrowhead, doesn't matter where from - possess a microphone and Teamspeak 3 ... please feel free to head over to our forums and post an application. We'll do our best to get back to you ASAP. Frequently Asked Questions When do you play? We have two official games a week: Sunday and Wednesday nights. Both start at 8pm GMT, and last in the region of 2-3 hours. Sunday is considered the main night, with Wednesday being used for training and more casual sessions. How many members do you have? We have at any given time between 50-60 members on the books, including reserves (members who would still like to participate, but are temporarily unable to due to other commitments or issues). A typical game night turnout is around 20+, so we're almost always guaranteed close to a platoon's worth of bods. Obviously, on paper we have enough for almost a company, but what's the point of pretending to be that big if we're only going to have a section's worth in each platoon in practice? QxI1bfybbMg Do you have a public server? We ran one for a while for ArmA 1, but we retired it as it ended up being more trouble than it was worth aside from cheaters and people complaining about being banned or kicked on the forums, we also had a lot of people applying to join us, believing that we were an Evo squad. We have, however, run occasional open nights, so if you want to get a feel for what we're like, but aren't sure if you'd like to commit to joining yet, keep an eye on this thread for announcements. I'm from [insert country here], can I still join? Yes. We have no problem with people from outside of the UK applying to join; we've seemingly always had a quite a few overseas members, and this isn't likely to change any time soon. Bear in mind, however, that we tend to start games at 8pm GMT, so if you live further afield than Europe, the time difference may be an issue for you. However, if you're willing to turn up, we're willing to let you join in. I'm under 16, can I join? I'm afraid not. We implemented the age limit for two reasons: firstly, the average age within the squad is around the 25 mark, and we'd like to maintain that level of maturity. Secondly, the banter can be extremely raw at times, and at the risk of sounding patronising, we don't think it'd be very responsible of us to subject under 16s to it. Is military experience necessary? Not at all. Although prior experience is always a bonus, a total lack of it won't put you at a disadvantage. we'll teach you all the skills and drills you'll require during Phase 1 training. Do you play Evo/CTF/Domination? We have occasional casual games of Evo or Domination between scheduled games, but other than that, no, we're entirely co-op based. Do you play MSO (Multi-Session Operations)? Yes we do! We've taken quite a shining to the format and will often give it a shot. Do you play any other games? Not officially, but at any given time a fair number of our members will play a wide variety of games together, from flight sims to RPGs. What addons will I need? We use a variety of British addons, as well as ACE. However, we'll sort you out with everything you'll need once you complete your Phase 1 training. Up until that point, you won't need any addons whatsoever. Would you be interested in a TvT match/Joint Op with our squad? We're more open to these opportunities than ever, if the circumstances are right. Enjoyable scenarios and missions in the past involving PvP (which in our own flavour we prefer to call Force on Force) generally involves low tech weaponry and generally infantry/light vehicles only, focussing on good tactics, teamwork and maximising potential for lengthened firefights, surpression and battlefield movement. As far as joint ops go, ask on our forums and we'll see what works: not everyone plays ArmA 2 like us, so we like to ensure that everyone involved is looking for the same sort of thing before we consider committing to anything. We've had a couple of excellent games with Romeo 2.5 in the past though, so we're certainly open to the idea of joint ops. _1xxlSNhpBg Can I join as a pilot? We decided when we converted to ArmA 2 to finally close our air wing, 243 Flight. We employed aircraft in various roles for seven years, and despite trying several approaches, we found in the end that catering for infantry and aircrew at the same time was problematic at best: either missions were skewed in favour of one branch, or weren't much fun for either. In the end, we decided after much deliberation to focus exclusively on the infantry side of things. However, in the event that we require pilots, the roles will be filled by volunteers on an ad-hoc basis. Can I join as a sniper? No. We're all about section attacks, fire and manoeuvre and inflicting MFV on the enemy, so if you join expecting to spend a game crawling around dressed as a bush, zapping people with a Barrett, you'll be sorely disappointed. Besides, in the rare event that we require a sniper, the role will be filled by a member of our Patrols section. Can I join as an armour crewman? While in the past we deployed the Warrior IFV, this has become the exception rather than the rule, and so we do not actively require or train AFV crews. That said, training sessions in the past have included the skills required to man these weapons, so it's certainly a case of 'rifleman first, crewman second' if it's ever needed. If you have any questions that havent been covered here or in the information pack, post on our forums or send a PM to the latest poster (most likely to be active and get back to you quickly), and a member of the squad will try to answer them for you. Thanks for reading, and hope to see you on our forums soon!
  5. stevevcb

    ArmA 3: Tactical Dance Simulator

    Gao5Cxb5te4 Oh god I can't unsee it.
  6. stevevcb

    ACE for OA 1.13

    SD rifle rounds go high at very close ranges because they have a much lower muzzle velocity; in order to hit the range the rifle's zeroed at (I'd guess at 100-150m, but don't hold me to that) the trajectory needs to have a pronounced arc. You don't get it with standard (supersonic) rounds because they travel fast enough to have more or less a flat trajectory out to 300m or so.
  7. Not sure if it's what you're after, but have you tried binding the turret controls to the keyboard? I find it's a bit easier on the wrist to traverse the gun in the general direction with keys, and then use the mouse for fine adjustments.
  8. Top notch stuff guys, as always.
  9. Just tried this online for the first time, and I'm very impressed. Hats off to all involved.
  10. Mega, nice one Stalker.
  11. Looking good mate. I just did a little sex wee.
  12. Fantastic work Rock, well worth the wait.
  13. Mega news, the units look like they've really come on in leaps and bounds.
  14. Knots and feet. I mostly work in metric, but for the life of me I can't fathom KPH and metres when flying in ArmA. It just feels wrong.
  15. stevevcb

    Pukf - WIP

    Shame that anim wasn't doable, otherwise I'd be trying to convince Chris that the GPMG is the ideal personal weapon for section commanders in VCB.
  16. stevevcb

    Pukf - WIP

    My kecks just turned into a tent, awesome work. The deployed gimpy anim is especially sexual.
  17. Really looking forwards to the Merlin, Rock. I have to admit that when I first tried the Lynx and Puma ports I was a bit put off by how they handled, but after having made some tight landings (and shat passengers up by doing stall turns) I'm a convert.
  18. Try LShift + L to toggle the crosshairs.
  19. Looking good, can't wait to see the finished product.
  20. I just found the stretcher in the magic box, and figured out how to pick it up and move it around (being able to drag it on your own is a really nice touch, by the way), but I'm loss as to how you're meant to use it to carry people. Any takers?
  21. stevevcb

    P:UKF Challenger 2.

    It's worth noting that the Chally 2 that was knocked out by friendly fire was the victim of an incredible fluke; if I remember correctly, a HESH round struck the commander's hatch lid, which was open.
  22. stevevcb

    P:UKF Challenger 2.

    I think it's always been like that. I remember the AI diving out well before 1.05.
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