miles teg
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Everything posted by miles teg
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A.C.E. Advanced Combat Environment - Public Beta!
miles teg replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The Tactical Gamer servers have a solution for this. We set up our own Yoma updater with our own updates that way everyone who plays on our server is on the same version as the SIX updater was a bit too much of a hassle for server admins and players alike. This way TG updates whenever major changes are made and if anyone complains, we just point them to the Yoma updater (which most of our players have no) and give them the link to the update. The rest is a piece of cake except when they have to redownload the entire pack because they are updated ahead of what we have our server set to. But generally speaking our admins have been doing fairly well updating things regularly so that we're fairly close to the most current ACE2 SIX updater version. Chris G. aka-Miles Teg<GD> -
USMC Winter Infantry v.1.00 released
miles teg replied to lNTRUDER's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My recommendation for these units would be not to make them all white if you want to make them look more realistic. Rarely do USMC units recieve ALL WHITE load bearing vests, ammo pouches, body armor covers, NBC pouches, etc.. I've never seen any US military unit have all white gear (aside from maybe a sniper). So I would recommend that you keep stuff like pouches at least and maybe some helmet covers, their original MARPAT color. Also, this is a picture of the current winter camouflage (if you look closely its a type of digital camouflage): http://www.hyperstealth.com/USMC-Snow-Camouflage/bridgeport-sm.jpg Here's some more info about it: http://www.hyperstealth.com/USMC-Snow-Camouflage/index.html Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Few more pics: Syrian T-62 MBT Syrian T-34/85 tank Egyptian BTR-152 APC -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Finally I got around to finishing up what I could on the historic armor pack and fixing everything up as best I could. This is not a fancy pack. In fact some of the addons (AMX13 and Super Frelon) are downright crude looking. However it's still something and something is better then nothing. Plus, some of the addons due to the excellent work of the original addon makers and the addons they are based on, are quite nice. The Ishermans are good examples. You can even seat four infantry on the rear of all of the Ishermans. At any rate here's the stuff from the readme file: HISTORIC ARMOR PACK DOWNLOAD LINK: UPDATED 12/17/09 http://www.idfsquad.com/downloads/milesteg/HistoricArmor1_3.7z Pics: M3 Halftrack IDF Centurion Sho'T MBT M-51 Isherman tank & AMX-13 IDF Super Frelon Transport helicopter I hope you all enjoy this pack along with the Historic IDF and Arab infantry released earlier. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod -
Zeus AI Combat Skills
miles teg replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yup for the first time I fought against Zeus AI WITH the ACE2 mod on the Tactical Gamer server (Alpha server). The AI DEFINITELY kicked ass and put up a really tough fight. I remember joining one mission in progress and was listening to the comms on team speak. I heard, "Oh crap, they're flanking! They're flanking! It's a whole damn squad!! They're coming in now on your rear! Face to the rear!" Followed by "They just wiped out our whole squad" and then on survivor in panic saying that two tanks had followed him and were bearing down on his position...this was shortly followed by "Crap..they got me!" lol! That mission was a bit disorganized by TG standards. The next missions were done more professionally with proper bounding overwatch and squads designated to certain areas in the platoon formation in order to provide overwatch and flank protection for the main assault element. Once we used such tactics (along with proper formations, bounding overwatch, etc...) we did much better but not without some fairly fierce firefights and a few KIA. At any rate, you learn REALLY quick with Zeus AI, not to get tunnel vision and to always check your flanks and rear as well as not to take for granted that some guys running behind you are friendly. lol Chris G. aka-Miles Teg<GD> -
A.C.E. Advanced Combat Environment - Public Beta!
miles teg replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My 2 cents are that this mod pack should have been put as one simple .7zip file all packed up along with a simple readme file that tells you whether you need to move the user config files anywhere else and what order you need to have the folders loaded in your desktop icon launch properties. THEN...after that, Yomma's ArmA Addon Sync 2009 should have been used once several servers were established to distribute updates to the pack. Yomma's Addon Sync 2009 program is very easy to use as long as the servers with the updated files are setup properly. That would have avoided what has been an insanely frustrating experience. You guys are brilliant in what you do, but really ya should have thought out further some of the common sense issues on distributing rather then focusing solely on beta testing and technical issues. The fact of the matter is that EVERY player has been waiting for this beta but not all of us are as technically sophisticated as you guys. So what might have made sense for your team, might be like another language for the average player. For example, I can't even find a simple readme or anything on the Wiki or other links explaining how it should be installed and run. I only found some info on installing it from the SIX updater (I used Yomma's updater instead so those instructions don't help). But that is it. Nothing about the order that the folders must be put in the desktop launch icon If anyone has a link to that info, I'd be massively appreciative. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod -
Zeus AI Combat Skills
miles teg replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah oops, I missed the bit about the server profile. I'll have to ask one of the Tactical Gamer admins what the server profile is set to. As for scenarios, I recommend one distinct occasion where we were approaching the rail yards at one of those coastal cities from the South with the ocean on our right and a large hill with thick forest on the left about 500 meters from us. As we approached from halfway up the hill a guy with an AK47 shot me with one shot as I was standing still observing the rail yards through binoculars. I knew he had an AK he used because of the death cam that showed who shot me. At any rate, unfortunately, Zeus is not on the TG servers anymore in preperation for the ACE2 beta test. So hmm... now that I think about it, it may not be possible to know what they were set to before unless one of the admins remembers. But at the least I can try to recreate some scenarios on single player to see how often I get sniped by Ak equipped riflemen at long range using Zeus AI. At any rate, I'm glad you're willing to work with with the ACE2 team. Hopefully Zeus and ACE2 can be made compatible with each other. Chris G. aka-Miles Teg<GD> The Lost Brothers Mod Team Leader -
Zeus AI Combat Skills
miles teg replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No offense Protegimus, but your example videos were all CQB scenarios and in the last showed a complete loss of tactical discipline with the human squad. Neither show the issue of long range "AK sniper fire. If you increased the already insanely accurate BI average assault rifle accuracy, then sadly it will be a great disappointment. Even with normal stock BI AI accuracy on veteran mode, I get shot at 500 meters with AK's. I don't plan on spendng hours on trying to make videos to prove that because you are right, it doesn't happen all the time, but it happens way more often then is realistic. You will hear the same story from countless players. At any rate, it's up to you whether you want to accept that input. If not, that's fine. I will be happy with just ACE2 if it's up to ACE1 standards at least. No biggie. I just feel that it will be a rather sad note on what could have been the ULTIMATE AI realism mod as you are so damn close. Chris G. aka-Miles Teg<GD> The Lost Brothers Mod Team Leader -
Zeus AI Combat Skills
miles teg replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah that's what I was thinking. Medium machine guns and sniper rifles are great longer range weapons where as assault rifles should be for the up-close and dirty work under 300 meters. Good suppressive fire on the part of MG's like the M240 and PKM would definitely pin a squad of players down, and from what I experienced from the Zeus AI, they are more then capable of moving in for the kill, flanking, surrounding, and destroying with truly viscious assaults that leave squads of human players fighting for their lives. From my experiences with Zeus it truly feels like I am playing against real human players. No longer can I take for granted that I can easily ambush an enemy AI patrol with a small squad. Now, the react like professional soldiers to contact with quick flanking maneuvers and covering fire. So like a real life ambush my squad then has to quickly pull back and readjust positions or better yet, have another squad or two man team covering the flanks to mop up. Likewise for assaults or defensive tactics, human players have to be on top of their game using real life tactics to defeat the AI. What's awesome is thta it forces squad leaders to really take their roles seriously in COOP missions and to really think out how the AI might react and what measures to take to counter what will be a very aggressive and tactically superb reaction. It definitely gives you and your team a profound sense of satisfaction when you defeat the Zeus AI on missions. Taming the "sniper AK's" would just, I believe, remove the one insanely annoying aspect of ArmA2 AI (aside from their nasty habit of shooting through trees and bushes at times, but that's for another mod to solve probably). Anyways... in summary, I LOVE this mod and I really hope that it keeps getting better and better. Chris G. aka-Miles Teg<GD> -
A.C.E. Advanced Combat Environment Mod 2
miles teg replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I agree. I think ACE2 and ZEUS AI compatibility is critical. Zeus AI brings unparalleled fighting skills to the AI in ArmA2. From what I read, ACE2 adds some nice features to the AI, but nothing on the level of ZEUS AI as far as pure combat skills and aggressiveness. So I hope the ACE2 team will try to work with the creator of ZEUS to make them compatible with each other (or even better integrate ZEUS into ACE2 in a later update). Anyways...that's just my 2 cents. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod -
Zeus AI Combat Skills
miles teg replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have a question. On the latest versins of Zeus, is the AI accuracy increased or decreased. The reason I ask is that while suppressive fire is all fine and good, in real life, AK47's and their variants do not have good accuracy. An experienced rifleman can generally only hit 200 meter man sized targets consistently. I imagine the Ak74 and AK-107 are prehaps ok out to 300 meters. Even accurate 5.56mm rifles like the M4A1, are generally not used past 300 meters without magnified optics and other modifications. So to be sniped by some terrorist with an AK47 from 500 meters becomes highly annoying. This is one area where I really hope Zeus AI improves things so that firefights last much longer and so that players are not immediately gunned down at long range. That way players can experience the real beauty of Zeus which is how the AI fire and maneuver at closer range to flank, surround, and assault extremely aggressively. Anyways, thats just my 2 cents worth. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Yup, I agree, but sadly we could never find anyone to convert them from OFP. -
Zeus AI Combat Skills
miles teg replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just so ya'all know. The Tactical Gamer Alpha server is running it (maybe Bravo as well) and apparently it left a chilling effect on those who faced the new AI intelligence. I think they are needing PTSD treatment after that as they don't even want to talk about how brutally the AI ravaged them with flanking maneuvers. http://www.tacticalgamer.com/arma-2-general-discussion/151481-tg_modpack-addon-request-thread-2.html I'm about to go on the server now and hopefully will come back for PTSD treatment. Have the shrink on call. I'm going to see what all the fuss is about and give 'em what for.... Chris G. aka-Miles Teg<GD> |TG| 353rd Special Operations- Fire Team Lead/squad automatic weapons specialist The Lost Brothers Mod Team Leader -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Yes the updated pack will have the Merkava Mk1, Mk2, Mk3, and Mk4. The Puma we ported over from OFP but its very poor quality. We have a new MUCH better model, however it needs alot of work and will not be in ArmA 1. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Oh actually after checking the T-62 again, I did make a Syrian version. Also I have this problem with the T-62 as well as the new Mk3 tank, however I think they're caused by slightly different problems. The T-62 turret turns way too fast despite me sticking a bunch of stuff into the config to control the rotation speed. Something else is causing it. With the Merkava Mk3, the point of aim for a player gunner works great, but for some reason the AI point of aim is off and the AI thus won't properly lock onto an enemy target to engage. Very bizarre problems. I'm going to try one more thing with the T-62 by looking at the mass on the geometry LOD for the turret section to see if maybe thats causing the problem. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
We made spectacular Lebanon and Sinai maps in OFP, but sadly we were never able to find anyone to port them over to ArmA. However we have not lost hope as people have ported Everon from OFP to ArmA II. So I'm looking everywhere for a really hardcore map maker who is able to port over our Sinai and Lebanon maps over to ArmA II and perhaps update them with the new ArmA II buildings, objects, and sand textures. That would be super awesome! We also had an amazing Iran/Iraq map that I thought was one of the best maps ever made in OFP. It even had the swamps outside of Basra were so many historic battles took place along with beautiful Shi'a mosques, winding roads high in the mountains, beautiful cities, deserts, snow capped mountains, forests, and even a hidden nuclear power plant. Sadly however, so far the only one of our maps that got ported to ArmA was the 76 Easting map in the ACE islands pack. If anyone knows any good map makers who know how to port maps, tell them to contact us if they want to port over some of the finest Middle East maps ever made for OFP. Chris G. aka-Miles Teg<GD> -
The Lost Brothers Mod
miles teg replied to alpha9's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The good news is that our weapons pack has ported very easily accept for pistols. Most likely tanks and most aircraft will probably be easy to port as well. But all that is useless without infantry. So that's our main hurdle...getting infantry working. Once that's done things will go very fast as I think we'll slowly update stuff with the new shader textures after we've ported things. Chris G. aka-Miles Teg<GD> -
The Lost Brothers Mod
miles teg replied to alpha9's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah, we are DEFINITELY coming to ArmA2. At NO time has our mod ever said otherwise. However we are trying to tie up a few loose ends and release a few things for ArmA 1 first mainly because we promised and I can't install the new tools for ArmA2 without overwriting the tools for ArmA1. At any rate, there's no rush. ArmA 2 only came out recently and already people expect our whole mod to be converted or something. It is NOT easy to convert stuff, especially not infantry. Combine that with adding the new shaders and stuff like that, requires us to learn a whole bunch of new stuff that takes alot of time...something we don't have much of due to our real life responsibilities. So please understand this. But be patient and we will make lots of cool stuff for ArmA 2. I already have a good infantry template donated to us and so hopefully soon we'll get started on converting our infantry first followed quickly by a small vehicle pack to create nice mini-packs similwar to what the BW mod are doing (as well as the Canadian, Italian and Spanish mods). Also we DO NOT authorize anyone porting our stuff unless they want to volunteer to help us out and can demonstrate their ability to do so as far as porting stuff goes. We are also looking for new members who can model and texture to help out with creating higher-end models and/or textures so as to increase the quality of our addons to ArmA II standards. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
The main difference between the Syrian and Egyptian T-55 is that the Syrian version has cammo stripes on it and has a Syrian crew. As for the T-62, I'm not sure if its worth making a Syrian version as its kinda buggy as far as engaging targets. I even had a tank addon making expert take a look at it and he couldn't figure out what's wrong with it sadly. It engages enemy, but only once in awhile. :( As for the MRAP, I'm not sure if it will make it into ArmA 1 as I'm having serious issues getting the cargo proxies to show up for some wierd reason. The MRAP is low priority as the Golan is not even operational within the IDF except on an experimental basis (kinda like how the Strykers were used during the last Gaza offensive). Higher priority is getting the modern armor updates fully operational and released followed by our aircraft updates and Syrian infantry updates. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
You'll be happy to know that the Centurion is working perfectly and looks truly AMAZING watching them charging towards the enemy. Now if only I could find a good map maker to convert our old Sinai map from OFP or make a new one for use in ArmA 2 (where LoBo will continue to develop). But at any rate, the Centurion is also one of my favorite tanks! Truly one of the best tanks ever made in every category you can measure for its time. Even today, when uparmored, it's still a tank to be reckoned with. Chris G. aka-Miles Teg<GD> ---------- Post added at 07:08 AM ---------- Previous post was at 07:04 AM ---------- The Centurion "based" APC's are not called Centurions. The Puma is an example of one of those. We have our old one from OFP converted but honestly its a crappy model. We have a new model that is much more accurate and textured much better, however it still needs alot of work and probably won't be released for ArmA (but rather in ArmA 2). The Centurion I spoke of is the Centurion tank. This tank WILL be in the historic armor pack for ArmA 1. It is almost ready. I only have some small texture problems to fix in the M3 and its ready. I just finished the readme file and just need to do one more quick test of all the units. It will include: IDF Isherman tanks including- M4A1 Shemrman, M50 Super Sherman, M51 Isherman, & M60 Isherman. Egyptian T-34/85 tanks (green and tan with normal and Guard units). IDF Centurion Sho't MBT T-55 (Egyptian and Syrian) T-62 (Egyptian) IDF AMX-13 light tank BTR-152 (Egyptian and Syrian) IDF M3 Halftrack Also included will be ammo and texture pbo files shared by some of these tanks. Chris G. aka-Miles Teg<GD> -
Pistolfied's Tracers
miles teg replied to Pistolfied's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Having had machine gun tracers going over my head I can vouche for the fact that YES YOU DO SEE THEM coming at you, no doubt about it as I could clearly see their point of origin! They also DO NOT look like laser beams as so many video games make them look like. The reason why they look like laser beams on TV is largely due to limitations in frame rates of the cameras recording the tracer flight in which they appear like rather long but seperated beams of light. In real life they actually look like little glowing balls. Only one truly realistic tracer mod was ever made and that was back in OFP. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Negative. I haven't started the Hezbollah SPG-9 jeep so their won't be any hezbollah stuff. Really they haven't been updated at all. So I'm afraid for ArmA, players will have to suffice with the version from the addon pack #3. Eventually, they will be developed further for ArmA 2 however. Oh I forgot to say thanks to Col. Faulkner and yeah Colonel, we'll be releasing the Centurion. We have a nice new model frm the BF2 guys that I'm just fixing up as the tracks textures are messed up and the external commander's proxy still needs to be implemented properly. Other then that it works fine. Chris G. aka-Miles Teg<GD> -
The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
The Puma still needs alot of work and probably will only be released in ArmA 2. The Golan MRAP however just needs a little bit of work so I'll probably release that soon. I'm just trying to figure out why the cargo proxies aren't working properly. :( Chris G. aka-Miles Teg<GD> -
Ooh nice! Fantastic! I hope you guys make some great anti-gang/anti-drug raid missions and stuff like that. The peacekeepers look good as well. Oh also... small tip... when you take screenshots, hit the "L" key to remove the crosshairs. :) Chris G. aka-Miles Teg<GD>
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The Lost Brothers -Isaac and Ishmael Mod
miles teg replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
Lucas, there are a few weapons missing from there in that Russian pack that we used from Vilas's other non-Russian packs so the below pack is what is best used. I don't think the IMI weapons for example are in that Russian pack. Ok...I changed the links to the required weapons packs needed for all LoBo infantry. The link is: http://www.idfsquad.com/downloads/milesteg/VilasWeaponsPacksForLoBoInfantry.7z Yes, I know its alot of weapons, but that was the deal we had with Vilas and we have to honor it. They're good packs however so they can be used with any of your addons with missions just using a a few simple scripts in the init line of your soldier and the weapon and mag names listed in the readmefiles associated with Vilas's weapons. Chris G. aka-Miles Teg<GD>