Satchel
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Everything posted by Satchel
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Standard issue Bundeswehr Kampfstiefel (Combat boots): Other boots i wore, because they were more comfortable in most circumstances: Summer/Regular duty in the barracks, cheap ass Magnum Hitec: Winter, Lowa´s:
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A bayonnet for the G36 isn´t issued by STAN to Bundeswehr soldiers, so i cannot tell much about it, but the option of attaching a bayonnet as well as an grenadelauncher is there. I think if someone gets so close that you have to use an bayonnet or the weapon for strokes , something must have gone wrong before. In practical applications like Riot control the rather weak buttstock could be most noticeable, with a broken buttstock it would be accordingly difficult to aim the rifle.
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It depends where your primary interest are; singleplayer, multiplayer, CQB, realistic approach etc. Ghost Recon (GR) is quite limited if you are used to huge outdoor environments, especially as the emphasis for GR is set too on outdoor action, although the rather small mapsizes are more than sufficent in multiplayer. The Sum of all Fears (SOAF) uses the GR engine, outdoor is switched for indoor action and might justify the rather small mapsizes. In my oppinion it SOAF doesn´t reach up to the original Rainbow6, although it gives you better graphics and more movement options, however rainbow6 should be on budget. SWAT3 is also an excellent CQB tactical shooter, with limitations in Multiplayer. The real blockbuster and innovation however is scheduled for November; R6:Raven Shield. It uses the latest unreal Warfare engine, awesome physics engine, 1st person weapon models, extreme high control over character movement, about 50 weapons to choose from, with option of attaching lasers, flashlights and optics to them. [images removed] Check out some Tango and Rainbow skins: http://www.rainbowsix.org/ravenshield/skins.php Videos: http://ravenshield.theplatoon.com/movies.asp Edit: Bad boy Satchel! 250kb + 300 kb pics?
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I won´t comment on the content of the article as i´m german and don´t want to throw any more napalm into the fire...but the screenshot in the lower right corner just made me go into uncontrolled laughing attacks , just as funny as the friendly fire penalty in Americas Army.
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Uncommon ways to promote products are seen casually, but this one is pretty much the most pathetic unconscionable way to do it. "It has recently been discovered that the hardware manufacturer ECS has released video card drivers for their Xabre line of video cards that allow users to see through walls and alter other settings that make it possible to cheat in 3D games. These drivers essentially provide a hardware wallhack. These drivers are an outrage to serious and casual gamers alike because people without these drivers would be at a severe disadvantage. These drivers will ruin online multiplayer games such as Counter-Strike if they are not stopped here and now, as they are currently almost undetectable. Releasing such drivers will drive away the core of the gaming community and give ECS a reputation it may never fully recover from. Several months ago there was a very similar situation with the hardware manufacturer ASUS, a situation which damaged their reputation in the gaming community, a community that also happens to be a very large market. We, the gamers of the world, would like ECS to completely rid the Internet of these drivers. This includes deleting them from download sites, mirrors, and forcing any sites containing the drivers to remove them, as well as doing everything in their power to make the drivers non-functional. It is irresponsible to release such drivers, and ECS should know that." Please everyone take time to sign the online petition http://www.petitiononline.com/ecsdrv/petition.html against this malicious marketing stunt.
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The guidelines and goals behind designing of the G11 are also it´s problem that is yet to be solved. The goal was to increase the hit probability in burst mode even for moderate shooters, so that accuracy and therefore combat efficiancy would drastically increase. Theoretically burst function is supported by many firearms, but in reality, the recoil after the first shot would put the weapon off target, making it hard if not impossible to hit moving targets with multiple projectiles, as 3 projectiles are considered as optimal to incapacitate an opponent.  The principle therein was to hold the succession of shots in burst mode this high, that all 3 shots of a volley are discharged before the recoil would be noticeable to the shooter. A realistic firing rate to this purpose could be designed in speeds around the 2.000 rds/min mark.  To achive this H&K designed special caseless ammunition in order to skip the process of bullet casing ejection, so the next round could be loaded directly after the first shot. The problem was to develop a charge durable enough to fullfill combat- and safety requirements, such as avoidance of barrel grease contaminants by charge leftovers and prevention of unintentional shot triggering, caused by a heated weapon or outside factors. These problems couldn´t be eliminated completely in practical application, the G11 tends to overheat quickly and firing rate had to be reduced considerably in fully automatic mode to 600rds/min. The non detachable scope offers 1:1 magnification and is zeroed for 300m.  Regarding firepower the caseless 4,73x33 mm G11 ammunition devellops a max. of 1460 Joules at 930 m/s measured at the muzzle, compared to an 5,56x45mm standard NATO projectile fired from the G36 which rates 1725 Joules at 920m/s, putting the usage of the G11 against protected opponents (flak/shrapnel protection vest) in question at 300m engagement ranges the G11´s optic is zeroed for. The G11 despite handicaps is very expensive, and after the fall of the warsaw pact, western germany decided against the G11 as the cost/value relation was not given. The G11 participated in the US ACR trials, but the US government decided also against the G11 in favor for the M16A3. BTW: Wouldn´t be a bad choice for Britain to adopt the G36, only drawbacks of it are the Buttstock which isn´t suited for CQB, and the optics block that tends to get foggy in according environmental conditions, if no preperations are taken. Apart from that you´d get an reliable and extremely accurate rifle.
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We had taken part a couple of times, with 4x50KM 1997 beeing the toughest and 4x30KM 1998.I thought my feets were composed of raw flesh after my first 4 daagse march as we crossed the finish line on the last day. It was raining, socks all soaked up with water and sweat, the skin wrinkled as that of an old granny with blisters all over. We were situated in a coliseum of a school and had to get up every morning around 03:30 a.m, which was especially hard for those guys who drank beer or other alcoholics after marches. Enroute you meet lots of people marching from all different countries, from locals over to other nations military delegations, the landscape is also great. It was a very rewarding experience looking back, there were lots of people standing near the designated route, cheering all marchers up as they passed by, even very early in the morning. People were offering drinks or snacks, on the last day it was almost like beeing part of the tour de france or something, just crazy how many people there were standing left and right of the street. I can only recommend it to everyone who hasn´t done the 4 daagse yet.
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Who did the Job A representative picture of any army This is the story of four Officers: Lt Everybody, Lt Somebody, Capt. Anybody and Major Nobody. There was an important job to be done, and Everybody was sure, that Somebody would do it. Anybody could have done it, but Nobody did it. Somebody got angry about that, because it was Everybody's job. Everybody thought Anybody could do it, but Nobody realized that Everybody wouldn't do it. It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done!
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I D/L a sample i will send to BIS for examination, just in case the drivers will be offline when Suma is back. Hope BIS can alter gamecode to make OFP unfunctional or going into FADE mode with these drivers.
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The longer i play this game the more i like it, i just had a ton of luck getting MOUT completed after about 3 days of problems getting the master server recognise Team scores, because its overloaded with qualification requests. Now that i got to play all the other maps i have to say that most of them are ranging from small to medium size, but feature necessary parts to make up good tactical situations, with different ways and approaches possible to solve them. The map i like the most however from the ones i´ve played (Pipeline, Bridge Crossing, Collapsed Tunnel, Insurgent Camp) is still McKenna currently, somehow reminds me of RS´s Killhouse or CSL, only in a much bigger and more detailed version. It appears greater effort had been put into indoor scenarios, as outside there is hardly natural terrain covering such as bushes, grass, trees on most maps. Inside however detail is incredible. When playing non-miles maps damage modelling seems adequate for most parts, a headshot will put someone out of action as 2-3 hits upper torso will. However, nothin more satisfying than to riddle someone with bullets at close range with the SAW, instant knockout.
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It´s 30mm but you´ll get the idea (note both ammunition sorts are used, HE and AP): http://www.janes.com/defence/video/warriorfin.mpg In case DLink doesn´t work: http://www.janes.com/defence....o.shtml
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You can always step across the line with engine recycling, and RSE certainly did it again, RS/R6/GR titles got repetative, bringing no innovations. Hope Raven Shield is going to depart from that also gameplay wise. At least we can have a sneak peek on the new engine´s capabilities with Americas Army (R6:Raven uses the same enigne), and i must say now i´m even more looking forward to R6:Raven Shield.
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The .ini cheat only works for getting around the training offline, you can play Obstacle Course, Weapons familiarisation and MOUT individual training without having to complete BRM before.All other missions are meant to be played online together with other people. You cannot join online games you are not actually qualified for, as your stats are fetched from a master server you have uploaded your results to before. So you need to complete your training the regular way to connect to the McKenna MOUT server for example, and get to play missions afterwards. Problem for now is that most people cannot progress beyond MOUT, because even if you win, your results are not saved as the master server can´t be connected because of the extrem high demand, bringing the server down to its knees and stop responding. Our team completed MOUT according to rules about 20 times, but the next missions doesn´t get unlocked. But even if i´m stuck at MOUT currently, the game feels really good, as the teamwork is you will experience online, because its kinda forced to be sucessfull. The most rewarding experience however are the players comparing it to or expecting a CS, cursing they can´t hit anything, thus the weapons are all screwed, you cannot run fast enough with weapon aimed, jumping to avoid hits doesn´t work well....i love it. I think the Army put out a great game, a more "realistic" approach to a small scale infantry shooter when compared to other games.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DigitalCenturion @ July 05 2002,19:23)</td></tr><tr><td id="QUOTE">Yeah but a military 125cc or 250cc motorcross motorbike for recon and stuff would be maybe more sensible to do first...<span id='postcolor'> Agreed. KLR 2250-D8 SERVICE: Marine Corps DESCRIPTION: A lightweight cross-country motorcycle, primarily used for message delivery. FEATURES: The KLR is a lightweight, rugged, commercial, cross-country motorcycle that has been modified for military use. It provides an alternate means of transporting messages, documents, and light cargo between units. The KLR 250 may also be used by forward observers, military police and reconnaissance personnel. The size and construction make it highly mobile on all roads and cross-country terrain. The 1991 model KLR replaces the 1984 model. Length: 2,13m Weight: 117,13 kg Max Road Speed.: 80km/h Max. Range: 300 km (Road) Or how about some Diesel powered bike? M1030M1 The advent of the diesel-powered M1030M1 means that the last bastion of petrol engines in the military logistics chain - the motorcycle - has been broken. Unveiled in May 2001, the M1030M1 is claimed to be the world's first diesel-powered motorcycle designed specifically for military use. It is derived from a stock Kawasaki KLR650, and has been developed jointly by Californian firm Hayes Diversified Technologies and Britain's Royal Military College of Science. It is intended for the British and US military and for NATO. The 580cc diesel engine boasts a 50% improvement in fuel consumption over petrol-engined equivalents, lower emissions, and better cross-country utility. It gets 120 miles per gallon, the engine develops 33ft/lb of torque and the bike has a top speed of 85 mph. ENGINE: Type: 4-Stroke, IDI, DIESEL, single cylinder, liquid cooled. Displacement: 584 cm3 Power: 24 PS [18 kw] @ 4800 rev/min Torque: 33lbft [45 Nm] @ 2500 rev/min Lubrication: Wet sump, compatible with MIL-L-2104, MIL-L- 46152 & MIL-L-46167 lubricants. Air Filtration: High capacity, 3-stage, oiled foam, reusable Transmission: 5-speed, constant mesh, return shift. Final Drive: Self lubricated, sealed, O-ring roller chain. CONTROLS & INSTRUMENTATION: Handlebar & Controls: Heavy duty with integral hand and control guard. Throttle: Dual cable with auto & manual return, water & dust resistant. Cables: Nylon lined, water & dust resistant. Speedometer: Calibrated in MPH & KPH with resettable odometer, illuminated. Instruments: Engine coolant temperature gauge, neutral, high beam, and turn signal indicators. ELECTRICAL: Battery: 12 volt, 545 CCA “Dry Cell†unspillable, maintenance Free Alternator: 14 amp, 14 volt, AC, Single Phase Standard Lighting: DoT/CE approved lighting system. Blackout Lighting: Driving, Marker & Tail/Stop lights meeting MILSTD- 1179. IR driving light optional. CHASSIS: Frame: Welded steel main frame loop with removable rear section. Front Suspension: Telescopic forks, hydraulically damped & sealed with non-reflective boots. Rear Suspension: Swing arm with single shock Uni-Trak ® multi-link system, sealed needle bearings at all pivot points. Engine Guards: Skid plate with tubular engine & radiator guard. Foot Rests: All metal, safety folding, spring return. Fuel Tank: 3.8 US gal [3 Imp gal] capacity. Molded plastic, translucent – indicating fuel level. Wheels: Heavy duty, wire spoked with high tensile alloy rims. Tires: MT 21 Pirelli, Dual-Purpose (on/off-road) tires, DoT approved. Brakes: Front, hydraulic disc. Rear, hydraulic disc. Plastics: Headlamp cowl Air filter box Fenders Seat base Side panels Chain guards Tools: Full operator tool kit. Equipment Rack: Heavy duty rear equipment rack, 50 lb [22.5 kg] capacity standard. Equipment Case: Rear mounted, hard side equipment cases (panniers) & personal weapon scabbard optional. Dry Weight: 369 lb [167 kg] Overall Width: 35.75 inches [908 mm] Overall Length: 85 inches [2160 mm] Wheel Base: 57 inches [1448 mm] Ground Clearance: 10.7 inches [272 mm] FUEL: DIESEL/AVIATION KEROSENE (JP8/AVTUR) PERFORMANCE: Acceleration: 0-30 mile/hr [48 km/hr]: 3.6 sec 0-60 mile/hr [97 km/hr]: 10.4 sec Gradeability: 60% (31ş) Turning Radius: Less than 7 ft [2.1 m] Maximum Speed: In excess of 80 mile/hr [130 km/hr] Minimum Constant Speed: Less than 3 mile/hr [4.8 km/hr] Fording Depth: 24 inches [610 mm] Fuel Consumption: 110 mile/US gal [140 mile/Imp gal, 50 km/l] @ 55 mile/hr [88km/hr] Range: 400 miles [650 km] @ 55 mile/hr [88km/hr]
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jester983 @ July 05 2002,23:33)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ July 05 2002,22:29)</td></tr><tr><td id="QUOTE"> Everyone seems to have problems of some sort..... i can register but no password is beeing sent, thus i can´t play online.<span id='postcolor'> Satchel, u need to go to their stie America's Army and register there. First u choose a username and put in ur e-mail address (has to be real) then they send ya a confirmation code with a link. Click the link and then choose a password. Then itll tell ya the information u entered as a confirmation and ur good to go. Then go into the game, and put in ur username and password then it should work.<span id='postcolor'> That´s what i did Jester, for some reason no confirmation e-mail is send, same happened as i tried to register with the forum for help. When i try to re-register it says my username is already taken (of course, by me), and i already ran out of the 2 e-mail adresses my provider granted me.:( I´ve already sent 2 mails to homelan about the issue, no response yet. Maybe it´s my e-mail provider, gmx.net causing the trouble? For those who can register and proceed to online gaming, some things about qualification shooting and weapon implementation if you have trouble hitting anything (taken from the faq): Q: How come my accuracy is so low? A: The most important thing to remember is that as long as you are moving, your accuracy will be poor. The next most important thing to remember is that you can always improve your accuracy by going into a lower posture or by bringing up your sights. Also remember that when using a sniper rifle, unless you are using the scope, your accuracy will be poor. There are six things that affect your accuracy and recoil: Speed Sprinting - Cannot Fire Fast Move - Extremely High Penalty Slow Move - Very High Penalty Still - None Posture Standing - Moderate Penalty Crouching - Small Penalty Prone - None Health Red - Large Penalty Yellow - Moderate Penalty Green - None Sights Rifles: Sights up - BONUS: Large Sniper Rifles: Scope off - Very High Penalty Scope on - BONUS: Large Breathing - BONUS: Small (timing your fire to your breathing) Support (Automatic Rifles and Sniper Rifles only) Supported - BONUS: Large Their FAQ: http://www.americasarmy.com/ops/news/faqtext.php
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Everyone seems to have problems of some sort..... i can register but no password is beeing sent, thus i can´t play online.
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The best score i got out of many retrys was 37, it´s quite tricky and i really like the additional component of breathing influencing your aiming point. I´m curious about bullet drop, as the BRM is shot without adjusting the rear sight in AA, and i don´t know what setting is used for real U.S. marksmanship qualification training...200m? If U.S. BRM in RL is shot without adjusting the rear sight, what i highly assume, your aiming point would change slightly according to target distance. For example a 300m stationary target that is shot at with a 200m rear sight adjust, would need some slightly higher aiming point than a 200m target to hit center. A 50m target, shot at with a 200m rear sight adjust would need an accordingly slightly lower aiming point to hit the same spot. I don´t know what setting is used ingame, but i could hit the 300m targets with letting it "sit" on the front sight (normally used for targets much closer to the shooter than rear sight is adjusted for, or targets moving fast towards the shooter position), means i could hit the 300m target while aiming at the lowest cant of it. If the 200m rear sight is used, this shouldn´t be possible if bullet drop is modelled, the shot would have gone short and impacted before the target. Apart from that the physics are great, just throw some grenades downhill in the weapon familiarisation training, looking realistic how they are tumbling and rolling down. Also try to shoot the CO in basic rifle marksmanship, looks very good how characters drop. In all this a nice preview of unreal warfare engine capabilities, now i´m looking even more forward to Raven Shield.
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I´m afraid that without adressing of major issues in the near future, OFP will slowly vanish. After checking OFP:R and realizing that main issues couldn´t be solved, like physics, clipping i.e., i gave up on the multiplayer part of it, as with a little lag thrown in these problems only add up to the general online sluggishness. Without a solid playability feeling, it´s more a fight against game-issues online than against the opponent. Last online game that made me almost bite my keyboard i had first been trapped behind a wobbling .050cal mg. The action menu was constantly flickering in an out with options rapidly changing, so i couldn´t get the menu point to disembark. After that we tried some sniping from inside an building with shattered windows, just to fall through the wall to the outside resulting in serious injuries so we could only crawl around. I still love it in singleplayer though, no compatibility issues and i can mod the game to my personal liking.
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You can cheat your way around having to complete a training mission to advance to the next; locate the tours.ini file in the /system subfolder and change the following lines to the numbers shown: [Tours] Dependency(0)=-1 Dependency(1)=-1 Dependency(2)=-1 Dependency(3)=-1 Dependency(4)=-1 Dependency(5)=-1 Dependency(6)=-1 Dependency(7)=-1 Dependency(8)=-1 TourSeq(0)=0 TourSeq(1)=0 TourSeq(2)=0 TourSeq(3)=0 TourSeq(4)=0 TourSeq(5)=0 TourSeq(6)=0 TourSeq(7)=0 TourSeq(8)=0 Additionally in the ArmyOps.ini there is plenty to play around with regarding graphical settings, gore etc, that are not accessable via the regular options menu, might be intersting for people that can´t get the game to run at all, or for those wanting to tweak some settings. I.e. min desired framerate is set to 10fps, i upped this to 20fps for a bit less detailed graphics but some smoother gameplay.
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Didn´t manage to stay unnoticed, i used Plan B. No special weapon used, just a plain AK-47CZ. Crawled down the slope behind the first structure, killed the stationary guards and patrol, then embarked into the T-80´s gunners position. Called for support 0-0-1, and began to engage everyone coming down from castle ruins (tank crews have priority). By the time the squad arrived there was no more action, i had them embark into the tanks and set up a line formation facing the small counterattack, that was basically it. The rest is just some weapons collecting , rearming, repairing and RTB.
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Nope, i think we have to wait till creative labs come up with new drivers, and as usual that may take an eternity, at least for the normal SBLive series. I don´t even consider buying another product from them, customer support is bad and all i have are soundproblems, not only in OFP but also some audio applications and other games.
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Nope, i think we have to wait till creative labs come up with new drivers, and as usual that may take an eternity, at least for the normal SBLive series. I don´t even consider buying another product from them, customer support is bad and all i have are soundproblems, not only in OFP but also some audio applications and other games.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sadico @ July 04 2002,21:47)</td></tr><tr><td id="QUOTE">I'm downloading recon now. Still an hour to go... What kind of connections do you have guys? Mine can download only at 25k/s and it's about the best connection you can have in Spain without spending too much cash... I'm not a gun expert, but i guess that if you are shooting from your right shoulder, the recoil will make the gun go up and a bit to the right...<span id='postcolor'> It does, up&to the right. When firing the M-249 it´s impossible to stay on target when firing standing unsupported position without steering the mouse constantly against the recoil movement(you can go prone and extent the bipod for good accuracy). For connection i have DSL 128/768, but cannot play the game online currently, because i can´t register.
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Hopefully them CS run&gun fragometer kids will all dissapear shortly, i have great fun playing this game, despite it´s only a "half" product that´s not complete yet...i didn´t get beyond training for now- for some reason i can´t register (no confirmation e-mail with password is sent). They plan on putting out addons, missions and work also on the singleplayer part, i guess it will be part of the final operations game, including the other "schools".
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You can actually jump, but you won´t hit anything while doing this i guess, also the "running" speed is rather slow (slower than OFP), you can choose between 2 modes there. Edit: You can choose between 3 modes, double tapping the forward key allows for sprinting, but you cannot fire the weapon while doing this. Also did anyone look at the file formats? is this a known format .utx, .uax, .aao, .usx for unreal ? Would be great if there would be custom skins and maps  possible. The one thing that makes this game more attractive regarding multiplayer is that it´s more polished than OFP and feels more solid, there are no clipping problems i had noticed, no weird physics or other paranormal issues OFP is plagued by. In singleplayer however OFP is still the state of art, with almost unlimited possibilities, huge resources, the excellent terrain and many units. If they only would be able to fix these damn clipping problems and weird vehicle physics.