sas troop
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Everything posted by sas troop
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Hi folks! Experiencing first major problem with the game for years. I recently had a kind of disc failure. No one knows what actually was that after all. Problem went gone and I was happy of that. Problems appear now... with ArmA. Description is pretty simple: game freezes in very random moment when I play around in editor (playing with units), usually after 15 seconds to 2-3 minutes after launching a preview option. No error, just freeze and its very hard to reach task manager to switch it of, usually reboot is the only option. Testing on vanilla ArmA 2 right now, but noticed that on modded Arrowhead, so I presume the problem will still occur also on OA. I have reinstalled ArmA 2 so far, prior I have cleared registry with CCleaner to eliminate all remnants after deinstallation. As I said, reinstalled ArmA 2 ALSO freezes. Noticed the problem touches probably infantry only, haven't yet spotted that in the vehicle, but it could just be a pure luck. I am convinced when I will also install and patch Arrowhead the problem will continue as it was before reinstall. Has anyone had something like that? How to deal with it? Need to admin also, when fighting a disc failure I have remaped it completely with MHDD program that was supposed to clear a single damaged block in the disc. Havent changed a single thing in my rig, its more or less: Windows XP 32 Bit Quad Core Q9550 4x 2,83GhZ 4GB RAM Radeon HD4890 1GD Vapor-X 320GB Hard Disc, Samsung produced, 5 years old Guys, help me out, I count on you!
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Camouflage Bank
sas troop replied to Thanatos-san's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Really useful stuff over here! Congrats and do your best to keep it updated! -
Not necessarily: not every country inherited these types of tanks, and same goes to T-80s. AFAIK Chernarus plays a bit Caucasian army and AFAIK none of Caucasian states received T-64s after Soviet break-up. That's why I still think that is not best idea. IMHO there should be a bit greater focus on what we miss in ArmA: there are rarely any T-55 as we know them in modern world (T55A for instance). What about making upgraded versions like AM1, AM2, common in lave Soviet Service? Same goes to T-62MV for instance. There are loads of versions.
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Notice T-64 was never exported and even today is hardly used by anyone except Ukraine. I dont really think that would be probable for CDF/PRSZ to obtain them. Different story with T-80s though, but also not that probable some people may think.
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I Hear You! - ACRE AI Detection Script
sas troop replied to zephyrdark's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Shit dude, that may be something I was looking for for some time already! One question: does the script define AI awareness by checking how loud player speaks? Whisper could be a huge solution here! -
European Strike Force Coop Group recruiting!
sas troop replied to sas troop's topic in ARMA 2 & OA - SQUADS AND FANPAGES
20120316 - RAPID REACTION PARTICIPANTS: Raschgruppe Ackermann StaticID - Squad Leader (W.I.A.) Rodas - Team Leader (K.I.A.) ComYuri - Marksman (K.I.A.) Ghost - Automatic Rifleman (W.I.A.) Pavel - Grenadier (K.I.A.) Kuos (?) - Medic (K.I.A.) AAR Author: ComYuri Server: European Strike Force Date: 20120316 Plan was simple. To quickly drop in, secure perimeter in a 360° defensive stance and instantly take out primary target when in sight. The execution however didn't go that well. Squad divided into 2 fireteams, swiftly approaches the LZ in two Little Birds and meets no resistance. Opposition as HVTs are caught by surprise and taken out with a few well placed shots. Only a few seconds after the initial but short engagements, one of the still landing Birds goes out of control and crashes. The shock is great, but Squad leader static puts himself together and reacts instantly to secure the crash site. He knows that the entire village has woken up and now it wont take long until the area is full with hostiles. Casualties are heavy. Constitution of commando Pavel is very bad. Just a minute later, he dies by blood loss. Two others are wounded including the pilot. It is then, when the entire area seems to turn against the members of team Ackermann. Enemy fire directly from the village, then the hills and surrounding forest. Facing heavy suppression, corpsman Rodas is not able to treat the wounded, even though the rest of the team provides effective covering fire from 4 well chosen positions. The enemy tries to manoeuvre around the woods and is not visible for most of the time. Fortunately, they turn out to be miserable marksman. The situation is frustrating. After several failed attempts to flank the enemy first from one, then from two other directions, staticID makes the final decision to launch a well coordinated frontal assault on the village, as the entire team is exposed to surrounding hills, from where the enemy is already about to overrun the sector. Final orders are given and so the commandos StaticID, Ghost and Rodas advance, while calling for exfil chopper. Marksman Yuri stays behind to provide cover from a provisional position. He however soon has to abandon it, as an enemy patrol appears on his left. In the process of repositioning, Yuri gets hit by a bullet. He is not able to protect the advance any more and corpsman Rodas gets hit in the head by an Enfield rifle. StaticID and Ghost, being half aware of what's going on, can't return to their fallen comrade, as enemy combatants close in. So, they simply secure their current perimeter in the city and carry on killing approaching enemies. Contact to Yuri and Rodas is lost. Cheering in the background tells that they most likely have been killed. Being probably the only survivors left, all hope is gone. But then several massive burst shoot over their shelter and the Takibans are on their retreat. Rescue has arrived. The remaining team Ackermann is not enjoying the most costly day in it's existence. The wounded are being dragged into the helicopter. The pilot refuses to wait for the transportation of the fallen as it receives hits. They lift off and both survivors are quietly plagued with only one thought. The ones they left behind that day... STATS: Rapid Reaction: Pyrrhic Victory, objective achieved with great casualties (2/3 of Raschgruppe Ackermann) Friendly Forces: 6 men of Raschgruppe Ackermann, KSK commando unit Friendly casualties: 4 KIA, nearly everyone WIA Enemy forces: Reinforced platoon sized enemy unit (initially expected to be max. 1 squad), circa 50 men with RPGs and LMGs Enemy casualties: Hard to estimate, but probably low, some 7-10 KIA, unknown number wounded -
European Strike Force Coop Group recruiting!
sas troop replied to sas troop's topic in ARMA 2 & OA - SQUADS AND FANPAGES
PARTICIPANTS: BLUFOR patrol: Alpha: StaticID - Squad Leader ComYuri - Automatic Rifleman Wladek - Rifleman Bravo: RealCombat - Team Leader (W.I.A.) SaS TrooP - Rifleman Pavel - Grenadier (K.I.A.) Server: European Strike Force Date: 20120224 - Armed Humvee goes on lead, second, unarmed, follows. Standard distance, 50 metres. Alpha Fireteam mans second one, Bravo loads into M2 one. - explained Static rapidly as motorised formation of two vehicles was ready to leave the Loi Manara Military Airfield. Objective of the operation: Pass through Loi Manara, then Chardarakt, dismount and advance on foot towards small village of Hazar Bagh, where squad-sized militia force was discovered by BLUFOR intelligence reports. - Take the first furm to the right, head stright to the objective. Remember convoying procedures, in case of a contact firmly break contact, full speed and full auto! - our Squad Leader clarified just before entering the backseat position inside second Humvee. Both vehicles left the base at standard pace, oscillating around 60 km/h. M2 operator observed the horizon, scanned every possible bush for Takiban presence. Sixth sense of squad members was telling them plainly: be aware, Hazar Bagh may be nothing but ambush. And that ambush may start even before. IEDs, RPGs, MMGs, list was extending rapidly in Humvee gunner's mind. But driver was taking care of the road, passenger guarding the map, so his area of responsibility was everywhere around. Second Humvee, carrying Squad Leader, and - first of all - precious Combat Medic was defenceless, unable to withstand even 7,62mm fire. Sixth sense and awareness gave their fruit. As everyone predicted, it was not going to be so simple from the very beginning. - There they are! Front, left side, light them up! - driver shouted and pointed at the bunch of Takiban trying to create provisional ambush. It was unclear who was more surprised: them or us. Enemies tried to lurk into the bushes, fired scarce of AK rounds to slow down or startle advancing BLUFOR forces. Unfortunately for them, M2 gunner was faster. Long .50 cal burst literally blown number of heads up, ripped several arms and legs. Salves soon merged into long one as gunner suppressed would-be ambushers. Drivers had stepped their pedals to the metal even before Static gave order to do so. Convoy was now breaking the contact, what meant advancing with full speed, much greater than 90 km/h towards the village of Chardarakt (meeting engagement occurred on the very outskirts of Loi Manara). Left-behind Takibans, shook off after initial contact, shot back with fully automatic, with everything they had. Needless to say they couldn't have done much to BLUFOR that was hundreds meters away by that time... Static ordered convoy to stop right after the village of Chardarakt. Soldiers formed round defence in no time, waiting for the ambushers to come. When it didn't happen after several minutes, Static decided to continue on with the mission. Patrol had to walk for 500 metres before reaching Hazar Bagh, and all the time within dangerous, hostile zone. Having organised the squad into staged column, Alpha on the left and Bravo on the right, BLUFOR forces marched towards the objective. March was quiet and calm, it seemed that no further ambushes were planned for allied forces. Even more, Takiban militias didn't bother with deploying forward sentries! That allowed the patrol to easily grab the village into the line of sight and recon it before moving in. Intel was accurate: BLUFOR forces spotted circa 10 OPFOR combatants and inconsiderable number of civilians in Hazar Bagh. That meant village have already gone over to the insurgency side and most men got recruited and left. That were very bad news for HQ, however strategically important for the combat unit: BLUFOR could use greater variety of weapons against the rebels, as civilians were hard to be harmed. - I want my fireteam on the left side of the road, conceal in the bushes. Bravo, jump on the other side and give us cover and observation as we advance. - Static's order sounded. - Aye aye, commencing! - Bravo Team Leader, RealCombat confirmed and moved his men to the designated position. Bravo lay there and had significant number of enemies in front of their eyes. Alpha moved in and managed to beat some 100 metres, when one of the enemy patrols going around the village headed just towards them. It was not clear that cover will be blown very soon and normal firefight is up to be erupted. - Bravo, confirm your combat ready stance! - Bravo, confirming, seeing the enemy. Ready to fire. And the final order, nothing better Static could do in this case: - All units, engage at will! Barrels spat with bullets, few Takiban died after very 3 seconds of the firefight. LMG gunner belonging to Alpha added fuel to the fire and soon 5 men patrol was down. Enemy reacted fast, that must be admitted: moments later few guns, that includes RPK LMG fired from inside the village. Alpha was pinned badly and Bravo had no visual. Static ordered Bravo to react and relieve Alpha from fire. Bravo was stuck also however and with no greater chance to do something. Tiny, 4 meters high hillock successfully blocked the vision. - Real, you should move us a bit to the front. We need to climb that hillock and risk it. They need us! - SaS TrooP suggested, in his opinion, only proper solution for that problem. They did what he said. In right place, Bravo took a little fire but was able to shoot back and that's what they did. After short firefight second enemy patrol lost 3 men and retreated to Hazar Bagh. Both fireteams continued their advance as planned, jumping from one cover to another. Situation complicated when BLUFOR forces reached close proximity of Hazar Bagh. Static decided that units should meet at first set of buildings and clear them one by one, keeping their mini area of operations to right of left side. This failed though: Bravo got engaged in the woods they occupied, just after they started the jump to the buildings. Were it not for quick reaction of Pavel, who eliminated two enemy combatants and entire Bravo could have been killed. Unfortunately, it didn't end with no casualties: Pavel was ordered to run towards the building. He got hit in the head from remaining Takibans scattered to the left of the village. Real and SaS TrooP eliminated three more targets, Alpha in the meantime - 4 targets more, including RPG unit. Intel was wrong after all: BLUFOR forces consisting of 6 men engaged 15 men strong squad (not 10 men as was initially expected), supported with 2 men RPG team. Nevertheless, patrol did a good job and village was clear after 10 minutes combat. BLUFOR suffered 1 KIA adnd one lightly WIA (RealCombat was scratched by a splinter) and eliminated 100% of enemy forces. No civilians casualties were reported. After enemy equipment was secured or destroyed, BLUFOR departed and was RTB. That's how European Strike Force live fire exercise was completed. STATS: Live Fire Exercise: Mission Completed Friendly Forces: 6 men of BLUFOR patrol Friendly casualties: 1 KIA, 1 slightly WIA Enemy forces: Known, 17 men: 15 men infantry squad (3 TFs) + 2 men RPG Team Enemy casualties: all, 17 men -
[WIP] Mitilini Island + Greek units
sas troop replied to Αplion's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ah, true, I though talks were finalized and shipping already occurs for some time now! Well, seems crisis hit everything, even army is not spared (but it's not as bad as Dutch, is it? Hope is not :P) Any plans to insert Leonidas II in? You know, I consider Hellenic army prety interesting + I'm fan of non-US mods for that game (I say that as a creator of Georgian Army), so other European nations are more than welcome! I will keep tracking this thread. -
[WIP] Mitilini Island + Greek units
sas troop replied to Αplion's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just curious, how's the BMP-3 usage in Hellenic Army? AFAIK you have just few numbers, how does it look? Same for BMP-1 also. -
Armenian Army 0.1
sas troop replied to CommanderYuri's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Seems like corrupted archive for me? Break the download randomly around 50-100mb. -
[WIP] Mitilini Island + Greek units
sas troop replied to Αplion's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great indeed! Please, tell me also that Greek troops are working with ACE properly? And any chance of getting some of the HWM work ported, with their permission of course? -
Romanian Armed Forces Infantry Only
sas troop replied to shockero's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Downloading now! New faction comes to Arma that is more than needed! (and more needed than US!) I need to however ask: what with the rest: temperate infantry, vehicles etc.? I hope it will be added soon! -
Georgian Armed Forces Mod 1.2 (now with non ACE config)
sas troop replied to sas troop's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks DiFoll, I have fixed the bugs you have listed me, issue was with the AK-74 PSO rifle only, model path is OK. Still, I don't get the problem with the groups: all I made seems to be working fine, I just don't understand why blank field appears that crashes the game. I spend an hour carefully studying the config, either miss I just one letter etc. or it's a bigger mistake. Still, all groups added work theoretically fine. LINK TO THE FIX, AVAILABLE ALSO IN FIRST POST: GAF Mod v1.2 NON ACE Config Fix (20kb) -
Georgian Armed Forces Mod 1.2 (now with non ACE config)
sas troop replied to sas troop's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That is true, I have chosen BTR-70 because it reminds BTR-80 a lot more, while I can't find really suitable model for that very APC, at least for now. I may search for some solutions in some time, when I will further expand the project. -
Georgian Armed Forces Mod 1.2 (now with non ACE config)
sas troop replied to sas troop's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmmm, can you list them if possible? Config gixes can be released pretty fast and you dont have to download entire mod again. -
Georgian Armed Forces Mod 1.2 (now with non ACE config)
sas troop replied to sas troop's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I dont plan to do this at the moment. Still, ACE version has to priority and all the features and non-ace one will most likely remain only compatible. I only though about contacting the authors of some more SAM missile systems, this would come in handy, and this would be released for both configurations. BTW, Right now there are not BTR-60s in Georgian service, and I am making only 2008-2012 period right now. -
Georgian Armed Forces Mod 1.2 (now with non ACE config)
sas troop replied to sas troop's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nope, maybe will appear in the future. And most likely, if I prepare a campaign, it will be set in today's and semi/fully fictional. Still, you have MP missions for ACE version, playable in SP also. -
Georgian Armed Forces Mod 1.2 (now with non ACE config)
sas troop replied to sas troop's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
VERSION 1.2 OF GEORGIAN ARMED FORCES MOD RELEASED! The new version has been released today, most notable change is NON ACE CONFIG, as well as new textures for 2010 infantry. More information can be found either in read me file or first post, yet, however, quoting: Here is download link (151mb), also available from first post (notice th version however, current one is 1.2!): http://www.gamefront.com/files/21191344/GAFMod12.7z Delayed, REALLY, but happy new year to all of you :) -
Romanian Armed Forces in Takistan(WIP)
sas troop replied to shockero's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Any news? Hope mod isnt dead? -
Armenian Army 0.1
sas troop replied to CommanderYuri's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Truly immersive mod to be honest, great variety of units with hardcore realism settings, thats the thing I love :) I fell honoured that I could help you with this project and I am still willing to do so! There are few flaws, but nothing really problematic, keep it up and finally smaller nations will have its place in armaverse. -
Operation Bulgaria Announcement
sas troop replied to JakeWed's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
As you wish, but I suggest to keep it as realistic as possible. In this case notice Bulgarians use only T-72s (mostly T-72M2 with thermal imaging and laser rangefinder), T-55 and T-34s are in deep reserve or scrapped. BTRs-40 got scrapped recently (thus this comes from wikipedia, would be nice to have better confirmation). BTRs-60, BRDM-2s and BMPs-23 remain in active service. I would also say that woodland camouflage should be a bit brighter, yes however reminds the original one and cannot be mistaken - so its OK :) Good to hear about the project, I love ideas on bringing less-known but not less brave nations into armaverse. -
All, right, everything was just fine, ArmA going nice, smooth etc. till today, after 1.59 patch... Well, I guess there is no sense in greater explanations, just take a look at this: NORMAL, SIMILAR TO BEFORE: http://i160.photobucket.com/albums/t198/sastroop/arma2oa2011-04-0217-43-03-71.png AND AFTER 1.59... http://i160.photobucket.com/albums/t198/sastroop/arma2oa2011-04-0217-42-59-48.png Utes, Chernarus are hit by exactly the same problem. What's the best, first screen is made also on 1.59 version of the game, second one... when I lowered my weapon or turned a but right to the left or zoomed... Generally, I lose flora textures very very often, or if they're not lost they look like surrounded with white frame, as you may see on the picture. Any clues for that? 1280x1024 resolution, generally high settings Q9550 4GM RAM ATI Radeon HD4890 1GB Vapor-X WinXP 32bit Of course original Combined Operations
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A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
sas troop replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Works, as always, the easiest sollutions ussualy ommit us. I dont have Win7 on my own so I rather could not find this out myself :P Thanks anyway! -
A.C.R.E - Advanced Combat Radio Environment - 1.3 Stable - Release Thread
sas troop replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
My another gotta original bug with the ACRE. He has plugin working (visible on TS), he has addons working (as a proof ItemRadio changes to PRC-343) and newest JayArmA2Lib, but his ACRE is not working. It is said on TS that he is not connected to ArmA and ACRE does not initializes correctly in-game, so there is no "microphone muted" message at the beginning and of course no ACRE at all on the server. He tried restarting TS, ArmA or both, problem is persistent. Any solution for this? -
Taviana Island for ArmA 2!
sas troop replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
St. Martin Street in communist city? :D But looks awesome anyway :P