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drdetroit

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Everything posted by drdetroit

  1. drdetroit

    Women

    I just kind of assumed that all the women and children, and most of the men, just fled the war torn islands, which kinda happens in reality - not all, but I'd assume most flee the wars if physically able. So doesn't really bother me that neither exist in-game.
  2. drdetroit

    Countermeasures

    lol...alrighty then! You're right, I was not referring to Arma3, a bit off your stated topic. I've not flown in Arma, I assumed it had some semblance to a high fidelity modeled avionics...guess not. My bad. But damn, no need to be a complete punk about it. And yes, you are a punk kid.
  3. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    I can confirm that the Battle of Fata markers save just fine. I just did a few more patrols, placed more markers down, saved/exited the game, reloaded the game and started the Fata save game and the markers are there. No issues. I will try the above exit and reload with Sangin per your post above and see if that works. If not I'll generate a rpt file and shoot it to Dropbox and let you know. Thanks for the help!
  4. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Yes, I play in MP hosting a LAN using AI recruits - I don't do co-op, just me and my AI. I've only used markers with your Fata and Sangin missions, and my Fata markers are still persistent last time I played that one, I will check later today to see if that holds true. I've never deleted my .rpt files, so if it holds all the data from previous loads I can see if that data is still there from the last time the markers were present. I'll dig into that later this evening.
  5. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Great! Thanks for the heads up. FYI: I have use the most current Alive release (Steam) and the most current test build you had posted on your Battle of Lythium thread (1.37.xxx I think). I have the marker persistence issue with both builds. Strange that it doesn't happen with Battle of Fata though (Steam release of Alive on hosted LAN). Those markers have never disappeared - yet. Thanks again!
  6. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    So after many hours in this mission and Battle of Fata, gotta say these are some of the best, if not the best, campaigns out there. I really dig the 'slow burn' of going on patrol...nothing much going on and then all of a sudden incoming RPGs and insurgents coming out of nowhere AKs blazing away...or coming around a corner right into a snipers LOS...or driving around a familiar corner and there is a enemy checkpoint that was not there before...Very well done indeed! A few questions; when finding a recruitment HQ and/or IED factory, do I simply blow it up to gain a foothold in the area and the good will of the locals? Also, when talking to the locals and I get the 'tensions reduced in the area after negotiations' message, does that actually have an impact with the local population? One thing of note; after awhile, maybe after several server saves (local LAN game play not dedi server), I loose all the Alive markers I place on the map and then they never persist after a server save once they stop saving the first time - the scenario seems to be in the same state as when I had saved, just no map markers. Is this just an Alive issue or something on my end? Should I be using a dedi server for this to work in a consistent manner? I'm not using any mods that are not in the mission description at all, so it's not that. Also building I have blown up previously (IED factory, HQ, etc.) are not persistent. They are back to normal upon startup. With the Battle of Fata I do not have the mark marker persistence issue at all (hosted LAN not dedi server). Markers are always there after starting up the Fata mission...so I'm wondering if something specific with the Sangin mission.
  7. drdetroit

    Countermeasures

    First, Amraams are radar guided, so you could dump 1000 flares and it wouldn't affect it's tracking, you would want to use chaff for radar guided (Amraam's are initially guided by the A/C radar lock, then go active within 5-miles or so). Aim-9s are infrared, so you'd use flares for those types. If a IR missile is launched (Russian R77 I believe), then you have no RWR warning and countermeasures are fairly useless...you have to basically beam the missile to break lock. Anyhow, that's the basics of in-game strategy, not sure about game values, since I don't fly in Arma (DCS or BMS F-16 is more my taste for mil flight simming).
  8. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    That's odd, I have no FPS issues with any of these (Lythium, Sangin, Fata)...no issues in SP or MP, but I hear SP can cause FPS for some. Go into MP and host a LAN, then recruit AI if you're playing SP. That may help. Again, you may want to do the Battle of Sangin, or Fata instead for now. Lythium needs a little tweaking. Do the Alive server save for campaign persistence.
  9. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Lythium

    Go to the map standing on the tripod and use the scroll wheel to recruit AI. Also you can assign yourself and AI a load-out to your liking using the Load-out Manager, which is in the scroll wheel menu as well. Just get near the ammo crate and use the scroll wheel to select the manager. BTW: These are some of the best mission out there imho. Although you should probably play Battle of Sangin, Battle of Fata instead for now. From what I understand Lythium needs some tweaking once Alive is updated (I never get many civilians to populate with Lythium). PS: you don't really need a dedi server for these Heroes' missions. He has it setup to save locally on your PC just by hosting a LAN in MP and using the Alive server save option. Good luck!
  10. Nah man, that ain't it. I've got over 1k hours with my mods running 64bit. My game runs fine, I just want to run a dedicated server for persistent saving for some insurgency missions (British Steel, Battle of Sangin, ect). Anyhow I think I figured it out; didn't have port forwarding setup in my router config. Looks like I'm good to go now. Thanks! DrDetroit
  11. I'm not using #missions command. I'm pretty much firing up the server, starting Arma3, going to multiplayer and trying to start a mission. I select my server, log in and that's as far as I can get...just stays in the next screen after logging in. Where would I input said #missions command? Thanks a million for the assistance!
  12. When I start the server, the server launches fine and I see the server log that confirms the server initializes properly. I find my server in game, however, when I launch the game, I log into my server with my password, the next screen loads but doesn't go any further. I don't see any maps to choose from - similar to an earlier post on May 20th. Thing is the server log shows I'm connected, and log tries to read mission file as it actively scrolls I can see 'reading mission...*file path goes here* no longer exist' as it tries to initialize the campaigns. I do have the missions and mods checked in those server tabs, so it's not that. Other than mission tab files not check marked, any ideas? EDIT: actually I don't see my server in game under 'internet' but instead it's under LAN. Could this be the issue? Thanks! DrDetroit
  13. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Yup, I am only running the mods from the mods list for this campaign. I'll mess with the local difficulty as you suggested, that should help. I'll let you know if this or any other issues persist. Thanks again for your help.
  14. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Ok, looks like the issue with the AI leaving group was due to one of the mods I listed above, that were not part of your mod list - I have not used the beta ALive release yet, I'm still using the current SW release. Anyhow, I remove the mods and didn't have any issues after about 2-hours of campaigning. Must be a conflict of sorts with one or more of the sound mods or ambient bird mods...also removed head gore mod that I had installed as well. I'm going to jump into it again after dinner and put a few more hours in, I'll let you know if any issues crop up. One thing I noted though; we were ambushed a few times in a small village when an insurgent rush out from a mud hut and started shooting, and another (later in the patrol) was shooting from his mud hut doorway, and none of my AI responded with gunfire. As a result two AI were killed and I was also killed both times. We were all standing in the center of the village, I had just finished talking to and searching all the villagers, and we were about to head down the road when this happened. All AI squad members had LOS but simply didn't return fire right away. I don't know if they ever did because both times me a few others were killed, so I didn't get to see if they ever returned fire. Maybe they were just slow, but the one time the guy comes running out with AK in hand blasting away mere feet away from my AI squad, I was walking toward my squad after interviewing a villager and they just stood there, even after he opened fire with several bursts. I guess my question is can I adjust my squads AI settings so they are a bit more alert and quicker to return fire? I noticed that setting is locked in the options menu.
  15. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    The AI issue just happened again, second time, after probably 45min or so (no AI team member deaths). The first time, per my first post, happened about 15-20 minutes from mission start, right after a friendly troop transport ran over two of my guys. This never happened in SP mode while playing this mission before, but I have experienced it a few times in other mission (DUWS_RHS for example - after AI team members were killed/wounded for the first time). I am not using any other AI mods, and the mods I use not on your list are mostly sound mods - Dynasound 2, JSRS Soundmod, Enhanced Soundscape, and ambient birds for CUP terrains, That's it. I will remove those mods and see what happens. When I press 1-1(or I think it's 1-2) and I hear "rejoin group" in stead of 'fall back' or 'rejoin formation', then I know the AI bugged out. Nothing I do, for example 2-1 'rejoin formation', nor 1-2 'rejoin' helps. The AI just stand there, unless I use the 'move' command, then they will move to the specific spot and wait for another 'move' command. Strange, as this never happened after 4-5 hours or so in this mission while in SP mode. Only just started happening in MP.
  16. drdetroit

    Released![MP][WarFighter] Liberation

    Yup, finally figured it out. Thanks for the response though! BTW: do you happen to know if other AI controlled Blufor teams complete missions on their own (like DCO and such), or I have to use Zeus to control squad that I build? Thanks again!
  17. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    The user error I was referring to is that I was playing in SP mode, which I suppose was causing the persistent save error referred to in my first post this morning. The Alive save seems to be fine in the MP game mode thus far...although I just had the error where AI seems to drop out of my squad, and when I ask them to rejoin formation, I hear instead 'rejoin group' - not 'rejoin formation'. When I hear 'rejoin group' the AI will not follow in formation, instead I have to use the 'move there' command, or they just sit and don't follow my lead at all.
  18. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Playing on hosted LAN seems to have worked for saving state of insurgency, however, it does not save my AI at all. Is that correct behavior of the 'server save and exit' function?
  19. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Ahhhh...ok cool! Looks like user error as usual. Thanks for your help Heros. So much appreciated!
  20. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    I had tried to host a local LAN for this mission however I don't get any AI squad. I'm currently in SP, and pop over to MP and give it go right now.
  21. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    BTW: the Alive save menu just has the option 'ALive Save (Single Player)'. I'll see if I can't do the screen shots per your instructions.
  22. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    I get the tablet popping up after the Alive save, but it only shows one or two lines...whereas I've seen it show dozens of lines previously in your other mission. Maybe I'm not saving correctly...I'll check it out again.
  23. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    I'm just saving locally, in SP mode using the ALive save, no changes or edits to the mission.
  24. drdetroit

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Sorry, have another question; so I've noticed when I reload the campaign, after an Alive save, all the areas I've cleared previously (TRACE areas I believe they are called) don't seem to be persistent between saves. After loading the campaign, the insurgents are back in place as if those areas were never cleared. This goes for outposts, villages, ect...any areas I've previously cleared and marked on the map with the Alive markers, which the markers do persist between saves. Is this due to the ALive persistence save issue you mentioned in the Lythium thread or something on my end? Thanks again!
  25. drdetroit

    Released![MP][WarFighter] Liberation

    Looks like a great campaign. I'm an SP player, possible to recruit AI? If so how's it done? I started the mission, but didn't see anything related to AI recruitment once deployed at the starting FOB. Thanks and good day! DrDetroit
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