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Showing content with the highest reputation on 01/04/17 in Posts
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7 pointsMultiple times in this topic we have discussed how Police are able to obtain high calibre weapons and vehicles. They appear at Fed as an example and utilise these assets in a way to nuetralise a situation, Awesome. SP are a highly coordinated gang, yes. And so what? So we are going to tailor a ruleset just because a single rebel gang if they had access to such arsenal that they would roleover the PD? Well they did then and sometimes they do now. Adjusting the situation to be bias towards 1 gang is not a way you fix a solution. Sp are currently the only successful Gang to complete multiple Feds, That is not there fault. What about all the other gangs. Yes it is meant to be hard to do fed and damn straight you have made it hard with the currently weaponry that can be purchased from rebel. Dont forget the fact it takes hours to craft 1 weapon ie a Lynx ( Materials , Farming, moving up teir list). These other gangs arent as coordinated, But they enjoy playing the game. Fed is a form of ecomony, you take that economy to fund further rebel activities. For those Rebel gangs that get taxed by cartels for using there fields that predominently end up in a hostile gunfight and risk all to make money. What is left for the rebel gangs??? Fed is a place a rebel gang can go to make money with no risk of 3rd party interference. When you have an organised gang like SP that has such a large pool of income are they there to make money or are they there to get involved in roleplay and showoff there might to the police? Who cares the issue doesnt revolve with SP the issue lies with the other rebel gangs that are trying to make a satisfying income to fund further activities. You want balance and respect, but you dont want to give such assets to rebels to utilise to have a successful economy, instead you want to give 1 side everything they require to nuetralise a fed because of 1 group that doesnt care about the money. You want a successful community and multiple successful rebel gang organisations regardless of how organised they are but you will make it almost impossible for them to achieve those goals because of 1 rebel gang. The key to successful communities and good Roleplay is making sacrifices that allow all parties to grow in any given situation. By not allowing the same weaponry the police use because of 1 rebel gang means your restricting the growth of every rebel gang underneath them. Again SP is the only successful gang to be able to conduct a fed apropiately with all assets deployed on the other side. Sure continue to restrict rebels to using 7.62 weapons. Sure the crafting system allows people to craft weapons and use them, well that is not really occuring. The risk vs reward is too great. You can be that high ranking officer that spends 35-45k on a Lynx to go attend fed, But the guy who has just spent hours farming/crafting and getting shot at then determines how much of a risk it is to pull that weapon out? A single mistake he dies he loses not only hours of game time crafting that weapon but internally he has lost minimum 5 million. But the cop loses 100-150k for his loadout. I dont see a balance at all, No other gang is successfully doing fed. There being nabbed for Manlaughters and robberies and traffic offenses. The risk is already far greater for rebels. A cop loadout is pathetic and at minimal cost, The bounties they collect far outway the costs involved. Again a natural human reaction is to argue over money, But what is the real issue here. Dont think about 1 Rebel Gang, think about the community the guys who donate/play on this server that want to be as successful as SP. You cant have both. Life server is about roleplay and positive outcomes and a community who interacts with each other. Tailoring ideas around key players is never going to work because thats how you lose your community. Without your community you have the Rebel Gang and the Police that is involved currently and nothing else. Dont be selfish just because 1 rebel gang has an advantage. Your tailoring for a community not a rebel gang or PD. ~Bevan Gluesniff~
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3 pointsGood luck with that. There are hardcoded limits, doesn't matter what you put in. "1024 MiB is a hard-coded minimum (anything lower falls back to 1024). The maximum is influenced by your operating system (any value over the maximum will be reverted to this value):" 32-bit Windows + 32-bit game: 2047 64-bit Windows + 32-bit game: 3071 Once 64bit Arma is released: 64-bit Windows + 64-bit game: (physical memory*4)/5 https://community.bistudio.com/wiki/Arma_3_Startup_Parameters
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2 pointsThanks to everyone that gave suggestions and feedback on the Altis Life Map post I made. From that post I have changed, added and removed a few things hoping that it will make your playing experience better Thanks for the feedback *You will notice ALL the changes in the next 1 or 2 updates. -Excel
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2 points<16:32:41> "ΛΙDΛN": Chillin <16:32:41> "ΛΙDΛN": n Grillin <16:32:48> "ΛΙDΛN": n Killin <16:32:48> "ΛΙDΛN": n Villin <16:33:52> "insanD": you're a spastic <16:34:00> "insanD": <3 <16:35:10> "ΛΙDΛN": exdee <16:35:19> "ΛΙDΛN": and your insandee @Aidanjr is as wonderful as always.
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2 pointsATGMS have a massive range to hit targets from. (tested with Skalpel ATGMS.) they can travel up to roughly a max of 8.6km before detonating mid air(the more you know). I do enjoy my atgms but i do not need to use them. more situational. but as so without them being active. it adds more of a challenge and perspective for CAS pilots. a decent pilot can still manage a gun run on a specified target from over 2km away. and still AA threats and air targets are no joke. specifically when an AA battery is up
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2 pointsHey guys. so the last few weeks to a month I've been working on some Missions for the OPTRE mod. unlike most i thought i'd throw a twist into it by adding Zombies and turning it into a survival like series. the first two are already on the steam workshop. but if anyone's interested in assisting me by testing them out for the Multiplayer/COOP aspect of said Missions. let me know (you can also PM me if you prefer). here's the link to both Missions if anyone is interested in trying them out: (first mission: http://steamcommunity.com/sharedfiles/filedetails/?id=813232280 ) (second mission: http://steamcommunity.com/sharedfiles/filedetails/?id=833999130) I am currently Making another 2 missions that Follow the same timeline and theme but on Altis for those who don't have the Apex expansion
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2 pointsit really isnt there trust me. not enough to sustain a server and keep the altis servers going too. other communities tried tanoa life and it failed we tried tanoa life and it failed. which is why the channels are there. there is a tanoa I&A out there which is pretty good and i think a KOTH server in EU but for aussie people just dont play it
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1 pointSo I'm starting this thread to start a discussion about a proposal to change the rule where cops and rebels can log in and respond to a Fed/Bank Now before you go into flame mode this is a discussion, if you dont have a point to add that is constructive please keep it to your self. Over the last week iv done 2 Fed's and 4 Bank attempts all of these have blown out to over a hour+ with fed blowing out massively.. 2 and half hours witch is a bit of a joke. The current reason these events are blowing out is cause PD sits way out side the effective range of weapon systems. i.e a Hunter HMG 5km away from the Fed. This draws out the event cause rather then admit defeat, they wait you out till they have enough cops to have a 2nd or 3rd or 4th attempt at taking you out, and if it looks pear shape at any stage the hunter pulls back till more log in again. with Bank its a sniper on a hill 1+km away with a lynx. Now currently there is a massive sway in fire power on the side of PD witch means having externals is a faster way to loose, so your stuck waiting for cops to rush you with a cat and mouse peekaboo show that lasts hours. Yes we can craft items to have the same fire power but by the time u make your first wep you dont want to use it for fear or having to remake it again. WHAT I'M SUGGESTING: the current rule with a tweek, set a timer on it.. allow cops and rebels to respond but give this a cut off. so after 10 mins of the till or vault being kicked in and slapped with a fish Cops and Rebels can no longer join the event. WHY: currently its hard to keep track of how many cops you have killed and how many are active in the area. also have had issues where we have killed cops multiple times during the one event cause they have come back. Having cops leaving the area to make sure more can come is kinda bullshit. I understand why this was changed in the first place. As large gangs would wait till 10 low ranked cops where on and hit a fed. but this currently isn't working. I look for to hearing every ones points on this, and again keep it above board and to the point please Regards Spet --------------------------------------------- This is a pretty big topic and many people will have clashing opinions (rebels vs. police). Let's keep it civil fellas, no flaming or any unnecessary language thank you. This topic will be constantly moderated. You have been warned. ~ Aidan
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1 pointUnfortunately, the release of results were delayed until the 3rd of January for multiple reasons. The Results are: 1. The Constitution of Australian Altis was voted in with an 87% majority. This means that on the 1st of January 2017 Australian Altis became a federated state. Until a time where the government has created legislation overruling old laws, current laws shall remain in place. 2. Brutal [Altis Life Administrator] was voted into Governor General with a 64% Majority. 3. The Following people will be taking up positions in the Executive government (either by election or as the sole candidate) Prime Minister- DJ_JoozBrorg Deputy Prime Minister - Jonathan Waters Secretary of the Cabinet - Bevan Gluesniff Treasurer - Jay Attorney General - Lotza Minister for Immigration - Lucas Gluesniff Minister for Public Safety - Martin Minister for Employment - Stezza These new ministers are to be sworn in by the Governor-General at the earliest convenience. The Prime Minister or the Secretary of the Cabinet should now move to organize the first Parliamentary meeting Nevetos is also appointed Chief Justice of the High Court of Altis At this time there is no chief justice of the Federal Court, one will be appointed at a later date Thankyou, Jack Fire It is now up to the government of Altis to continue the roleplay with cartels, Police and Civilian Contractors and possibly change the roleplay in Altis Forever....
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1 pointGood Luck????? its working quite well. Without the -maxMem parameter the engine attempts to set this parameter internaly to a reasonable value often defaulting to max values as described above. You need to read further and not assume something based off a wiki and try it for yourself. As a dev you should know better. Not everything you read is correct, go do the testing yourself it works. You can force it to utilise 8 gig, ive tryed and proven it. The max is 8192. The same can be said for Arma 3 servers only utilising 4 gig which is also untrue, if not setup correctly then it will cause instability. But for the person who actually knows what there doing and knows code that hasnt just read it from a site its 100% doable and it is also proven. Bis create a wiki basing facts of wat they have hard coded the game to be. If you want to read and base your knowledge of that information be my guest you are entitled to your opinion. However if you try it for yourself it will give you a different answer and infact prove that wiki wrong. Go do your research.
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1 pointJust because it works for one server does not mean it will work for the next. Don't get me wrong Asylum is clearly doing something right, however their popularity has come from youtube, not lag free servers. The few times I have been on asylum there has always been ppl in side complaining about some kind of lag. I'd like to think they are running many different server side extensions, they run real-world weather ingame so who knows what other fancy things they have going.
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1 pointBase building is always a fun thing however I don't think it has a place in life. Not for the kind of RP on our server. The mass kicks is due to an issue with the mission, however I'll explain that further down. For a life server those settings would kill even the smallest of them. I am going to assume you copied them off a guide so those settings could be for anything. Each server needs to configure their network cfg independently, no guide i have found is all that useful. I have got the servers network config pretty close to perfect, the current desync issue is due to low ass frames on the server. I'll try and explain it as best I can. On arma 3 server, the frames are important as on each frame network msgs are sent (among other operations). Max frames you can get is 50. So for 50 times per second messages are being sent. Depending on your network settings the server can start to bottleneck anywhere between 20/10 frames. The server mass kicks players when it bottlenecks so hard no messages can get through, then is goes through a mental breakdown and says 'I cant find this person, or this person, or this person' and does it over and over until it decides its time to clear everything out and start fresh. Our issue is that very soon after the server restarts (usually about half an hour to an hour) the frames can get as low as 5. The network settings I have running help hold things together but it only lasts so long. I made some modifications for the last update which saw our avg fps rise slightly, so I think I am onto something. I have many more things I must change and look into before we see an improvement, however I am doing everything I can to have all these changes done for the next update. Unfortunately its mostly trial and error with these kinds of things, and there is no way for me to properly test changes until they go onto a populated server. Anyway, this is slightly off topic from what this thread is about so I will leave it at that.
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1 pointBase building ontop of the Mission file would completely destroy the server. Even as a Ex Exile Multi server admin on a blank map i had to restrict the amount of items etc people were aloud to create otherwise the stability of the server would be compromised. This is largely due to the memory that has been assigned to Arma. No movements can be made on this as upping the memory serverside would cause instability because the 32 bit engine is quite frankly unoptimised. Changes could be made as soon as the 64 bit Engine which i believe is currently in BETA is released to a complete stable version. Also point to note the base building is a mod thats incorporated in Epoch and Exile. Altis life is not a mod instead it is just a Mission file. Everytime you place an object it places extra load on the CPU and Memory. Todays technology allows for expansive creativity however Arma 3 is far behind. As for Desync and this goes for predominently larger servers. MTU packet size - Default is set to 1500 For a typical 1Gbps server typically you would see an MTU packet size of 1400. Data as follows ~ class sockets{maxPacketSize = <limit>;}; Maximal size of packet sent over network. This can be set for both client-to-server AND server-to-client(s) independently! see client(arma2.cfg#Generic_config or arma2oa.cfg#Generic_config, ) Default: 1400 Use please only in case Your router or ISP enforce lower packet size and You have connectivity issues with game Desync might happen if used MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize. maxPacketSize default reduced from 1490 to 1400, thus MaxSize... values over 1300 could be affected negatively. 10 Mbit connection : = 1.31072 Megabytes\second = 1310720 bytes\second 100 Mbit connection: = 12.5 Megabytes\second = 13107200 bytes\second 1 GBit connection: = 128 Megabytes\second = 134217728 bytes\second MinBandwidth=400000000; MaxBandwidth=800000000; MaxMsgSend=384; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinErrorToSend=0.003; if MaxMsgSend=128 and the server FPS is at 30, the server will send out a maximum 30*128=3840 messages per second per client Using the MaxPacketSize default of 1400 bytes, this will equate to a data transfer rate of 3840*1400=5376000 bytes\second or 5.126953125MBps (Per client ?) Compare this to your servers connectivity, typical example being a 100MBit connection, with a data transfer rate theoretically available as 100 Mbit connection: = 12.5 Megabytes\second = 13107200 bytes\second Arma 3 utilises 2 Cores, 1 for Players and the other side is AI. I wont go in to much more detail as this information alot of people wont understand. These are just generic values and i apoligise if theres a mistake in what i have put up but yeah. This information is freely available on the web to lookup if you know what your searching for. I hope this clears up the OP's questions enough. ~Bevan~
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1 pointwe've tried exile twice lol. both times it didnt work. we get asked a lot to make an exile server but we end up making it and no one plays it. the new map really isnt that good tbh. along with the crappy performance on Tanoa on top of that all the scripts and stuff. a lot of peoples PC's just cant handle it. and a lot of people dont have the DLC. you dont really want to play exile with 15 its just not fun
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1 pointWasteland Update #7 Wasteland Staff are pleased to present you with another Official update for our server. Important: Our rules have been updated. Please click here to review them. In the event of any catastrophic errors or problems on initial release, we may revert back to the previous settings while we make appropriate changes Our server has bee struggling with donations lately, Please consider donating to keep the server up so you can continue enjoying/ hating playing on our server ^.^ Development Added - Loyalty System Added - "Secret Function" Added - Hide Body System Added - Large IED Added - Auto Server Messages Added - Abandoned Jet mission Added - Clean up store system Added - Extra route for coastal patrol Added - Airfield Gunstore as a new capture/ spawn area Added - Special Skin Moved - ATM at south Gunstore Tweak - Various Prices Tweak - Welcome message and hints Tweak - Lights at south Gunstore facing outward Tweak - Either increased/ decreased various spawn Radius's Tweak - Supply truck mission now only spawns ammo trucks Tweak - Object/ vehicle deletion radius on mission spawn from 300m to 50m Tweak - Diary entries: Wasteland Veterans/ Update /roadmap notes Tweak - Supply mission now includes Ammo truck. (spawns either ammo or repair) Deleted - Sub prob from Marina Deleted - Sentry guns (Too many issues) Deleted - ATM Transfer Tax Road Map Definite - tweak/s Definite - Limited Edition Skin/s Definite - Mission Edits Definite - Map changes Planned - New server events and missions Planned - Store movements & additions Planned - Prototype class missions (OP vehicles up for capture) Planned - Other Stuff Potential - Remove Rain/ Fog Potential - 'hackers' mission Potential - New Admin Event/ mission creator Interface Potential - Kick & lock to Blufor button for admins Potential - Team balance/ disable team damage Potential - Set default render distance button for player menu Potential - Capture and hold territory mission Potential - New AI Groups to defend missions Potential - Addition of AA soldier in for defending AI groups Potential - 'Secret stuff' Potential - Danger class event Potential - Bounty system/ player & Admin hunt Potential - Add new Reward crate 'Rare' including totally op helm Potential - Other Stuff Extra Details Abandoned Jet mission This mission will spawn in one of a few places around the Airfield The jet will spawn in with a random set damage (white to Red hull), and low fuel Depending on the Jet, Some types of armament will be disabled and/ or reduced Please be aware, the ammo truck spot in the water may be affected. (Deletes objects within 'X' of mission spawn) Work in progress ||||| Notify us of any issues, bugs or suggestions ||||| Loyalty System Pretty much straight forward, the longer you play on our server, the more free monies you get Every thirty minutes you will receive 'x' sum of cash Hide Body script Based from This Poll we have decided to add in the script enabling peeps the ability to hide bodies To activate, look at the corpse and a option will come up in the scroll menu On activation, you pay a fee of $5000, and are locked for X amount of time (same as placing a beacon) After the progress bar reaches 100%, the body, and any objects laying around it (excluding cases, food and water) will be deleted within a 1 meter radius Work in progress ||||| Notify us of any issues, bugs or suggestions ||||| Clean up store system Any dropped objects (excluding cases/ food/ water) will be deleted within a 3 meter radius of a shop keep after remaining on the ground over 10 minutes Secret Function Yeah wouldn't you like to know Once enough people know what the function is, and what parameters are required to activate it, I will either change or remove the function entirely Work in progress Special Skins This idea is thanks to a quick discussion with @Dak Commstar Basically, some of the skins we created were for particular vehicles only, and if we wanted to include them all, the client download per update would be enormous To counter this, every update we will endeavour to add 1 or two skins for select vehicles and delete the previous selection Tile Skins What we mean by this is the colours/ hello kitty/ everything else currently available to plaster on any vehicle you choose either via purchase or donator button We have noticed that some of these tile skins never get used, so we will be looking at modifying the selection every once in a while If you are a donator and would like to recommend a tile texture for us to potentially add into the game, Please notify one of our staff. If you have created one yourself, the file must be 512 x 512) Finding any Issues or bugs? Report your findings to our wasteland staff. The best method to get me looking for solutions is via PM'ing me.
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1 pointbut cops can just do that to our striders with a navid anyway. also you dont see police patroling with a navid on the back or in armoured vehicles on patrol.
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1 point//HIDDEN - @LazyPlays If you agree with a post and would like to second it, please use the +1 ('Like this') system and only that system rather than a whole other comment. Thank you,
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1 pointWhat's the roleplay in that, cops should be ready and prepared to push the bank as a team. Someone shouldn't be able to just spawn in and buy gear/car 30 mins in and drive in with no one with them and keep the situation going. I reckon this wouldn't be such a hassle for the developers adding a timer that starts when bank starts that let's people know when 10 minutes is up. I'm all for the idea of not letting them join but I don't think that would be fair at all for cops as they wouldn't get a chance to get a couple good cops on if there is all bad ones. I think it should be the cops/rebels responsibility to tell other people that the timers up and that's not hard it all if you're not incompetent.
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1 pointThis annoys me, you have purely just said this for cops, don't comment on things if you're going to be biased. It's what us rebels want its what we proposed so in a way it wouldn't be a hassle at all because WE ARE THE ONES that want it. Your only saying this because you're a cop and it's a hassle to you, not us.
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1 pointJay you have Commissioners and Command who's sole job is to organised response to situations. I Fail to see how a rough time of 10 mins after is something they cannot do.
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1 pointTo be completely honest PD now have it all over the Rebels when it comes to FED's and Banks. You'll have at least 1 Sniper at every Bank/Fed with a lynx with probably a TWS. which as rebel is a God weapon to have considering you need to craft it which takes a shit load of time and half of the crafting system is broken. Leather is yet to be fixed. Skills aren't working so it takes forever to pick items from fields. (can't even craft TWS's) Cop's just buy it from an NPC and sit on a hill 2Km's out... Something needs to be done temporarily to even it out until the server is 100%
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1 pointThe trouble would be, it's too easy to then lock onto a target and shoot it without permission, so pilots would be more tempted to do so. Also, where is the fun in it! I'd get so bored being CAS shooting ATGMs at everything from 4 kms out without any threat. The fixed wing flight model is boring enough as is, at least you're challenged to hit your targets without the ability of the ATGMs. Which results in better pilots all round, if a pilot depends on the ATGMs, they won't gain skills that they currently are because we don't have them.
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1 pointuh idk if you know but we have a dedi now. we can just put up another server if we need to