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Fitz

Game Services Manager
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Posts posted by Fitz


  1. All those other rounds would require a call-in anyway.

    We don't want people spamming smoke shells all over the place, most are in fact not helping.

    Laser-guided rounds could be ok, but they are unlikely to be much more effective than the standard ones considering the way these fire support requests work at the moment.


  2. For players who have issues downloading the large mission file(s) for our servers, you can try downloading them from the below link instead and manually placing it in the correct folder.

    https://drive.google.com/drive/folders/1_YlQJDQoFH9Y99KSEE9IIjaOzNPNMKVv

    Once you have downloaded the .pbo file, it must be placed in the %localappdata%\Arma 3\MPMissionsCache directory. 
    Your game should not be running when you do this.

     

    If you need any assistance with this, create a support ticket on our Discord.

    • Like 2
    • <3 1

  3. This update mainly introduces some new vehicle and flag skins, including @real's high-quality Woodland/ADF inspired aircraft and vehicle skins (as seen in this thread).

    image.thumb.png.10a9a2dfd1ac787aac71f7a7cf26434e.pngimage.png.8f5bd3d115b14b63c198f0c65cf49836.png

    image.png.c2e631ef0947ecd979596dbbaa750572.pngFy4UACX.png

     

    Additionally, @OrionSync has fixed a long-standing issue causing prisoner/HVT extracts and medevac missions to fail. These missions should now complete successfully when the unit is retrieved and placed in the appropriate area at base.


    View full devblog

    • Like 2

  4. This update brings a variety of smaller changes to the server, including an additional helipad at base, teleport from Ironside and CAS spawn back to main base, and a couple of new helicopter skins.

    20200815195248_1.thumb.jpg.bb3bbaed810f1e755bb7cc7e7be9bf7b.jpg20200706142423_1.thumb.jpg.1e7bcad3111491269d05cfb095fe7834.jpg

    As a result of @Hindsight2020's suggestion, Ironside has received two recruitable AI crew (for use in the driver's seat only) and a reduction in vehicle spawn times.

    20200815195011_1.thumb.jpg.05c82edee91d35a2d50ece767db16aef.jpg

    Each week the top 3 medics and pilots receive whitelisting for the following week. This has always been pointless if the person is a donator already, so as @OrionSync suggested, we have changed this so only the top 3 non-donors receive the whitelisting instead.

    As @XSV Sam noticed, there is a function on the server that prevents 50% of missiles targeting enemy CAS from tracking the target. The chance of a missile being successful has been heavily increased and will be subject to further observation to make this less frustrating.

    Additionally, players that have their role reset by an admin will now receive a more noticeable notification on their screen:

    image.png.0cb2e924245c1ea633ec3f9afb2a1208.png

    Finally, an overlooked ability that allowed Zeus' to revive themselves using a medical box, has been removed. This functionality was never intended for Zeus self-reviving and gave those using it an unfair advantage.

    There are some recent forum posts and suggestions that haven't been included in this update. I haven't forgotten about them and they are still being reviewed and worked on unless otherwise stated.


    View full devblog

    • Like 2

  5. 7 minutes ago, 1AR_Kanga said:

    Thanks for reply, i read this previously but was still not sure how to tell which new uniform skins were added. Are there any AUSCAM uniforms / gear as part of the perks and what are they listed under in Invade & Annex and what are they named if anyone knows I would appreciate it. Thanks in advance. 

    All of our skins can be accessed from the Area 51 menu. You can open this by pressing the 'Home' key in-game, then pressing 'Area 51'.

    We don't have any large preview images, but this will allow you to try out all of the vehicle and uniform skins that you have access to, including the AUSCAM skin.

    • Seems Good 1

  6. The main addition this update brings is a much requested feature to Area 51 for our Lifetime Donators - flags.

    Flags can be equipped on any aircraft, similarly to how skins are applied.

    There are currently 56 flags available; 30 custom and 26 vanilla.

    image.png.7481858f17ec649524d828fe1a2fd98e.png

    If there are any flags you would like to see added, feel free to get in touch with me.

    Custom skin information has also been added to the donation info page.

    Additionally, a whitelisted slot has been added for the HAT role.

     

    Quiksilver has also released a fix for the Active Protection System on armoured vehicles. This makes it more effective against AI missiles fired at player vehicles.

     

    The artillery piece at the main base has been moved to the FOB. For now, it rearms the same as it did before (start of every AO).


    View full devblog


  7. 11 hours ago, XSV Sam said:

    This suggestion applies to the base Arty as in  my opinion its almost useless in its 'Howitzer' form

    The base arty isn't really meant to be anything substantial. The mortar gunner (formerly FSG) role is mainly meant to be using the Mk6 and other portable static weapons.

    11 hours ago, XSV Sam said:

    I would like to see the Arty moved to the nearest active FOB

    This used to be the case. I will see about moving it back there.

     

    The laser guided rounds aren't useless. Up until recently, the wrong rounds were in the arty, so lasing wouldn't have worked until this was fixed.

    As Kerry said, cluster rounds are not a good idea. I will consider adding HE and some smoke, but this will increase the potential for trolling.

    • Like 2

  8. It only takes 12-15 mins for those to respawn, not 45.

    There's a few reasons for this, one of the main ones being that most pilots can't fly it and we don't want a full one going down every few minutes. It also leaves less passengers for the other pilots.

    • Like 4

  9. This update mainly adds a base air defence upgrade, some small fixes and tweaks, and a handful of new skins from @Bull.

    Some changes were also made to the random inventories in vehicles and crates, however this needs a lot more fiddling to get it right.

    The base Air Defence is now made up of three components:

    • 1 Mk21 Centurion medium-range launcher at the North end of the runway.
    • 1 AN/MPQ-105 Radar at the centre of the runway.
    • Either 1 Praetorian 1C CIWS or 1 Mk49 Spartan at the South end of the runway.

    image.png.3b9996446fcb4b535ddf95f7a8f08163.png

    The long-range radar greatly increases the effectiveness of the base's defences (in my testing at least :seemsgood:)

    image.png.424dc7676259f0c1cef5c24769ef9c98.png


    View full devblog

    • Like 8
    • <3 1

  10. 3 hours ago, Ptarmigann said:

    I see, any plans to reconsider people that can be trusted with that sorta stuff or nah? 

    Not at this stage. That would require extra coding to restrict non-trusted people from using those things. A Zeus can still spawn them for someone if they wish.

    3 hours ago, Ptarmigann said:

     Also not quite following the power part of it, iirc the Sandstorm and MLRS can't actually lock onto UAV lase and are just fired through the arty computer and can't be steered like a cruise missile, even then we're not allowed to actually hit HQ and radio tower with it

    Some people were driving the MLRS out to AOs with an ammo truck/crate and clearing the whole thing, regardless of ROE or whatever other rules prevent it. Any of the arty vehicles can be considered overpowered when close enough, laser or not. 

    • Feels Sad Man 1

  11. The only thing that was ever exclusively for Veterans was the MLRS truck. These were meant to be 'trusted' people, but it was still too powerful and easy to abuse. 

    The destroyer was never 'in' either. These things are spawned by Zeus at their discretion. 

    And what Turban said is correct, can't have things that give an advantage exclusively for Donators. 

    • Like 1
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