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fer
03-07-2011, 10:08 PM
Cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):

Missions:
Village Clearance
Cinderella
Carte Blanche
Fritz Frenzy
Fritz Frenzy
Bedtime
The fact of the matter is that the combined revolutionary forces of ARPS and the Third International Fighting Brigade of Takistan in the name of Che Guevara (aka Folk), are getting rather good. This was an epic session, particularly the victorious play-through of Carte Blanche. To the typewriters, AAR-writing comrades!

:hist101:

kataras
04-07-2011, 10:13 AM
I had a really good time last night, nice missions and people to play with. Only thing I hate is the 1st person camera but I can live with it. It was a bit more disorienting than usual, I think I will need Sthud, as I kept pushing the spacebar to see who was who and who I should follow.

Disabling all plug-ins on TS3 and raising the volume in the mixer for Arma2, seems to have fixed more or less my issues with VON. Except with Unaco, my VON seems to hate him and doesn't transmit anything he says. I will flog it.

Harlander
04-07-2011, 11:38 AM
I enjoyed myself some last night, despite putting in what probably ranks among my worst performances ever.

Lessons learned: if you kill the gunner of a SPG technical with your tank gun, don't just leave the vehicle sitting there, blow it up.

thelengle
04-07-2011, 05:31 PM
Looking forward to some combat this week fellas. *fires imaginary AK into the air*

Quick question, if I know someone who only have ArmA2, can they (if only ArmA2 assets are used) join the same server as me (with my combined ops). Or do they need to upgrade to CO?

Just curious as I have a mate who has ArmA2, but is not sure about it, I explained that the real greatness of the game comes in the multiplayer. Obviously I'd like him to see Task Force RPS kicking arse as a demonstration of how awesome this game is (and how to get dead quick sometimes).

NOTE. I'm not asking for us to run a mission that restricts to ArmA2 stuff, just curious if its possible. Then I could atleast setup a small 2 man mission sometime that he and I would do together.

Nullkigan
04-07-2011, 06:05 PM
Unfortunately it only works the other way.

If you have Arma 2 free, you can join Arma 2 servers, but at lower fidelity and without mods.
If you have Arma 2, you can join Arma 2 servers with mods and full quality.
If you have Arma 2: Arrowhead, you can join Arrowhead and Combined Ops servers, but not play any missions with Arma 2 content.
If you have Arma 2: Combined Ops (Arma 2 + Arrowhead) you can join Combined Ops servers and play missions with Arma 2 content, or you can launch Arma 2 itself and play on Arma 2 servers.

DLC (BAF, PMC) does not affect which servers you can join, but if you join a server with DLC assets when you do not have that DLC, you will have significantly lower quality sound and graphical fidely.

kataras
04-07-2011, 08:35 PM
Can someone with JSRS enlighten me: there's 3-4 folders in the main folder. you copy them in arma 2 directory, add the lines on the shortcut etc. But where does the serverkey folder go?

Nullkigan
04-07-2011, 08:50 PM
You don't need it. Server keys are used by server admins to restrict mods.

Sproutmask
04-07-2011, 09:59 PM
I love Arma II single player, but have never been brave enough to try MP out. Bearing in mind that I'm not actually very, or indeed any, good at the game, is there a good time for a newbie to join you lot? I have CO+BAF+P so I should be compatible with everyone else.

Nullkigan
04-07-2011, 10:25 PM
Join us whenever we're playing. There's no time when newbies are unwelcome. If anyone acts unfriendly, tell me and I will rip their head off.

(There are people on the CO server right now, actually. Hop on Mumble and join in?)

Sproutmask
04-07-2011, 11:29 PM
Thanks, I did hop on but was a bit late to do much beyond say hello. I'll be back!

Anthile
04-07-2011, 11:35 PM
My new favourite ArmA screenshot: http://cloud.steampowered.com/ugc/542898929777163632/E63E4004C9005CFC87EB3DC55A853B53828FC9E9/

egg651
05-07-2011, 10:40 AM
I love Arma II single player, but have never been brave enough to try MP out. Bearing in mind that I'm not actually very, or indeed any, good at the game, is there a good time for a newbie to join you lot? I have CO+BAF+P so I should be compatible with everyone else.

You don't know what you've been missing - ArmA's singleplayer is painfully bad compared to a good coop game. And like Null says, newbies are always welcome (I wont begin to pretend I'm some kind of artisan of manshootery). We usually play somehwere between 7pm and 10pm British time (be that GMT or as it is now BST) and the best way to find others who are playing or want to play is simply to ask around in the RPS steam group chat. See you in the burning wreck of my chopper soon :)

Bodge
05-07-2011, 02:37 PM
Read the first post, also lets get some numbers tonight. My new folk mission needs a test if we get close to 20 that would be awesome.

Grizzly
05-07-2011, 02:39 PM
Unfortunately it only works the other way.

If you have Arma 2 free, you can join Arma 2 servers, but at lower fidelity and without mods.
If you have Arma 2, you can join Arma 2 servers with mods and full quality.
If you have Arma 2: Arrowhead, you can join Arrowhead and Combined Ops servers, but not play any missions with Arma 2 content.
If you have Arma 2: Combined Ops (Arma 2 + Arrowhead) you can join Combined Ops servers and play missions with Arma 2 content, or you can launch Arma 2 itself and play on Arma 2 servers.

DLC (BAF, PMC) does not affect which servers you can join, but if you join a server with DLC assets when you do not have that DLC, you will have significantly lower quality sound and graphical fidely.

And for further clarification, if you have Arma 2: Reinforcements, you basically have Operation Arrowhead.

egg651
05-07-2011, 02:58 PM
And for further clarification, if you have Arma 2: Reinforcements, you basically have Operation Arrowhead.
I thought that was only a PMC and BAF standalone, not including OA?

Nullkigan
05-07-2011, 03:07 PM
Server update!

Make sure you're using server.herosquad.org for everything. For squad.xmls you can use www.herosquad.org/squad.xml

The old server (IP 41.*) has been moved to server2.herosquad.org and will be dying on the 8th. Mumble databases have been transferred, but I couldn't copy the TS3 ones over. Instead I nuked the install and made it a flat 100% folk one (we can add an rps virtual server later if needed).

We'll have two free servers running until the old one dies, I guess.

Ansob
05-07-2011, 03:09 PM
We'll have two free servers running until the old one dies, I guess.

Password one, leave the other open I guess?

Is the ranthold URL no longer good for the squad.xml or is the herosquad.org one just a redirect?

Wolfenswan
05-07-2011, 03:18 PM
For squad.xmls you can use www.herosquad.org/squad.xml (http://www.herosquad.org/squad.xml)

Reminds me, i'll probably need that [ARPS] handle after all.

Nullkigan
05-07-2011, 03:19 PM
The files for both domains are hosted in the same place, but the domains are both 'proper' ones rather than redirects. So yeah, they're both good. God only knows what'll happen when I change webserver hosts at the end of this month, though.

ShowMeTheMonkey
05-07-2011, 03:28 PM
I'd quite like a [ARPS] tag. Have I earned one yet?

Nullkigan
05-07-2011, 03:39 PM
Per the first post, I need your in-game name and your player ID from the options->profile page.

egg651
05-07-2011, 05:35 PM
EDIT: I am an idiot.

Joseph-Sulphur
05-07-2011, 06:04 PM
That reminds me - I emailed you about that a while ago, but presumably your email has changed/you didn't see it/you hate me. I'll resend it as a PM instead.
Check the webpage... You are in the squad.

Liqourish
06-07-2011, 07:46 AM
Does our website actually have things on it now? I've been missing a lot due to being in sweden away from my lovely computer :[

kataras
06-07-2011, 08:47 AM
Liqourish: Enjoy your holidays and stop thinking about Arma. That is an order. Failure to comply will have grave consequences. And I mean grave!

edit: Egg, whatever happened to that idea about reviving Warband? Any news?

PiD
06-07-2011, 10:13 AM
Genuine laughter at the titles for Unaco and Wolfenswan :D

egg651
06-07-2011, 02:04 PM
edit: Egg, whatever happened to that idea about reviving Warband? Any news?
Honestly, I had forgotten about that. Probably because I actually only own Fire & Sword and not Warband. I guess starting a thread in this section would be the way to get the thing off the ground.

EDIT: Also, we found a picture of Liqourish.


<img src="http://img39.imageshack.us/img39/3165/motivatorbd5a8ab3e7883d.jpg" width=75% />

kataras
07-07-2011, 10:06 AM
http://www.gamersgate.com/DDB-ARMAX/arma-x-anniversary-edition-bundle?aff=ggnews

for anyone who needs to get all of the versions...

I though Arma2 was using some other DRM and not SecuRom? And what the hell is Goo?

Nullkigan
07-07-2011, 10:24 AM
A2 uses Fade and SecuRom. Goo is Impulse's special homebrew DRM (which always amuses me as Impulse was originally only for GalCiv 2 and meant to compete with steam by being Completely DRM Free(tm)).

Old McLinux gets put out to pasture today. Make sure you're pointing everything towards server.herosquad.org from now on!

An idle comment by Liquorish has seen me do a 20 hour stint of webdevelopment. I refuse to do anything more because ICE_PHP refuses to work with the latest Windows versions of Apache and PHP5 for no apparent reason, and it's obscure enough that google helps not at all. So there will, sadly, be no page detailing the status of every single server running on our hardware.

kataras
07-07-2011, 11:03 AM
Null, I think you re already doing a lot for this group and it s much appreciated, so no worries over useless stuff!
We will flog Liq for his comment and forget he ever existed...

Wolfenswan
07-07-2011, 01:20 PM
Null, I think you re already doing a lot for this group and it s much appreciated, so no worries over useless stuff!
We will flog Liq for his comment and forget he ever existed...

True, a big thank you to Null for all his work could be in order. I don't understand half the stuff he said in that post but don't care as long as it does work. If it doesn't however i will start to yell like an infant and blame him for everything, followed by the call for a strong and ruthless Leader to get us out of that mess.

Liqourish
07-07-2011, 05:17 PM
Oh wow, http://www.herosquad.org/ is looking amazing now. Thanks null!

mines!!

edit: where are you getting the pictures for the slideshow? can we send you more fantastic deaths?
edit edit: i really like the picture of the huey about to crash into the tower, followed by the picture of the tower on the ground, with the little text "egg651 was killed" in the corner.

Nullkigan
07-07-2011, 05:30 PM
I just dumped whatever screenshots I had in my steam dir into /slides/. I've got some javascript and php to sort them out. The scripts rescale but do not resample/compress to those limits so no huge bmps or uncompressed jpegs. Sequential images should have sequential names like liq_1.jpg, liq_2.jpg, etc. The chopperkaze is steam screenshot timestamp filenames.

Getting an active count of mumble users is not possible because there's no built-in query stuff so you have to use a package called ICE. Which does not play well with the recent version of windows apache and php5, so we can't use that. Otherwise everything on that page should update whenever I upload a new file (screenshots into slides, or a new squad.xml, which now also uses the same styesheet and therefore looks a little better in a browser).

egg651
07-07-2011, 05:55 PM
Oh wow, http://www.herosquad.org/ is looking amazing now. Thanks null!.
Seconded! With the amount of awesome stuff Null does for us I'm beginning to wonder if he's human. Though, on the subject of adding more media for that page - Is there any chance you could embed my playlist of all our ArmAing from youtube? The playlist itself is here (http://www.youtube.com/playlist?list=PL5173E9335115345F) and can be embedded with the following:

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/p/5173E9335115345F?version=3&hl=en_GB&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/p/5173E9335115345F?version=3&hl=en_GB&fs=1" type="application/x-shockwave-flash" width="480" height="385" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Though if you change the height to 300, it fits in nicely next to the vimeo video. (Yay for Chrome's developer panel thing)

<object width="480" height="300"><param name="movie" value="http://www.youtube.com/p/5173E9335115345F?version=3&amp;hl=en_GB&amp;fs=1"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><embed src="http://www.youtube.com/p/5173E9335115345F?version=3&amp;hl=en_GB&amp;fs=1" type="application/x-shockwave-flash" width="480" height="300" allowscriptaccess="always" allowfullscreen="true"></object>

Liqourish
07-07-2011, 06:10 PM
Any preferred filetype and resolution?

edit: +1 to including egg's videos, from what i've seen of them they're nice little documentaries of us dying. (or not!)

Nullkigan
07-07-2011, 07:16 PM
.jpeg, less than 600 high, filesize maybe 100-150kb max? I haven't enabled caching and by default the image changes every 2.5 seconds. Three megs a minute sounds like a good maximum, nobody but us will ever look at it anyway...

marxeil
07-07-2011, 10:38 PM
Hi, I've been reading RPS for a long time now and just now decided to check the forums.
Are you guys still playing this. How can one join?

Joseph-Sulphur
07-07-2011, 10:47 PM
Hop into the RPS steam group chat. Our webpage has many relevant informations. (http://www.herosquad.org)

fer
08-07-2011, 12:55 AM
Comrade Admiral Nullkigan is without question a hero of the state. All true revolutionaries should emulate Comrade Admiral Nullkigan's selfless devotion to hastening the arrival of a true socialist agrarian utopia. May victory be assured for all who sail in server K19-IIc.

kataras
08-07-2011, 02:55 PM
I agree, the Motherland owes a bronze statue to Nullkigan. Comrades should send me their contributions for this project and I ll take care of it...

Also if you haven't got Arma2, check this out (I don't know how legit it is, just saw it in another thread):
http://www.rockpapershotgun.com/forums/showthread.php?657-ARMA-II-Get-it-free-!!!

Edit: Hm seems to be down for the moment

Pirimeister
09-07-2011, 12:06 AM
Thanks for the great game tonight! It was my first time in a MP game and it was much better that all the SP missions I've played so far.
Thank you for the friendly atmosphere and and for putting up with my "newbieness". The advertising didn't lie, the RPS ARMA2 server is a good place to experience the best of ARMA2 :-). I'll definitely try to join as much as I can.

Cheers!
Paulo

Nullkigan
09-07-2011, 12:27 AM
Glad to have you with us, always nice to get a few new faces. Wasn't the best run of mission choices but it was nicely laid back and fun enough.

Joseph-Sulphur
09-07-2011, 12:41 PM
Yeah sorry about being a bit anal with the VON problem Paulo, we were in a battle of titanic proportions at the time.

That round was insane, even by RPS standards. Our squad abandoned our damaged LAV quite early on and took the first AA position on foot. The four of us then defended the hill against various armoured vehicles, hordes of infantry, several Mi-8s and a goddam Ka-52. Me running up the hill to Egg's corpse and then seeing that chopper zooming in right at me at about 20 metres, and then taking it head on with the Zu-23 on its next pass and destroying it was one of those great Arma moments.

Wolfenswan
09-07-2011, 01:35 PM
Came home dead drunk, joined the game, flew a chopper into a tree.

ARPS!

Bodge
09-07-2011, 02:52 PM
Dude, you need to hone your drunk chopper piloting skills.

BrightCandle
09-07-2011, 03:47 PM
No one should be driving a RIB, a LAV or given a machine gun until they've had at least two pints. They are simply better when mildly drunk and way more charming on VON.

egg651
09-07-2011, 03:53 PM
That round was insane, even by RPS standards.
I so wish I had been recording that - it was indeed a battle of epic proportions. It felt like every soldier on the island was attacking us on our little bastion of the hill.

Also, sorry about getting a little hot under the collar over the bunkers in the fortified position. We had just descended from our awesome battle and it felt petty for such a small thing to take us out repeatedly.

Bodge
09-07-2011, 04:47 PM
I am never charming on VON, but make up for it by drinking two more pints.

fer
10-07-2011, 01:53 PM
Comrades, a reminder that the Folk session is once again open to all (A)RPS comrades: join us on Sunday 10th July at 19:30 UK, full details in the OP of this thread. First mission will be kicking off at 19:40, so please make sure you're connected and in a slot by this time (JIP will be unlikely).

fer
10-07-2011, 10:10 PM
Cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):

Missions:
Bombs Away
Cordonbleu[for] (adv)
Reclamation
Zargabaddies
A nice turnout (20+) considering we're now entering the summer season. We were ... not quite as successful as last week. Then again, last week there was altogether too much success. I feel more comfortable when 90% of the platoon is dead, and the survivors are surrounded by angry tanks. So, in that sense, tonight's session totally delivered. Thank you to all the comrades who came along.

:coolbert:

Liqourish
11-07-2011, 01:08 AM
Excellent session, particularly that last mission.I'll probably end up posting a long-winded AAR later on.

tomeoftom
13-07-2011, 01:41 PM
Hullo errybahdy! Would you be at all keen to accept a probably-quite-laggy and totally-out-of-time-synch Australian in your midst? You seem to have an amazingly tight (TIGHT.) operation going here.

egg651
13-07-2011, 01:59 PM
Hullo errybahdy! Would you be at all keen to accept a probably-quite-laggy and totally-out-of-time-synch Australian in your midst? You seem to have an amazingly tight (TIGHT.) operation going here.
There's always room for more, assuming you don't mind putting up with the rather large time zone difference, being on the other side of the world and all. The first post is a fountain of good information, but the tl;dr version is that we usually play from around 7:30/8pm to 10/10:30pm British time (Currently BST, which is GMT+1) and you can join us on both Mumble and ArmA 2:Combined Ops at server.herosquad.org with the default ports. The best way to find out when there's a game on is undoubtedly to hop in the RPS Steam group chat and ask if anyone's playing or wants a game.

tomeoftom
13-07-2011, 07:21 PM
Thunkyaevurrymuch! Had great fun tonight, cheers all.

Bodge
14-07-2011, 01:28 PM
SEXEH UPDATE NEWS!

[CO-14] Midnight Riders v0.1 is on the server.

Check all notes and stuffs for info on the changes. Also egg and joe check the credits _

Bodge
14-07-2011, 06:45 PM
Also, if people are about tonight would quite like to give it a test.

ShowMeTheMonkey
14-07-2011, 08:05 PM
Ok. Here goes.
I just joined the RPS server as they were playing a bit 'o' domi. I join, download the map with no errors and spawn as an MG gunner in the middle of a desert with Mage in a blackhawk hovering next to me. I get in the hawk and Mage starts "driving" along the floor in the blackhawk at 200 mph. I think this is dangerous. I calmly tell Mage that he is doing 200 mph along the desert floor and that he should consider gaining some altitude. Mage replies that he is flying at altitude...

I jump out of the choppah and descend gracefully to the ground only to be told that I had died. Re-spawning in the same area I pick up people on mumble talking about Stary and Novy Sobor.

Wat.

I finally ask what map were are playing, "Chernarus" is answer. It would seem to be that I was deployed to the wrong country. This happened FIVE times.

Just thought I'd share as it was a memorable moment of ARPS for me.

Also pics or it didn't happen (And yes it does say Mage is 130365 m away):
http://steamcommunity.com/profiles/76561197966152277/screenshot/594691092747537318?tab=public
http://steamcommunity.com/profiles/76561197966152277/screenshot/594691092747543049/?tab=public
http://steamcommunity.com/profiles/76561197966152277/screenshot/594691092747545101/?tab=public
http://steamcommunity.com/profiles/76561197966152277/screenshot/594691092747541112/?tab=public
http://steamcommunity.com/profiles/76561197966152277/screenshot/594691092747539558/?tab=public

Unaco
14-07-2011, 09:21 PM
spawn as an MG gunner in the middle of a desert...

...I finally ask what map were are playing, "Chernarus" is answer. It would seem to be that I was deployed to the wrong country. This happened FIVE times.

Also pics or it didn't happen (And yes it does say Mage is 130365 m away):

Do we now know the distance between Chernarus and Takistan?

ShowMeTheMonkey
14-07-2011, 09:49 PM
I think we do now....

Sproutmask
15-07-2011, 12:27 AM
Just wanted to say a quick thanks for the game tonight, was a lot of fun even if I didn't do much other than get lost in Zargabad a bit. Hopefully I'll be able to drop in regularly and pick up my skills a bit.

kataras
15-07-2011, 08:50 AM
No worries, it happens to me all the time... Just come and play and you ll get used to the whole thing. Also when you ve played the missions 1-2 times, it helps a bit more as you generally know what you are supposed to be doing...

Bodge
15-07-2011, 10:51 AM
Feel free to ask for a mission breakdown. Give the notes and tasks a read and if you still are unsure or get a bit lost just ask, there is always someone who can point you in the right direction. Also hurray for epic tank stealing in carrier domi!

fer
17-07-2011, 02:56 AM
Comrades, even though it's nearly 3 in the morning and I'm sitting here with a 5-day old baby and a mahoosive thing of Twiglets ... actually, factors #1 and #2 may be related ... I thought I'd brave the horrors of the iPad screen keyboard to remind you that all good comrades are invited to the Folk session tonight at 19:30 UK (details in the thread's OP). There will be plenty of death for everyone, and please remember that skill, judgement and competence are not pre-requisites for advancing the cause of our socialist agrarian utopia. Just listen to what your FTL says and remember to keep the black end of your AK pointed away from your comrades (if you're one of the lucky 50% issued with an actual gun).

StrangLove
17-07-2011, 12:44 PM
Congrats on the twiglets Fer! Oh, and the baby.

fer
17-07-2011, 11:03 PM
Congrats on the twiglets Fer! Oh, and the baby.

Thanks! They told me it would all be easier second time around. They totally lied.

And now, cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):


Missions:
Highway LE
Mail Man
Dogs of war
Daring Raid
Comrades, when I stare down the barrel of an M2 machine-gun mounted on the back of an enemy truck liberated (at no small cost) from the bloodied hands of the enemy ... when I see the man at the controls of the fully-automatic dealer of death is a fellow comrade from Third International Fighting Brigade of Takistan in the name of Che Guevara's auxilliary, ARPS ... when I feel the bullets rip my body to shreds, splattering my blood all over the faces of those stood around me ... then I know that ... yep ... this is Folk. Don't ever change, comrades.

:v:

kataras
18-07-2011, 08:53 AM
Was a good game last night, I liked the new mission in the oilrigs (except from its moral implications!). The 'daring raid' mission however reminded me the first time I played with RPS: lost, disoriented and dead very soon... I was ordered to go find A+B squads and I got lost on the ridge (yes I couldn't read the map), I went far too wide and while looking around trying to decide what shall I do so I don't look too useless, I caught a bullet in the face. And I was one of the two medics...

kataras
19-07-2011, 03:48 PM
hijacking to post this for any STALKER or Metro 2033 fans: Apparently concerning STALKER 2
* Development is roughly halfway through.
* First screenshots and videos only 2 or 3 months before the game is out?
* A single, huge map including all the areas of the game without loading times. Half of those areas were present in one way or another in the previous games.
* The main character is once again Strelok.
* The RPG aspect is stronger compared to CoP.
* A 360 port is almost certain. PS3 port is still up in the air, depending on how much trouble they have with the tech.
* There might be no multiplayer.
* No women in the game?
* Drivable vehicles aren't fully decided yet. Maybe for very specific quests.
* SDK and modding tools will be there in the same way that they were for the previous games.
* Same guy on the soundtrack, not working on it yet.
* 60 people working on the game with a budget of $3M ($7M for the first three episodes).
* No member of the original 'oblivion lost' team remains at GSC. Most of them went to 4A. (I don't like this one bit but maybe it's good for Metro and subsequent games?)

if you wanna read more : http://forums.steampowered.com/forums/showthread.php?t=2003719


edit: Also can we play tonight again that mission (adversarial, kind of BF2/BFBC2, with the airport in the middle) if we get more players?

Liqourish
20-07-2011, 02:24 AM
Gah, wish I was there. :[ I need to get back to my computer so I can play with you guys once more.

Brnin8r
20-07-2011, 04:37 PM
There is a new ARMA bundle out on steam for those who don't own the game or the expansions yet, it has two of the old games Cold war Assault and Gold edition as well as all the ARMA2 DLC. Oh and if you already own ARMA2 or OA you get 20% off for each of them.

http://store.steampowered.com/sub/8701/

Nullkigan
20-07-2011, 05:42 PM
That's a pretty horrible deal, really. The Singleplayer was decent enough in Cold War, but not enough to actually hunt down and wrangle into working on a modern machine. It goes without saying that the multiplayer is best in A2..

kataras
20-07-2011, 06:07 PM
Why Mage is my favourite pilot:http://imageshack.us/photo/my-images/842/arma2oa2011071921051169.png/

notice the condition of the chopper...

Batolemaeus
20-07-2011, 07:48 PM
Please use imgur.com or anything else. Rapidshare is a pain nowadays :|

egg651
21-07-2011, 02:06 PM
Why Mage is my favourite pilot:http://imageshack.us/photo/my-images/842/arma2oa2011071921051169.png/

notice the condition of the chopper...
Whilst we're on the subject of parking aircraft... (http://s3.amazonaws.com/twitpic/photos/full/351833858.jpg?AWSAccessKeyId=AKIAJF3XCCKACR3QDMOA&Expires=1311254481&Signature=4tmUzqVWBieXlGcf6uIOMF2tq8A%3D)

Liqourish
21-07-2011, 03:58 PM
Whilst we're on the subject of parking aircraft... (http://s3.amazonaws.com/twitpic/photos/full/351833858.jpg?AWSAccessKeyId=AKIAJF3XCCKACR3QDMOA&Expires=1311254481&Signature=4tmUzqVWBieXlGcf6uIOMF2tq8A%3D)

That's a nice XML error you've got there.

(or something i'm not really that good at tech)

Joseph-Sulphur
21-07-2011, 06:12 PM
Whilst we're on the subject of parking aircraft... (http://s3.amazonaws.com/twitpic/photos/full/351833858.jpg?AWSAccessKeyId=AKIAJF3XCCKACR3QDMOA&Expires=1311254481&Signature=4tmUzqVWBieXlGcf6uIOMF2tq8A%3D)
Egg. http://imgur.com/

egg651
21-07-2011, 07:02 PM
That's a nice XML error you've got there.

(or something i'm not really that good at tech)

Egg. http://imgur.com/
Sigh. It shows up for me. I used the twitpic link because I wanted to not have to re upload it twice. And Joe, I'm not a complete freaking idiot, quit being such a patronising dick.

http://www.imgjoe.com/x/parkedharrie.jpg Happy now?

Joseph-Sulphur
21-07-2011, 07:46 PM
Sigh. It shows up for me. I used the twitpic link because I wanted to not have to re upload it twice. And Joe, I'm not a complete freaking idiot, quit being such a patronising dick.

http://www.imgjoe.com/x/parkedharrie.jpg Happy now?

Egg. http://imgur.com/

Tobias Greenich
21-07-2011, 11:14 PM
So I'm new to the forums, and new to Arma, and I was hoping to get in on a few games! I'll only have the multiplayer for a bit until this weekend, so if you don't mind me bumbling along, I'd love to join you guys and get a feel for the game!

Bodge
22-07-2011, 01:53 AM
Good stuff, I won't be around until Monday as I am working nights but plenty of guys should be about. Read the first post, sort out mumble and check out RPS steam group chat. If no one is playing arma, ask if anyone fancies a game and they soon will be.

DailyDozo
23-07-2011, 01:44 AM
I just want to say, the missions where you play as Eastern Europeans with names like Boris, Igor, Lich Mebit, Sacha, and Vilim are the best missions ever. We had a blast playing them on the server today.

You go from assaulting a convoy to taking castles to running from an onslaught to charging into Chernogorsk in T-72s. All while using slav weaponry and hearing slurred voice acting and 007 ringtones. It is awesome.

I think the mission prefix is something like [RF-1] - [RF-4] and it is designed for 10 people or less.

Wolfenswan
23-07-2011, 01:53 AM
Meet Valem.

http://cloud.steampowered.com/ugc/596943538440444308/BF89C8EF7975839632B10FAD1E655547B4735F68/

And his crew.

http://cloud.steampowered.com/ugc/595817638515520403/D28828A6D5D0B6F09908F69018086139A4D14DB5/

That was some crazy fun we had tonight and sorry to the two newcomers as we probably scared the shit out of you.
ARPS isn't always a hand full of weird dudes yelling hysterically. Usually we are more than a dozend weird yelling dudes.

Head
23-07-2011, 11:46 AM
We should continue with the next missions tonight again alltough it changes sqauds.

fer
24-07-2011, 03:00 PM
All good comrades are invited to the Folk session tonight at 19:30 UK (details in the thread's OP). Also, be advised that next weekend we are going to be hosting the comrades from Tier 1, for a super joint joint session. Of death. Full details to be shared in the next day or so.

fer
24-07-2011, 10:19 PM
... and cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):


Missions:
Just Deserts
River Assault
Internecine DC #1
Internecine DC #2
Flask
Good turnout, and some great fighting. We managed to complete 2 of the 3 coops, and despite eventually being rendered combat ineffective afterwards, it was a mighty cool assault over the dam that Redkid led in River Assault. Hats off too to everyone who played in Flask at the end - reacting to that unexpected tank at the start and still going on to win the mission was pretty damn awesome. Comrades, you are awesome. Which is lucky, because next week we shall be fighting the capitalist running dogs from the Tier 1 community. Death or glory! ... Well, okay, mostly death.

:v:

egg651
25-07-2011, 01:51 PM
Appropriate reactions
http://www.imgjoe.com/x/joereaction.jpg

tomeoftom
27-07-2011, 02:13 PM
My new PC should be coming tomorrow or the day after and I am flesh-burstingly keen to smash some Armatoo wit' youse. SO KEEN. KEENING OUT.

egg651
27-07-2011, 02:22 PM
<img src="http://i.imgur.com/C3oj8.jpg" alt="BE STEALTH (Click for embiggening)" title="BE STEALTH (Click for embiggening)" width=100% /> (http://imgur.com/C3oj8)


(Un-Fail-Photoshopped version) (http://imgur.com/KzniM)

fer
27-07-2011, 07:03 PM
Cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):



Joint Joint Event - [Sun] 31 July 2011

Hey, I'm comrade Xiathorn; give me the TL/DR version!
Sure. Shoot humans from Tier 1 on Sunday 31 July. Earlier-than-usual start time of 20:00 CET (19:00 UK). Folk game and TS3 servers. Vanilla Combined Ops. 100% more death for all.

Actually, I was lying; I'm not comrade Xiathorn. What is a joint joint event?
Well, technically all the Folk sessions since we started asking (A)RPS comrades along have been joint events.

Right, but why joint joint this Sunday?
Because this Sunday we'll also be welcoming our comrades from Tier 1 (http://www.tier1ops.eu/).

When you say welcome, you mean shoot in the face, right?
Precisely, comrade. Precisely.

Great. Who are Tier 1?
Originally, the group was called MARSOC. When Folk was first founded MARSOC helped us out in many ways. We even share a few comrades.

Aha ... so we repay their kindness by-
- shooting them in the face? Absolutely. Although we also teamed up with them to shoot at others, such as our friends in the mighty LDDK. You can read about those in the AAR section (http://www.ferstaberinde.com/folk/forum/viewforum.php?f=10) (look for threads with MARSOC or LDDK in the titles).

Okay, I looked at Tier 1's site and they seem ... Milsim
Do not be concerned, comrade, they're not. Imagine Folk, but with a bit more organisation and training. Also, Tier 1 use ACE2 and ACRE, but for this event they will be joining us in the land of vanilla.

I'm in. What servers will this be on?
It's all happening on the Folk servers. Here are the key details:

ArmA 2 Combined Ops server: Folk server
server.herosquad.org (port: 2402) (password: freedom)

TeamSpeak 3 server: Folk server
server.herosquad.org:9988 (note: the domain and port go together) (password: freedom)

Do I need, or can I use addons etc.?
As usual, the event will be vanilla only, although you can use the approved versions of STHUD and CBA. If in doubt please test by connecting to the server before the session.

What time does the event start?
Please, please make a note of this earlier-than-usual start time:

20:00 CET (19:00 UK) Sunday 31 July

What happens if I'm late - will there be JIP?
You won't get to play in the first mission. A lot of work has gone into setting this up, so please do the right thing and show up on time if you want to be part of the experience.

What kind of work?
Tier 1's Sonsault has written a brand new mission: a hybrid adversarial which sees two sides of humans fighting against each other and AI. Everyone gets to play as both sides. If the session carries on, we have more missions in reserve.

Do I need to do any preparation?
All that we ask is that you re-read our thread about TeamSpeak 3 and set up your key binds for Channel Commander. We may need to use this feature.

What kind of playercount are we expecting?
Assuming we get around 15-20 Folk/ARPS comrades, the session could have 30-40 players, possibly more. That should make for a great experience.

So will this be all about winning?
No. Although the main mission is adversarial, please leave your super l33t competition game face behind. The joint joint session is a chance to experience larger scale missions with a bunch of nice comrades. That you can shoot in the face.

:v:

Ansob
27-07-2011, 07:06 PM
Shoot the filthy milsimmers.

fer
31-07-2011, 01:21 AM
Actually, this is not cross-posted from the Folk forum, because it's an ARPS AAR:

Skirmish Devils

Nothing beats a mission briefing written by someone under the influence of narcotics. Except a briefing written for what amounts to a small-scale war that has been designed by someone under the influence of narcotics. I was in command and had no narcotics. And I had forgotten about this bottle of Sancerre in the fridge.

Anyway. The first phase of this mission was actually a series of sub-missions; so to begin with I sent the KSK (under Liq) to secure some stolen supplies in a village to the north. Meanwhile, main force loaded into Mage's truck to begin a cautious advance southwards, as Super Spotting Team (Egg and Sulphur) pushed on ahead and got eyes on the Reffinary (sic) from the south. Super Spotting Team then mounted a brave but ultimately tragic advance on the Reffinary (sic), although they respawned at base and returned, larger, to spot from the north.

The rest of main force had been hiding in a little town, so once again we loaded into Mage's truck and pushed further south, before dismounting and advancing on the Reffinary (si-- oh, you get it) from the south-east. With newly-reformed Super Spotting Team's support, we eventually secured the vital fuel trucks and returned to base. KSK were waiting for us there, having ninja'd their objective already. Damn ninjas.

Next, we had the pressing matter of darkness and the need to secure some NVGs at the crashed C-130 site. KSK were sent ahead in an MH-6 with orders to get onto the high ground south of the crash site, mark targets for an AH-6 and suggest a good LZ for main force, which would ride in on Mage's Blackhawk. Meanwhile, Super Artillery Squad (Egg and Sulphur) went off to kill the radar and shilkas with artillery-type things.

With markers and intel from KSK (communicated with by main force RTO Wolfenswan), Draakon flew a brave and ultimately tragic straffing run on the wreck site, whilst Mage treated main force to an awesome display of low-level flying down valleys to get us almost to the LZ. The cargo-shopper (sic) was shot up a little but everyone made it out safely. Main force was now to the east of the wreck, successfuly engaging enemy troops and even capturing 2 enemy technicals whilst KSK, pushing up from the south, secured the site.

Now we played a game of logistics. Mage, who had committed suicide and respawned at base, flew in to our location with the CH-47 (to pick up the crate with the NVGs in it). A similarly reborn Draakon was above us, circling in a newly-minted AH-6. Bodge (also reborn) was making all speed to his KSK buddies in an MH-6, whilst Super Transport Squad (Egg and Sulphur) brought in a Blackhawk for good measure. When everyone and everything was loaded up or already on its way back to base, a strange thing happened: the C-130 exploded. Nothing was damaged, but this was odd.

Back at the main base, things started to go awry. The crate with the NVGs went missing, and as we were looking for it there was an almighty explosion. Cheese had detonated a satchel under one of our two A-10s, almost killing the mission in that moment. Thankfully, he was kicked (and banned) before doing any more damage. Still, it was a blow, but worse was to come.

Accepting that we had lost many of the NVGs, we loaded into helicopters: KSK in Liq's MH-6, main force in Mage's Blackhawk, and Draakon in his AH-6. Then, as we prepared to lift off, Draakon's PC crashed and his AH-6 launched a volley of missiles whilst still on its pad. We very nearly lost main force in that incident, but thankfully Wolfensawn was able to patch up the injured and soon we were on our way to stage at the C-130 wreck.

Ahead of us, KSK had dropped into position south-east of the village where our special weapons crates were being held. Once again, Liq's team marked targets and suggested an LZ (to the west), and again it was Mage who put main force safely down on the sand so we could assault from a different direction. This was a little more hairy than before as we arrive almost too late - KSK had taken several losses before we fell upon the village. Ultimately we prevailed, and soon we were all in the marketplace equipping ourselves with launchers, sniper rifles and all manner of toys. Mage did a run back to base to get the CH-47 and in a hair-raising moment managed to land it in the marketplace so as to recover the crates. Soon, we rejoined KSK at the main base (they had flown back in their MH-6), as well as our newly-slotted A-10 pilot, Head.

It was now properly dark and time for us to assault the airfield. Using their MH-6, KSK inserted to the north-east, advanced down a ridgeline that runs south-west/north-east and got eyes on the airfield proper. Head, in his A-10, was tasked to them, and as best I can tell was doing a great job while his ammo lasted. In parallel, main force loaded the CH-47 with all the crates, ATVs and chocolate it could carry, slung the Stryker-with-a-gun-thingy underneath, and set off for what I optimistically termed FOB Cheesecutter, in the long valley that runs directly east of the airfield.

At FOB Cheesecutter we dumped out all the toys and chocolate, stuffed what we could into our pockets and set off westwards on our ATVs like something from a bad 80s movie. Sulphur was our scout, whilst Mage and Wolfenswan operated the Stryker-with-a-gun-thingy at the rear of our column. Battle had already commenced and the valley ahead was alight with tracer fire and the glow of burning armour. Whereas before the mission tempo had been very much dictated by us, the advent of the countdown timer turned the experience into a mad sprint towards the final objective. Tanks exploded, the Stryker-with-a-gun-thingy exploded, and people died. Over TeamSpeak 3 I heard KSK's Liq say his team was just running now, and already I was alone, crouching by a building on the edge of the airfield. The final objective was barely 100m from me across open ground. Wide open ground. Wide open ground being patrolled by angry BTR-60s and BRDMs. Wide open--

*****

Well done to everyone, especially the people in main force who waited patiently at each major pause.

Cheese
31-07-2011, 11:45 AM
I just want to say that I'm sorry for blowing up the A-10, I had a lapse of judgement and I didn't intend to hurt/grief you guys, it didn't occur to me that the A-10s were required for the mission or for the plan. I also wasn't preparing 'more damage'.

Joseph-Sulphur
31-07-2011, 01:56 PM
I just want to say that I'm sorry for blowing up the A-10, I had a lapse of judgement and I didn't intend to hurt/grief you guys, it didn't occur to me that the A-10s were required for the mission or for the plan. I also wasn't preparing 'more damage'.
Erm, considering that as far as we know you blew up the C-130 wreck, and that we found at least one other satchel placed in the main area of the base, I'm calling BS on that.

----------

So, as part of the Super Spotting Team Egg and I hopped into an SUV and approached the Raffinerie . Unfortunately, the terrain meant that we had to get within 100 metres to get eyes on the target. Egg was shot in the chest with an RPG, and as I tried to glue his torso back together I was shot dead.
Back at base, we picked up two new recruits and set off to observe the Raffinerie from the north. Egg being egg, he flipped over his ATV. We efficiently sniped the crew of a .50 cal technical, and I set off with Drakkon in tow to assault the Raffinerie with the main force whilst Egg remained at the observation point.
Egg spotted a patrol moving out of the compound, moving towards us along a road. I sprinted to the technical and drove up the road (abandoning Drakkon in the process, sorry!) and managed to mow them down with the .50 cal. We then moved into the Raffinerie proper, linking up with the main force and taking out the other squad.

Egg and I then blew the crap out of everything with the howitzers at base. Unfortunately one of the radar towers cannot be targeted with the artillery at base, so I had to mount up in the mortar Stryker and move it about 5 kilometers down the road to target them. Once I stopped I realised that I'd forgotten to load up on ammunition for the mortar. Facepalm.jpg. Egg brought an ammo truck down and I dispatched the last radar tower, unlocking the AH-6J littlebirds for Drakkon and another human to pilot.

Fer's already covered the rest of the mission, but I'd like to say that it was great fun to play an RPS-type mission with revive/respawn, BLUFOR toys made by a German on blow with Fer commanding us in a more tactical "Folk style". Even though we lost, it was loads of fun. Good show all!

PS. Except Cheese

PPS. I think that GGC.de must claim the crown of "Most dapper Arma 2 community" (http://www.g-g-c.de/images/flash1.jpg)

PPPS. If only I'd made my last ditch paradrop a few minutes earlier, we might have won it, too. (http://cloud.steampowered.com/ugc/540649169577796239/459C5AB606C0A1759F1ED1B165FF756E922C6F6A/)

Bodge
31-07-2011, 03:14 PM
I dunno who flew the other AH-6J but it wasn't myself, I was piloting the transport sexy bird for a bit until ice took up the mantle. Was a fun attempt that one.

Wolfenswan
31-07-2011, 03:19 PM
Erm, considering that as far as we know you blew up the C-130 wreck, and that we found at least one other satchel placed in the main area of the base, I'm calling BS on that.

several people (including me) played with Cheese before and never had any issues. I didn't hear an explosion when the C-130 went ablaze so are we sure it wasn't just a weird trigger/despawning mechanic (as the technical close to it apparently had started to despawn by self-destruction)

Cheese has a micro so i don't understand why he didn't say something in mumble and only wrote a "i don't know" ingame. An instant apology should have been in order at least but he might have been intimidated by all the people starting to yell, something that doesn't fit to a griefer attitude.

I'd say to give him the benefit of doubt and revoke the ban on monday.

--------------------

There's not much too add to the AAR apart from good show everybody, especially Fer. Thanks to your commanding there are now much less hungry orphans straining the grain supplies of our agrarian commune than we had anticipated.

fer
31-07-2011, 11:41 PM
Cross-posting (again):


Missions:
Scud Hunt #1
Scud Hunt #2
Swept
The Dogs of War
Thank you to everyone who came along tonight, and thank you especially for your patience at various moments. Having 35-40 players on the server is a fine thing to behold. It's not often that many of us get the chance to participate in large-scale events, so I am grateful to everyone who made the effort to show up and be part of tonight. Special thanks to Tier 1's mission maker and testers, and to comrade Tigershark for co-ordinating. A lot of effort goes into joint events, so we owe those individuals our thanks. If you have stories or feedback on any aspect of the session, please share here and I'll ensure things get cross-posted.

:hist101:

FYI Folk/ARPS comrades: My apologies for having a sense of humour failure about the BLUFOR pilots in Scud Hunt #2. As CO on that mission I should take responsibility for not paying more attention to who was in those roles (and ensuring that they could be communicated with clearly). So my apologies to all the BLUFOR players who waited around, only to die, and to the pilots for putting the blame on them. My bad. I shall arrange my own show-trial this week.

:commissar:

Grizzly
01-08-2011, 11:27 AM
several people (including me) played with Cheese before and never had any issues. I didn't hear an explosion when the C-130 went ablaze so are we sure it wasn't just a weird trigger/despawning mechanic (as the technical close to it apparently had started to despawn by self-destruction)

Cheese has a micro so i don't understand why he didn't say something in mumble and only wrote a "i don't know" ingame. An instant apology should have been in order at least but he might have been intimidated by all the people starting to yell, something that doesn't fit to a griefer attitude.

I'd say to give him the benefit of doubt and revoke the ban on monday.

Ah yes. The infamous little-brother-that-plays-around-when-you-are-off-to-do-something-important syndrome?

Nullkigan
01-08-2011, 02:36 PM
An instant apology should have been in order at least but he might have been intimidated by all the people starting to yell, something that doesn't fit to a griefer attitude.

The first half is the reason for the ban, the second is a reason for revokation which I would agree with except... I've heard three different sets of excuses indirectly from the guy. I don't know what to think, and I wasn't on the server at the time.

As I haven't previously banned Joe for TKing with extreme prejudice (I really should have done, I guess) it would probably be unfair to let the ban stand. I'll think on it some more given that Wolfenswan and Harakka are vouching for him.

Nullkigan
01-08-2011, 06:25 PM
Alright, ban has been revoked but you're on the watch list.

egg651
01-08-2011, 08:24 PM
I was talking about why CC is pointless in chat but I had to go, so I'll elaborate here.

To decide how useful CC is you have to look at what it is intended to do and how well it accomplishes its task - Here, it's task is to improve the ability for squaddies to communicate between themselves in mumble, and the way it does this is by limiting the recipients of command chat to squad leaders, which is entirely ineffective. Without CC enabled, everyone can hear the command chat and the squaddies know when they have to shut up. With CC enabled, the SL has the extra work of telling his squaddies to shut up, he still gets the same amount of chatter, and the squaddies still have to shut up. They just don't hear anything. So effectively, CC doesn't extend the amount of freedom of squaddies to talk at all. If anything it restricts it, as people might be hesitant to talk if they are unsure if the SL is listening to someone else.
In the end it comes down to this - With CC: Awkward silence and another key to set up. Without CC: Everyone hears the chatter.

Cheese
01-08-2011, 09:06 PM
Thanks. I provided no excuses, I admitted to committing the act.

Nullkigan
01-08-2011, 10:58 PM
(not entirely related but:)
RULE 1: DON'T BE A DICK

There seems to be some festering going on. Talk to me or one of the other senior admins if you have a concern. The servers are open to everyone.

fer
02-08-2011, 12:01 AM
Cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):


Scud Hunt #1

PltCo - Fer
|- Alpha FTL - Bodge
|- Bravo FTL - Unaco
|- Charlie FTL - Liq
|- Snipers - Wolfenswan + Harlander
|- RPG Gunners - Jefke + Sulphur

My plan assumed two distinct phases, with a possible third phase:

Phase 1: Recon / Dispersal / Planning
The two snipers were each given the fastest vehicles and sent out to the two furthest possible launch sites, with orders to observe but avoid contact at all costs. The rest of the platoon (including the RPG and command elements) was split across all of the remaining vehicles and ordered to move out to a nearby town. Once at the town I asked FTLs to hide their vehicles as best they could and get their men distributed in buildings away from windows. A single RPG gunner (Sulphur) was sent forward to recon the middle launch site. As we waited to get reports from our scouts, I assigned each FTL a site and asked them to plan an attack (they could lay map markers if necessary); when we knew the site, that FTL would be leading the assault.

Phase 2: Assault / Security
Once we knew the launcher was at the south-west site, we listened to Bodge brief us on his assault plan, which was for Alpha and Bravo to move directly up the valley floor, with Charlie (split across two technicals) providing overwatch from the south-eastern ridgeline. Sniper Wolfenswan, already in place to the north, would mark hard targets and engage if required. Meanwhile our RPG gunners would string out to the south and act as pickets. During phase 1 we had been overflown by a BLUFOR helicopter, which had activated the AI troops in the town; we understood that our window of opportunity would be small, so we advanced at speed. Possibly to much speed. Bodge's plan was sound, but we never managed to break through in numbers, and in a catastrophic moment an AI re-mounted a technical to our rear and decimated our main force (including me).

Phase 3: Encirclement / Death
Inevitably, BLUFOR joined the fight, falling behind us to the south. From death, I watched comrades Tigershark and Xiathorn sneak in and set up a sniper OP that overlooked the launch site. Our few remaining fighters (barely a fireteam) were up the valley road to the north-east, their advance having stalled. What I believe were 1-2 survivors from Charlie were actually at the base: at least one was killed by a BLUFOR sniper round. At this point - with a sniper team able to dominate the area - I thought the mission was over, but the AI had a surprise in store. When a BLUFOR infantry team arrived and fired a rocket from Tigershark and Xiathorn's position, the surviving AI in the compound retaliated with two accurate GP-25 rounds, killing the sniper team and AT specialist. However, this was a last gasp - within minutes BLUFOR had secured the launcher and the mission was over.

Well done to BLUFOR, but also to all on the guerrilla side - especially the FTLs, who were kept busy planning when not moving. On reflection, I still don't regret going balls-out for the launcher, because the guerrillas' best hope of victory lies in completing their mission before BLUFOR can get sufficient numbers to the launch site. It's a race against time, making it hard for the assaulting elements not to incur risks - but it's not unlike the block-and-sweep missions where we play the swept element.

Scud Hunt #2

PltCo - Fer
|- SF Team 1 FTL - Headspace
|- SF Team 2 FTL - Uncao
|- SF Team 3 FTL - Liq
|- Snipers: Jefke + Sulphur

My plan here was super-simple: snipers (with personal MH-6s) would once again recon the two furthest sites (a process of elimination would tell us if the third site was the target); meanwhile the rest of the main force was loaded - QRF-style - into two Blackhawks.

Although the snipers moved speedily, the main force had to wait patiently in the birds. From the command perspective time seemed to pass quickly enough, but I appreciate the same was probably not true for those strapped into cargo seats. Then, as so often happens in QRF-style scenarios, the tempo changed dramatically.

Sulphur, at the eastern-most site, was pretty sure he had located the launcher (it later transpired that he hadn't, which is tribute to great unit placement by the mission maker). That would have been enough for us to spin-up the rotors and move out, but it appeared that the guerrillas were already on the scene, and from Sulphur's excited reports it sounded as if they overran the AI defenders very quickly. Quick reaction force became Super Panic Go Go Go force. And that's where I got it wrong.

During slotting I had opted not to have dedicated pilots, instead drawing from within the SF Teams. I had devolved the decison downwards, but not checked we had people in place. So when everyone (mostly me) started shouting: GO GO GO, it seems our flyers were not 100% co-ordinated. It didn't help that I was frantically re-marking LZs whilst we were in flight. Ultimately, both birds went way off course, and crashed or were shot down.

Comrade Admiral Nullkigan is organising my show trial as I type (from this cell).

:commissar:

Swept

Charlie FTL: Fer
|- Car00ke
|- ralph(?)
|- (???)

So this is the (very orginal) version in which the blocking force has BMPs, not armed UAZs; which adds 150% more death. Comrade Tigershark's plan was to let the helibourne forces (black turbans) walk into a killzone surrounded by our fireteams. However, despite getting things off to a fine start by dying in the first contact with helibourne troops (Charlie was the western-most element), I enjoyed watching the platoon successfully contain the black turbans before grinding through the blocking force and eventually using a captured BMP to finish the job. Very well done to all.

The Dogs of War

Yes, I accidentally set off a satchel whilst I was planting it.

:siiigh:

Grizzly
02-08-2011, 08:08 AM
I was talking about why CC is pointless in chat but I had to go, so I'll elaborate here.

To decide how useful CC is you have to look at what it is intended to do and how well it accomplishes its task - Here, it's task is to improve the ability for squaddies to communicate between themselves in mumble, and the way it does this is by limiting the recipients of command chat to squad leaders, which is entirely ineffective. Without CC enabled, everyone can hear the command chat and the squaddies know when they have to shut up. With CC enabled, the SL has the extra work of telling his squaddies to shut up, he still gets the same amount of chatter, and the squaddies still have to shut up. They just don't hear anything. So effectively, CC doesn't extend the amount of freedom of squaddies to talk at all. If anything it restricts it, as people might be hesitant to talk if they are unsure if the SL is listening to someone else.
In the end it comes down to this - With CC: Awkward silence and another key to set up. Without CC: Everyone hears the chatter.

I agree entirely. If one MUST use CC, one must also ensure to have the priority speaker settings set up (which is anoter hassle) to prevent happenings such as described by Egg. However, there is also another problem: CC is harder to set up then just "Whisper to all", and in the case that a squad commander has been killed, it becomes rather hard for the replacement commander (in the case I speffically remember, that was me) to actually hear what is going on.

Wolfenswan
02-08-2011, 04:14 PM
However, there is also another problem: CC is harder to set up then just "Whisper to all"It's not, all you have to do additionally is to set up the access token.

CC isn't about the amount of freedom squaddies have, it's to ensure FTL and command can coordinate effectively.

Ultimately, it's not CC that's flawed, it's the way we're handling it. As we're usually handling squads at the size of 4-5 people, i recommend having a designated second in command, that has his CC set up from the beginning and incorporating a squad into another one in the case both the FTL and his second are down (read: putting them into their mumble channel).

FTLs should know when it's important to relay an information to their squaddies as well as commanders should know when they to use whisper to all instead of whisper to CC.

The problem with everybody hearing everything anytime is, that everybody will have a potential issue with every decision command or FTL make anytime or a better idea or simply a comment. Again, FTL and command should know when to ask their squad/the others for oppinion on the situation and when they just need to follow orders.

This of course is directed towards Tac Tuesday and Folk Sunday, not the silly or "let's try to be tac but not really" sessions.

----

As of lately ARPS-sessions tend to become uncoordinated fragfests and runs for the toys; I don't mind this happening on declared "let's just dick around" days but it's not what i experienced the TT should be; if the majority of players wants to do the big scale missions ala domi with toys and a handful of players getting the most out of it i can hardly deny that, but personally i'd prefer to focusing on infantry-heavy missions ala FOLK or restricting the usage of toys heavily in DOMI-like stuff.

BrightCandle
02-08-2011, 04:49 PM
So far I've seen RPS use three types of communication setups:
1) Everyone in the same channel
Squads split into different channels with two variations
2) FTL and HQ using global whisper to communicate, squads can't hear
3) FTL and HQ using Whisper to parent to communicate to everyone for inter squad comms

They all have strengths and weaknesses and so far I've found 3 to work well most of the time.

There are a couple of other options which may or may not be worth trying out as well, all based on FT's split into different channels:
4) FTLs setup whisper to group (so Alpha, Beta,Charlie and HQ). Squads hear the chat targeted only at them.
5) FTLs setup whisper to group leads (so still A, B, C and HQ) but only the FTL hears it.

egg651
02-08-2011, 06:57 PM
4) FTLs setup whisper to group (so Alpha, Beta,Charlie and HQ). Squads hear the chat targeted only at them.
This would be the most preferable option for voice comms, in my opinion, as it would genuinely cut down on the unnecessary chatter that people would be hearing *and* avoid the problems I detailed before when only the FTL receives command messages. Unfortunately, this would require a lot of set up before hand (well not that much in the great scheme of things but having seen how hard it is to get everyone with normal CC set up properly, getting people to set up a key for each squad would probably be a nightmare). Still, it might be fun to try it and play domi or similar tactically.

Nullkigan
02-08-2011, 07:26 PM
The reason I like #cc is because arma 2 is not a pub. I should not be required to listen to your banter or demand a "break, break" every thirty seconds. And without #cc you will banter. It still occasionally happens in folk sessions, although Fer and Tigershark have done a good job of training people to use ingame VON instead.

If I play, I can (and even expect to) have a different experience to some of the other players. I find no joy in listening to people banter, loudly, about something irrelevant and irreverant. With six people doing this, it's a nightmare. With eight, a migraine. With ten... you don't get ten, as people are shouted down by the smaller more vocal crowd.

With #cc I don't have to deal with that and can at least pretend to play my own enjoyable part of the game.

One of the problems is that some fireteam leaders are goddamn terrible at communicating effectively, myself included. If a squad receives an order to take a hill, you don't just say "fall in and keep up". They should instead be relaying the orders to the squad with suitable supporting information like the distribution of relevant friendly forces ("Take hill 321 to the west, Bravo is providing overwatch, engage at will")

Bodge
02-08-2011, 09:36 PM
The problem I have is that lots of people have CC and so hear the cc chatter and people respond to it thinking it is normal discussion leading to some very confused discussions.

I also like a break from large scale banter as my old head cannot take it.

BrightCandle
02-08-2011, 09:55 PM
We've discussed in the steam chat so I'll keep this brief but IMO there are two ways to deal with communication waffle. One is structural, and we can come up with a structure that limits how many people hear a long exchange.

The other angle is tackling common messages so that they are quick and precise. We have a lot of common messages and passing all pertinent information in the first message can give space for the longer and less simple ones.

For example when spotting a target it could often be shortened to the same message format, something like:
"Alpha 1 spotted tango, five infantry at 230 range 300 metres heading south".

It covers who spotted (so we know where the bearing is from), what, how far and whether we need to prepare based on if its approaching or not. Given a relatively short list a lot of the simple and common messages can be shortened to a one way message with little to no chatter, leaving the comms free for the stuff we can't communicate quickly.

In the past this has been sufficient to allow essential comms. Once we did common messages the structural changes become unnecessary. But the largest groups I've done this with have been 12 large (all in one channel) so we might be just too big a group and the game too complex to get into one channel with good short comms messages. But if people are willing we can give it a try.

fer
03-08-2011, 12:57 AM
Of course being out to dinner in the city I missed all the discussion, so, comrades, please allow me to offer my thoughts (assuming the guards in Comrade Admiral Nulkigan's prison honour our agreement to smuggle out this note in return for ... well, let's just hope they are men of honour).

Anyway, the way Folk uses CC is an adaptation of how Shack Tactical used CC in their TeamSpeak 2 era, which is also possible with TeamSpeak 3 (they use ACRE now, so this is old data):

Everyone has two CC-related key binds. The first (shift-H) toggles CC on/off. The second (H) is transmit to CC (push to talk). At the start of the mission each major element in the platoon, e.g. a squad (12 men in 3 fireteams, plus squad leader and corpsman), gets its own TS channel. The element leader (squad leader) toggles CC on. The element leader now has a choice of two channels to talk on: s/he can address the troops in the element using regular TS, or address all other element leaders via CC.

For the briefing, the platoon commander delivers it to all element leaders via CC. Others in the platoon might toggle CC on to *listen*, but the convention is that only leaders talk on CC. Once the commander and element leaders have agreed the plan, element leaders brief their own troops via TS. That way there can be a bit of Q&A because the groups are quite small (12-14 people per channel). After a few minutes the element leaders report readiness via CC and the mission kicks off.

During the mission the same set-up applies: leaders use CC as a radio net and others can *listen* if interested, or focus on TS chat within their element. Within a fireteam (4 people) the convention is to use VON. This places a burden on element leaders to relay significant new orders, but it also encourages a very important thing: devolved leadership. The platoon commander cannot micro-manage everyone; s/he must trust element leaders to work out the detail.

If an element leader is killed it's up to the next in line to work that out, toggle on CC and let the platoon commander that s/he's leading element X now and if necessary confirm/agree the tasking. This also encourages leadership development because you never know when you might have to step up and lead, but when you do you have a hotline to command and your fellow element leaders.

The real beauty of this approach is that once you have set up your two new binds, the system scales up and down for different numbers of elements; you shouldn't have to reconfigure it per mission or session. As evidence of that, check out this illustrated guide to comms and the Folk platoon (for Teamspeak 2 read Teamspeak 3): http://www.ferstaberinde.com/f2/en/index.php?title=About_the_Folk_Platoon

Does this approach work? In a word: yes. I've seen it work well with player counts well north of 60 over a period of several years. Is it perfect? No, not least because it can make the job of leading an element challenging and inter-element co-ordination between non-leaders requires direct VON (which can be flakey). Still, this is a tried and tested method, and a good one this side of using ACRE and learning milsim-style comms SOPs, which isn't in the Folk mandate.

Harlander
03-08-2011, 09:51 AM
Can you bind adding/removing access list tokens to a key in Mumble? I've got the setup described by fer in TS, and it works all right (although it can be tricky to tell if it's on or off sometimes)

fer
06-08-2011, 11:17 PM
Comrades, for reasons of public protection my show trial was conducted behind closed doors, but I am pleased to inform you that I was found completely innocent of all charges. Furthermore, the prosecutors were found guilty (at a hastily convened secret tribunal) of malicious ... well, whatever; they're gone now. Permanently. Also, Comrade Admiral Nullkigan runs an excellent prison, where I was very comfortable.

Anyhow, around about this weekend 1 year ago, Folk was born. All good comrades are invited to the Folk session tonight at 19:30 UK (details in the thread's OP). There will be plenty of death for everyone, and please remember that skill, judgement and competence are not pre-requisites for advancing the cause of our socialist agrarian utopia. There will also be birthday cake.

Bodge
07-08-2011, 11:51 AM
:( gonna miss the one year anniversary party.

fer
07-08-2011, 09:53 PM
Cross-posting (as ever) from the Folk forum (http://www.ferstaberinde.com/folk/forum/):

Missions:
Ivory Hunt
River Assault
Cacheola
Highway
In terms of sessions, tonight Folk is 1 year old. We played four missions tonight, and were annihilated in three of them. I cannot tell you how proud I am of all you simple farmers in the Third International Fighting Brigade of Takistan in the name of Che Guevara (and ARPS auxiliaries). Thank you to everyone who has made Folk what it is now, from the mission makers to the people who just show up regularly to be mown down. It all counts.

So comrades, here's to another year of striving for agricultural socialist utopia. And being incompetent at aiming RPGs.

:v:

And now, some music. About bullets.
http://www.youtube.com/watch?v=SDTZ7iX4vTQ

Wolfenswan
08-08-2011, 04:36 PM
Cross-posting madness:


Ivory Hunt

It was a simple plan and as such prone to failure (or so). MAT formed by me and liquorish set up the Metis tripod facing westwards, wondering if it had any barrel drop as it was somewhat placed down a slope. Command (amongst others) apparently got killed in the first skirmish and as a result communications broke down for a while. I tried to relieve the other squads with some rocket propelled love for the hummers while liq waited at the Metis for any pesky tusks. Said tank approached soon afterwards and MAT got the answer to the question they had been pondering before: As it turns out, yes it has quite the drop and though i wasn't there in person i can only imagine that after acquiring the tank as it's target it just comically plunged straight onto the floor (my memory's somewhat hasty here but i'm pretty sure i heard a heartbreakingly sad "oh no" from liquorish as this happened). Still, i heroically managed to harpoon the white behemoth two times before it got the best of me and my brave ammo mule (who died on the same spot as I, trying to clutch the RPG from my cold dead hands). The rest of the mission was spent watching Drakoon dodging the hurt yet angry Tusk and listening to Fer, trying to talk to dead people.

River Assault

I was Charlie's FTL and our squad was part of the rearguard, so I expected our life expectancy to be at least 20% higher than that any other soldiers. Of course fate had to have it otherwise. We advanced together with DC and i shortly doubled as their mortar spotter before continuing downhill to support Alpha & Bravo. While on the way i ordered my RPG-goon, Liquorish, to take out a hostile BMP on the other side of the riverbed. This apparently made the UN's spidersenses tingel as we started to take quite nasty fire which ultimately resulted in the death of most of my squad. As usual, Iceraiser had to bend to the rules and survived the onslaught. He tried to reunite with the remainders of our elements who were making a brave but futile last stand at a group of bunkers.

Cacheola

I'm afraid Central Committee might have their eyes on me after this endeavour but i stand proud. Leading 4 squads (respectively lead by A1:Unaco, A2:Phil(?), A3:Liquorish and B1:Fer) and one MAT team (what was i thinking to take MAT?) i decided that it would be for the best if every squad took the town from their own direction to cover as much ground as possible in the least time.

B1 started to engage from a different direction as expected which i saw as a more or less minuscule difference at the time but at hindsight might have been a mistake. From what i understood they got under heavy fire from several directions and ended up losing all but one of their soldiers. Me and Jefke, the medic, had already moved to support A2 who had suffered injuries and I decided to make a quick extraction run for the lone & pinned down survivor of B1, Tigershark, to reunite him with A3.

Though both A1 and A3 were making progress - we had located two caches - the mission didn't look too good. One squad was all but lost and A2 had just reported in losses. I decided to change the original plan and focus the squads more so there'd be less room for active enemies to flank. A1 pushed West into Zargbad while MAT united with A2 to push W-SW and A3 cleared the last squares in the south. Luckily A1 located the final cache before we took any more losses and those who were left pulled out safely.

Highway

Hit two BTRs with my RPGs, one snuck up on me :v:
And then: Iceraiser's hour to shine.

Head
09-08-2011, 12:06 PM
My first ARR

Ivory Hunt
I was in the MGT with Draakon as my commanding officer we set up in a corner building with DHSKA not long a Little bird appeared and was promptly shot down by me mere seconds after Alpha and Bravo were taking heavy fire and thus i decided to move DHSKA to a better position to support the infantry sqauds when a enemy M1A1 barreled down the street thus i had to ditch the gun and took cover in a nearby building evenally being killed while trying to reach an RPG cache
River Assault
I was in the MAT team with Harlander we moved up to the stageing postion and then got ordered to hunt down the UN BMP-2 then Harlander got shot and i nicked the rpg from his corpse and fired a RPG at the BMP-2 hitting it two seconds later i was filled with bulletholes luckly icerasier was able to pick me up and i followed what was left of the sqauds on the other side of the bank where i promptly got shot while reloading my RPG.
Cacheola
I was in Liqourish sqaud as a Humvee Gunner we found three(two?) caches and blew up


I had to leave before the last mission sadly

Bodge
09-08-2011, 05:38 PM
Would like to give reclamation a run through if people fancy it for TT tonight. Need a budding Commander for it.

Bodge
09-08-2011, 07:25 PM
Join the server in 5 mins for games.

Wolfenswan
10-08-2011, 07:34 PM
After a quick playtest with the willing lab rats of ARPS, i'm happy to present you my very first very own very dark mission. :dance:

The first day (Co23+8)

- The gritty FOLK Non-revive Version (http://www.mediafire.com/?4xh8ezybpk5h112) v1.4
- The silly Version using Norrin's Revive Respawn (http://www.mediafire.com/?gdqv6j2a17nhpzw) v1.4

BEHOLD! BULLETPOINTS!

Assault Garmsar at pitch black night.
Only command get's NVG and is inserted at a distant OP. Feel like Napoleon while ordering your comically blind minions!
Shoot shiny stuff in the air! Every FTL (including DC) is granted 2 Flares. Maybe 3 or 4 if I feel like it and people start to bicker.
Bicker with other players who's going to take teh snip0r. Bicker muche more when you find out what weapon you've been given.
Finally you can commandeer a tank! A tini-tiny T-34, but yet a tank. No head lights though.
Ever wondered what it's like to ride inside of a M113 through a dark, cold night? Now you'll know! It has head lights!
Did i mention there's an unarmed truck and a UAZ, too? Madness!
You feared bullets, you feared RPGs but have you ever feared mines (and cows)?
What to do when the flares have ran out, all your squishy vehicles are gone and command has to go to the toilet? Blow up civilian cars, that's what! Create your own sources of illumination in best UDSSR-DIY-Fashion!
No pesky target triggers, do whatever you want! Say "screw that" and take your loved one and the squad mates for a trip through all of Takistan.

Includes Fer's visual filter (I'd advise to turn it off though), tweaked Group markers and some other custom fiddling with F2. I'm thinking of including a custom script that adjusts the number of flares each FTL is carrying according to the total numbers of FTLs.

Bodge
10-08-2011, 10:17 PM
Was intriguing, would suggest possibly condensing the notes a bit or having a summary section.

fer
14-08-2011, 03:42 PM
All good comrades are invited to the Folk session tonight at 19:30 UK (details in the thread's OP). There will be the usual amount of death (enough for everyone), and please remember that skill, judgement and competence are not pre-requisites for advancing the cause of our socialist agrarian utopia.

Ansob
14-08-2011, 09:19 PM
http://steamcommunity.com/id/Ansob/screenshot/540650441567196296
http://steamcommunity.com/id/Ansob/screenshot/540650441567193334
http://steamcommunity.com/id/Ansob/screenshot/540650441567194772

Bodge
14-08-2011, 09:52 PM
http://cloud.steampowered.com/ugc/559790739965201956/40B79A8A4E3CC7E5927B7676C2ED428D4984E53C/

fer
14-08-2011, 10:07 PM
Cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):

Missions:
Recovery
Internecine
The First Day
Bombs Away
You know, comrades, it's the height of the summer holidays and despite missing a fair number of our usual number, we fielded around 20 brave comrades. Not 20 competent comrades, mind; but 20 brave comrades. Also, competence is totally over-rated; at Folk, having good looks and a snappy fashion sense will always be more important, and nobody dies more stylishly than us. Nobody.

:colbert:

That being said ... some of the things I saw tonight were pretty impressive. More in my own AAR post soon-ish, so-

:coolbert:

ShowMeTheMonkey
14-08-2011, 11:37 PM
Why do I miss every single Folk night out?!

Nullkigan
16-08-2011, 09:43 AM
A couple of people wanted me to add them to the squad.xml (http://www.herosquad.org/squad.xml) but I was unable to do so whilst changing webhosts over the past week or so. Everything is now working, so resend your details.

fer
16-08-2011, 10:22 AM
Cross-posting from the Folk forum:

Recovery

Alpha FTL: Fer
|-- Ansob
|-- Unaco (?)
|-- Washington (?)

As a mission maker, I spend a lot of my time thinking about the different ways players will circumvent the basic premise of a mission. That's especially true when writing for the Folk sessions, because players from Folk/ARPS rarely opt for the Route #1 approach - so I am constantly having to drop down patrols and obstacles in the more obvious flanking routes. Therefore it was with some surprise that I listened to comrade Jefke's plan for this mission, which - though he didn't really know it - was to assault the defending mercs head-on from the first roadblock. Oh, there would be death.

After being told that I wasn't, after all, FTL of Charlie (I was FTL of Alpha, and suffering from 'daddy-brain', as we sleep-deprived parents like to call incompetence), we moved out on the left-hand side of the road towards the first bridge. Almost immediately the contact report came in: roadbloack with a searchlight at the bridge, and men running down the road towards us. Cue a lot of hasty shooting, but we pushed on through the tall grass, eventually reaching the dragon's teeth. In the green-grey darkness I called out to PltCo that the roadblock was clear, and by now Bravo and Charlie were already creeping into the riverbed beyond it, over on the other side of the road from us. We had wounded, and as the medic ran up to---

VEHICLE INBOUND!

--and all at once there was an SUV driving right into our position, crashing into the dragons teeth mere feet from me. I (and presumably others too) emptied a magazine into the driver's side door and the merc inside died, but his buddy made it out of the vehicle before he was cut down. I moved towards--

BANG!

--and one of those make-flanking-not-so-easy-for-players patrols had appeared on our left flank and lobbed a grenade into our midst. I died instantly, but from death watched our gradually dwindling platoon attempt to hold the bridge against incoming merc patrols, before the final tragic SUV death ride of Wolfenswan. Damn those explosive tree trunks, eh?

Pro tip: The mercs (especially the patrolling ones) tend to have guns with torches, which you can see in the tall grass. When we try this next time, I recommend the platoon commander opts for a slow, scouting style, rather than an all-guns-blazing assault. Also, remember that you don't have to kill all the mercs to complete the mission - it's the tractor engine we're after!

Internecine

Bravo FTL: Ansob
|-- Fer
|-- Wolfenswan (?)

Learning from last time, I switched the time of day to a daylight hour - so this time around it wasn't like fighting inside a bottle of Ribena (http://en.wikipedia.org/wiki/Ribena). I was on the defending team in comrade Ansob's fireteam (Bravo), under the overall command of comrade Iq. With only two fireteams at his disposal, comrade Iq had limited options. Alpha occupied a central-ish structure and faced east, whilst Bravo dispersed acrosss two structures at the western-edge of the village.

Soon we heard vehicles, and sweeping around our southern flank before hitting the western wall of the village came the light blue love-bus. From the rooftop where I was sitting, I had a great view of the lone driver (comrade Bodge) jumping out, of my carelessly-sprayed AK-47 rounds impacting on the dirt walls near him, and of him sauntering off to the south of the village. Unharmed.

Next, the main assault came in from the west, and again I was treated to a wonderful view of men running upright across an open field, and my bullets landing everywhere but in their squishy bodies. I lobbed a grenade or two and then went out onto the flat roof to see if I could catch them in the alleyway beside my house as they ran past. Too late did it occur to me to camp the stairs, and as I turned to re-enter the upstairs room I saw a man in clothes much like mine standing in the doorway. I was riddled with bullets a fraction of a second later.

:commissar:

Congratulations to comrade Jefke (commanding the OPFOR assaulting force) for a job well done. I know it's about the simplest mission we have, where everyone has an AK and a few grenades - but that's deliberately the case, hopefully forcing players to really think about their tactics and work together. I thought the players on OPFOR did a good job of that, even if that kind of competence is totally out of place at Folk.

The First Day

Alpha FTL: Fer
|-- Ansob
|-- AstuteCat
|-- F1yer

OMG it was dark. So dark that I nearly changed the mission because my immediate instinct was that this was not going to be fun for people. However, whilst I thought about it I could hear something cool on TeamSpeak: despite the mission having one of the steepest difficulty curves I've seen in a long time, the comrades were just getting on with it. And that was pretty damn cool to watch and listen to.

:clint:

With the main force under the effective command of comrade Bodge, and after some intial fun-and-games with vehicles and snipers and wounded commanders and omg I can't see my own hands!, we moved off to engage the enemy. My FT, Alpha, was on the left of the road, loitering around the M113's reassuring hulk. I never saw the enemies to our front, just tracer fire inbound and outbound, and the constant chatter of element leaders and gunners over TeamSpeak. It was like being in some kind of terrifying gigantic corridor shooter where you can only ever see in one direction.

It got more terrifying: we were being flanked to our left, with guerrillas firing down from positions higher up the slope - even when I put up a flare their bodies were half-obscured by the trees and bushes all around. In a moment worthy of any Vietnam film, I found myself firing wildly at the muzzle flash of a prone enemy who's outline I had seen a fraction of a second before the flare went out. I must have been wounded and patched up 2-3 times, and by the time that firefight was over Alpha numbered just two.

Once again, comrade Bodge formed up the main force, this time sending the tank forward to breach a compound wall to the left. Comrade Ansob and myself followed behind at a sprint, breaching the gap to find an empty compound and house; I climbed the stairs and peeped out, looking down the road towards the enemy; to our 2'o'clock was a cluster of buildings and soon Charlie was being ordered to enter them from the far side. Comrade Ansob deployed his MG on the rooftop beside me and we covered both Charlie's advance and then the road again (we were joined in this by comrade Fatbeard, who seemed to attach himself to us for a while). An anti-tank mine between our building and Charlie's position was defused and the vehicles drove up.

Desperate not to fall into the pitch black behind our line of vehicles we raced out of the building and towards the front of the platoon. Moving quickly across the flat meadow comrade Ansob, Fatbeard and I were soon the most forward element again; the enemy base was 50m to our front. Throughout this time fire had been exchanged with something heavy in the distance, and now we - the main force - crashed upon the base's western wall as a wave of men and armour. Before it could breach the M113 hit a mine and exploded, illuminating the meadow and our entire assault. In a panic, the tank driver reversed at speed, squashing comrade Ansob to death (the tank's heartless commander, comrade Joseph, was heard to remark that this was no great loss to the platoon).

The assault was breaking up now, and grabbing comrade Ansob's M60 I took up a position on the left-hand corner of the base wall, shooting desperately at a group of enemy soldiers that command - over Teamspeak - had told us to expect. I bought it moments later, probably shot through the head by one of those same enemies. From death, I watched some pretty desperate last-stand action from our men, with fully-automatic fire doing for a group of enemies that walked straight onto our final positions.

All in all, I thought this mission said a lot about Folk/ARPS players' capacity to play in a co-ordinated, effective manner. It's a super tough mission that is absolutely impossible without co-operation throughout - and even in the loss, I thought we had a lot to be proud of. It would be great to play this again, but with the tiny tweaks of moonlight and more flares, so that infantry has a bit more freedom when away from the vehicles. Great job all, and to mission maker comrade Wolfenswan.

:v:

Bombs Away

This was the last mission and as I had died early on, I was only half-spectating (I was putting up the AAR thread etc.); but each time I looked back at the monitor of my gaming rig I was heartened to see that we were winning. I think somebody else should write this one up, because I believe the victory was accomplished with the loss of just one fireteam (the ill-fated Alpha, which I was in, and which got too far ahead of the main force before encountering a technical and some dismounts). Again, some effective play from a crowd that likes to think of itself as a rabble of simple farmers.

:clint:

kataras
16-08-2011, 10:49 AM
I was forced to come back from my holidays as someone seems to think 'i have to work for a living'. Is there a tactical tuesday going on tonight or are people still on holidays?

Harlander
16-08-2011, 12:32 PM
You'd better believe I'll be there for Tactical Tuesday.

Wolfenswan
16-08-2011, 12:54 PM
Recovery

Charlie:
Wolfenswan - Harlander - Joe/Sulphur - ?jefke?

It's always fun when it's obvious that the commander's plan is going to lead everyone in the welcoming maws of death but you're just a lousy grunt or fire team lead and thus have no say.

After Alpha hit the initial road block Charlie shifted to the north side of the road and took defensive position at a few car wrecks were we bravely held off enemies from every direction without loosing a single man. Deciding against my better judgement, I didn't lead Charlie to Glory and abandon the other elements who were taking a beating but instead we retreated and tried to help. This basically ended in everyone taking a bullet every odd second. As we realized that this wasn't going anywhere, Unaco captured the SUV and I crawled inside (of course my legs were shot). Together with Harlander and Joe we decided to make a last, glorious run for the objective. On the way we left joe and harlander with carooke. Originally we intended to rescue her but that didn't go so well. What then happened to Unaco and me is documented well enough.

Internecine

Alpha:
Unaco - Drakoon - Cpt Fatbeard - Wolfenswan.

I was the first to spot the attackers through a doorway in the west and managed to down at least one of them with my AK and three others with an extremly lucky grenade.

Then i got under fire and started yelling "blue on blue" and "stop firing ansob you idiot" because that was what my spacebar-scan was telling me. Turns out it wasn't Ansob and i was dead. Still i ended up with MOST KILLS and that's what counts, right?

The First Day

Charlie:
Grizzly - Jefke - Wolfenswan - Harlander

I was really worried at first that the mission wasn't going as intended; as it really seemed to drag. When things got going though, it pretty much turned into the world of fear, paranoia and misery i was hoping for. I loved how Drakoon was making elaborate plans while we were still pinned down at the first compound (i never expected those patrols to wander that far - they spawn quite a bit away).

Charlie mostly stayed in the shadows but ultimately succumbed to enemy fire, pinned down and surrounded at the military compound's wall.

I'll add a few mission maker's notes after the next AR.

Bombs Away

I was commanding a bunch of BLUFOR soldiers, 3 FTs and one Medic, into Zargabad - again. And yet again i decided it was for the best to leave most of the decisions to the FTLs: harvest the honours if it goes right, blame the subordinates if it goes wrong.

Charlie and me were approaching the South West Marker while Alpha and Bravo were supposed to break through the East of Zargabad. Unfortunately Alpha was way ahead of Bravo (who initialy had been following Charlie) and apparently got surrounded and pinned down. At the same time i had spotted the downed heli at the SE marker and ordered everyone to diverge there. While Charlie was taking a defensive position, comrade Joe had started to download the vital data.

Things got very hectic from here as we were still split up and Alpha had taken losses. I ordered the medic to unite with Alpha and then both to unite with Bravo but somehow they missed each other and the medic ended up seperated from the rest of us. Meanwhile Charlie and I got under heavy fire and were even engaged by an armored vehicle. Luckily comrade Joe was able to eliminate it with the wreck's minigun before it was able to do much damage.

A bombing run occured before we had completed the download but for whatever reason - bug or scripting - it didn't kill us and we were able to extract to a designated RV south-east of Zarga. From there we ran towards the villa via the eastern outskirts of Zarga, using the buildings as protection. We ran into a few enemies in open ground but those were no challenge for comrades who had survived the urban hell zargabad. I think we only lost 4 of 14 people.



First Day Notes.
One grave mistake players made repeadetly was to step into the head lights of our vehicles/drivers shining the head lights on friendly infantry. I did some testing with AI and darkness and it turns out that they are effectively as nightblind as the players are. You can walk/run up close enough to hear their voices and footsteps and they won't shoot at you. In the sunday session i found myself about 50m away from OPFOR who where shooting at friendlies on the road, standing in head lights. I was able to tell his position and kill him by his muzzle flash alone.

I probably have to stress this feature in the notes.

In consideration:
- I'm probably going to lower the enemy count, especially in terms of free-roaming patrols ahead of Garmsar.
- Tweak the static/MG inf placement so they aren't engaging from far away - could make it the responsibility of the sniper to dispose of those threats (>>give him more ammo).
- have infantry spawn outside vehicles; reduces head light confusion
- add another M113/replace "soft" vehicles with a M113?
- Maybe replace the CO/Sniper team with a single sniper. Adds another Flare-Unit and a medic to the column. I could let CO keep his NVG but then everyone would wait for CO to die to grab it (or he would just hand it to someone else...)
- More flares; currently FTLs have 3 while CO and DC have 4. maybe make it 5 each or just add some flares to a vehicle's cargo; could also write a small script that increases flares depending on player count.

ShowMeTheMonkey
16-08-2011, 04:33 PM
Tactical Tuesday! Will people still be around about 10pm GMT? I finish work at 10 and haven't been getting nearly enough tactics on ArmA.

Also I'm trying to start making my own maps in the editor. I'm currently looking for an in-editor way of making the civilians doing the protesting animation? How do I change animations? Or is it a script...

Harlander
16-08-2011, 04:47 PM
A lot of people tend to drift away round about then, but it seems like there's usually enough folk to carry on for a mission or two.

Wolfenswan
16-08-2011, 04:52 PM
Also I'm trying to start making my own maps in the editor. I'm currently looking for an in-editor way of making the civilians doing the protesting animation? How do I change animations? Or is it a script... 1. Google is your friend. I bet you have to write a small script in a global field to toggle the group's animation and set them to disableAI "move"; in their init as otherwise they'll run away, lay down etc. Here's the list of moves (http://community.bistudio.com/wiki/ArmA2:_Moves).

2. The F2 Mission Framework (http://www.ferstaberinde.com/f2/en/index.php?title=Main_Page) is a solid foundation for a mission (though in need of an update).

3. Even better, register on the FOLK forum and dabble around with Fer's mission stub.

Ansob
16-08-2011, 05:03 PM
It was wash, not wolfen, on Bravo in Internecine, Fer.

Bodge
16-08-2011, 06:17 PM
Tactical Tuesday 19:30hrs UBT - Universal Bodge Time. Join us on the server and mumble for some slightly more structured attempts and comms.

kataras
16-08-2011, 09:15 PM
http://imgur.com/1sCnU

http://imgur.com/Ps8Ql

Wolfenswan
16-08-2011, 11:21 PM
kataras, living on the edge:
http://cloud.steampowered.com/ugc/595820165308780165/B25C64B0701838AC1C73A0679214F4C01D65E2D2/

ShowMeTheMonkey
16-08-2011, 11:48 PM
Just a few pics from our failed attempt to find Aziz:

http://cloud.steampowered.com/ugc/594694265402721225/0D0C0E5241A8EEA508737E3F8CFB8AC1001A9EC5/

http://cloud.steampowered.com/ugc/594694265402717821/A85EB22C28C056BBB2B4287E78F39AD592AAF969/

http://cloud.steampowered.com/ugc/594694265402720135/5A5D61ADCF45AB63B96EFBA52F8CD393026F67AF/


Also a larger version of the time Mage dropped me in Takistan from Chernarus:

http://cloud.steampowered.com/ugc/594691092747545101/5F14F7CCFEE7FBA0CE6D7547EFC09B8567D0602C/

kataras
17-08-2011, 08:59 AM
lol. Priceless...
I wanted also to apologize again for shooting at that chopper as soon as I got down. I mistook it for the one that was shooting at us...

Joseph-Sulphur
17-08-2011, 11:16 AM
lol. Priceless...
I wanted also to apologize again for shooting at that chopper as soon as I got down. I mistook it for the one that was shooting at us...
The AI was NOT impressed with that. What was the deal anyway with all those Mi8s in Red Mercury, it seemed to me that at least two crashed, but they kept coming.

egg651
18-08-2011, 06:20 PM
The AI was NOT impressed with that. What was the deal anyway with all those Mi8s in Red Mercury, it seemed to me that at least two crashed, but they kept coming.
Tell me about it, when I was flying the harrier I must have shot down at least 5 of the things. Speaking of flying the harrier, I so wish I had been recording my unintended landing over Chernagorsk... That jet is so cool :3

Oh, by the way, Wolf suggested I post Ice's epic crawl from the FOLK anniversary session here. So I am. Do with it what you will (http://dl.dropbox.com/u/14153265/Ice%20Epic%20Crawl.m4v).

fer
20-08-2011, 12:50 PM
All good comrades are invited to the Folk session tomorrow (Sunday 21 August) at 19:30 UK (details in the thread's OP). There will be the usual amount of death (enough for everyone), and please remember that skill, judgement and competence are not pre-requisites for advancing the cause of our socialist agrarian utopia. Plus, we have a bigger version of Finale.

metalangel
20-08-2011, 04:01 PM
Hello good people.

I apologize if I caused any problems stumbling as I did into the game last night... I only have an internal mic which WILL pick up all the game noises and some nice feedback too, hence I didn't want to use it (if anyone can recommend a good proper headset for a Macbook Pro, that would be appreciated).

Again, sorry if it screwed anything up for you, when I came back pretty much everyone had gone. Once I get a headset I'll try again.

-metalangel (suicideperkies on steam and in-game)

ShowMeTheMonkey
20-08-2011, 10:39 PM
Well after "morphing" into the helicopter I took a few screens.http://cloud.steampowered.com/ugc/594694275318472793/B1ABEE38C98B01DB631ECB98F62D2049D18603B7/
http://cloud.steampowered.com/ugc/594694275318465738/09522976132EED2E678E41D5932DAAC73510EBAD/
http://cloud.steampowered.com/ugc/594694275318468142/035EAA93E2B48D581E1E74D2F028912935D44E0E/


And as all great missions end, Bodge flying into the sunset.

http://cloud.steampowered.com/ugc/594694275318474875/E36B328749EF9F2653DDE6BAEFD1D38B5CF26B81/

Kelron
20-08-2011, 10:50 PM
Hello good people.

I apologize if I caused any problems stumbling as I did into the game last night... I only have an internal mic which WILL pick up all the game noises and some nice feedback too, hence I didn't want to use it (if anyone can recommend a good proper headset for a Macbook Pro, that would be appreciated).

Again, sorry if it screwed anything up for you, when I came back pretty much everyone had gone. Once I get a headset I'll try again.

-metalangel (suicideperkies on steam and in-game)

I don't think you caused any problems, I just heard that you joined and got into a helicopter that we were potentially going to use. All of us dying and quitting wasn't in any way your fault.

Were you metalangel on the old old PCG forums, by the way?

Bodge
21-08-2011, 03:21 AM
Is there many metalangels out there you reckon? Have seen a few familiar looking names about recently.

metalangel
21-08-2011, 09:49 AM
I don't think you caused any problems, I just heard that you joined and got into a helicopter that we were potentially going to use. All of us dying and quitting wasn't in any way your fault.

Were you metalangel on the old old PCG forums, by the way?

I only got into the helicopter because after waiting what seemed like an eternity none of you had! *embarassed* I dunno, I had my joypad there ready to deftly fly you over to the island, when you all just stared at me and told me not to I got back out.

And yes, I was/am. I left in disgust when it moved over to the joint CVG forums, along with a lot of other people.

Harlander
21-08-2011, 11:13 AM
We were just hanging around waiting to see if the Apache would respawn. Things can get a bit prickly if folks think someone is trying to mess around with the vehicles when we're trying to be all tacticool, but in this case, you probably wouldn't have done much worse than we ended up doing (take the littlebird, rocket spam for half a second but miss the intended target then get blasted out of the sky) ;)

fer
21-08-2011, 01:14 PM
A favour to ask of all ARPS comrades who participate in the Folk sessions:

Folk is now one; over in the Folk forum we're about to have a discussion about what changes/stays the same in year 2. You comrades are very much a part of the Folk sessions, so we'd like you to feel welcome to participate in that thread and indeed want to hear your thoughts and views. Please head over to this thread (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=5&t=327) for more details (if you play in the Folk sessions and don't yet have a Folk forum (http://www.ferstaberinde.com/folk/forum/) account, you're very welcome to create one and join the discussion).

Bodge
21-08-2011, 03:05 PM
I only got into the helicopter because after waiting what seemed like an eternity none of you had! *embarassed* I dunno, I had my joypad there ready to deftly fly you over to the island, when you all just stared at me and told me not to I got back out.

And yes, I was/am. I left in disgust when it moved over to the joint CVG forums, along with a lot of other people.

Where you on mumble? If not that would help remove communication problems, even if you are only able to listen. Don't panic about having screwed something up. It is something that is done with aplomb by many ARPS regulars.

metalangel
21-08-2011, 06:13 PM
I wasn't at first, normally I play with the PCG/CAG guys and half of them don't have mics so they just use the Steam chat, and the rest use the in-game (text) chat.

When I did start Mumble I had deafening feedback and decided it was for the best if I refrain until I get a headset.

Joseph-Sulphur
21-08-2011, 06:40 PM
Did you run the audio wizard? That sounds like a problem that can be fixed without too much trouble.

fer
21-08-2011, 09:58 PM
Great session comrades, really good teamwork there. Cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/):


Missions:
Finale SE
Internicine
Skyline
The Dogs of War
Comrade Housemaster rejoined the revolution and we all rejoiced in his leadership skills. And after the first mission (the newly-expanded Finale SE) had ended (in defeat; in mere minutes), we got on with the session. And it was [even more] glorious! Despite the summer we had an excellent turnout of over 20 guests. After the waves of T-72s in Finale SE, we tried mini-human waves in Internicine (less effective). Skyline received its debut in a Folk session and was completed in epic style (special mentions for comrades Tigershark and Xiathorn for leadership skills, and comrade Egg for extreme map clicking ninja skills), and we rounded out the session with The Dogs of War, once again under the command of comrade Housemaster. And we actually won.

:hist101:

Also, still this:


A favour to ask of all ARPS comrades who participate in the Folk sessions:

Folk is now one; over in the Folk forum we're about to have a discussion about what changes/stays the same in year 2. You comrades are very much a part of the Folk sessions, so we'd like you to feel welcome to participate in that thread and indeed want to hear your thoughts and views. Please head over to this thread (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=5&t=327) for more details (if you play in the Folk sessions and don't yet have a Folk forum (http://www.ferstaberinde.com/folk/forum/) account, you're very welcome to create one and join the discussion).

Kelron
21-08-2011, 10:41 PM
WARNING: Folk plays vanilla and the server will NOT allow you to connect with any addons loaded. The exceptions are these addons and specific versions:

STHUD (http://www.armaholic.com/page.php?id=9936 version released on 12/13/2010)
Community Base Addons (http://dev-heaven.net/projects/cca/files version 0.7.3.148)


Is this stuff about mods still up to date? Can I use the latest versions of the mods listed there? I can only find 1 version of STHUD.

Nullkigan
21-08-2011, 10:47 PM
Any version of STHud should work (ST Movement will also work), and 0.7.3 or 7.7.6 CBA should also work.

Bodge
21-08-2011, 11:02 PM
I was most impressed with the fact my cunning plan on Internicine worked so beautifully. Well done to Iceraiser who carried out his role to perfection. A good solid defense and vigiliant eyes from all was capped with a cold, clean execution from Nullkigan.

In dogs of war I did two things, shoot one dude hiding at the base of a rig and scavenge a satchel to end the mission. Was nice watching people moving between tasks and such.

http://steamcommunity.com/id/bodge/screenshots - some screens here.

Harlander
22-08-2011, 09:01 AM
It's funny you should say that, as I was surprised that my 'cunning' plan on Internecine was such a collosal failure.

metalangel
22-08-2011, 02:15 PM
Don't know if you've ever seen this, it's military radio discipline with ArmA in mind:

http://www.tacticalgamer.com/armed-assault-tactics-missions-mod-discussions/144417-zedics-radio-procedure-guide.html

Kelron
23-08-2011, 06:22 PM
30 minutes of me crawling around on my belly on Sunday if anyone's interested:

http://www.youtube.com/watch?v=75xPykDns8g
http://www.youtube.com/watch?v=Qy1PlOqoVUI

I tried to cut some of the pointless bits out but I never did get the hang of video editing.

Joseph-Sulphur
24-08-2011, 10:36 PM
Since the Arma 2 Free server is going to shut down soon, it would be awesome if we could have some kind of large event using before this happens. If we could at least get a steam group announcement we could get some decent numbers, maybe even password the server if we have enough that we don't to rely on randoms. With 30 people communicating on Mumble we could give the server an awesome send off.

kataras
25-08-2011, 08:48 AM
I agree, its a good idea! Preferably, giving it a good send off by making it repeatedly crash until the machine catches fire and destroys our normal server as well... Iceraiser, Egg, Head and Mage should be given free reign with regards to flying (and/or crashing) for the night.

Nullkigan
25-08-2011, 05:35 PM
Whilst I can spam the entire main RPS group with announcements about games, there are about 8000 people in there who don't play arma. So: http://steamcommunity.com/groups/RPS-ARMA for more regular scheduling announcements?

ShowMeTheMonkey
25-08-2011, 08:04 PM
Now why did we not think of this before! Should we advertise this on the regular RPS steam site so casual ArmA players can join?

kataras
26-08-2011, 11:52 AM
I m guessing we re talking about this Saturday right? Or next?

Liqourish
26-08-2011, 12:32 PM
Would that be mega-domi then? That could be very very very excellent, if we get people to join mumble. Having regular ARPS in leadership roles could make it doable to actually have coordination.


Re: Arma 2 group for announcements: I don't think it'd really do much, as those of us who would sign up for that group would already know about the regular events.

metalangel
27-08-2011, 11:07 PM
That was fun, thanks for the games.

That free game was a complete mess, while the pitch-black night mission (had to turn off the lights in my living room to even see) was very tense, right up until we all got killed.
"car taillights!"
"red lights with branches moving in front of them!"
"cranes!"
"radio towers!"

Nullkigan
27-08-2011, 11:43 PM
Yeah, that one RPK gunner in the bushes was an absolute monster.

fer
28-08-2011, 12:17 AM
All good comrades are invited to the Folk session today (Sunday 28 August) at 19:30 UK (details in the thread's OP). As we advance the cause of our socialist agrarian utopia, some things change and others stay the same:

Changed: Client-side addons are now permitted! (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=6&t=332)
Stays the same: Nobody expects anyone to be able to shoot straight; the ability to die is all you require for the Folk sessions.



... while the pitch-black night mission (had to turn off the lights in my living room to even see) was very tense, right up until we all got killed.
"car taillights!"
"red lights with branches moving in front of them!"
"cranes!"
"radio towers!"
Metalangel, that was a Folk mission, and if you'd like to experience more of the same please feel free to join the session mentioned above. All ARPS comrades are always welcome, and you can also find out more by registering for an account on the Folk forum (http://www.ferstaberinde.com/folk/forum/).

ShowMeTheMonkey
28-08-2011, 06:02 PM
Ah, not going to make the Folk session damn it. But taking any shift at work I can get my hands on. Got to pay for a crippling beer/videogame habit somehow!

Bodge
28-08-2011, 10:43 PM
Good session there chaps, really good stuff.

http://cloud.steampowered.com/ugc/558666021235664117/74D173D6DB49BA664171B79B441F1B5D2CCFFA3C/

fer
28-08-2011, 11:33 PM
Epic session, comrades. Cross-posting from the Folk forum (http://www.ferstaberinde.com/folk/forum/) as usual:

Missions:
Village Clearance
Internecine
Rural Ural LE
Mail Man
Babysitters
Epic session, comrades, epic. Despite being the height of summer, we maintained an excellent turnout of around 20. More impressive still, the leadership and general performance in the larger coops was really excellent. We're now in danger of being effective. Which is, of course, absolutely unacceptable. Stay unacceptable, comrades. AAR write-up and some images to follow ...

:clint:

fer
29-08-2011, 12:24 AM
Cross-posting part 1 of my AAR write-up for tonight:

Village Clearance

- CO: Bodge

- Charlie FTL: Draakon
|-- Player of Games (?)
|-- Mixmaster (?)
|-- Fer

This mission is deceptively hard: the plan is always simple, our execution usually less so. Most commanders' plans involve a straight platoon sweep up the road, engaging the enemy tank at the junction, and - assuming enough people survive - a second sweep of the upper village. If all fireteams can maintain formation, and individual players patience, the mission is not hard. Fail to meet either of those criteria and the mission will punish you horribly.

Tonight, CO Bodge ran the platoon very effectively, and for most of the mission fireteams maintained formation really well. In Charlie, my mission began with a handful of engagements against enemy patrols in open ground. Co-ordinating with nearest fireteam Bravo, our FTL Draakon directed fire and helped to ensure that whenever we opened up on the EI the firefights were one-way and short. Very soon we were entering the first cluster of dwellings in the village, and immediately Draakon had us clearing each enterable structure.

Methodically, rather than slowly, we advanced up the road, clearing structures on the right as we went; always keeping on-line with our sister fireteams. The enemy tank was destroyed long before we reached the junction, we moved together between the structures using inter and intra-fireteam bounds. It was going very well indeed, but as we neared the junction (Charlie was the right-flank element), I noticed movement at my 2'o'clock, danger close. In the hilly micro-terrain behind the roadside buildings, a small patrol had got the bounce on us. It's lucky AI rarely use hand-grenades, or we might have been finished. As it was, I exchanged fire with an enemy and was incapacitated.

Smoke shrouded me as I 'woke up'; I crawled as fast as possible back towards my fireteam and a waiting medic. By the time I was patched, the immediate threat was over, and the platoon had even acquired a technical. Reformed, the platoon struck off, past the still-burning wreck of the enemy tank. Immediately we were engaged at danger-close range, comrades going fully-automatic as EI sprinted towards us amongst the scrub and rocks. We prevailed and pushed on, Charlie now swapped to the left-flank element.

After some excitement helping the gunner of our captured technical, I found myself being ordered to clear a 3-storey house. On an upper storey balcony we set up what would be our last firing position of the mission. From our lofty perch we spied and engaged a final enemy foot patrol. Again, the firefight was one-way and short. Then comrade Tigershark returned from the dead [channel] to say: Mission accomplished!

Great overall commanding by comrade Bodge, and kudos to comrade Draakon for some tight FTLing.

:clint:

Internecine

- CO (OPFOR, attacking): Unaco
- Charlie FTL: Fer (1-man fireteam)

Simple plan, simpleton Charlie FTL, eh? Comrade Unaco split the two main fireteams so we would attack the village from North and South-West. Comrade Unaco drove me to the northern drop-off point in the shiny blue minibus. Comrade Unaco even forgave me when I got out of the minibus, and whilst attempting to ask him a question, riddled his body full of bullets with a fully-automatic ND of my AK.

:fry:

Comrade Unaco was patched up, and even gave me permission to 'run interference' with the blue minibus. I drove to the road leading into the village and attempted to replicate the actions of some Libyan rebels I'd seen on AJE a few months ago: I ran up the bank, squirted off half a magazine on full auto, then ran back to the ditch/road. This I did several times, before getting all brave and advancing up the road. I even managed to suppress someone in an upper-storey doorway for a bit. Man, I was on a roll, so I--

:commissar

Bodge
29-08-2011, 06:08 PM
I am feeling some Skirmish devils coming on. Alternatively not. Either way 19:30hrs BST for some manshoots.

egg651
29-08-2011, 07:13 PM
I created a thread on the FOLK forums (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=15&t=334) about setting up an IL-2 1946 night, if anyone's interested.

ShowMeTheMonkey
29-08-2011, 08:39 PM
Oh yes, I would very much be up for that! Ahh, dusting of my Saitek X-52 now.....

Grizzly
30-08-2011, 10:59 AM
Try and put it in its seperate thread on the RPS forums as well, Egg. I'd like to see new faces.

Joseph-Sulphur
30-08-2011, 03:38 PM
After last week's TT harraka had the idea of having a kind of approved mission list for Tactical Tuesday. I decided to post a list of a few missions which I think would be suitable.



Three Hills (we haven't played this in ages, I suggest we do tonight)
Stilborn Eagle
Pretty much any fkco or fkoa mission (We haven't done the co-op version of cacheola for ages)
Red Mercury
Rolling Shotgun
Midnight Riders
The Resistance series
Air Cav A2 (Yes, I think this could work tactically. I think that having to fly in reinforcements from base when people die might make for an interesting dynamic).
Inchoate Spatula
Jolly Green
Insurgency
Skirmish Devils
Peacekeepers (the UN one with all the IEDs)
Reciprocity (Monty's Chernarus Co8 missions)
Domination (Whoever is in charge needs to decide which vehicles to use, so that people don't end up milling around base looking for things to fly)
The Reach Zone (the one by Bodge where you start off HALO jumping in)

kataras
30-08-2011, 04:30 PM
I would like to add one mission to the approved list (but I cannot remember the name correctly): Flashsomething??? Maybe Thunderflash?
The one where you parachute in, no map, have to disable AAs and link up with the others. Not necessarily for TT as I don't think it's easy for one person to coordinate, but generally I think it's a really good one... If I can tear myself away from Deus Ex tonight, I ll be joining.

Grizzly
30-08-2011, 09:56 PM
That's Thunderflash.

Also, there's this mod (http://www.armaholic.com/page.php?id=7045) that people might find interesting. It does a bunch of stuff, but the only thing you might want to be interested in is the anim_death thing. It sets people to die instantly instead of finishing their current animation first and then falling over.

Also, good mission. I hope my tendency to get everyone get loose didn't get in the way of the tacticalness. and I sincerely wish that we tone down on the Unlimited Revive thing. 5, mabye 3, (2, 1...) lives should be enough. There should be some consequence for getting shot in the face, instead of just waiting for the revive, it adds... tension. Or atleast consider it for tactical tuesday.

Also, another suggestion: Please play on 'veteran' mode more. Those characters automatically calling out where everyone is before I see them myself kinda removes some of the suspense of Night Patrol. We can also remove that feature from the Regular difficulty whilst keeping the rest.

kataras
30-08-2011, 10:22 PM
Grizzly, check ur PMs and let me know...

Harlander
31-08-2011, 09:57 AM
and I sincerely wish that we tone down on the Unlimited Revive thing. 5, mabye 3, (2, 1...) lives should be enough. There should be some consequence for getting shot in the face, instead of just waiting for the revive, it adds... tension. Or atleast consider it for tactical tuesday.

We're simply not good enough for that. I for one would end up playing Wait Half An Hour For The Mission To End Tuesday, which is suboptimally entertaining.

Kelron
31-08-2011, 11:04 AM
Higher difficulty would be ok, it's too easy to get into the habit of checking the map for enemies rather than looking for them. But I like the revives.

kataras
31-08-2011, 11:24 AM
Yeah I agree with higher difficulty but keeping the revives. Especially when one guy hidden in the grass wipes out half the players...
I would like to keep 3rd person though, 1st person perspective in this game makes me wanna throw up.

Harlander
31-08-2011, 11:37 AM
Is it the head bob?

Nullkigan
31-08-2011, 11:39 AM
Give me a list of things you want turned off by default (e.g. crosshairs, callouts, glows, map updates) and I'll do it. There should be a list of options on the BIS Wiki somewhere.

Wolfenswan
31-08-2011, 12:40 PM
Yeah I agree with higher difficulty but keeping the revives. Especially when one guy hidden in the grass wipes out half the players...
I would like to keep 3rd person though, 1st person perspective in this game makes me wanna throw up.

Instant View Distance (http://www.armaholic.com/page.php?id=7139) let's you turn off gras on the fly, though it's a slippery slope to cheating.

kataras
31-08-2011, 01:03 PM
Is it the head bob?

yeah although I m pretty sure there is a mod or something for it. But it's too much, especially when you run.
The callouts we could disable them for any difficulty level? I think they re more annoying than useful most of the time.

Liqourish
31-08-2011, 02:47 PM
What are glows?

egg651
31-08-2011, 05:14 PM
yeah although I m pretty sure there is a mod or something for it. But it's too much, especially when you run.
The callouts we could disable them for any difficulty level? I think they re more annoying than useful most of the time.
I'm think you can turn off headbob in the normal ArmA settings.

Grizzly
31-08-2011, 07:23 PM
You can. Options > Game Options > Head Bob (the lowest slider).

Also, Vetaran Difficulty leaves Third Person mode enabled, so we might want to default on that in Tactical Tuesday. Regular mode does have some benefits that might be usefull for casualler days (such as extended armor, and the pernament extended hud info), but I loathe the Auto Report (your character automatically calls out enemies) and Extended Map Info (the red blips indicating enemies on the map). My suggestion is that we disable those for regular difficulty as well.

Liqourish
31-08-2011, 07:29 PM
I also am not a fan of map blips or auto report.

kataras
01-09-2011, 10:46 AM
Nevermind, sorry to whoever managed to read this before I edited it...

Yeah I think callouts and map info we could disable? Anyway the map a lot of the times is more confusing than useful, with the ghost enemy positions etc. But would that disable GPS as well? I must admit I hate reading the map, but it's not a big problem for me personally.

Kelron
01-09-2011, 11:13 AM
It doesn't disable the GPS.

harakka
02-09-2011, 11:54 AM
What about space-scanning? Do we like that one? I don't, for one, and I'd love to see it gone along with autoreporting and magical map contacts. I don't mind crosshairs and the peripheral vision blips.

Harlander
02-09-2011, 12:20 PM
Removing space bar scanning would make it worth carrying a rangefinder/taking a spotter along if you were going to snipe.

I'm with the growing consensus for disabling autoreporting + unit markers on the map.

Kelron
02-09-2011, 02:18 PM
Can you keep player markers on the map and remove the rest? I get lost easily.

Grizzly
02-09-2011, 02:22 PM
You keep your own marker (it shows as a red circle) if you have GPS. Quite sure that also is the case when you don't

kataras
02-09-2011, 02:23 PM
We remove everything for regular soldiers so they only see a black screen, FLT's get only sound and the commander gets sound and visual???

Harlander
02-09-2011, 02:26 PM
Ah yes, to replicate the exploits of the legendary 322nd Sensory Deprivation Batallion

Kelron
02-09-2011, 03:46 PM
You keep your own marker (it shows as a red circle) if you have GPS. Quite sure that also is the case when you don't

With extended map info off you don't get your own marker.

Bodge
03-09-2011, 08:50 PM
I am thinking of planning another structured domi. This once more going to be an experiment and will probably be on wednesday. It will be as tactical as a good TT or Folk session so you all know what to expect. The main structure will be the assets and squad make up available to FTLs, it depends on numbers but expect mainly infantry with strictly defined support.

I am leaning towards Folk style comms for this, as it would be good for command elements to have rapid access to each other.

More on this as it comes (i.e. as I think of it)

Liqourish
03-09-2011, 10:32 PM
With extended map info off you don't get your own marker.

Not having your own map marker forces you to orienteer, which is sort of fun. It's easy enough to figure out from landmarks.

ShowMeTheMonkey
03-09-2011, 10:34 PM
I vote mumble with direct whispers to squad leaders?

Liqourish
03-09-2011, 10:34 PM
I am thinking of planning another structured domi. This once more going to be an experiment and will probably be on wednesday. It will be as tactical as a good TT or Folk session so you all know what to expect. The main structure will be the assets and squad make up available to FTLs, it depends on numbers but expect mainly infantry with strictly defined support.

I am leaning towards Folk style comms for this, as it would be good for command elements to have rapid access to each other.

More on this as it comes (i.e. as I think of it)

CC for command-level comms and regular mumble for in-squad comms? Using VON as well for three levels would be cool, but we don't really have numbers for it to be worthwhile.

EDIT: what showmethemonkey said: setting up individual whispers for squad leaders would be lovely, if they can all be bothered. It simplified communication in a wonderful way, and means that you're only sending things to those you're intending to send things to.

Nullkigan
03-09-2011, 10:46 PM
Don't force me to make a gif of a vicious cycle because I will do it and that is exactly what cc is for but better.

Liqourish
03-09-2011, 10:58 PM
I don't mean whispers to all commanders, i mean whispers to specific commanders. It could be used alongside cc for all commanders.

harakka
03-09-2011, 11:07 PM
So, can we get some kind of consensus on the settings for Nullkigan to implement?

I just checked that removing extended map info (map=0) also removes your marker, which makes that setting problematic. Too bad all missions don't have fireteam markers like the Folk ones do.

Is anyone opposed to removing space scanning? What setting or combination thereof disables it, is it just friendlyTag and enemyTag?

It seems autoSpot=0 is agreed on, correct?
Did I miss anything?

Liqourish
04-09-2011, 04:17 AM
Not opposed to removing space scanning, it removes estimating distances and identifying things.
Not bothered about personal map marking being removed, it's easy enough (and sort of fun - but I'm weird like that) to navigate by landmarks.

Grizzly
04-09-2011, 08:03 AM
This:
http://www.armaholic.com/page.php?id=15135
Also this:
http://www.realitymod.com/forum/showthread.php?t=102258

Both should be interesting.


Not bothered about personal map marking being removed, it's easy enough (and sort of fun - but I'm weird like that) to navigate by landmarks.
There's a workaroudn by shift-Clicking on where you think you are, since that marker still shows up. (It does not in Expert mode, might be extended hud info).

fer
04-09-2011, 01:38 PM
All good comrades are invited to the Folk session today (Sunday 04 September) at 19:30 UK (details in the thread's OP). As a reminder: some things change and others stay the same:

Changed: Client-side addons are now permitted! (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=6&t=332)
Stays the same: Nobody expects anyone to be able to shoot straight; the ability to die is all you require for the Folk sessions.

metalangel
04-09-2011, 05:11 PM
I now have a USB hub, so I can use mouse, headset AND 360 joypad at the same time! I am happy to fly choppers if required. See you all later.

fer
04-09-2011, 11:17 PM
In the best traditions of cross-posting from the Folk forum:

Missions:
Czech mate
Internecine II
Cacheola
Rescue
Lichterfelde
Excellent session with a super turnout that again topped 20, and saw plenty of comrades sticking around for far longer than the usual 2 hours. Considering that it's the tail-end of summer, and titles like Deus Ex: Human Revolution and Red Orchestra 2 are only recently released, it's great that so many comrades could spare time for the revolution. As one of the hosts and mission-makers, I really appreciate that.

The frightening thing is that we're starting to polish off some of the coop missions with something that looks oddly close to efficiency. In particular, it was impressive to see us getting through Cacheola with almost no losses. Czech mate wasn't bad either, and although everybody died in the escape phase, we did kill the target. And if you didn't stick around for comrade Egg commanding in Lichterfelde, and we appreciate it was late, you missed the most hilarious 2 technical thunder run through the city and along the pier, culminating with the self same comrade Egg flying away to safety in a light show of flares and ZSU fire. Leaving behind the lifeless bodies of all his compatriots on the concrete of the pier.

:colbert:

Dwarden
04-09-2011, 11:40 PM
guess who lurks now around :)

{note i had in past RPS account but guess something changed an i needed re-register)

fer
05-09-2011, 12:24 AM
Also, one for the comrades: something special is happening on 25th September 2011 (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=5&t=338).

Bodge
05-09-2011, 11:11 PM
guess who lurks now around :)

{note i had in past RPS account but guess something changed an i needed re-register)

Hah, quick everyone moan at Dwarden about stuff. Honestly though it is good to see you not on the steam forums replying to whiney people.

Grizzly
06-09-2011, 06:12 AM
I am thinking of planning another structured domi. This once more going to be an experiment and will probably be on wednesday. It will be as tactical as a good TT or Folk session so you all know what to expect. The main structure will be the assets and squad make up available to FTLs, it depends on numbers but expect mainly infantry with strictly defined support.

I am leaning towards Folk style comms for this, as it would be good for command elements to have rapid access to each other.

More on this as it comes (i.e. as I think of it)

Mabye you can enable the assets in a 'evolution' style. By accomplishing objectives, the squad earns money/points which allows them to buy/unlock assets for use on further, more difficult missions.

Harlander
06-09-2011, 09:11 AM
One (perhaps needlessly complicated) idea I had regarding a more structured Domi would be a mechanism where the high command assigns squads roles in-mission at the start (rather than having fixed roles in the lobby, I guess everyone would just be a rifleman). This would then restrict people's weapon selection to those of their assigned role.

Complexity aside, a couple of glaring problems is that this'll still allow for the morning crate worship, and I'm not sure if you can assign medic powers programatically like that.

Any thoughts?

Nullkigan
06-09-2011, 10:41 AM
Complexity aside, a couple of glaring problems is that this'll still allow for the morning crate worship, and I'm not sure if you can assign medic powers programatically like that.

Medic, Arty/Rescue and Engineer would all require custom code to allow loadout and ability selection. Probably possible to crib something from the F2 JIP scripts? But then we still need to update the ARPS domi to whatever version Xeno put out last.

Liqourish
06-09-2011, 02:18 PM
I'm ok with fixed roles, but they need to be better than the ones that we currently have. A dedicated command element, plus more, smaller, and more varied squads. Maybe dedicated tank things and pilots. Crate worship would still be there to an extent, but it'd be easier to get organized faster if SLs are only responsible for four or so people, as opposed to seven (i think.)

That, and domi just needs to be more interesting in terms of things to do. The side missions are nice, capturing towns is not.

Wolfenswan
06-09-2011, 02:33 PM
Medic, Arty/Rescue and Engineer would all require custom code to allow loadout and ability selection. Probably possible to crib something from the F2 JIP scripts? But then we still need to update the ARPS domi to whatever version Xeno put out last.

If i'm not missing anything obvious editingloadouts with the F2 scripts is as easy as pie. If we want to share the necessary work i could do that.

Harlander
06-09-2011, 02:37 PM
That, and domi just needs to be more interesting in terms of things to do. The side missions are nice, capturing towns is not.

Yeah, maybe work it up so it's more of a special-forces idea than your normal infantry?

EOT
06-09-2011, 04:56 PM
I'll be down again tonight if that's ok?....I still don't have the main ArmA II game but I'm willing to sit a mission or two out if the rest of you want to play a mission I can't.

Grizzly
06-09-2011, 06:07 PM
That, and domi just needs to be more interesting in terms of things to do. The side missions are nice, capturing towns is not.

Wasn't there the "War in Takistan" thing?

Harlander
06-09-2011, 10:07 PM
While interesting, war in takistan was too buggy to really use, we found

Bodge
06-09-2011, 10:11 PM
It was as boring as fuck

fer
07-09-2011, 12:01 AM
guess who lurks now around :)

Comrade, the revolution awaits. Every Sunday.


If i'm not missing anything obvious editingloadouts with the F2 scripts is as easy as pie. If we want to share the necessary work i could do that.

A quick-and-dirty solution would be to do this:

1. Add the folk_assignGear.sqf script (from F2 OA Folk) to the mission folder
2. Refine/define some loadouts in that copy of the folk_assignGear.sqf script
3. Place an empty crate in the mission, or a tent etc. (an object to be the 're-equip' location)
4. For each loadout:
- Add an action to the new object, with text like "Re-equip as X"
- When the action is run, it simply invokes folk_assignGear.sqf
- The two variables passed to the script are the invoking player and the desired loadout (which is how that script works already)
5. Voila: one-click change of loadout

Frankly, I'd be tempted to remove all other crates, so people don't waste time finding their favourite HS/LD scoped elite sniper weapon. Then again, I give you all AK-47s at every opportunity.

Liqourish
07-09-2011, 05:45 PM
Mk17 EGLM RCO 4lyfe.

Bodge
07-09-2011, 07:27 PM
Server now for domi stuffs

harakka
07-09-2011, 09:41 PM
Impressions on Bodge's Domi experiment!
Good stuff. Comms discipline was good, fireteams reasonably sized and CAS was used sparingly and for good effect. Proper infantry play. Would do again.
After we finished there was a bit of hubbub about comms, but I honestly didn't have an issue with it during the actual gameplay. Squad chat stayed on VON (which sucks but that's an old discussion) aside from Serpent's lack of VON key (get one plz), and Mumble was used for tasking and fireteam/asset coordination.

Edit: also, appreciate the disabling of scoreboard and extra HUD info, makes for more interesting gameplay. People with no STHUD might have had less fun though.

EOT
08-09-2011, 07:08 PM
I own ArmA 2 now. Please form an orderly queue to congratulate me. Thank you.

Capt. Eduardo del Mango
08-09-2011, 10:35 PM
Hello! New to the RPS forums and new to ArmA2 (loved OpFlash to death, never really managed to get any of the ArmA games working properly). Hopefully I'll be able to join you lot for your next online bash if you don't mind a hopeless novice - to be honest I'm as much interested to check my performance on the game against other people's in the same environment (I'm still not convinced mine's running right), but I'll make sure I've read through the thread and am up to speed before I turn up and, uh, die instantly.

harakka
08-09-2011, 11:46 PM
Hopefully I'll be able to join you lot for your next online bash if you don't mind a hopeless novice
Any and all novices, or players of any skill level for that matter, are welcome. If you can move around a bit, occasionally act like you're shooting at something and hopefully have a microphone (not exactly required, but it's nice to have), you're golden. If you can't manage the above, take a look at the ingame tutorials and we'll get you up to speed on the rest as you play. Hang around in the RPS Steam group chatroom (http://steamcommunity.com/groups/rps) for opportunistic ArmA2 action, or there's always Tactical Tuesday on, you guessed it, Tuesdays, at around 1930 Brit Time.

We mean it. If you like the idea of playing ArmA2 with people who aren't complete morons, come on over. Being newbie is fine, ArmA2 is easy to pick up. All you need is Operation Arrowhead, optimally Combined Operations. Don't worry about skill, it's not like most of us can hit the side of a barn or land a helicopter on a good day. That's not what this is about.

Grizzly
09-09-2011, 07:00 AM
I own ArmA 2 now. Please form an orderly queue to congratulate me. Thank you.

Do you prefer High Fives or Bear Hugs?

kataras
09-09-2011, 10:04 AM
I want High Hugs...
Arma3 website has been updated with some screenshots and more info on the map. I am not sure how I will feel about shooting civilians anymore, since they will be my compatriots... However it seems there will be local bandits (STALKER ?) and resistance groups.

Liqourish
09-09-2011, 10:25 AM
Aren't the civilians going to be greek scum? Good for nothin' freeloaders who gave up as soon as the russians/china/arabs/i don't even know north korea? invaded.

kataras
09-09-2011, 11:23 AM
I resent that statement! Freeloaders yes, good for nothing no! It takes skillz to be a good freeloader I think.

President Weasel
09-09-2011, 12:51 PM
All the ArmAs are for cheapness in the Gamersgate sale so I might pick combined ops up. How long til you abandon it for 3?

Kelron
09-09-2011, 12:54 PM
Right after you buy it.

Liqourish
09-09-2011, 12:57 PM
Arma 3 isn't going to be out for forever. You'll get a lot of hours in before then.

Wolfenswan
09-09-2011, 01:12 PM
Aren't the civilians going to be greek scum? Good for nothin' freeloaders who gave up as soon as the russians/china/arabs/i don't even know north korea? invaded.

Iran's in the mix too.

President Weasel
10-09-2011, 02:47 PM
do you guys have training days for the less than competent amongst us?

Nullkigan
10-09-2011, 02:54 PM
Training ruins the experience. Disasters keep things fresh!

(Seriously, just join in whenever people are playing. If they're not nice I will break their fingers)

Impromptu games are becoming a bit more infrequent, though. We may need to inject some fresh enthusiasm into things.

Universal Hamster
10-09-2011, 04:03 PM
I'd be up to help inject some exciting noob fail into proceedings, just got these today...

Liqourish
10-09-2011, 05:21 PM
We should have goings-on on saturdays and tuesdays, as well as otherdays if you bother enough people in the steam chat. (Which is something you should do)

Kelron
10-09-2011, 06:25 PM
do you guys have training days for the less than competent amongst us?

Training? Pfah. Training is being shot in the face by a dot on the horizon.

President Weasel
10-09-2011, 07:10 PM
I played some armas today and it was completely excellent. cheers, army mans.

Universal Hamster
10-09-2011, 11:11 PM
Got my first game in today too. I was rubbish to be sure, but that just made me feel authentically like the FNG. When I, fumbling with the controls accidentally discharged my weapon as we lay stealthily awaiting an attack I was hugely embarrased, and when I was able to take out five enemies along the main road towards the final objective it felt like a huge acheivement. Wow, this game is really something.

Liqourish
11-09-2011, 01:33 AM
Glad you folks liked it!

fer
11-09-2011, 03:46 PM
All good comrades are invited to the Folk session today (Sunday 11 September) at 19:30 UK (details in the thread's OP). As a reminder: some things change and others stay the same:

Changed: Client-side addons are now permitted! (http://www.ferstaberinde.com/folk/forum/viewtopic.php?f=6&t=332)
Stays the same: Nobody expects anyone to be able to shoot straight; the ability to die is all you require for the Folk sessions.

metalangel
11-09-2011, 09:22 PM
Apologies all, especially Tigershark. My internet connection kept going to sleep (or whatever Windows terms as 'limited access') and ArmA2 like its forebears isn't very tolerant of folks dropping out... by the time I had it going again I was out of the mission and my Humvee was no doubt dead in the water. Decided best I don't come back tonight in case it happens again, but hope to see you next week maybe.