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GySgt (Ret) T. Caron

Retired
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GySgt (Ret) T. Caron last won the day on November 15 2023

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15th MEU Personnel Profile

  • 1) School of Infantry
    ITB, FMTB
  • 2) Qualified MOS
    0311 Rifleman, HM-8404 Hospital Corpsman, 0365 Infantry Squad Leader, HM 8401 CSAR, 0372 Critical Skills Operator, 8002 Joint Terminal Attack Controller, 1842 Armor Crewman
  • 3) Corporal's Courses
    CPLC 101, CPLC 102, CPLC 103
  • 4) Sergeant's Courses
    SGTC 201, SGTC 202, SGTC 203
  • 5) Staff NCO Academy
    SNCOA 301, SNCOA 302, SNCOA 303
  • 8) Auxiliary Qualifications
    CLSAMS, Combatant Diver, DMR, FMF, M32, Military Free Fall, Military Free Fall Jump Master, Static Line, Static Line Jump Master, Zeus Controller, Demolitions
  • 9) Date of Rank
    01OCT23
  1. May I remind everyone that to fill a billet for this you must be qualified for the billet. If you do not have the corresponding MOS/Qualifications you cannot fill the billet.
  2. Just to verify, is this for the public server and are you trying to connect to the server through the launcher itself instead of the ingame server list?
  3. We run the same CBA settings on both the unit servers and pub. People not stabilizing you comes down to a poor understanding of the medical system. Thats not to say that ACE doesn't have its own errors or bugs that can make it impossible to revive someone, they are just rare. We can reduce the blood loss, raise the threshold damage for uncon, among things including CPR chance and epinephrine % wake up but when blood loss, pain, whatever drugs were given to the player, etc come into play we can't predict perfect settings for that. There is also a fine line between players risking their character to engage an enemy and being a bullet sponge that we need to be careful of when anything is altered. These however are not my call and the call of Karelia and Johnston should they choose to edit them.
  4. As SNA Akif said it is desync for a large part of it. However our ace medical settings make this significantly worse as the AI are unable to go unconscious. The damage threshold that is set for players to knock us out is ignored for them and they require 2 or 3 times the damage for a straight kill. We run without AI unconscious because people walk past bodies/unconscious AI and the AI have a high chance of waking up putting rounds in your back. I've personally seen a fire team killed by this when we used it. When we added 3CB Factions I went though and shot every single rifleman in every single faction that had body armor, not including vanilla. The late and early Russian units died in 2-3 shots which is realistic (steel with ceramic armor) and was significantly better than the previous RHS VMF units of tanking 5-8 in an editor. The reason units can take up to 10 or even full mags to kill is pure desync or you're way too far from a target and the round is dying off resulting in minor wounds or bruises. I understand that a headshot is still a headshot but this is still arma so your headshot sometimes might as well be a slap to the face. Now when it comes to the vehicles I switched most over to the 3CB Factions to fit but I will agree they are taking more shots than what I previously killed them with in the editor. Desync doesn't effect vehicles anywhere near as drastic as it does infantry so I'll be testing it all over again to see if RHS is easier to kill. When it comes to fixing this I can't alter units or anything like that. It spawns from the mod default of the units so I would need to change the infantry over to another group/faction. Changing one or two units won't fix this because you'll just end up running into the ones I didn't change eventually so it'll be the entire faction. The vehicles can be changed and mixed and matched so I'll most likely be changing those. Overall no one here, not even BI, can stop desync and even unarmed targets will eventually eat rounds so this is a fight of the lesser evil. I'll start testing and see what we can go with. Thank you for your suggestions and if you have others please post them as we don't know all.
  5. Problem was addressed and hopefully fixed already. Time will tell if the saves become corrupted again.
  6. @SSgt Sicuro that mod is not required for the public server. Col, Can you please post a screenshot of the error, it will be easier to troubleshoot with one. I have also kept that post up to date through edits, the last one was on the 24th of March. This steam collection is also up to date https://steamcommunity.com/sharedfiles/filedetails/?id=1646797655
  7. CHANGELOG 28APR20 With this version update we decided it was better to start with a fresh copy of Liberation and modify it once again to our needs. I cannot give enough credit to @Cpl J. Lane for his work on this matter. Added: Spare Barrel 8 Point Woodland and Desert M1045A2 (M220A2/Snorkel), M1123 (4D/Open/Snorkel), and M1078A1R SOV (M2) MI-28 Havoc Helicopter Mi-8MTV3 Cargo Helicopter Removed: ENVG-2 from the arsenal Changed: Version 7.1 to 8 Complete rewrite or improvement of various sections of base liberation code. Credit: Cpl J. Lane 3CB SU-25 and MiG-29 switched back to RHS Grey/Camo variants Fixed: Garbage collector running improperly Blufor on Takistan now have desert camo for their vehicles All planes will now spawn in the air instead of in trees or on roads We have also changed the way the arsenal and arsenal boxes work. We are now using the default Liberation arsenal which means it will be a scroll wheel instead of an ace interact. This change was made because previously we were altering how a large section of the scripts and code were being originally intended to be used. This will keep down on errors and hopefully lead to better server performance.
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