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Posted: Wed Sep 28, 2016 6:24 pm     Super secret spam barrier
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Evrik wrote:
One is the artillery. You may have to remove the fuel from the arty pieces to prevent the Opfor commander from moving them out of the artillery position. Otherwise they might end up driving around. I may have done that already anyway, to stop the AI from randomly doing it if they saw contact. That will need double checking.

Normally if a vehicle is disabled in any fashion then crew dismounts - 50% of wheels/tracks gone, no fuel, or weapons destroyed. Don't know if it's maybe overridden somehow though?


Posted: Wed Sep 28, 2016 7:04 pm     Super secret spam barrier
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No, you can set vehicles to no fuel and the crew stays mounted. It is how I usually build roadblocks, placing vehicles in hesco barrier emplacements. To ensure they don't start moving as soon as they take contact, you can just remove the fuel. The crew will only then get out if the vehicle is damaged / incapacitated. The only concern I have is with having them turned over to the AI commander. If he assigns the Artillery vehicle / crew a waypoint, but the vehicle is out of fuel, THEN the crew may disembark to move to it. However, unprompted, the crew will sit inside a vehicle without fuel.

"Never turn down an ale, who knows if it may be your last."


Posted: Thu Sep 29, 2016 8:44 pm     Super secret spam barrier
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Was just on Triglav, and it seems to have issues:

1. Medical seems partially broken, if people were unconscious for a while it wasn't possible to revive them, even if their pulse/pressure were optimal, with no wounds or pain. Bagel and Bikerbob sat unconscious for at least 10 minutes with vitals that should have been fine, before I crashed.
2. I had two instances where suddenly my game dropped to 2 fps, audiobugs, and textures drop to furthest LOD quality. This was while we had a flight of Hips overhead, and if memory serves we had this issue on Red Vanguard when the Hips fired either cannon or rockets near players. Second instance crashed my game.
3. Spawn quantity is enormous, we had an initial opponent of about 6-8 sections in a town, and within 10 minutes had two armour pieces, a BTR, and a pair of BMP arrive. Following on, we then had 4 (CAS armed) Hips and 2 Hinds buzz in, along with another 2 BMP and another 6-8 sections. It was like the forces had been tripled.

With the poor performance, high numbers, and broken medical, it was just a pointless grindfest :(


Posted: Thu Sep 29, 2016 9:31 pm     Super secret spam barrier
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I dunno about medical, but I think I read somewhere that on some missions insta-death, was turned OFF for some reason. This might cause issues in the current medical system. Remember we are running a relatively unique combination of settings and it is maybe not "intended" to work like that when you turn insta death off. You probably end up with people in a state where they should be dead, but they are still alive and you probably would save time and tears if they would just respawn.

There is no war to end all wars.


Posted: Thu Sep 29, 2016 9:49 pm     Super secret spam barrier
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Certainly, Bob was at a pulse of 72 but press of 6/3 - no typo there. Ended up pumping at least 6 litres into him, and his press was still rather low... shoulda been squirting out of his ears by that point.


Posted: Thu Sep 29, 2016 11:33 pm     Super secret spam barrier
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sorry looks like I may have messed up the medical settings.

The Ai Count is the same as other missions, possibly slightly lower, BUT they do have better kit to call in - i.e. Helicopters etc. Remember this is a convential ground war where combined ops wins the day. You have Apache and Armed Wildcats for dealing with Armour threats. Gives people a good chance to learn out their FAC skills too.

If even with that kind of force multiplier you still can't take the pressure I can reduce the count further....


Posted: Fri Sep 30, 2016 12:42 am     Super secret spam barrier
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Serjames wrote:

If even with that kind of force multiplier you still can't take the pressure I can reduce the count further....

Was that the sound of a glove hitting the floor?

Challenge accepted.


Posted: Fri Sep 30, 2016 6:13 am     Super secret spam barrier
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Total numbers may be the same SJ, but there was definitely significantly more than any other mission. Did you up the active group limiter? 


Posted: Fri Sep 30, 2016 6:41 am     Super secret spam barrier
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The active group was reduced, as was the spawn distance. Was there a Zeus on that may have spawned in the additional forces? Currently ALIVE populates the map. A side mission will spawn two sections on average around a particular objective so that it is always guarded. There are also a few compositions scattered around the map (artillery position, fuel dump, roadblocks etc...) that also come with some guards, but as they are ALIVE compositions, they are included in the ALIVE active group numbers. There is a CQB module, set to spawn in a two man sentry on 5% of the civilian buildings on the map. That is done using the spawn distance and is included in the group limit. Finally, like on other missions, the Opfor Commander has reinforcements that can be sent to retake locations that have been lost to BluFor. However, they too are spawned in according to the group limit.

SJ, it may be best to knock the group limit down by another 5 if it turns out that there was no Zeus adding in the additional units.


Posted: Fri Sep 30, 2016 11:56 am     Super secret spam barrier
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No Zeus afaik, but I stepped in partway through the evening. I'd forgotten to mention, but there were large numbers of compositions too - I saw on the order of 10 clusters of bunkers or compounds within 300m of Stary.


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