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Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

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Sypolt.R

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This sounds more like a mod specific bug, I suggest reporting it to the mod team.


Yep looks like a known issue with dedicated servers they're actively working on

thanks
 

Sutodoreh.W

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The TFC mod updated recently and may have changed the classname, we will look into it.
Thanks! Also wanted to provide some more positive feedback about the switch to one-at-a-time objectives. I agree with some of the others that some tweaks could be made (perhaps expanding the number of intels at a time slightly to provide players with the opportunity to select and plan which AO they want to tackle), but overall I think that limiting the number down has been really good for the server! Coordinated play seems up IMO, and I no longer constantly trigger AI while driving towards an AO across the map and getting too near other intels along the way.
 

Sypolt.R

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Does anyone have any experience reloading the SLAP ammo on the stryker? The ammo resupply doesn't seem to offer that ammo as an option, instead offering red tracer ammo (which I also can't seem to switch to on the stryker).
 

Boyd.M

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I was informed by a player today that the Arsenals spawned by Atlas-3/4 for use at FOBS is an unrestricted arsenal, allowing players to bypass the restrictions in place.
 

Whitsel.M

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Does anyone have any experience reloading the SLAP ammo on the stryker? The ammo resupply doesn't seem to offer that ammo as an option, instead offering red tracer ammo (which I also can't seem to switch to on the stryker).
Unfortunately, this seems to be something baked into the RHS configs and I haven't found a solution in probably 2 years of tracking this issue. The M80 Ball ammo should still be loadable and will jyst appear as a scroll wheel option from the gunner seat.

I was informed by a player today that the Arsenals spawned by Atlas-3/4 for use at FOBS is an unrestricted arsenal, allowing players to bypass the restrictions in place.
Thanks. That's something I was tracking but will need to wait till I return from the field to find a solution for.
 

Sypolt.R

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On NapfWinter Island A3, the Infidel slot is not labeled Infidel, instead labeled Alpha 3-1

Additionally, the FAC team leader slot spawns without any spare ammo and without designator batteries.

1f0c0b6e2c.png
 
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Sypolt.R

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On Tanoa, without any online air transport assets we're currently unable to access objectives on any of the disconnected islands. A few boats added to the mission spawned at base would give us an option to access them.
 

Sypolt.R

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On 7Cav-Insurgency | Napf Island A3, the Atlas-4 Vehicle (M1239 AUV) respawns a different veriant that is lacking the capabilities and cargo of the initial vehicle. The initial vehicle has 25 cargo as well as rearm-refuel capabilities. If this initial vehicle spawned on map load is destroyed, the vehicle that respawns at base is a different variant that lacks the cargo as well as the rearm-refuel capabilities. Visually the vehicles are very similar however the faulty vehicle has an added antenna tower that differentiates it, picture below for reference.


arma3_x64_2021-02-14_02-08-08.jpg
 
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Maco.D

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The differences between the 2 AUV's is the flatbed version is meant to have the fortify truck also with a large cargo as well
 

Maco.D

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The differences between the 2 AUV's is the flatbed version is meant to have the fortify truck also with a large cargo as well
 

Cosme.O

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On 7Cav-Insurgency | Napf Island A3, the Atlas-4 Vehicle (M1239 AUV) respawns a different veriant that is lacking the capabilities and cargo of the initial vehicle. The initial vehicle has 25 cargo as well as rearm-refuel capabilities. If this initial vehicle spawned on map load is destroyed, the vehicle that respawns at base is a different variant that lacks the cargo as well as the rearm-refuel capabilities. Visually the vehicles are very similar however the faulty vehicle has an added antenna tower that differentiates it, picture below for reference.


View attachment 474

Tracking.
 

Sutodoreh.W

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  • (LONGSHOT) All compatible ammunition types for the PGW C14 Timberwolf (.338 Sniper Rifle) have been removed from the arsenal
    • Weapon can be equipped, but ammo for it doesn't exist anymore
  • (LONGSHOT) Schmidt and Bender scope (also from the Canadian mod) no longer available from arsenal
    • Only good scope with primary NVG compatibility
  • (RAIDER 1-2) The Raider Gunner slot is currently bugged and doesn't have access to any pilot helmets, almost any pilot uniforms, backpacks, etc
    • Pilot slot is fine, only gunner slot is bugged.
 

Whitsel.M

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  • (LONGSHOT) All compatible ammunition types for the PGW C14 Timberwolf (.338 Sniper Rifle) have been removed from the arsenal
    • Weapon can be equipped, but ammo for it doesn't exist anymore
  • (LONGSHOT) Schmidt and Bender scope (also from the Canadian mod) no longer available from arsenal
    • Only good scope with primary NVG compatibility
  • (RAIDER 1-2) The Raider Gunner slot is currently bugged and doesn't have access to any pilot helmets, almost any pilot uniforms, backpacks, etc
    • Pilot slot is fine, only gunner slot is bugged.
Regarding longshot, it seems TFC played musical chairs with its classnames in the last update. Fix will be coming in an updated arsenal framework. New ammo for Tac-50 also added. The raider slots will also be handled with the new framework.

On 7Cav-Insurgency | Napf Island A3, the Atlas-4 Vehicle (M1239 AUV) respawns a different veriant that is lacking the capabilities and cargo of the initial vehicle. The initial vehicle has 25 cargo as well as rearm-refuel capabilities. If this initial vehicle spawned on map load is destroyed, the vehicle that respawns at base is a different variant that lacks the cargo as well as the rearm-refuel capabilities. Visually the vehicles are very similar however the faulty vehicle has an added antenna tower that differentiates it, picture below for reference.
There seems to be an issue with the vehicle respawn init not working (handles any special functions, inventory, weapons, appearance, etc). I'm going to play around with it but it may take me a minute to either track down the issue or simplify the system. (I didn't write the original)

On Tanoa, without any online air transport assets we're currently unable to access objectives on any of the disconnected islands. A few boats added to the mission spawned at base would give us an option to access them.
Will be added. Thanks for the suggestion!
 

Maco.D

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1 question and suggestion
Question when would Ctab be coming into tac 2 I was told it was on its way.

Suggestion Could we have HMD mod for use on the Helis when we get ctab as seeing way points on a hud would be lovely
 

Whitsel.M

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1 question and suggestion
Question when would Ctab be coming into tac 2 I was told it was on its way.

Suggestion Could we have HMD mod for use on the Helis when we get ctab as seeing way points on a hud would be lovely
cTab will (hopefully) be arriving on the next modpack update. The date has not yet been determined for this as there are still logistics and testing to sort out before anything is finalized and I don't want to make empty promises.

The use of any flight-specific mods would really be a discussion primarily among A Co staff. They have already been involved in discussion and testing of some other mods so I would speak with them about it first.
 

Sypolt.R

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So I was told a few days ago that the long range UAV (Greyhawk/Sentinel) were previously available on Tac2. Is there any intention of re-adding them at some point?

If there is a concern of infantry abusing them and no longer needing CAS due to the nature of how Arma handles UAVs, I could see it being handled similarly to the current pilot roles, player slots into UAV specific role, player must remain at base controlling UAV and staying in radio contact with Infidel or whoever is presently doing the FAC role if no Infidel and other air assets. UAV may not be used by any other role. Can a UAV be pre-linked to the UAV terminal granted to a mission slot to prevent others from using? That would make this method foolproof similarly to the aircraft already ejecting non-pilots. If not this would need to be simply an enforced rule similar to the current rules such as pilots must be on radio etc.

The darter is nice but is extremely limited in application due to low battery life, large battery size, and vulnerability to enemy fire. Using the darter requires you to give up not only your backpack but also a good portion of your vest for batteries for recharge. The Raven is nice, but lacks the laser designation capabilities of the darter, has an 8km max range, and is completely immune to fire making it almost overpowered for observation (you can fly 30m over the enemy and they'll completely ignore the raven), as well as the previously mentioned backpack issues.

Even if not granted armament, a long range UAV would provide excellent capabilities for SPOTREPs prior to arrival by friendly troop/assets from a relatively safe altitude without putting manned aircraft in danger of anti-air, and could provide laser designation at the request of ground forces to enhance CAS capabilities.

If granted armament could fulfill a hunter-killer support role as well in the event no other assets are on station, although in my opinion, that might risk stepping into Raider's/Hog's lane then and is unnecessary.
 
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Maco.D

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Can we adjust the mix AT box that is on the box spawn. Its too heavy to drag it
 

Hamer.D

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not to take away from anybody's hard work and efforts, as they are all appreciated.

But the Ai spawning seems to be quite broken. Would there be any way to adjust the amounts of spawns based on a ratio of players in the area, kind of like like it was in Tac1? example: if any unit/player is driving to the AO and others fly there, it seems like the ground vehicles (who lets say leave base first) would be spawning most of the AI, leaving the guys being transported by air with little to nothing.

or have the AI spawn around structures(cities/towns) and not on the other side of a mountain where they will never be seen or engaged.

On a personal level, I would love to see what JB and Dakoda's mission file would look like with all (or most) of the Tac2 mods. and if possible, to be put into the map rotations for a change of pace and objective variation.
 

Whitsel.M

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So I was told a few days ago that the long range UAV (Greyhawk/Sentinel) were previously available on Tac2. Is there any intention of re-adding them at some point?
We're talking about UAVs right now. I don't know of any way to limit who can link to a UAV aside from limiting the UAV terminals themselves which is less than ideal. I'm ok with having some with the understanding that they are still beholden to the same RoE rules for support assets. We'll likely add them in without weapons for now to see how it goes and adjust add needed from there.

But the Ai spawning seems to be quite broken. Would there be any way to adjust the amounts of spawns based on a ratio of players in the area, kind of like like it was in Tac1?
Unfortunately, EoS does not have a means to dynamically adjust. This had been something we've been struggling with for a while. We've been playing with spawn distances but there are weird consequences to when areas overlap.

On a personal level, I would love to see what JB and Dakoda's mission file would look like with all (or most) of the Tac2 mods. and if possible, to be put into the map rotations for a change of pace and objective variation.
This was actually our original work 3 or so years ago when Tac 2 development really kicked off. We actually still have to this day many functions that JB built for Tac 1 on Tac 2. Unfortunately, the technical aptitude required to effectively work with JB's mission file was beyond our capability and he was not interested in working on Tac 2. I honestly believe those missions to be the golden standard of what can be done with mission side scripting but getting it to work with RHS and ACE was less than a simple task.
 
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