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Arma 3: Tactical Realism Feedback Thread - Closed

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Rob.Y

Colonel
Active Duty
2-7 HQ
S3 HQ
Local time
2:03 AM
2,747
2,997
Boyd.M
We swapped out the BMP2 variants for BMP1-D on the liberation file let us know if that solves some issues. There may still be TOW variants of small smaller vehicles just let us know which ones and I can look at replacements. If aviation wants some challenges we could add AA to certain heavy reinforcement groups, but we will leave AA out for the time being.
If this is a noticeable difference on liberation, I will look to do a similar replacement on HM if that is an issue.
Hope that helps your experience!
 

Dread.M

Lieutenant Colonel
Retired
Local time
1:03 AM
1,444
2,077
Boyd.M
We swapped out the BMP2 variants for BMP1-D on the liberation file let us know if that solves some issues. There may still be TOW variants of small smaller vehicles just let us know which ones and I can look at replacements. If aviation wants some challenges we could add AA to certain heavy reinforcement groups, but we will leave AA out for the time being.
If this is a noticeable difference on liberation, I will look to do a similar replacement on HM if that is an issue.
Hope that helps your experience!
The switch to BMP-1 has been the solution for quite a few years. I’m sure the adjustment will be appreciated. The ATGM is the AI delete button. There are a few of us with videos of them chasing a bird across the entire map. The only way to break the chase is if you have enough distance you can run them into a hill. Usually it ends in a fire death ball.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
MP Staff
Local time
2:03 AM
1,041
1,110
So, just a few minutes ago, the TacR server abruptly crashed. When it came back it was brand new and did not load all of our saved achievements. That obviously sucked. So I tried BM shutdown hoping that would possibly restore our saved game, but it did not. I could not figure out a way to restore the progress we had made. Anybody know- What is the deal with this??? Is it a bug/glitch? Like what the hell?

Please advise and thank you! Liber.N maybe???
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
2:03 AM
1,098
1,582
So, just a few minutes ago, the TacR server abruptly crashed. When it came back it was brand new and did not load all of our saved achievements. That obviously sucked. So I tried BM shutdown hoping that would possibly restore our saved game, but it did not. I could not figure out a way to restore the progress we had made. Anybody know- What is the deal with this??? Is it a bug/glitch? Like what the hell?

Please advise and thank you! Liber.N maybe???
Did it come back to the same map? Sounds like it didn't register the save which is weird, it usually does that regularly and automatically. Can be done manually to be on the safe side (login as admin, ace self interact database save but obviously that doesn't help retroactively.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
MP Staff
Local time
2:03 AM
1,041
1,110
Did it come back to the same map? Sounds like it didn't register the save which is weird, it usually does that regularly and automatically. Can be done manually to be on the safe side (login as admin, ace self interact database save but obviously that doesn't help retroactively.
Yes, it came back to Altis Liberation, but all was lost. Everything was red, just like at the very start of a liberation campaign. I'll keep that in mind in the future, but for tonight it was a total buzzkill.
 
Local time
4:03 PM
23
22
What's the deal with the Aviation slots?

It was seemingly explained in game that all the aviation slots shouldn't be considered to correspond to their respected assets (Buffalo to UH-60s, Raider to AH-64s, etc) but as a kind of big block. Meaning that anyone in any aviation slot can play as any aviation asset, regardless of what they're specifically slotted for. The only explanation given for this was "The slots are fucked up," but after playing on the server for the last few months after being off for a while, I cannot see how they're broken in any way.
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
2:03 AM
1,098
1,582
What's the deal with the Aviation slots?

It was seemingly explained in game that all the aviation slots shouldn't be considered to correspond to their respected assets (Buffalo to UH-60s, Raider to AH-64s, etc) but as a kind of big block. Meaning that anyone in any aviation slot can play as any aviation asset, regardless of what they're specifically slotted for. The only explanation given for this was "The slots are fucked up," but after playing on the server for the last few months after being off for a while, I cannot see how they're broken in any way.
General best practice right now (for Liberation) would be: slot in as the slot that corresponds to your aircraft if it exists. If it doesn't slot into the one that's closest to your aircraft (i.e. if you're in a UH-1H and doing transport, Raven would make sense). If there really isn't another option, use the TITAN slots which we've been using as general-purpose pilot slots since actual C-130 usage is very rare (which is what Titan would actually be).

The real important thing is this: DO NOT slot into Buffalo or Raven if you aren't running constant transport, because if ANYONE is in those slots is blocks the entire server from using HALO drop feature. (This also means, for example, that if you're running the AH-6 it'd be better to run RAIDER or TITAN than RAVEN, even though raven is an MH-6).
 
Local time
4:03 PM
23
22
General best practice right now (for Liberation) would be: slot in as the slot that corresponds to your aircraft if it exists. If it doesn't slot into the one that's closest to your aircraft (i.e. if you're in a UH-1H and doing transport, Raven would make sense). If there really isn't another option, use the TITAN slots which we've been using as general-purpose pilot slots since actual C-130 usage is very rare (which is what Titan would actually be).

The real important thing is this: DO NOT slot into Buffalo or Raven if you aren't running constant transport, because if ANYONE is in those slots is blocks the entire server from using HALO drop feature. (This also means, for example, that if you're running the AH-6 it'd be better to run RAIDER or TITAN than RAVEN, even though raven is an MH-6).
I'm mostly asking because I've lost count of how many times I've joined and grabbed an open aviation slot only to find out that someone in a completely different slot was running it already, even though the correct slot was open. Or had someone join later and start playing the asset I was slotted for, leaving me with nothing to do anymore even though I'm the one in the proper slot.
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
2:03 AM
1,098
1,582
I'm mostly asking because I've lost count of how many times I've joined and grabbed an open aviation slot only to find out that someone in a completely different slot was running it already, even though the correct slot was open. Or had someone join later and start playing the asset I was slotted for, leaving me with nothing to do anymore even though I'm the one in the proper slot.
Rog, we'll try to update the slot list and see about enforcing the roles issue a little more strictly. If it becomes an issue while you're playing, ping an MP on discord or use !admin
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
MP Staff
Local time
2:03 AM
1,041
1,110
The aviation slots REALLY need to be fixed, especially in TacR where a ton of us play every day. This has been an ongoing issue. I attempted to explain our best current workaround to Nailydud1, which is essentially exactly what Sutodoreh.W just described. I've been preaching slot fidelity for years now and was very happy to see ROE#4 added, but it seems like slotting always comes up in one way or another. In this case it's not even tricky, it's just bad.

So, first, I've heard arguments for and against slot-locking. I'm not the biggest fan of that idea, because slotting can be enforced with the existing ROE, so that's easy. We almost always have a senior Cav member or MP who can admin and enforce those rules. Should be no factor here.

One thing that is for sure is that aviation needs more slots and they need to be properly defined. This would almost certainly solve the problem or at least mitigate/alleviate it. Currently we have these elements with their respective crew slots: 1 Buffalo, 2 Raven, 1 Raider, 1 Hog, and 1 Titan. Where are the other 3 Buffalo slots? Sparrow slots? Eagle slots? We need these slots back, bad.

E.g. of the problem: We used to have 4 buffalo slots, which worked out pretty well. Now, in order to fly Buffalo-2, Buffalo-3 or Buffalo-4, you are forced to slot in as a different aviation slot, either crew or even worse slot in as a different aviation element altogether. This is an immediate problem since a) You aren't properly slotted as ROE requires you to be, b) It screws up the in-game blu-for trackers/Ctab etc. and the KP player menu call signs, which now necessitates you to manually change your call sign ID to correspond to your role., c) It results in confusion, frustration, and complaints because players are seemingly playing outside of their slotted role [when in reality, they had no choice or maybe they just forgot to manually change their call sign or respawned and forgot to change it or whatever the case may be]. This also totally wrecks the slotting system because what if we want to do a 4-ship Air Assault with crewed birds (up to 16 troopers). Outside of the 4 Buff slots, crews for those birds will have to use other slots. So since crew can be infantry, they would likely slot in as infantry. Now you have the infantry slots that are misrepresented since those slots wouldn't be used for ground forces so it skews the numbers there too.

In any case, the slotting system really needs to be fixed. When you select your desired slot in the lobby, that should be what you spawn as and that should be your job until you re-slot or DC. Slotting should not be a construct of the KP player menu, it should be done from the outset, in the lobby.

Until this is fixed, we will unfortunately have to continue to "wing it" with an improper, inefficient, and frustrating workaround that barely works.
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
2:03 AM
1,098
1,582
The aviation slots REALLY need to be fixed, especially in TacR where a ton of us play every day. This has been an ongoing issue. I attempted to explain our best current workaround to Nailydud1, which is essentially exactly what Sutodoreh.W just described. I've been preaching slot fidelity for years now and was very happy to see ROE#4 added, but it seems like slotting always comes up in one way or another. In this case it's not even tricky, it's just bad.

So, first, I've heard arguments for and against slot-locking. I'm not the biggest fan of that idea, because slotting can be enforced with the existing ROE, so that's easy. We almost always have a senior Cav member or MP who can admin and enforce those rules. Should be no factor here.

One thing that is for sure is that aviation needs more slots and they need to be properly defined. This would almost certainly solve the problem or at least mitigate/alleviate it. Currently we have these elements with their respective crew slots: 1 Buffalo, 2 Raven, 1 Raider, 1 Hog, and 1 Titan. Where are the other 3 Buffalo slots? Sparrow slots? Eagle slots? We need these slots back, bad.

E.g. of the problem: We used to have 4 buffalo slots, which worked out pretty well. Now, in order to fly Buffalo-2, Buffalo-3 or Buffalo-4, you are forced to slot in as a different aviation slot, either crew or even worse slot in as a different aviation element altogether. This is an immediate problem since a) You aren't properly slotted as ROE requires you to be, b) It screws up the in-game blu-for trackers/Ctab etc. and the KP player menu call signs, which now necessitates you to manually change your call sign ID to correspond to your role., c) It results in confusion, frustration, and complaints because players are seemingly playing outside of their slotted role [when in reality, they had no choice or maybe they just forgot to manually change their call sign or respawned and forgot to change it or whatever the case may be]. This also totally wrecks the slotting system because what if we want to do a 4-ship Air Assault with crewed birds (up to 16 troopers). Outside of the 4 Buff slots, crews for those birds will have to use other slots. So since crew can be infantry, they would likely slot in as infantry. Now you have the infantry slots that are misrepresented since those slots wouldn't be used for ground forces so it skews the numbers there too.

In any case, the slotting system really needs to be fixed. When you select your desired slot in the lobby, that should be what you spawn as and that should be your job until you re-slot or DC. Slotting should not be a construct of the KP player menu, it should be done from the outset, in the lobby.

Until this is fixed, we will unfortunately have to continue to "wing it" with an improper, inefficient, and frustrating workaround that barely works.
Frankly I'd prefer to see a system that has less specific slots. Ex. 4 "Rotary Transport" slots, 2 "FW CAS" slots, 2-4 "Rotary CAS" slots, and maybe a couple of overflows in case we miss something.
 

Lindsay.A

First Sergeant
Reserve
S7 HQ
Local time
1:03 AM
933
1,537
Hamm hard at it...

Kermit The Frog Reaction GIF


:D
 
Local time
4:03 PM
23
22
The aviation slots REALLY need to be fixed, especially in TacR where a ton of us play every day. This has been an ongoing issue. I attempted to explain our best current workaround to Nailydud1, which is essentially exactly what Sutodoreh.W just described. I've been preaching slot fidelity for years now and was very happy to see ROE#4 added, but it seems like slotting always comes up in one way or another. In this case it's not even tricky, it's just bad.

So, first, I've heard arguments for and against slot-locking. I'm not the biggest fan of that idea, because slotting can be enforced with the existing ROE, so that's easy. We almost always have a senior Cav member or MP who can admin and enforce those rules. Should be no factor here.

One thing that is for sure is that aviation needs more slots and they need to be properly defined. This would almost certainly solve the problem or at least mitigate/alleviate it. Currently we have these elements with their respective crew slots: 1 Buffalo, 2 Raven, 1 Raider, 1 Hog, and 1 Titan. Where are the other 3 Buffalo slots? Sparrow slots? Eagle slots? We need these slots back, bad.

E.g. of the problem: We used to have 4 buffalo slots, which worked out pretty well. Now, in order to fly Buffalo-2, Buffalo-3 or Buffalo-4, you are forced to slot in as a different aviation slot, either crew or even worse slot in as a different aviation element altogether. This is an immediate problem since a) You aren't properly slotted as ROE requires you to be, b) It screws up the in-game blu-for trackers/Ctab etc. and the KP player menu call signs, which now necessitates you to manually change your call sign ID to correspond to your role., c) It results in confusion, frustration, and complaints because players are seemingly playing outside of their slotted role [when in reality, they had no choice or maybe they just forgot to manually change their call sign or respawned and forgot to change it or whatever the case may be]. This also totally wrecks the slotting system because what if we want to do a 4-ship Air Assault with crewed birds (up to 16 troopers). Outside of the 4 Buff slots, crews for those birds will have to use other slots. So since crew can be infantry, they would likely slot in as infantry. Now you have the infantry slots that are misrepresented since those slots wouldn't be used for ground forces so it skews the numbers there too.

In any case, the slotting system really needs to be fixed. When you select your desired slot in the lobby, that should be what you spawn as and that should be your job until you re-slot or DC. Slotting should not be a construct of the KP player menu, it should be done from the outset, in the lobby.

Until this is fixed, we will unfortunately have to continue to "wing it" with an improper, inefficient, and frustrating workaround that barely works.
Issue I have with this is when, in normal play, does TacR ever need more than current slots? MCCs and stuff can cause it, but regular server play, in my experience, almost never necessitates more than what the current slots provide.

And we used to have slot-locking because people wouldn't follow the rules and play their role. I was there when it happened and supported it when it came because of how big of an issue it had become.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
MP Staff
Local time
2:03 AM
1,041
1,110
I'm not opposed to any ideas, because almost anything would be better than the mess we have now.
Frankly I'd prefer to see a system that has less specific slots. Ex. 4 "Rotary Transport" slots, 2 "FW CAS" slots, 2-4 "Rotary CAS" slots, and maybe a couple of overflows in case we miss something.
I can see the pro and cons of this. I just think that players should be able to reserve the aircraft of their choice from the lobby. I.e. I want to fly Blackhawk today, not Grizzly. I slot as that and it's mine.
Issue I have with this is when, in normal play, does TacR ever need more than current slots? MCCs and stuff can cause it, but regular server play, in my experience, almost never necessitates more than what the current slots provide.
Of course it does. In addition to what I said before, we also need a BISON slot added.

This issue wouldn't exist if there were the appropriate number of aviation slots. I'm not necessarily saying to pump the server full of aviation slot, but as I said before, we definitely need more and they need to be properly defined. People would be able to slot how they want instead of doing it improperly.

The current configuration doesn't even meet my bare minimums of 2x Buffalo and 1x Bison and 1x Sparrow. It's a mishmash jumble of slots that makes no operational sense.
 
Local time
4:03 PM
23
22
This issue wouldn't exist if there were the appropriate number of aviation slots. I'm not necessarily saying to pump the server full of aviation slot, but as I said before, we definitely need more and they need to be properly defined. People would be able to slot how they want instead of doing it improperly.

I strongly disagree that we need more. The current amount of slots provides more than enough aviation support for the server during normal play, often still having an oversaturation of air assets in relation to the amount of infantry playing.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
MP Staff
Local time
2:03 AM
1,041
1,110
I strongly disagree that we need more. The current amount of slots provides more than enough aviation support for the server during normal play, often still having an oversaturation of air assets in relation to the amount of infantry playing.

I strongly disagree that we need more. The current amount of slots provides more than enough aviation support for the server during normal play, often still having an oversaturation of air assets in relation to the amount of infantry playing.
If this statement were true (which it's not) then how do you explain the fact that pilots are being forced to use other crew and aviation element slots to get a pilot job on a "normal" day?

It's clearly because we have insufficient properly defined aviation element slots available to desirous pilots. This needs to be fixed. My point has been made.
 
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Local time
4:03 PM
23
22
If this statement were true (which it's not) then how do you explain the fact that pilots are being forced to use other crew and aviation element slots to get a pilot job on a "normal" day?

It's clearly because we have insufficient properly defined aviation element slots available to desirous pilots. This needs to be fixed. My point has been made.
Hamm. With all due respect, the only person I have seen consistently using crew slots to play aviation assets is you whenever someone else was running buffalo already regardless of if the current player base required an additional air transport or not.
 

Rosefield.M

Lieutenant Colonel
Retired
Local time
2:03 AM
503
523
Frankly I'd prefer to see a system that has less specific slots. Ex. 4 "Rotary Transport" slots, 2 "FW CAS" slots, 2-4 "Rotary CAS" slots, and maybe a couple of overflows in case we miss something.

I believe access and repair abilities is the same for all aviation slots atm(pilots and crew). We can fix the call sign nomenclature part via the menu, so this suggestion seems the most rational. Have x number of slots just tied to aviation in general and sort the rest out in game.


Edit: also I think you guys are taking rule 4 wrong. Rule 4 was created primarily to cut down on lone wolf and stuff like infantry using helos to taxi or vice versa pilots flying in then just jumping out to fight on the ground. A slotted crew chief flying his own bird and changing his call sign cause there are no pilots slots left isn’t too much of a big deal
 
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Mazinski.H

Staff Sergeant
Active Duty
1/B/1-7 SL/ASL
S3 Staff
Local time
11:03 PM
949
1,265
I believe access and repair abilities is the same for all aviation slots atm(pilots and crew). We can fix the call sign nomenclature part via the menu, so this suggestion seems the most rational. Have x number of slots just tied to aviation in general and sort the rest out in game.
Quiet old man, stop spreading your wild theories and go back to the retirement home.

With that said, aircraft access and repair abilities is the same for all aviation slots. We can fix the call sign nomenclature part via the menu, so this suggestion seems the most rational. Have x number of slots just tied to aviation in general and sort the rest out in game.
 

Mazinski.H

Staff Sergeant
Active Duty
1/B/1-7 SL/ASL
S3 Staff
Local time
11:03 PM
949
1,265
An issue with adding more aviation slots is the oversaturation of air assets for the current number of players on the server. I have hopped on at times to see quite literally half the server slotted as pilots when the ground team consists of not even a squad of players. Adding more pilot slots would make this issue even worse as it would allow more players to slot in as aviation when the ground elements are the ones that need numbers.

Perhaps this could be remedied with capping slots at particular player counts, but that runs up against the argument of people being able to use TacR for training and not having access to pilot slots needed to run a training or a makeup. A lot of the issues with slotting comes down to what TacR actually needs to be used for. If it is a recruiting portal, then we should do everything possible to maximize gameplay and make it fun and engaging for new players coming on the server for the first time but if it is for Cav members to do cav stuff then we need to have as much room to allow Cav people to do the things that they want to do.

This is the issue with armor and aviation slotting in a nutshell. Liberation as a gamemode works on a logistics system that needs players to do the work of moving supplies around and using them to construct assets, but we also give free airframes and armored assets so that if a bunch of Cav pilots or tankers want to come on and do what their MOS does, then they are able to do that. H&M works on reputation and low-impact operations to clear insurgent forces and win over the hearts and minds of the civilian population, but we also allow Bradleys and F/A-18s to go after villages and towns without repercussion because we heavily reduced the impact of structure damage on reputation.

Having those slots available means that both Cav players and Public players have constant access to those slots and the assets tied to them which creates a severe balancing issue where we routinely overmatch the AI on all counts and make changes to the core gameplay loop of these modes which make it possible to take maps that should take weeks to complete and instead finish them in days, often with a skeleton crew.
 
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