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Arma 3: CUP Invade & Annex Tactical Realism 1 Feedback Thread - CLOSED

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Mazinski.H

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New thread for a new mission. This will be where feedback for Tactical Realism 1 is collected to help facilitate the development process. Please be constructive with feedback to provide clear changes that you would like to see made. Keep in mind that all mission developers are volunteers who have put tons of work into making this server possible and want to see it succeed.

For players new to the server, the presets for the server are attached below. Please see here for more information about Tactical Realism 1.
 

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  • Arma 3 Preset Tactical Realism 1 Mandatory.zip
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  • Arma 3 Preset Tactical Realism 1 Full.zip
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Kastor.K

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Are there any optional mods whitelisted on the new Tac1? Enhanced movement, JSRS, Blastcore, squad "radar", etc?

Also, be advised, the in-launcher preset name is "Mine" instead of "Tactical Realism 1" :)
 

Moraru.R

Reservist
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Are there any optional mods whitelisted on the new Tac1? Enhanced movement, JSRS, Blastcore, squad "radar", etc?

Also, be advised, the in-launcher preset name is "Mine" instead of "Tactical Realism 1" :)

Yes, the original preset had a placeholder name. Thank you to Sypolt.R for spotting it and correcting the file.

Also, regarding the optional mods, presently none are included and this is something we are keen to collect feedback on.
Do note, the more optional mods we pile on, the longer the restart cycle for the server (be it updates or technical issues), the more often we will need to restart the server so that the optionals can update (it's naive to think updates will come in a convenient "lump sum") and the greater the likelihood that they will not play well with our mandatory mods and/or each other.

That said, we are indeed looking for feedback (and in fact look to integrate the first batch of the most requested optionals this weekend).

In fact, I'll add my optional to the wishlist : DUI - Squad Radar.
 

Mazinski.H

Staff Sergeant
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I would personally ask for Enhanced Movement and the Rework. As someone who spends a lot of time on other public servers, one of the worst things is conducting an assault, running up to a three foot high fence that you would easily be able to vault over with Enhanced Movement, and then realizing that the server doesn't have it and now you are stuck in said fence because Arma is just being Arma.
 

Kastor.K

Corporal
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2/A/1-7
S3 Staff
Local time
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I would personally ask for Enhanced Movement and the Rework. As someone who spends a lot of time on other public servers, one of the worst things is conducting an assault, running up to a three foot high fence that you would easily be able to vault over with Enhanced Movement, and then realizing that the server doesn't have it and now you are stuck in said fence because Arma is just being Arma.
^ this, especially since it's a tiny and well working mod
 

Morrow.J

Corporal
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What are the differences of this and tact 2? And yes enhanced move plz
 

Damien.B

Specialist
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4
Could really use Ear plugs, can't hear anyone when flying helicopters or jets.
 

Turner.L

Sergeant
Active Duty
2/C/1-7 SL/ASL
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164
65
I will say this, I haven't had frames this smooth in a while.
 

Moraru.R

Reservist
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Version 1.3
  • Addressed an issue preventing players from fielding reloadable rocket launchers.
  • Addressed an issue preventing players from using optics with switchable modes (such as a Holosight + G33 combo).
 

Moraru.R

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Local time
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283
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Version 1.4
  • Enemy forces will refrain from straying too far away from the active Sector during combat
  • A-10 equipped with unguided bombs. Testing the viability as an alternative to unguided rockets, as the rocket motors of unguided rocket salvos impair the visibility of the pilot quite a bit.
 

Moraru.R

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Version 1.5
- Added a simple Static Line Parachute Scroll-Wheel Action to C-130s
 

Rosefield.M

Lieutenant Colonel
Retired
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524
took a scope off my gun and put in my backpack, and it disappeared from my inventory.
 

Burton.P

Lieutenant Colonel
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Wall of Honor
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There's at least one AO where, if inserted via parachute with the teleporter, it makes you swim for a solid click, which takes forever. You can only glide for a couple hundred meters of that click until you hit the water if you deploy your chute as soon as possible and immediately turn in the direction. Rosefield and I played last night trying to seed the server but that factor made returning to the AO after death a rather unsavory spectacle.
 

Moraru.R

Reservist
Reserve
S3 Staff
Local time
2:16 PM
283
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There's at least one AO where, if inserted via parachute with the teleporter, it makes you swim for a solid click, which takes forever. You can only glide for a couple hundred meters of that click until you hit the water if you deploy your chute as soon as possible and immediately turn in the direction. Rosefield and I played last night trying to seed the server but that factor made returning to the AO after death a rather unsavory spectacle.
Welp, I know what I'm doing on the 4th.
 

Moraru.R

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Version 1.7
- Refined the placement of the Parachute Self-Insertion point (should avoid inserting players over water, leading them to swim to the nearest shore) (should take care of the problem you encountered Burton.P)
 

Burton.P

Lieutenant Colonel
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Version 1.7
- Refined the placement of the Parachute Self-Insertion point (should avoid inserting players over water, leading them to swim to the nearest shore) (should take care of the problem you encountered Burton.P)
Thanks for the quick fix boss.
 
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