Arma 3 Tactical Realism 2 Update, Public Feedback, and Suggestions Thread

Discussion in 'Public General Discussion' started by Geki.T, May 17, 2019.

  1. Geki.T

    Geki.T C/1-7 Section Leader Staff Sergeant Active Member

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    Arma 3 Tactical Realism 2 Update, Public Feedback, and Suggestions Thread

    This thread is to serve as a hub to communicate the latest updates or public feedback to the Arma 3 Tactical Realism 2 (Tac 2) Public Modded Server.

    Please keep all topics constructive and polite, keeping in mind a lot of hard work and care goes into the development of this server by a dedicated group of volunteers. When needed, the appropriate developers and other 7th Cavalry Staff will address any concerns.

    As a reminder, if you have issues with the 7th Cavalry, please:

    A) For Cav members, please always utilize your proper chain of command (CoC). This thread is not meant to air your grievances and is viewable by everyone.
    B) For public players, please utilize the "Issues with the 7th Cavalry" forum, or if you encounter an in-game rule/behavior issue, please look in our TeamSpeak and contact an MP (Military Police) or 7th Cavalry member with the rank of Sergeant (SGT) or higher.

    This update would not exist without the insane amount of efforts from the following people:
    @JBJB and @Dakota.N for their work on Tactical Realism 1, which this update to Tac 2 would not exist if it wasn't for them.
    @Vex.W and @Bojan for putting in 5+ months of hard work into converting Tac 1 files to work on Tac 2, and putting up with a lot of criticism from people regarding the updates.

    How to play


    If you would like to play on the server, the information is as follows:

    IP: 142.44.143.136
    PORT: 2322

    MODLIST

    Contact Us

    Please fill in the Feedback Form HERE whenever you experience issues on the file

    If you need to contact S3 Command Staff for any Tac 2 related issues, please click HERE.

    We hope to see all of you on the server sometime!

    Signed,

    S3 Arma 3 Public Staff
    S3 Command Staff
     
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  2. Geki.T

    Geki.T C/1-7 Section Leader Staff Sergeant Active Member

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    CHANGELOG

    Full Spectrum 4.2.7

    Changes:
    - New map: Ruha
    - Long-range SAM site are now a possible objective at AOs.
    These are capable of engaging aircraft up to 10km out, so be weary. They are undefended, usually on the outskirts of towns making them easy work for infantry + ground vehicles
    - Special Operations missions are now available during times of low population. More on this below.
    - T90a will now spawn instead of the T72, meaning the enemy now has T-80UMs and T90a with a spawn chance of 80% and 20% respectively.
    - Pilots + Armour crew repair abilities tweaked. They should now be able to do partial repairs on their vehicles, with full repairs requiring a repair vehicle nearby.
    - Mortar spread is now 80m greater than before.
    - The AH-9 will no longer spawn with an empty 7.62 weapon
    - "Tincan" has been renamed to "Banshee"
    - Manual drive will no longer turn off the engine of your vehicle

    Special Operations:
    In an effort to provide more entertainment during times of low population, special operations missions are available when there are less than 15 players online. These missions are accessible using the satellite phone in the special operations tent at base. All players are able to perform special operations, but must join the missions using a prompt on the sat phone. This is a beta feature, it is expected that there will be bugs. As we would like to focus on large scale combined operations (full spectrum operations, one might say...) this feature will deactivate once there are enough players online. This allows us to keep having large OPs where people are working together, as well as motivating people to play to join the server during low-pop times. The main AO will be available regardless of the status of the special operations.
     
    Last edited: May 17, 2019
    Taiko.N, Citarelli.D and Campbell.E like this.
  3. I was wondering if there is a way to get wind back on without rain so that way we can have wind for people who want it. I do not understand how the weather/wind system works so maybe if that could be explained to me as well. I just want to see if there is a way to get wind back for those who want it since they are making a sacrifice so we don't have rain that lowers FPS. Please delete this if this is not the place to ask this question & thank you for your time.
     
  4. Geki.T

    Geki.T C/1-7 Section Leader Staff Sergeant Active Member

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    I believe the wind and rain/fog are not exclusive to each other, it was just a misunderstanding on my part. We should be able to have wind effects without rain/fog. @Bojan has been tinkering with that, so he probably has a better answer.
     
    KaserinS. 421 likes this.
  5. Would it be possible to add the repair bay to apollo at the same price as the fuel bladder also adding a remove all button so a fob can be torn down in an instant to allow the fob to be moved quickly and remove glitched walls thanks to the envioment.

    is it possible to give the CLS faster bandaging speed/splinting or something that makes a CLS unique over mustang because when mustang is mixed in with other units CLS becomes redundant

    small idea with Insignias add the red diamond to help visually identify medical units
     
  6. Zlobin.N

    Zlobin.N Reservist Active Member

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    I dont really think Apollo needs a speed buff? Slow and steady is sorta their thing, and you can already place and remove walls about as fast as you can jog along them. I do like that repair depot thing though.
     
    Last edited: May 18, 2019
  7. Citarelli.D

    Citarelli.D C/1-7 Trooper Specialist Active Member

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    Just a suggestion, would it be possible to have the g36? I like that gun a lot and am somewhat curious as to whether it would be possible to add. Thanks in advance!
     
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  9. Rosefield.M

    Rosefield.M C/1-7 Commander Major Active Member

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  10. Geki.T

    Geki.T C/1-7 Section Leader Staff Sergeant Active Member

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    The G36 is part of RHSSAF, which we don't run anymore. I'll have a chat with S3 Command Staff, as we lost a lot of really good assets when we got rid of SAF.
     
  11. Citarelli.D

    Citarelli.D C/1-7 Trooper Specialist Active Member

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    Thank you boss man!
     
  12. I was wondering what peoples thoughts are on adding a 2 door soft top that only Mustang can use that has the medical abilities like Mustangs other vehicles. The MRAP at times can be slow, like, when moving around hilly maps which kind of hinders the ambulance aspect. There are times where Mustang loads up 2 soft tops and just uses those so they can move around the map quicker. I think just having a mustang specific soft top that can roll with the MRAP or big truck thing would be good so that way we are not taking vehicles away from the infantry.
     
  13. Bojan

    Bojan

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    I'm against adding medical HMMWVs because the vehicles that allow you to PAK and increase everybody's medical level are intended to be heavy and slow and armoured. They are intended to be colocated with Apollo who has equally slow vehicles. If we gave Mustang medically equipped HMMVWs I think it would be too easy, as well as kind of losing the point of Mustang which is supposed to be a unit off the front lines operating a CCP.

    That said, if you would like to move around the map quicker you always have the option of flying with Buffalo, which is also designated a medical vehicle.
     
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  14. Vex.W

    Vex.W Extended Leave of Absence Corporal Active Member

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    Pilots are always looking to do something other than sit at base during downtime
     
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  15. What about a non medically equipped one that has a red diamond on it that Mustang can only use? That way we are not using up a vehicle infantry could be using as transport. I agree with everything else and idk maybe I'm asking for a little special treatment for Mustang but it's just a thought.

    Also my problem wasn't really moving around the map as in from base to AO or from AO to AO. What I meant was when in the AO or at Apollos FOB it would be quicker to move around that immediate area. Since people don't usually come to Mustang but instead ask mustang to come to them and do ambulance type things.
     
  16. Vex.W

    Vex.W Extended Leave of Absence Corporal Active Member

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    That's when you ask that individual to call you when they're in a safe place. Mustang doesn't go zipping into AOs in our private ops, and they shouldn't in the public server either. That's just not the nature of the role.
     
  17. Citarelli.D

    Citarelli.D C/1-7 Trooper Specialist Active Member

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    I think what he's trying to say, is that when they setup a fob or CCP, instead of moving the CCP to get to a casualty, they want an additional HMMV that they can bring, which can piggy back off the CCP.

    Additionally to that end, I would advise a Quad instead of a HMMV. The purpose being that the quad can act as a mobile surgical area, is quick, and is easily transported. (in real life, rescue teams can bring quads filled with enough medical equipment to be able to operate outside. They usually do this in densely wooded areas or hard to reach areas, such as off-road situations)
     
  18. Bojan

    Bojan

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    I'd like to do that, but we don't have any HMMWVs with that kind of design. I'll take a look around and see if a texture exists, but no promises.
     
    KaserinS. 421 likes this.
  19. Yes this so @Bojan could there be a script or something that lets people in the Mustang role pop an quad out and repack it pack it up up in there "inventory"? There could be one inside the medical vehicles we can take out and put back in, like, make it so a quad can fit into the cargo of the vehicle? Also the HMMV doesn't have to have the symbol if you don't want to the extra work of looking for a specific texture. The HMMV could be a normal one just be parked over with the other medical vehicles and locked to Mustang.
     
  20. Bojan

    Bojan

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    We can add in some Quads that can be loaded with ACE inventory? This way you'd have to balance between supplies and an ATV.