Perfect. Thanks for clarifying Tupolov.
Perfect. Thanks for clarifying Tupolov.
In continuation of the discussion initially reported by another user on the BIS forums, I've spent some more time with this and I think there is a problem with BCR resupply choppers right now.
It seems to me something changed recently, and these choppers come in clusters at lower altitudes and now land on the ground to physically drop off troops?
I realize the old way of just paradroping dudes from heaven was probably less realistic, but ultimately it didn't result in epic Michael Bay style crashes. With this new way of landing or at least trying to land on the ground, these choppers just keep bumping into eachother and exploding.
These helicopters just don't give eachother enough space. Not in the approach and not in the drop off. I've actually yet to witness a successful resupply where at least one chopper didn't collide with another one and explode. Normally it's several and 100% reproducibility (with my settings at least. And I should note, I haven't done a million tests but just several consecutive observations now). I really think they should spread out and not ride so close together, or, the old way should be used where guys just fall from the sky from helos way way up if this new insertion method can't work to well with the limitations of the engine.
Thoughts?
and now land on the ground to physically drop off troops?
They've always landed.
Are you saying paradropping or helo insertion or whatever you call it isn't in ALiVE for BCR's or resupply (because it is, at least with the setting I've been using)? If them landing has always been an option then it must be rare because up until now I've only ever seen them dropped from the sky.
Anyway, I'm talking about the explosions with resupply choppers when a landing attempt is made.
So just now I RTB'd and just so happened to stumble upon a resupply:
https://www.dropbox.com/s/6lc5epc476zez8k/20160727014404_1.jpg?dl=0
5 or 6 helicopters exploded with each other. I've yet to see a situation in which this doesn't happen since the last update.
I've seen this happen once to friendly choppers but the other times worked out fine. (As fine as AI can do it anyway).
Also have witnessed numerous Opfor choppers land successfully in a group. We even seen an Opfor AI chopper slingload a damaged Ifrit and haul it away.
Keep in mind that we did not see it pick it up, but it did fly over us back towards the Opfor TAOR with a damaged Ifrit dangling underneath. Coolest thing I've seen the AI do yet.
On a secondary note, friendly helis do seem to overshoot the intended LZ and have to circle back more often then not.
AI pilots are retarded. Only BIS can fix that.
The insertion options have always been air drop by parachute, convoy or troop heli insertion. The only recent addition is sling loading so that heli insertion can now include light vehicles as well as troops.
@Friznit The only recent addition is sling loading so that heli insertion can now include light vehicles as well as troops.
Is it possible this new insertion method is the one causing the explosions? I don't ever recall collisions like this and now it's happening on a regular basis.
If it helps any in determining which method is having the problems, the choppers are usually about 20 feet above the ground when all run into eachother.
I realize it's not something you guys can fix on your own without BIS doing something on their end. Just curious at this point if the new method is the one with the problems.
Playing the example mission from the ALIVE team on Tanoa... I seem to be unable to call in a chopper to pick me up or a CAS. I have the tablet and all that but I dont see the option. Am I just not looking hard enough? Also my friendly troops dont seem to do anything, they just hang out.
Are they not set to invade? The opfor are not invading us either so I am confused.
@Tupolov Yes. This mission is really more focused on the player and their team. Its a good candidate for a small group who want to conduct raid like operations etc. without the main BLUFOR getting in the way. Similarly, BLUFOR are safe from OPFOR in that OPFOR are concentrating on securing the main island.
Tupolov addressed your question about the quick start mission in this quote ^^^
Regarding the transport and CAS, open the commander tablet, then commander actions. Then open combat support and you should see the options.
For anyone interested, I'll be releasing a very slightly modified version of the mission here soon, which is basically identical but will have AI spawners, boat spawners in multiple locations, and multi-respawn locations (and a few more goodies) so lone wolfs can enjoy it a bit easier too. It'll largely stay true to the integrity of the original mission (both sides sort of sticking to their own islands), but I've added objectives to the NW island as well to encourage more exploring of the remarkable map.
Stay tuned.
Thank you sir, that does answer it. I actually was looking for posts from you and expecting that you made a mission like this already haha. Since the other mission of yours that I played was setup so nicely.
Can't wait for your version, as of now when my squad is being stupid (standing in the street getting wasted) then I die, the missions over.
Oh cool then. Since there's a taker I'll release it soon. :)
I debated (and still am debating) on allowing BLUFOR to spawn in some capacity on the main island but I also really wanted to avoid changing the spirit of the official quick start.
I think what I'll do is put it out as is and then maybe I'll tinker with opening up the fight between AI a bit so players aren't all alone fighting the battle by themselves.
I'll mull it over and see what I can come up with.
On second thought, go ahead and take it now:
https://www.dropbox.com/s/3hb0sb80dvdexpy/Tanoa_QuickStart.Tanoa.pbo?dl=0
Requires Spyder Addons (Advanced Rappelling and Advanced Urban Rappelling by Duda recommended but not required).
We'll consider this a pre-release and maybe you can try it and let me know if you have any suggestions or spot any bugs (which there very well could be. For instance, I last minute changed CIV_F to the Tanoan civs only but didn't have a chance to make sure they are spawning, etc). Please PM me so we can talk though and not clutter the thread. Just open a new post but choose to just allow my username.
EDIT: Tupolov is credited as the author on this (as he should be). I added an edited by tag to include my name, but just to not confuse anyone, this is an edited version of his quick start, not my original creation.
So I went ahead and decided to allow some friendly troops to spawn in the main AO. Same DL link.
Long story short, I added a civ obj module for BLUFOR (the original quick start didn't have one) and gave us a company of 200 to help us out. With this setup we are still pretty out numbered and not tripping over AI - in the same spirit of the way Tupolov had it - but now you'll be able to hold objectives a bit easier and get some quick response in the event you get overwhelmed. And also maybe stumble upon a fight.
The mil obj guys are still primarily guarding the base island and the overall obj count is still below the warning number. And I changed the civs to Asians because the Tanoan's are very African American looking. Not what I was expecting TBH as I'm pretty sure this is an Asian-ish island IRL (right?).
Is anyone noticing transport choppers overshooting their land waypoint? I've done about 15 attempts since someone asked about it (in various modded and unmodded situations) and I'm seeing about a 50% rate of them blowing past their waypoint, which then they recover and then land. Perhaps this is happening because of nearby enemy activity?
On a half related note, one time my chopper got hit and lost his left rudder. When he blew past the marker, and tried to recover, it sent him on an endless loop back circle. After about 5 minutes of him going around and round and round (it was actually making me sick lol. Yay realism) and when it was clear he wasn't going to land, I tried to teleport out of it and we blew up. :)
But yeah. Even in seemingly normal flight paths, without much or any resistance, I'm seeing land waypoints being overshot quite a bit with transport. Anyone else?
@HeroesandvillainsOS s
Cool I tried the first download you gave me but i did something wrong and it wouldnt show up. The download is just a pbo file right? where do I save it and how do i load off it? Before i saved it in my docs in my profile MP missions folder but it wouldnt show.
Yes it's just a PBO. You need to put it in the MP Missions folder in your Arma root. So by default, program files (x86)\steam\steamapps\common\arma3\MPMissions
The missions/mpmissions folder over in documents is for unpacked PBO's to open in the editor.
Ahh ok sorry about that, I'll try it tonight then.
@HeroesandvillainsOS Yes it's just a PBO. You need to put it in the MP Missions folder in your Arma root. So by default, program files (x86)\steam\steamapps\common\arma3\MPMissions
The missions/mpmissions folder over in documents is for unpacked PBO's to open in the editor.
Tried this out and its much more friendly with what you have added. I was wondering tho if there is a way to change the AI skill for this mission. Or would I just change it as normal by hitting esc? This AI is insane sometimes haha.
LOL! Yeah I'm not a particularly good player either. I usually keep it on "regular." In LAN I'm pretty sure you can adjust the AI accuracy down (when I do it I drop it from 0.5 to 0.4) from the esc menu.
On a dedicated server it's a little bit more complicated. You'd need to open console and type #missions from the lobby as admin. Then select the mission and change the difficulty from there (it would be changed to custom). I'm fairly certain you'd also have to have your server set to "custom" difficulty too for it to stick but I'm not really an expert on it.
This is why I just play on regular and take my time and plan my strategy a bit. You could also see if ASR_AI helps with AI accuracy too.