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Pte Knudsen

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About Pte Knudsen

  • Birthday 07/17/1989

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  1. The problem with A2 was that we were pushing it as hard as we were, a single mission took a good 7-9 hours of editor work, followed by the work during the OP to just keep it running smooth. It took a lot of effort to keep things as stable as they were, and it simply wasn't realistic to keep doing things the way we did. So our options was either to scale back and not rely on RLC/REME as much as we did, or move to A3 which honestly, was performing better in the areas concerning RLC and REME. The last mission of Frozen Lake was a good example of what happens when we weren't on the ball, it just crashed 2/3s of the way through the OP, and that was honestly because we went fuck you to A2.. The work just wasn't put into that one to keep it as per normal.
  2. Frozen Lake VI is a bit special to me. We wanted a very particular atmosphere and build up during that particular OP, it required that very-little happened in the opening hour of the OP, Giving the company room to establish it self at the outskirts of Berezino. The idea was to have the sections explore various war-crimes at the outskirts of the town hopefully getting a mixture of unease yet light boredom into people. Not enough that you would out-right start browsing reddit, but enough that you would give into the temptation of looking around inside buildings rather than covering arches etc. - At which point a major ambush primary from nearby roofs would spring on the Company, followed by an attack from the main part of Berezino. Yet, anyone who attended the OP would likely remember that wasn't exactly what happened, the hour of 'silence' was followed by, well nothing. - the AI script (UPSMON) never initialized due to a fuckup in the mission init file. A restart at that stage wasn't possible, it would require rework of the mission file, changing it from its original intend to something more hectic from the get-go. Something that would require more than 3-5 minutes of work. It was therefore up to three of us (OPFOR/GREENFOR/CIV players) to take on the role of what was just around a Company size worth of AI. - Our job originally had simply been to use hidden teleports to act as civilians in-case the company got static, role playing informants that would lead the company back on track. I don't think a lot of people realize that there were in fact never more than 3 active OPFOR shooters at any point during that OP.
  3. Fuck, I miss Apos and 1/3 now.
  4. Some times you just gotta go full-retard. I don't even recall what justified that amount of ordinance, but I'm certain there was at least one bad guy down there.
  5. *cough* contribute to server maintenance *cough*
  6. You can find our past Operations in the Operations forum area. The archives contain the older stuff. (I just realized we are on our 9th year of Operations.) I've updated the thread you linked too, most of it can be found either in the forum Navbar or on our landing page https://16aa.net/ I'll probably delete the thread within the next day or two, it doesn't serve much of a purpose any more and is more a left-over from older times.
  7. Break is over - Remember to vote: Mods have updated, get on them asap. Mod-line for duration of WATCHTOWER: [email protected]_a3;@acre2;@ace;@acex;@Faces of war;@watchtower;@cup_terrains_core;
  8. Our modpack has been updated; please update now. The following changes have been made: Added: @cup_terrains_core, (Replacing @cup_terrains) @cup terrains - maps, (Replacing @cup_terrains) Updated: @ace, Changelog @acex, Changelog @acre2, Added correct teamspeak.exe @rhsafrf, Changelog @rhsusaf, Changelog Removed: @cup_terrains Size of update: 13 GB
  9. Our modpack has been updated; please update now. The following changes have been made: Updated: @watchtower Size of update: 80 mb
  10. https://community.16aa.net/guides/setting-up-our-arma3-modpack/
  11. Our modpack has been updated; please update now. The following changes have been made: Added: @watchtower @faces of war Updated: @ace Size of update: a few GB Note: Another ACE update might arrive tomorrow. ACE optionals have changed and will require manually changing back for the regular modpack to work. Changes to mod-line, check Resources or the latest voting thread.
  12. [email protected]_a3;@acre2;@ace;@acex;@Faces of war;@watchtower;@cup_terrains A Coy steps back in time to 1942. With the Japanese Empire at its peak following a series of victories Allied forces are about to embark on the first major offensive of the war in the Pacific. Operation WATCHTOWER is the code name for the Allied invasion of the Solomon Islands, being undertaken to prevent Japanese forces from establishing an airfield there from which to threaten Allied shipping. The invasion will include troops from the United States, Australia and the United Kingdom, but it is the United States Marine Corps which will spearhead the attack and bear the brunt of the combat which lies ahead against a determined and resourceful enemy. The Imperial Japanese Army is riding the crest of a wave of victories stretching from China to the South Pacific. Operation WATCHTOWER aims to bring that period to an end, to prove that Japanese forces can not just be halted, but can be pushed back and defeated. A Coy will take its place in the first assault wave and is tasked with a direct attack to seize and secure an airfield on one of the target islands. Further details of this tasking will be revealed to Officers and NCOs who have a need to know. Final Readiness Training will encompass weapon handling, fire and manoeuvre, support fires and amphibious assault operations. A Coy ORBAT • Coy HQ - up to 5 pax (Coy Cdr, Coy2IC, First Sgt, Radio Op, Runner) 1 Platoon • Plt HQ - up to 3 pax (Cdr, Sgt, Radio Op) • 3x Rifle Squads - each up to 9 pax (Sgt, Cpl, BAR, BAR Asst, 2xScout, 2xRifleman, Rifle Grenadier) 2 Platoon • Plt HQ - up to 3 pax (Cdr, Sgt, Radio Op) • 2x Rifle Squads - each up to 9 pax (Sgt, Cpl, BAR, BAR Asst, 2xScout, 2xRifleman, Rifle Grenadier) Machine Gun Platoon • 2-3x Machine Gun Sections - each of 3 pax (Gunner, Asst Gunner, Ammo Bearer) Mortar Platoon • 1-2x Mortar Sections - each of 3 pax (Gunner, Asst Gunner, Ammo Bearer) Medical Support • 3+ Corpsmen, att Coy HQ Training Schedule Op WATCHTOWER - Draft Training Schedule Sunday 10 December 2000-2010Z - Company Address - welcome and familiarisation - ground rules - historical context; 2010-2100Z - Session 1 A/1 - Amphibious Assault Drills - Live Fire Area A A/2 - Weapon Familiarisation - Small Arms Range & Live Fire Area B MSP - Weapon Familiarisation - Mortar Range Flight - Airframe Familiarisation - Airfield and Bombing Range 16CSMR - Weapon Familiarisation - Small Arms Range & Live Fire Area B 2100-2200Z - Session 2 A/1 - Weapon Familiarisation - Small Arms Range & Live Fire Area B A/2 - Amphibious Assault Drills - Live Fire Area A MSP - Amphibious Assault Drills - Live Fire Area A Flight - As before, plus optional Armour Familiarisation - Tank Range 16CSMR - Amphibious Assault Drills - Live Fire Area A 2230 - Officers and NCOs debrief & lessons learned - review schedule for next training operation. Wednesday 13 December 2000-2100Z - Session 3 All Infantry Elements - Coy Manoeuvre Exercise - Live Fire Area B Flight Elements - CAS practice on costal strip targets - Live Fire Area A 2100-2230Z - Session 4 All Elements: Amphibious Assault Landing - Live Fire Exercise - Live Fire Area A 2230 - In field debrief and mission outline for Op WATCHTOWER.
  13. until
  14. Pte Knudsen

    Xmas Break

    until
    Happy Holidays! See you in 2018!
  15. until
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