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ArmA 3 session Sunday 20th June - 12:00 BST – British Summer Time

DoubleD

FGM 2nd Lieutenant
FGM MEMBER
Joined
Oct 26, 2013
Messages
1,236
Location
London, UK
Website
www.youtube.com
Operation Bakewell Tart (Campaign Overview)

Whilst attempting to locate one of the main insurgent bases on the Tanoa archipelago we flew over a small island in the south west, taking heavy fire from the ground. In the ensuing engagement a Ghost Hawk was hit by RPGs and small arms fire and crashed in the jungle in the centre of the island. A heavy, close quarters firefight took place between the insurgents on the island and a NATO military counter-insurgency force. The NATO team extracted from the southern beach of the island but were unable to destroy the insurgent base, any of the equipment or munitions expected to be held at the HQ.

We are going back. Maximum effort needed to try and take the base, details on the mission plan will be provided on the day

Mod list (there's nothing super big)
CBA_A3 - https://steamcommunity.com/sharedfiles/filedetails/?id=450814997
Zeus Enhanced - https://steamcommunity.com/sharedfiles/filedetails/?id=1779063631
ACE - https://steamcommunity.com/sharedfiles/filedetails/?id=463939057
LAMBS_RPG - https://steamcommunity.com/sharedfiles/filedetails/?id=1858070328
LAMBS_Suppression - https://steamcommunity.com/sharedfiles/filedetails/?id=1808238502
LAMBS_Danger.fsm - https://steamcommunity.com/sharedfiles/filedetails/?id=1858075458
Task Force Arrowhead Radio - https://steamcommunity.com/sharedfiles/filedetails/?id=894678801
Compat mod - https://steamcommunity.com/sharedfiles/filedetails/?id=2018593688
ALiVE - https://steamcommunity.com/sharedfiles/filedetails/?id=620260972 (AI Heli transport)
DUI Radar - https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
Enhanced Movement - https://steamcommunity.com/sharedfiles/filedetails/?id=333310405 (special dance moves)
Enhanced Movement Rework - https://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 (SUPER special dance moves)
 

DoubleD

FGM 2nd Lieutenant
FGM MEMBER
Joined
Oct 26, 2013
Messages
1,236
Location
London, UK
Website
www.youtube.com
@Gnarly & @Ithikial, I had a look at the TS error message you are getting. General consensus is that it is linked to messages sent to TS, don't know if this is because of low ping from your side. Perhaps send your error message to @Aurelius, not sure of there is a Q&A by the TS provider on how to solve it.
 

Aurelius

FGM Sergeant
FGM MEMBER
Joined
May 12, 2020
Messages
183
Age
28
Location
Ruma, Serbia
Server log shows no error on either of them. We went through it yesterday. It just says they disconected, reason=leaving.

I suspect it's something client side, the ping might be the culprit, although @Concord never reported any issues.

I've had my share of problems with ts and Arma, from having to do a hard restart because everything froze due to an ts error, to having my headphones and microphone not working. The reasons and solutions to errors were always mysterious.
 

Ithikial

FGM 2ND IN COMMAND
ADMIN
Joined
Nov 28, 2011
Messages
4,602
Age
37
Location
Perth, Australia
I can't remember the error exact code but something about number of ports being too many or some such. 21 available and I'm using 25 ???? Worked fine initially but when the convoy started moving and first contact with the enemy was reached everything just locked up, first with TS and then ARMA itself. Lost all communication with you guys with TS in my ear saying it's protecting me from spam.

New computer delayed again but should be this week. Everything is at the shop being assembled now. Will be a long reinstall process with all my stuff once I take possession.
 

DoubleD

FGM 2nd Lieutenant
FGM MEMBER
Joined
Oct 26, 2013
Messages
1,236
Location
London, UK
Website
www.youtube.com
I can't remember the error exact code but something about number of ports being too many or some such. 21 available and I'm using 25 ???? Worked fine initially but when the convoy started moving and first contact with the enemy was reached everything just locked up, first with TS and then ARMA itse³lf. Lost all communication with you guys with TS in my ear saying it's protecting me from spam.

New computer delayed again but should be this week. Everything is at the shop being assembled now. Will be a long reinstall process with all my stuff once I take possession.
So, this means you can take a break on Sunday evening and help save the world. No civilians are expected on the island so you get to use as much bang bang as you wish, surely enticing ;)
 

Redbully

FGM Colour Sergeant
FGM MEMBER
Joined
Jan 2, 2020
Messages
240
Age
26
Location
Norway
I can't remember the error exact code but something about number of ports being too many or some such. 21 available and I'm using 25 ????
Almost sounds like you are being connected and disconnected too many times, without your original connection being closed to the teamspeak server. Could very well be latency or packet loss. A solution might be to give the guys from the other side of the world client permissions or a server group that ignores spam protection.

Yes. We also have access to mk6 mortars. I've some thoughts on potential fire support but it means losing a member of the team from the assault group
How are the ace settings for mortars, do we need to drag around ammo for it?
 

DoubleD

FGM 2nd Lieutenant
FGM MEMBER
Joined
Oct 26, 2013
Messages
1,236
Location
London, UK
Website
www.youtube.com
How are the ace settings for mortars, do we need to drag around ammo for it?
Good point, I don’t know, but we can run a test in the bay at the base and see what we get. The mortar can be requisitioned at the logistics point or we can grab the back packs from the arsenal. If we mark fire zones in front of and on the flanks of our avenue of approach the assault team can call in fire quickly. It has the potential to be a massive force multiplier. We just need to be outside the fire zones and stay down, avoiding any shrapnel splash. It looks like we’ll be light on numbers so we’re going to have to be smart.
 

Redbully

FGM Colour Sergeant
FGM MEMBER
Joined
Jan 2, 2020
Messages
240
Age
26
Location
Norway
Good point, I don’t know, but we can run a test in the bay at the base and see what we get. The mortar can be requisitioned at the logistics point or we can grab the back packs from the arsenal. If we mark fire zones in front of and on the flanks of our avenue of approach the assault team can call in fire quickly. It has the potential to be a massive force multiplier. We just need to be outside the fire zones and stay down, avoiding any shrapnel splash. It looks like we’ll be light on numbers so we’re going to have to be smart.
The elevation should be pretty flat so we probably only need to take into account the range for the mortar.
 
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