#Operation: Desert Storm Faction Pack (ODSFP)
5576 messages · Page 6 of 6 (latest)
Will each faction have their own or will it be universal? As in the Model itself
we dont know,he is in sleep
@peak bridge I think you should give people m16-A2 with auto
Many people complain about that burst mode only
M16A3*
and that is only for navy
I think there is no A3 in SDK
can make it auto by coding
IRL:"am i a joke to you?"
in my memory of gun and war crimes,its only bursts,no autos
there is a enhanced model
made by other company*
maybe you talking about canadian C7 series
yee, I've got models lined up for each faction so far
M777 for the US or something else?
m102
it's a lighter gun t
and iirc the m777 didn't enter service early enough
there was some reason I went with m102 instead of m777, it was either that or the m102 was free and m777 wasnt
i hear ya but im not going to, if people want full auto they can play the full auto factions, US is the only one with mostly burst weapons
the us forces have m16a3 but that is for navy and selling.
very weird to add it
and the a3 came a lot later
yeah,like how i did in my bed
i mean woke up
Well, this is up to you. I'm just a messenger 😉
I personally don't care and I don't play anyway
everybody arguring about it?
about the m16a2
Some people asking, but when i change to france people complain they dont want it. I have no idea how to make them happy
idk why they'd complain about famas, it's just m16 but better but ah well lol
people are weird
I know, but like i say, for me is not different, I have no fun to play with minecrafters.
lol
i m a doorstopper
I can back on desert when we get helis back.
yes you should
khafji awaits you.
my favorite to fly is Jazirra
blackhawk down eh?
i got idea but you wont take it,and not even for a server
Not exactly that, it has everything, buildings, hills, rivers, bridges and definitely has more FPS on my PC
It's more compact, Khafji is just big flat.
but.
its fun and good for me
and it gots multiple capture routes
at least no farm grounds that could stuck my trans
I think because friendly fire explosives are off makes it so the humvee will survive the explosion
If that's not the case there might be another bug
lmfao he almost crashed the game
plz no
that's fucking crazy lmao
My work))))
guys so you understand when there was a white screen during the explosion I thought there would be a screen of a nuclear explosion lol
Freindlys were still able to kill me with C4 i was inside a Vic
plssss noooo
Yes, we dont want to play with frame drops or crashing the server
😭
😭
kamikaze 2.1
kamikaze 3.0 Tomorrow
hehehe
Guys, why am I and my clan the only one that really does something special? I haven't seen anyone else do something like that or do something that others haven't done.
at least start doing the same thing as we do, we make a suicide car, we completely build a house with walls and defend it, we play a sabotage squad
I really want to die at least once from a suicide car while in a Lav-6 or BMP-2M, because it would be fun
just my guess but probably due to the language barrier, players that don't speak English are gonna have a harder time understanding how to use the mods features and less likely to communicate
the english speaking community needs to find creative guys like me and my clan
cries in fob builder
When will the artillery be ready?
not a clue, could be next weekend, could be June
depends on how much time I can commit to just the arty and not bug fixes and QOL
man, being sl fob beaver with a demo guy is all you need, this mod gives the best matches in the game
Building fobs while demo guy is sabotaging and scouting, and occasionally bombing enemy habs. Its the best

dw, you should be able to kill a friendly vics as long as there's someone in it
but the second you get out that's when you know the truck is gonna get deleted in less than 2 seconds
at least that's kind of a plus if I do solo bomb car
Hotel Company hasn't been able to get together to run operations lately. We have special things too don't worry
tbh idk why they are killable when empty, seems insanely exploitable and easily griefable.
yea
The game has had a drop in players after the update if we had more people 1000% this would get exploited to shit IMO.
were you in the car with me?
Nononono thats a very good thing. You should be able to blow up a truck when it gets stuck
If wish people were blowing up their vehicles, then they wouldnt be at the frontlines
What's better is some sort of unstuck mechanic instead of having to TK vehicles.
Imma be real I dont trust the OHD devs to make a good unstuck feature
And even if they did, its gonna take months to implement again
Yoshi, when you fix your mod, expect your helicopters to be filled with explosives and used as FPV drones.
Amazing
It was said many times "From now on there will be more frequent QOL updates"
Currently, work is underway on all those little things that make the game difficult.
all of em?
Yes
Not everything can be predicted but developers are watching closely and it seems that at the moment most of the problems are known.
uhhhh
Gatolizer
@gentle sail do you still have the purely desert storm server? or is it gone now?
Yes, is mixed with causal but was to late to get people on
ah so no more servers for it without casualfield then?
So long we dont get vanille vehicles recycled without mod
Is the only way to get the vehicles recycled by mod atm
and imagine, you're driving to lav 6 thinking how cool it would be to destroy equipment but a motorcycle full of IEDs appears
insurgents
son of a C4 -----
playing desert storm mod on a server wihtout logi trucks is torture, 15 mins a supply drop and then hoping it lands near teammates
yoshi can add the tag "HD_Logistical" to any vehicle and make it a logi truck so that this isn't as bad of an issue
it would be a good idea to give this flag to mi 8 and black hawk. they are used for logistics transportation
it's either that tag or "HD_Logistics"
either way it's only that way for my mod
Prob?
MTLB and M113? BTR, Striker and Lava lack this?
Probably
I didn't quite understand the whole message
Ill make these vehicles logistics:
Mrap
Brdm
M113
Mtlb
Btr80
Stryker
Uh-60a heli
Mi-8t heli
Wow
Короче он хочет добавить свойство логистических грузовиков техника с его мода
Уже понял
beautiful as gatos
"I will add the gameobject tag, so this list of vehicles will be treated as if they were a logistic truck for building."
that should make a bit more sense to the russians. ❤️
Much appreciated
early days still, but this thing is LOBBING these mfs
still gotta do a whole bunch of replication shibbs and reloading mechanics
plus balancing
holy fck
reloading is in gang
give that to me for a gato
What does this mean?
yknow, max ranges, damage, ammo counts, resupply rates, shibbs like that
Infinite ammo, infinite range, infinite damage, no fire rate cap
@peak bridge remember that anti air SAM buildable discussion we had?
Someone made an interesting point in #1110291763941355691 that reminded me instead of a SAM site, a TOW launcher or other mounted manPAD or manPAT might be viable in place of it. They wouldn't be automated, but increased accuracy, more flight control, and more ammo would be the bonus for building them at a FOB
Maybe have it be something only the AT guys can build if there's a FOB nearby. Encourages every member to build something
I know arty is current priority, but just some food for thought
the thing about the Sam is that it's easier to implement than a manned turret, but if we get emplacements in the near future then I'd absolutely add manned stuff
AFTER 3 HOURS OF REFACTORING THE CODE BASE TO ALLOW THE BUILD LIST TO BE CHANGED ON THE FLY
fuck i forgot its mkv
WE HAVE
RELOADING
its still pretty rough, as i got it working maybe 30 seconds before recording that video
but most of the major gameplay mechanics for the artillery is done
you can place it, reload it, shoot it, move it
all thats left is resupply and the logistical chain
and animations/polish
That music is synced so well too holy cow
I gotta organize a HC squad for this
With Yoshi refactoring some Vics as Logistical assets, does this mean they can transport arty ammo?
Also, is it possible you could post some preset mils for certain angles and distances? I feel like trial and error in a match with the computer will end badly
810 mils / 45 degrees elevation is roughly maximum range for each charge bag, above that you get higher arcs/longer travel times, and below that you get flatter trajectories and shorter travel times
1 bag = 1km
2 bag = 1.75km
3 bag = 2.5km
but ye I'll throw some pre calced angles on the gun
whuh??
/s
thats a good idea, ill try and work that in so they can also transport ammo n shibbs
Not sure how easy it would be to tie the ammo to the logi identifier
id probably alter the tags on the vehicle on runtime, use one tag to mark as logi and another tag to keep track of current ammo, and a third to keep track of maximum ammo
@nocturne glen if you wanna give this a headstart, ill make the tags HD_AmmoCarrier_Ammo (number) and HD_AmmoCarrier_MaxAmmo (number)
no idea how im gonna do refilling those vehicles tho
maybe ill just have the howitzer crates add an actor component to vehicles nearby that have the HD_AmmoCarrier tag
and then use that for ammo tracking and refill
have it fill up again when near nonrecapturable flags (aka main base) or on a timer
Is it possible to tie the value in a similar fashion to health and vic ammo, the driver could get a display of it and could be refilled at HAB
idk, probably not since both the vehicle and the HAB are part of yoshis mod
so i cant access them from my mod
Ah, i see. Expected as much
yea, but main base rearm seems like itd be possible
hwo is this gotta work tho?
Could you tie it to the Main Base protection status? Like if you're within that the rearm counter goes up or smthn?
the component every 5 seconds will grab all nearby flags, and if they have the Recapturable check disabled (meaning a main base), then it will resupply some amount
so if you are in the main base, you will just keep rearming the arty ammo
thanks for da guide.
That actually seems really efficient
What's the spread on the arty? Is it as bad as the mortars?
yeah, and then it will also do the same in reverse for refilling the pallets, component grabs all nearby crates every so often and adds some ammo to it from the vehicle's pool
its pretty tight, but the gun will shift when shooting
Ooo
so you need to keep adjusting it if you wanna smack the exact spot over and over
Interesting
otherwise it will drift off target a lil
but thats one of those balancing trial and error to find where the fun is
nah,id win,i will use iraqi pickup truck with mortar in back.
So what I'm thinking is FOB at main, 3 arty, MTLB or 113, forward support
real asf
play some HOT music.
i think im gonna adjust the collision for the pickup so you can actually lay down in the bed
Tbh the manuverability of that is unparalleled. If a 4 man squad knows what they're doing it becomes relatively unstoppable
what also would be lit might be letting the player put ammo pallets in the back of the pickups so they can just drive the whole pallet to main for refill
no ----.
of course,my friend,its no over powered
only out powered
wait.
arty on pickup
WHNE
later, after artillery
---- yeah.
Now we can do tailgate meetings in dead servers and have car shows
Drop it by maybe a quarter of a meter to half a meter. We should be able to entrench the arty behind a minimum 5 hescos imo
We get 15 hescos per fob right? Or is it 10?
doesnt matter,we have arty
iirc its 10
but ye ill drop it a lil
5 Hesco wide, 3 sandbag sides (1 on top of the other, 1 next to them), and sandbags enclosing the ammo and charges
That's my ideal arty setup
sure,yeah
i love destorying fobs with this
with a full nine person squad, 1 person working elevation / fire controls, 1 person on traverse, and a loader, across the three guns you could get some NARSTY fucking artillery on a point
make it a air strike.
Gah dayum that shit punches
so we can spawn it with Cmdr
Can't wait to teach Hotel Company how to run this stuff
we already got something that fills that niche, its called a 500kg bomb
i think i know how to operate this
I will cry when one of these gets dropped on me
its decently simple, ill also have to add this to the tutorial level and put some effort into that to not leave it up to groups like HC to teach players
I would trust you with the fire button and elevation and angles Ryder
tell me to angle,and the range,and let me do ikt
We'll probably do it anyways. We're looking to get our own private servers eventually and I'll definitely encourage the adminis to use your training map for... well, training
Definitely going to need larger maps after this. Khafji should have been the standard
start one then
That implies a few things.
I know how to program
I have time
I have money
I have the patience
I have the energy
I have none of these and thus, cannot do such things
Macho however can, is, and will be making a map
sly can help you maybe...
no,be an adult,hate the whole class
bam, now its what i wanted
me also
you can barely even see the rest of the map lmao
crazy how far 2.5km is
those blips are individual rounds with debug spheres 20m across on them lmao
through the airstrike designator
G9d it's going to be quite difficult to coordinate shots without map markers
yeah, really wish we had a consistent scale for the map squares, or at least if we keep a 10x10 grid we list what the scale of those squares were'
Gonna turn into SovietWomble at 7:40
https://youtu.be/W3WSoYK3m0A?si=z3OoFJHecNYkpmmb
Highlights from various games of Rising Storm 2: Vietnam.
All ZF Twitch channels - https://www.twitch.tv/team/zfclan
My personal one - http://www.twitch.tv/sovietwomble
Sources:
1:41 & 4:20 - Artwork by NervousHawk
2:37 - Animation assets by BewBewDingo
5:27 - X-Files Theme
7:42 - Wiseguys - Start the Commotion
crazy shit lmao
"That stupid piece of paper"
damn.
the mortar you will never find
on the damn pickup
MrPonchovie you can add to your mod browning from mod mktstc, his files are posted in the public domain and I think he intended for his works to be in other mods. All the mods that he created are not in the steam workshop
and please make it so that if you install a Browning on a pickup, the Browning stays on the car and we get a death machine
logi system is now functioning, will have showcase video tomorrow, too sleepy tonight
so the tags can now be added to vehicles ahead of time if you want @nocturne glen
HD_AmmoCarrier_Ammo (number) HD_AmmoCarrier_MaxAmmo (number) HD_AmmoCarrier
needs all 3 of those tags to function as an ammo carrier for the artillery logistics
dont know how to id display the inventory counts on modded vehicles
but we ball idk
can you make vanilla ammo crate work like that too? 👀
we had that in the early phases of the mod, it was more annoyance than it was worth, maybe when logi is more fleshed out for vanilla
maybe making the range the same as to build a FOB has makes it easy enough to not be an annoyance.
oh yeah, and when you hold out a construction tool, you can see the no build zones (scaled up for visibility)
I definitely feel like for ammo crates it should stay at infinite replenish for now. Realistically theres more than enough ammo on those pallets for some 300 mortar rounds. Down the line though, logi should be able to resupply basic crates as well
yea agreed, i like logi stuff in games, its just we have neither the playerbase experience nor the supporting features to do that for such an important build piece like the ammo crate
im fine having a limited logi system for the artillery since its an optional thing that more organized players can run for fun
Gun looks absolutely stunning though. I'm surprised how quickly you got this all pushed out. Feels like yesterday when we first discussed the idea
but core features should have a much better system
yea im surprised as well
ive been only working on it a couple hours a day, but also most of my weekends the past couple weeks have been solely dedicated to artillery and almost nothing else
Hey, so long as you're having fun
Were going to need 4 km² maps for this soon. I will lose my mind if I have to find a way to protect the emplacement on something like risala or jazira
oh yeah fs
Peak efficiency for arty seems like the following: Field commander designating shots, bearing and fire calculator, distance and fire control, loader, and Logistical supply runner (only if you're not set up by the MB. Considering the range)
if you want even more efficiency, youd probably want a second fire control to work the traverse, since the traverse and elevation controls are on opposite sides of the gun
at least for the american M102
Yeah that's the bearing guy. Couldn't find the words i was looking for
Actually I see how that's more efficient since you have to update the computer before firing
ah gotcha
Field commander could probably do that. They're just relaying fire mission data to the ones adjusting
ye tru tru
The though of a 10km² map with a uh 60 hovering over a FOB "dropping" resources for the arty position makes me foam at the mouth
thatd be so fucking awesome
thing is too, since i have it so that any vehicle can act as an ammo carrier with the mod as long as they have the tags, helicopters absolutely could deliver ammo
That's another idea, rather than have a limited number of buildable items, have each one cost a certain number of supplies. FOB itself costs, let's say 20 supplies and can store up to an additional 200 supplies. Ladders and pallets cost 5, sandbags and roofing cost 10, hescos cost 20. The numbers could be changed (i did this just off the top of my head, severely unbalanced) but an ammo/supply carrier could refill a FOB with supplies and that fob goes from a tinny little outpost that a sniper, and mg, and a mortarman have made their home into a fully functioning main base more or less.
exactly the kind of thing id wanna do if we have a more robust logistical system
There's still plenty of holes that need filled, but the current arty system is a massive step in that direction
crazy that this took a whole month to make, from initial design to near completion
pretty sure all I have left to do is tutorial shibbs and some bug fixes
sadly, new construction UI ain't coming with this patch, ran into some roadblocks that I'm not sure how to overcome that'd make the menu damn frustrating to both use and to make
but we should be good to go for next weekend if nothing else comes up
Hell yeah brother! I'm sure UI improvements can wait for a little while. You're doing great stuff man.
great thing,now logistics are needed now.
At what distance from the explosion does a player die from a bomb?
mortars are just not as effective as in real life or squad because we can't measure distance on the map or using markers on the map
I think the same situation will happen with artillery
roughly 35m, still tweaking that tho
Which is why the people who understand it will use it. At absolute lowest effectiveness you need 3 people: someone who knows where to shoot, someone who knows how to shoot, and someone to bring ammo to shoot.
well something came up, work's been busy as a bitch so I haven't been able to do anything on the mod since sunday
postponing the update until the first weekend of may
then I have a 4 day weekend to finish up the things I need to get done for the update
So many things are happening first week of may for me this is hilarious
lol
any updates on le arty?
no, week's been hella busy so haven't had time nor energy to work
oh,sorry,you can take your rest now.
aight, tutorial level update is gonna come later cuz theres some major crashing shittery going on with it, but everything else is done. so for the time being ill push the update without it today and write up a manual for people to translate and read on the workshop page while i solve the crashing
Absolutely splendid. Love everything you do Ponchovie!
https://steamcommunity.com/sharedfiles/filedetails/?id=3476045112
https://steamcommunity.com/sharedfiles/filedetails/?id=3151282430
Mod is updated, and the new ODSFP Manual is now live as well (since i have now hit the character limit for workshop descriptions)
CHANGELOG 5/4/2025
- Limited C4, 5 per person per variant, for a total of 20 placed charges per person
- Switched Commander kits to their own construction tool
- Fixed supply airdrop having a build icon when it shouldnt
- Major under the hood improvements to the construction system
- Fixed Rally Points being able to be dug down
- Added Artillery guns to each faction as a Commander buildable
- Added Artillery Propellant Pallets and Artillery Ammo Pallets as Commander buildables
- Added ability for Supply Airdrop to carry 250 artillery supplies, and can resupply pallets up to 25m away
- Changed logistics trucks to carry 80 supplies
- Main bases now refill logistical trucks at a rate of 5 supplies every 5 seconds
- Fixed coalition ammo crates using the same model as the iraqi ammo crates
- Added new tags for vehicles
- HD_AmmoCarrier - Marks a vehicle to have a Ammo Carrier component added
- HD_AmmoCarrier_MaxAmmo (Number) Says how much ammo a vehicle can carry
- HD_AmmoCarrier_Ammo (Number) Says how much ammo a vehicle starts with
- Added mils reading along side degrees reading for range finders and airstrike designators
Just spent half an hour converting mils to meters. Peak firing range with 3 charges is at 870 mils for 2474 meters of range with 22 sec travel time
Not perfectly accurate yet but were getting there. this is using 30 mils to 400 mils. Y value is distance, X value is mils. Purple line is line of best fit. based on the max range I found that line is still very wrong.
bro cooked a five star meal.
I've only got single charge estimates rn but if this 102 works how I expect it to it'll just be a factor change
.03% margin of error
seriously impressive shit
Hey ponchovie, did you put a firing limiter so you can't blow yourself up?
not likely, whats a firing limiter? like minimum arming distance or smthn?
Minimum firing distance. Gonna run some tests but it would let me fire under 60 mils/ somewhere between 27m and 164m
oh yea nah i aint got that, i think itl be funny for people to direct fire these at stuff
interesting. Can you join modding 1 rn. I could show you
yee 1 sec
Some key things I picked up:
Max ranges:
~1025m, single charge, 780-800 mils
~1475m, dual charge, 800 mils
~2485m, triple charge, ~790 mils
Min ranges:
~49m, single charge, 0 mils
~69m, dual charge, 0 mils
~89m, tri charge, 0 mils
Adjustments:
+50 to -10 mils elevation after firing
50 mils right to 10 mils left after firing
Range calculation WILL INCLUDE BUILDING COLLISION. Adjust accordingly
Ponchovie is great.
Friendly reminder that you cannot shoot if a shell will land in spawn protection, even if its your own. Also applies to mortars
1 shot a panzer let's go
yea it's 15k damage so anything it direct impacts should be cooked
Highly impractical, definitely worth trying
why can't I fire the artillery on certain elevations
likely spawn protection, it might be pointing towards a spawn flag, including one of your own
Bruv... it was in my test notes...
Oh, Ponchovie, to simplify the multi charge range calc process so I'm not running around a 102 like a chicken with it's head cut off, how are you adjusting the range per charge? Is it a set factor or something else?
the only thing that changes between each charge is the initial and maximum velocities of the rounds, by a set amount
its 10k for 1 charge, 12k for 2, and 15.5k for 3
not a clue what measurement its in, but those are the values
Noted. I'm sure my high-school level physics degree could solve this problem
What's the max travel time around max distance? It's around 22 seconds right?
i think so, might be closer to 30 with 3 charges
Noted. Thanks.
Okay so I cheated a bit and used GPT because I'm missing too much data and can't convert things accurately without the game running.
nah real enough bro, just double check in game to see if its accurate
Am going to when I get back to my PC
MrPonchovie
The Saudi Arabia faction was taken from the Middle East Alliance faction squad?
no, it's based on the Saudi Arabian military circa 1991, with some creative liberties taken for gameplay. using assets from sketchfab and the ohd mod kit
and I have a question what is planned to be added in the near future? and in general, have you thought about creating your own server where there will be a Yoshi mod and your mod at the same time? all your factions will be used there
and I thought it was taken from the squad because of the similarities in weapons
I've given it thought but I don't have the time or resources to do that. especially not moderate it
ye makes sense, both pull from the same region of the world
the problem with loyal games is that they don't use desert storm for some unknown reason. but in general I think it's because your factions were used together with casual Field and not with vanilla technology that would give the player gameplay similar to the reality project
to be honest, the death storm mod is one of my favorites, but it's a shame that your work remains in the shadows because of the "smart" community
"smart" community - kids
from what I've heard there wasn't that big of a demand for it. People were prioritizing CasualField over the Mortars and when the Logi updates kept rolling out it messed with a lot of things. Specifically that Vanilla vics necessary\ for the build mechanics featured in the DS mod cause massive server latency and desync.
damn casual field. I hate it. I have nothing against the developer of his mod, I'm sure he's a normal person, but it's a pity that the community chooses to turn OHD into Battlefield 2042 (these people checked the box that they want a game similar to Battlefield and tomorrow they forgot about OHD, that's how important their voice is)
yea, sly said it was cuz players didn't like using older guns, which like ig makes sense but ah well. I hope some server host picks it up at some point
I hope once the logi system is more fleshed out players come back to the mod
What are your plans for the mod? or were you thinking of creating another one?
further content was planned like British and Kuwaiti forces, but since I've started my new job I havent had the time nor energy to mod. plus finding decent quality assets for British and Kuwaiti vehicles and uniforms is a bastard lol
in the future I may try out more stuff, but for now I just don't have the opportunity to mod
Question for either Ponchovie or anyone who has run the ODS mod on a public server recently.
At what point, when combined with Yoshis Vehichle mod and without vanilla vehicles does the server become unstable (major lag/ rubber banding). What steps might someone running a sever need to take to reduce this lag?
Tracked vehicles apparently hurt the performance. Maybe putting it at 56 max players and removing tracked vehicles, that can ensure pretty solid performance
And making sure bots are not turned on whenever it starts getting full
Hey Ponchovie, does every artillery system have the same firing system? Like the shells will go the same distance at, say, 100 mils elevation for both the US arty and the Iraqi arty emplacements.
ya, the only difference between the two is the visualx
Thanks
This mod is the only thing bringing me back to the game, glad to see it on top of the server list again. I love that you can now use enemy logi vehicles to build FOBs, its a lifesaver on servers with broken logi truck spawns.
that's a bug lol
but glad you enjoy the mod
The new commander class is effective against preventing airstrike spam. I do think its a shame the supplydrop is also tied to the commander, as theyre essential for servers with broken logi truck spawns. Most sl's just pick commander class because its on top of the list, and dont even know they can drop them (let alone actually do so)
Theres also a divide between logi and arty when it comes to the truck, as stationary arty wants to use it to drive to the backline and logi wants to move it to the frontline. Having the option to call in the supplydrops would also help with this, but i am not sure if that aligns with your vision
I do get that its kinda cheesy and a fix for something that you didnt cause
.
The arty system is geniunely incredible when we have access to it, ur mod is miles ahead of the base game
I really hope someone hosts a properly configured DS server some day
Its also still really hard to find where the suppy drops land ;P
yeah it is a dilemma, I'll have to play more matches to find out a good balance solution
is it really moving around that much from the designated spot?
oh wait map markers
that's what you meant
I honestly dont really know, but it never goes where I want it to and sometimes I straight up dont see it
I dont think it needs changing, just an indicator to know where it landed
yeah, I'll see what I can do, probably a hud marker like the flag sword and shield
visible to squad leaders
If you need any help calibrating the arty or understanding the operational ranges (because the elevation is measured in mils) I personally made a range chart that works for most small/medium maps. Feel free to DM me with questions. Ponchovie approved of it and there's a poll in #💬general_chat rn to see who wants to learn everything related to the DS mod (arty specifically). I might lead a class at some point ¯_(ツ)_/¯
Again, its a bit of a training issue that I'm going to aim to fix. Forward SL/Commanders should aim to prioritize using airdrops for FOB building (or yoshis HABs if available) due to the ease of access, survivability of the AD, and the (theoretical) unlimited number of them. Logi trucks should ALWAYS be back line units. They're paper thin, small in seat count, and have no way to shoot back. They're better suited for arty emplacement construction as well as their reuseability as ammo carriers.
the ohd map grids are not accurate correct? do you have a legend of grid ranges of different ohd maps?
Khafji map's grids are 400m long. The rest are 200m for what i've tested
Jaziira is 2kmx2km, Risala 1kmx1km
I think Al Dhakir is 4km
Tan Binh, Carentan, and Saint Quentin are 2km
would be nice one day if the grids were part of the map UI itself instead of people putting it in the map texture
I am trying out the arty stuff now, but i am unable to interact with the gun at all. In singleplayer it works just fine, but on the server it doesnt respond to my inputs. Doesnt matter if im commander, sl, mortarman etc
I see other people are able to use it, no clue why it doesnt work for me
I've got the whole setup, just cant interact with the range/azi adjustments or the pellets
What are the requirements to use the arty?
are you in the squad of the commander who placed it?
it's not made clear but that is a requirement to interact
huh, then it should be letting you use it
did you change squads maybe? tho it might just be bugged out if the server lagged
Most grids are 200m × 200m, the only exceptions are Al Dahkir at 300m × 300m and Khafji at 400m × 400m. A little trig and guesstimation should get you within 100m of your target. Use a spotter squad to adjust your fire.
Well that's the shit, nobodu was anwering for drop spotting shiz
I suggest to give building artillery to an squad leader kit that doesn't require more than 3 members to unlock. Why? Because artillery are supposed to be on the backlines Which means there are like 3-4 extra players that aren't effectively fighting in the frontlines because their commander is busy doing artillery stuff to build rally points to attack the objectives. Also, commander has 2 abilities that incentivizes you to stay in the frontlines: supply drop and airstrike. These abilities can't work at the same time with artillery management.
So something like a squad leader kit called "artillery officer" unlocked once you reach a 3 member squad to make building artillery easier would be good to see them more often in matches while the rest of the team can focus on fighting on the frontlines.
Part of this can be solved by having a reliable group of team mates. Hard to get w/ random matches but I might be able to solve some of it with the training I'm planning
Although giving the SL kit the ability to build arty should be a thing (if it isn't already)
MrPonchovie right now your mod is popular, what are you planning to add? maybe you will add ied for iraq, and also give him mopeds? ied just make it 2 times stronger than now and also a melody and a delay before the explosion
I will do jihad
nothing at the moment, too busy to do stuff with modding. bug fixes might be all I can manage for a while
It's fuckin amazing as it is. Real real solid. Thanks for the hard work Ponchovie
I'm glad the server caught people's attention, thanks to your mod
MrPonchovie sigma
@peak bridge whats the damage radius and fall off for the artillery?
max radius I think is sitting around 35m and the falloff is some exponential thing so that it doesn't guarantee a death for infantry sitting at the 35m line
cuz the damage is 15k or sm shit like that
so that you can nuke vehicles with a direct impact
x is the mils youre calculating, y is whatever your desired range in meters is
oooo sick
Imma do a couple of rounds of ABI and then make a tutorial for the calculator
Its scarily simple considering the equation is already there
Interesting discovery about the calculator
The software I'm running it on (desmos) is actually really versatile when it comes to the devices it can be run on
That and its capable of being run via web browser
So as long as the Gun Section Commander or the Fire Direction Crewman (specifically the one assigned to traversal) has either a dual monitor set up or a mobile device with internet access, they have access to the calculator
a reminder, steam overlay lets you pin things over the game.
including steamwebhelper tabs.

gonna have to try this. Or maybe Edd can after I finish the manual for it
shift-tab, then open any website in the overlay.
Thanks a bunch
I swear this isn't a virus
PDFs can be naughty, but that one isn't big enough to be.
<iso8601> also, what's the 13th month? that's weird. </iso8601>
I put all my file versions in dd.mm.yyyy
to not upset a majority of the world
Ah, I love xkcd. Might have to fix all my formats to match
it's a really nice, natrually sorting, format
(not my image)
the easiest method to get it in windows, is ask for "English (Sweden)"
works great in android which doesn't let you change the date display settings otherwise.
So... When c4 is going to do damage to structures? I mean they do damage but its so insignificant that 2 c4 cant disable a FOB or to change the state of a HESCO wall
That might be against vanilla fobs. The health is different for some reason. Friendly fire is also off on C4 if I remember correctly. Not clue how to help otherwise
MrPonchovie, could you please reset the amount of explosives placed by player 1 to 10 or 15? Or increase the explosion power, 5 is very low.
updated to latest version, seems to all be working fine, lemme know the moment yall run into issues. Make sure to unsubscribe and resubscribe from the workshop for it to update properly
also, brought the OPs to the vanilla standard, so now they play identical to vanilla OPs (or at least should, might be one or two under the hood things that prevent them from being identical)
along with some other shibbs
Bugs I found during my gameplay:
- range calculator doesn't work
- supply drop only showed once it's landed
- Iraqi marksman rifle (SVD) have a broken scope
other than that it's pretty solid
love direct firing the artillery
Explain? I was using it just fine a few days ago with eddcast
@peak bridge I never saw the artillery we were firing actually land anywhere. Not sure if you and the other guys did, it's weird because I can see all other artillery and mortars but I can't see my own
AAAAAAAAACCCGGGHHHAGGHHH
This bug pmtfo lmao it was working fine not too long ago the hell changed
Like the projectile exists on the server ig but then doesn't execute or replicate shit for client so it don't do anything
im gonna tweak
so apparently there was some change to the projectile system and so they (the arty/airstrike/mortar/etc rounds) are being spawned on the server, just never on the client? so they do all the stuff they normally do like damage stuff and spawn stuff (which is why you cant see the construction drop until it lands) but never are on the clients end?

Well i have a problem of the supply drop not even appearing at all(even after the supposed landing, or rather on the ww1 trench map not doing it)
Yeah but only on the originator. As was said before, I can see OTHERS but I can't see my own hits/shots when artying.
Also great mod, thank you.
oh i mustve missed that, thats at least a little better lol, thanks for the info
Same with airstrikes. I don't see my own "splash" but i def see others.
That's why I just send it either way, doing artillery and airstrikes even though I can't see it, I know others can and I'm bringing them that immersion lmao
that was the key to look for, turned off client prediction for my mod's custom projectiles and they now appear on the owning client
much appreciated
gonna do a once over of the mod rq and then ill publish the fix
Also fun observation, folks are putting HE and powder charge pallets on top of the arty.
Calculator seems to work once but doesn't refresh after the first calculation.
Interesting, thanks again for the info
hi just to let you know the auto rifleman role is broken on the dev build for the US. the gu n doesnt spawn in their hands and floats kigh above/behind the character
Thanks for reporting, I'll put it on my todo
np
Ahh..hello?



