Marvin
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quote:Originally posted by dreadx: Skydivers know why birds sing! That's not singing. That's the sound a baby hawk makes when his momma kicks him out of the nest ... at the top of a 40-foot pine tree ... and tells him it's time to fly. "Flying" is going up and down. Not just down.
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quote:Originally posted by Shingen: Is this training ROE gig gonna be Saturday or Sunday?Sunday. The scenario is simple so I suspect he'll wait until we all gather on TeamSpeak to brief it.
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Auto killed in action in window mode
Marvin replied to Randy Wade's topic in Universal Combat Series
I don't have all the specs in hard copy for UC but, if flux-3 is like it is in BCMG, then it has an exit to a black hole (blk01z). Toss a coin and, if that's your destination, you die. Horribly. Flux-5 has the same "problem." One of the exits is to another black hole (blk03z). So, same result. -
quote:Originally posted by Captain Reed: What time will that session be? 1400hrs local pacific, 1700hrs local eastern, or 2200hrs Greenwich local.
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quote:Originally posted by Mordax Blyrr: Is there going to be a dicussion ... can we start now? If you have any specific examples from last week's game play, now would probably be a good time to state them. Of course, yesterday might've been even better.
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For me, everything was going swimmingly. Prime Fleet was short-handed for its second match so we drafted Shingen as number three ... which turned out to be a fortuitous decision indeed. Advancing en masse on Gaulan, Shin accidentally dropped through a flux field and fell right in the lap of the enemy. Before succumbing to massive enemy fire, he managed to transmit an in-depth position report. Namotus and I continued onward, adjusting our tactics to fit the newly updated, developing situation. The allotted half hour was quickly drawing to a close with neither side having achieved the primary objective. I, in the carrier for Prime Fleet, steadfastly maintained course ... until reaching Foron. Two jumps away from the target. Red blips everywhere on my scope. One escort (Nam) at the ready. The other escort (Shin) crashing to desktop in a frenzied effort to re-spawn. Engines recharged. Jump gate to Castrin open. Quick check in the TRS for enemy positions. Back to NID ... targeting Castrin. Not much more than five minutes left before end game. No problem. Just enough time ... maybe even a minute of slack. Initiating jump ... to ... ??? ... Ralean? Ralean! How'd that happen? The rest is history. And not very pleasant history at that ... not for GalCom, anyway. Two minutes of hyperspace time shot down the drain. Then all that extra time to recharge the engines again. Finally, check, double check, and check again. Yup, yup, yup ... Castrin was now definitely set in every computer display I could find. Eyes closed. Jump executed. Eyes opened ... ahhhh, good ... heading for Castrin gate. Finally heading in the proper direction, I checked the TRS and made note of the extraordinary fact that Chavik's cruiser was on the nose. "Nam," I said, "Stand by to jump to Castrin gate. We need to get past Chavik." "I already jumped," came the reply. Well, it was out of my hands, now. A cadet going up against a seasoned veteran. The odds were against the cadet. And I was less than halfway through my jump. As the old ditty goes, "The outlook wasn't brilliant." Not long afterward, I was faced with the reality I'd be coming out of hyperdrive right smack in front of Chavik -- waiting with his guns aimed at me. And, by now, he could concentrate all his attention on my approaching megaron. Painful, that's what I expected it to be ... and Chavik didn't disappoint me. But, then, neither did the GCV-Asimov ... plowing through all those energy beams and emerging on the other side of the gate with shields in tact and only minor damage to hull ... armor ... and a few non-essential systems. Calling up my scope, I saw it: the target. One fat red blip. One unsuspecting hostile shuttlecraft. Just one jump away. In less than four minutes, it would be a mort. But that was about two minutes too long. Just before I could initiate that final, lethal jump, a deep baritone voice echoed above my head. It said, "Time's up." P.S. I want to thank all the players who showed for this match. Even if the number did come to an unlucky thirteen.
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quote:Originally posted by Mordax Blyrr: ...what is the exact login info for joining the TS server? Ahhh, funny you should ask about TeamSpeak. From the post below, take what info you need ... and discard the rest. Go here ... then go about a third of the way down the page to where it says, "The Solution" and download the program from that link. Once you install the program, do the following: [*]1. Launch TeamSpeak 2. [*]2. Click on "Connection." [*]3. Click on "Connect" (not the quick connect). [*]4. Click on "Web Server List." [*]5. Click on "Change Filter." [*]6. In "Server Name Filter," seclect "Show servers containing" and insert "Prime Fleet" (w/o quotes) in the window. [*]7. Select "Ok." [*]8. Click on "Update List." [*]9. When a Prime Fleet server shows up in the listing, click on "Copy to local addressbook." Now you have the correct server available. [*]10. Then go to the "Local Addressbook" tab. [*]11. Highlight the server. [*]12. Log on as "Anonymous." [*]13. Add your nickname. [*]14. Check the box allowing the server to assign you another nickname. [*]15. Use the password Remo gave you. If it doesn't work the first time, try again. [*]16. Once on line, click on "Settings." [*]17. Click on "Sound Input/Output Settings." [*]18. In "Voice Send Method," select "Push to Talk" and set F12 as the key to use (Prime Fleet standard ... doesn't conflict with MP game). [*]19. Make note of the other possible settings, in case you need to make further adjustments. [*]20. Check that the bottom bar/button says "Activate local test mode" ... if it says "Deactivate, etc." then you will only be transmitting to yourself. [*]21. Close the window and wait for someone else to show up so you can test out your TS.
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quote:Originally posted by DennyMala: Already signed on the PF forum. Same-o, same-o.
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quote:Originally posted by Captain Reed: Note: The academy URL does not work. Prime Fleet Academy is here.
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quote:Originally posted by ShoHashi: However, you may want to consider a cutoff day and time so we can lock in the teams. Sho, I'll lay you odds that half the guys who post won't show and half those who do show will be drop-ins. Set a cut-off date if you like but I'd prefer to just make room should we get more players than expected. Anyway, per Remo's post, here are the guidelines for setting up this match. Don't panic ... it looks worse than it really is. MP SCENARIO START-UP Note: Prior to launching the game, each player should create a "Join MP Server" shorcut and append it with " /logchat" [*]e.g. "C:Program FilesDreamCatcher3000ADUniversal Combatucmp.exe" /c /logchat Order of Events. 1. Each player must log on to TeamSpeak2 (TS), usually using the Prime Fleet West server, and wait in the "Universal Combat Lobby" (the default location). If another server is to be used, the change will be posted along with the mission schedule. See "Setting Up TeamSpeak 2" for instructions on how to download and operate the program. 2. After the initial briefing, each team will adjourn to a designated seperate TS frequency for team play. Unless otherwise directed, the following procedure will be used to keep from confusing the server. [*]a. The "game leader" or server host will, upon switching to the team frequency, assign assets to each member of his team. [*]b. Immediately afterward, he wil start sending members of his team into the game. Members enter the game one-by-one. After one member has successfully logged on, that person will announce such over TS. The game leader will then send in the next player. On infinitum. [*]c. After all except the game leader have entered, the game leader will switch to the opposing team's frequency and announce that all players have entered successfully. [*]d. The game leader will then return to his frequency and enter the game. [*]e. Sixty (60) seconds after the game leader leaves the opposing team's frequency, the opposing "team leader" will start sending in his players in the same fashion. [*]f. After the team leader logs on (last player to do so) he will type "all players now in game" in the in-game chat window. 3. The game leader will then type "****** BEGIN LOG ******" into the chat window to deliniate the beginning of the game, making it easier for the game leader to sort out game events afterward. 4. Each player will send two chat messages. One: "[name] is in game" to all players (e.g. "Marvin is in game"). Two: "[name] - [asset's name] - [type asset] to him/herself (e.g. "Marvin - GCV Asimov - carrier/megaron"). The reason for the first entry is to determine that all players and the server see each other properly. The reason for the second is to let the game leader know (privately) what kind of asset each player is using -- so that point values can be properly determined. 5. The game leader will then type "****** BEGIN GAME ******" or someting similar, thereby initiating game play. 6. All players will close the game chat window and communicate with each other via TeamSpeak. 7. Upon completion of an objective, the player who completes the objective will open a chat box and announce, in the blind, its completion. He will also announce it over TS to his teammates. [*]a. If completing the objective also terminates the match, the team leader will exit the game, connect to the opposing side's TS, and call an end to the game. [*]b. If other objetives have not been met or the time clock is still running, the player will close the chat window and resume the game. 8. At the end of the game, both leaders will call such over TS and the game leader will add an "****** END LOG ******" entry to the chat window. 9. All players will exit the game and return to the default TS frequency for debrief. Final Note: If the game leader (server host) drops off line duing the match, his chat log will be incomplete. In that situation, he should coordinate with one of the players still in the game to send him a copy of the "mpchatclient" log.
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Get together whoever you can and show up at 2200hrs GMT. Yeah, maybe you'll need to wait in the TeamSpeak lobby for the second round but then, again, maybe not. Besides, if not enough players show for the first round, those who did show probably won't hang around for the second. If you get my drift.
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Here are the results of the August roll call and resulting culling of Prime Fleet and the database. Current Commanders - CO and Below [*]Remo [*]Marvin [*]Dennymala [*]"Mrxknown" Grayson [*]Gordon [*]Kalshion [*]"Papi" Cloud [*]"Mike113" Daniel [*]Falstaff [*]Patrik Vanda [*]Race Bannon [*]Most [*]Elio Jason [*]Wolferz Cadets & Trainees [*]Cerebus [*]Namotus [*]Freyar [*]Flax [*]Black Raider [*]CesarPim [*]Toma Mil Deleted Members [*]WarHero [*]Jonas Garett [*]JStuart [*]Riker [*]UnderLord [*]Krys [*]Machitis New Cadets Not Yet Signed In These cadets remain in the database UFN. [*]Cavelle Rogers [*]Azariah [*]Steven Peterson Inactive Members Cadets in good standing - currently dealing with R/L issues. [*]Mahzel [*]Iceman Note 1: Those cadets who have yet to sign in at the Prime Fleet forum will have until the end of the month to do so. For more information, go to the Academy section of the Fleet website, pull out the window on the right, and follow instructions A/R. Note 2: Even though a cadet or trainee is still in the database does not excuese him or her from completing assignments per the schedule. Future culling is not only possible - it is also probable. Note 3: If anyone disagrees with the above list, please PM me with comment, question, correction, or complaint.
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August roll call is now officially closed. If you didn't happen to make it, see Strategic Cmdr. Remo Williams for details.
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MOD_ALLIANCE remo,zane,0
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You can find the sign-up sheet in the Multiplayer section of the Prime Fleet forum.
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I'm not gonna get into this thing except to point out someting about that snapshot. As someone who spent a number of years in the back seat of a different 2-seat fighter, I can tell you that there is a big difference between what you know about the guy sitting in front and what you know about the two guys in the plane one meter off your wingtip. A heck of a lot. Especially if you've been crewed together for awhile.
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quote:Originally posted by Zane Marlowe: ...not every scenario design requires such extensive testing as you suggest.Oh yes it does. [*]1. Create a scenario. [*]2. Test it by yourself. [*]3. Modify the scenario. [*]4. Test it with one or two other players. [*]5. Modify it some more. [*]6. Offer the scenario to your Fleet Commander for analysis and further changes. [*]7. Distribute the scenario to all Fleet Commanders for testing, analysis, and recommendations -- this is where we were last weekend. [*]8. Make final modifications to the scenario. [*]9. Write up the final draft of the scenario and post it for general assessment and game play. If Prime had devised your scenario, we would've first tested the entry and re-spawn points. One of us would've then found an occupied surver and asked Jamotto or Khan or someone else available to help in testing the scenario. If it had been me, I would've told Khan or Jam to post himself at Freeport and try to prevent me from docking. Go try that. Try it with a carrier. Then try it with a cruiser. Then switch roles with your test subject and see if you can stop him from docking. If you can somehow manage to keep even a well-piloted cruiser from docking, then get the fleet leaders together and go Military v.s. Insurgent ... see how many attacking craft you can stop. If it turns out you actually have a chance of stopping a well-coordinated offensive ... and the fleet leaders agree ... then write up the mission and post it. 'Cause this isn't about Prime Fleet monopolizing the scenario business ... it's about developing scenarios that work. Scenarios that give both sides a fighting chance ... else, why even have two sides? quote:I would hope that you're not essentially telling the rest of the fleet community that you're going to basically create this on your own and when it's done we can like it or hate it, but because Prime's got more members than anyone else, then it's just going to just be the de facto standard.Think about it, Zane. Who, here, has actually posted a scenario without consulting any other fleet leader or coordinated any preliminary testing?
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Be advised guys, per the Supreme Commander's instructions, anybody deleted from the database on 15 August will be "persona non-fleetus" UFN. Which could mean forever. My advice: don't chance it.
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Zane, your downloads appear to be rough drafts. How can you post a scenario to the open forum that hasn't been tested, first on your own and then by members of your fleet? By yourself, you could've checked player entry points and discovered most anyone can launch directly to the NZone. Had you tested with just one other player, you might've realized nobody can stop a carrier from docking at a neutral station ... not nobody, not nohow. In fact, most of those who have been busily testing Gordon's scenario can accomplish the objective in a cruiser. When you aren't required to stop and fight, a fast ship is all you need. Even if the defending side had a carrier at their disposal, they couldn't stop a cloaked ship from docking ... unless the commander was Zaphod himself. Defenders have a difficult enough time preventing an attack on a shuttle even when it's already protected by a friendly starstation ... at least, in that situation, the objective requires the attacker to linger in a hostile area and perform a time-intensive task. Without a carrier that can cloak while attacking, you aren't going to stop anybody from docking at a neutral station. Not without the neutral station firing on you after you make the first hostile move. If you had tested, with just one other person, you would've known that. Hopefully, come next weekend, we won't have guys asking us to waste time with a scenario that should've been tested, improved, and polished before it reached the open forum. The reason neither Remo nor Gordon have published guidelines is simple: every time you publish a new draft, somebody is likely to download it and forget to update. It is just dumb to have four or five different versions of unfinished, imcomplete, or unworkable R.O.E. floating around, confounding the issue, complicating the process and confusing both those who want to write scenarios and those who just want to participate in multiplayer engagements.
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Fleets General Info Pinboard
Marvin replied to Supreme Cmdr's topic in General Multiplayer Fleet Discussions
quote:Originally posted by Supreme Cmdr: FLs, please do NOT approve ANY new fleet members after this date. -
Thank you, LB. Resignation accepted. You'll be welcome back at the Academy whenever you have the time.
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Hopefully it's not something as simple as activating your TRS after targeting a nav location in the NID. If TRS is active, your nav point will eventually fade.
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quote:Originally posted by Ben Zwycky: ...any problem with working on a 56k connection? Nope. Only with the one-hour time limit. If some of the players are on their first mission, it might take that long just to get organized.
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Universal Combat - First Impressions
Marvin replied to Supreme Cmdr's topic in Universal Combat Series
quote:Originally posted by Admiral Tigerclaw: ... punch a button, and you just fly forward in hyperspace until A: you turn it off, B: you run outta fuel like a dumb@$$ and get stuck in middle O nowhere Sol.) I don't have the quote with me but I think, in the first Star Wars movie, Han Solo explained why you can't do that. So did a more acceptable authority, Dr. Isaac Asimov, somewhere in his Foundation series. Again, no quote but it has a lot to do with mathematical calculations, hyperspace not being Euclidean, and possible uncalculated destinations being places like the center of a star or somewhere way out in the boondocks.
