jeudi 31 juillet 2014

RS 29th Infantry Division "Realism Unit"

The 29Th Infantry Division is 246 members strong, we are a Realism unit that uses a US Army World War 2 structure.



The 29Th also supports ArmA 3 and Darkest Hour 44'-45'.



29th ID Website



Learn About the 29th Infantry Division



Enlistment Application and Process




On your Enlistment Application next to "Who Recruited You?" please put down, Pvt. Scott





If you have any other questions please add me on steam. Pvt. Scott [29th ID]




TWI Ladder have no admins anymore????

Hey guys I make a ticket some days ago to admins and dont get any answers yet?





Is nobody care about ladder anymore?

If you have no time give full admin rights to other guys!





We dont need an inactive ButchCassidy who brings nothing.

Where are the great admins who want to implement so much stuff?





just thank Finalize that ladder is still running.





So do something or quit your job!





Thanks for attention.




Active servers

I was playing Verdun last night and couldn't help myself but to reminesce about ROOST...

So I logged on to RO to find almost no servers online, hopefully due to the server bug which is still not fixed, most likely.

Would you kindly list all the active server IPs here??

Does =TT= server still exist?




Squad leader "Role has been taken" on Rising Storm

This seems to happen only on one or two maps, but it's annoying. It will say that there is one squad leader position open, yet when you click on that role it will say "Role has been taken." I've even joined in SL4's squad one time around so there is 4 squad leaders, but the class selection menu states that there is only 3.







fix the 50 star flag on campaign mode

This is a glaring mistake that should be an easy fix.







KF [GameType] Trials mod

This is a silly mod inspired by Trials in UT2004. It features objectives you have to go through, record speed runs, rankings based on speed runs, double/multi jumping support and dodging/walldodging support.

By interface it is slightly like UT2004 Assault.



Download from here (v1.0)

Source codes from here



To launch this game, you either select "Trials game mode" from new game menu or use "?Game=TrialsMod.TrialGame" in URL.



Here are couple of maps based on this game mode already made:

==================================================

TR-Tutorial



A tutorial and a sample map of how trials works.

Features 4 trials you have to pass.

==================================================

TR-PowerGenerator-M



A map originally made by Lethal-Vortex (for Doom game type), which I simply ported to this game type.

Notice: This map requires DoomPawnsKF.u, which can be downloaded from here: http://ift.tt/1s6Rpcc

==================================================

TR-Sulferon



Not really a trial map, just a combat map where you defend a desert fortress from lots of monsters (enemies that are mostly known from Unreal 1).

New enemy classes are found in KF_Invasion.u, feel free to use them outside of this map.

==================================================

TR-BeatTrials



A map inspired by a level from Super Mario Galaxy 2 (Beat block galaxy). Sound effects are from SMG2, and music itself is from Super Mario 3D World.

You have to make past cubes that swap their solidity.



I've made a video of this map:




==================================================



I may post a mapping tutorial for this game mode later.

And I do take requests for more features to this game mode.




Are we going to see a drone class?

I always wanted a drone class in a game, very vulnerable when deployed(putting on an Oculus Rift type of controlling device with gloves like ControlVR) so dependent on cover by other people.



It could have a couple of ground or air drones, and there would be even a mechanic for replacing the drone's ammo or repairing it.



Please make this happen, it would totally fit in the KF's world.




RO2 Sprinting, Running lag

Whenever I run or sprint there is a sudden spike of lag, regardless of the servers ping. This happens only when running ( I can shoot fine). I recently purchased a new computer, and now this glitch is occurring when I play killing floor.




Muddy mud mud (movement idea)

I admit I know this will more than likely never get implemented officially as the game is quite established now, and rejigging the old maps would be one hell of an effort, but one can hope.



Since I saw people talking about uphill running speed, I thought about an issue the Germans faced at the beginning of winter, that being getting stuck in the mud slowing their offensive. I was wondering if there could be some muddy sections added to a number of maps that could slow troops down dependent on its depth. Sole deep just makes a splat noise and acts as a warning there is mud, ankle deep slows movement to the point where it seems like wading through water as it is currently implemented in game, knee deep slows you to a crawl and finally waist deep flat-out stops movement. Tanks and carriers could be affected in context to their weight, where ankle deep slows slightly but causes issues to start up if you stop over the mud, knee deep slows massively and restarting if you stop is almost impossible and finally waist deep just sinks the tank to just cause its wheels to spin.



I’ll guess this would be, at its basic level, not too hard for mappers to implement. Have a boggy looking texture (the deeper the wetter looking maybe) and have a non-solid surface players can pass through with a solid surface beneath? I admit I’ve not mapped much in the past 12 years so only guessing. Have a lot of ideas in my head about soldiers muttering about mud when they hit it, particle effects showing mud flying about passing through it and custom animations indicating they have hit the mud etc… but that’s a lot of expensive stuff thrown at an idea ;)



Just thought the idea would make the risk / reward concept of using certain flanks more interesting. A map could have an obvious road route that’s easy to cross but leaves you open to fire, a side route that has lots of ridges and cover, but a few of these ridges trough's have slowing mud, and possibly even a large muddy area either next to a stream or over a large field that can be slowly crossed on foot, but using a transporter would be the wiser idea.



So, is this idea a load of hot air, or do people think it sounds interesting?



EDIT: before I post, just thought this could also be done with snow, but being much less of an obstruction.




mercredi 30 juillet 2014

Problems with exporting to SDK

Hello everyone,



This post is aimed at those of you whom have successfully imported a 3d model from 3DS max into the SDK. I am having trouble with my exporting process, I use 3DS max 2013 along with the ActorX plugin for import/export .psk models. I have uv-mapped the model using the uvwunrap modifier, also added bones and linked them to form a skeleton (for the .psk)



I have the basic plain grey texture applied to my model but it gives me slots for 5 materials (x-model info.txt), this I think is due to the 5 object parts (moving parts) which make up the model in game. I have used the link option in Max to assign these objects to the bones and they move/rotate properly in max, however once exported everything seems to go wrong...:mad:



I can get the model into the SDK but the I can't get the texture to take to the model properly, it's as if all the uvmapped data is somehow lost? Or perhaps there is something I am not doing??



Ladies/Gentleman your help would be greatly appreciated :IS2:



Regards

Cpl Jonno




Class Rank Confusion

I'm currently at "Frontline Soldier" in the "Elite Assault" class. This is the second rank for this class.



The Red Orchestra 2 wiki says that the "Veteran" class rank is two ranks after "Frontline Soldier".



In order to rank up to the "Veteran" rank, do I need to rank up two times with the class?



This is made even more confusing due to the fact that the wiki page says "Frontline Soldier" is rank 20, and "Veteran" is rank 60.



So, do I need to level up overall to rank 60, or do I need to rank up the class to rank 60?



I've been trying to figure this out for a while, but asking other players causes them to get angry at me.





Please note that my main goal in this is to unlock the AVT-40. To unlock it, how many times do I have to rank up? Would the "Veteran" rank require two rankups starting from the "Frontline Soldier" rank?



I don't want to start grinding only to find out that I need to do it for 58 ranks instead of just 2.




Crashes at random points mid game

Hi guys



Just recently i have been experiencing quite alot of annoying crashes mid game which haven't occurred before drivers and everything is up to date, verified the game cache too. Below is the last part of the log which shows what happened before it crashed, i have no idea what it means and how to resolve it as everytime it crashes this is what appears. (Also i have no idea what the spawn actor thing is)





[0539.49] SteamInfo: ROServerBrowser-Server responded

[0539.60] SteamInfo: ROServerBrowser-Server responded

[0539.63] SteamInfo: ROServerBrowser-Server responded

[0539.63] SteamInfo: ROServerBrowser-Server responded

[0539.66] SteamInfo: ROServerBrowser-Server responded

[0539.66] SteamInfo: ROServerBrowser-Server responded

[0539.67] SteamInfo: ROServerBrowser-Server responded

[0539.70] SteamInfo: ROServerBrowser-Server responded

[0539.72] SteamInfo: ROServerBrowser-Server responded

[0540.77] SteamInfo: ROServerBrowser-Server failed to respond ip- 1816001950

[0540.77] SteamInfo: ROServerBrowser-Server failed to respond ip- -1058830189

[0541.08] SteamInfo: ROServerBrowser-Server failed to respond ip- -1321823411

[0541.08] SteamInfo: ROServerBrowser-Server failed to respond ip- -1004780177

[0541.08] SteamInfo: ROServerBrowser-Server failed to respond ip- -886916518

[0541.27] SteamInfo: ROServerBrowser-Server failed to respond ip- 1729541562

[0541.27] SteamInfo: ROServerBrowser-Server failed to respond ip- 1729541562

[0583.85] DevMemory: Virtual memory allocation size: 212.98 MByte (223326208 Bytes)

[1244.29] DevSpawn: SpawnActor failed because of collision at the spawn location [X=13618.260 Y=7416.643 Z=622.258] for [MG34BulletTracer]

[1276.80] DevSpawn: SpawnActor failed because of collision at the spawn location [X=13619.104 Y=7415.349 Z=621.934] for [MG34BulletTracer]

[1283.18] DevSpawn: SpawnActor failed because of collision at the spawn location [X=13617.588 Y=7416.970 Z=621.493] for [MG34BulletTracer]

[1284.80] DevSpawn: SpawnActor failed because of collision at the spawn location [X=13618.236 Y=7415.989 Z=621.364] for [MG34BulletTracer]

[1285.99] DevSpawn: SpawnActor failed because of collision at the spawn location [X=13618.348 Y=7415.839 Z=621.316] for [MG34BulletTracer]

[1289.19] DevSpawn: SpawnActor failed because of collision at the spawn location [X=13618.361 Y=7415.831 Z=621.138] for [MG34BulletTracer]

[1299.44] DevSpawn: SpawnActor failed because of collision at the spawn location [X=13617.325 Y=7416.791 Z=621.991] for [MG34BulletTracer]

[1877.80] NetComeGo: Close TcpNetDriver_1 TcpipConnection_1 70.42.74.39:7777 07/30/14 15:50:41

[1877.80] Exit: TcpNetDriver_1 shut down

[1897.35] DevMemory: Virtual memory allocation size: 270.04 MByte (283160576 Bytes)

[2492.10] NetComeGo: Close TcpNetDriver_2 TcpipConnection_2 70.42.74.39:7777 07/30/14 16:00:56

[2492.13] Exit: TcpNetDriver_2 shut down

[2515.99] DevMemory: Virtual memory allocation size: 282.61 MByte (296337408 Bytes)



Thanks guys!




Carbine?

Just wondering if there's any good reason to ever pick the Carbine over another weapon.



Thompson outclasses it in nearly every way. Trench Gun can get easier headshots and obviously is stronger close range.



It goes 60 damage per shot, making it to less than the Thompson per shot. It also has a terrible iron sight.



It has nothing compelling about it. Even the sound it makes is a dead giveaway.



This weapon could truly use something that makes it stand out, such as a scope or long bayonet. Just something that gives it a little quirk instead of being a soulless, ineffective gun when compared to other options. As it is, it's literally the worst "main weapon" gun in the game. In fact the pistols rival it in effectiveness. A shame when a gun should never be picked. The Thompson even has a single shot mode and is barely worse at long range (arguably better due to lower kick and higher damage.)




Because its so easy

All you expert shooters out there (you know the ones, shooting someone at 300 yards is easy), need to watch this video honoring an 86 year old veteran. Listen to dialogue. Try to understand grouping and rifle capabilities.





Anyway, its a good listen for all. When you got it, you got it...is all I can say.





http://ift.tt/1nJhu0B#




I challenge you

Ok, so I'm certain there is a way to stop the game from filtering out unranked servers from the ranked server section. I'm sure one of you modders or just someone who know the ini of the game can figure out how to remove that filter either by a simple ini change or by a mutator of some sort.



If this were done we could all see the iom servers and any other modded server all in one list! DO IT!



Iom, why not try to add something like this to your mutator?




Character creation and customization would add a lot

Your biggest competitor, Zombies Robots Monsters among many great ideas and game mechanics also introduced character creation.



Are you planning on doing the same?




RO2 Question: Slope movement speed for infantry

What was the reason or the deal for sloped inclines (and stairs) not affecting movement speed of infantry?



It obviously affects vehicle speed and the Immersion Overhaul Mutator (IOM) has used it for infantry movement, so why not the stock game?



:D




RO2 Extremely Slow Download ( Receiving Props when joining server )

Hi.

I have recently re-installed my o.s on my pc.

I have fully downloaded and installed red orchestra via steam.

Every time i try join a server is keeps receiving files

props_military

props_vilage

all of them seem to be prop files.

It's really annoying because i can be 95% done the file and it would loose connection to the host.



- My firewall and antivirus are OFF

- game is launched as admin



I have 50mb internet and am not using wifi, i have a wire straight from the router/modem.



Please somebody help me with this because i've been trying for the past week.



Thanks,

Stephen




How many exclusive DLC are out now?

I got my hands on PC Gamer UK and got as well the Harmonica DLC1 skin for KF2.



I read on Rededit that there should be at least 2 different skins - is this true?



If so which one is the second one?




DA2 Invisible Specimens

I launched DA2 with a few friends to play specimen survival for old times sake and for some bizarre reason all of the specimens are invisible. They do damage and have hit boxes but are just not "there".



I have verified the game cache and re-installed it and hosted it as a listen server as some people recommended might work but none of this worked. Since DA2 is dead there is way of getting support from them and its seems to be the way in which the game is interacting with the KF specimen files.



Any ideas of a fix? :)




mardi 29 juillet 2014

Original Killing Floor fate post KF2 release.

With End of the Line content update and Killing Floor 2 right around the corner, official KF development life-cycle is nearing it's end. Of course it will live on within the community (like RO), but i think it's safe to assume Tripwire won't make any new content for it. With this in mind i have a question: what about seasonal event achievements? Will we:



a) Be able to freely switch the events on/off to do the achievements.

or

b) TWI will still do seasonal events in KF, just without new content.




Certain files does not redirect.

So, I made sure to compress every file using the UZ2 compressor, and put it in my server redirect, and yet certain files still have problems with the server redirection, and chose to download from the server directly, despite the file existing int he redirect. Do you have any idea what could cause it and how I could fix it?




Nvidia Physx?

Hey,



i am not a programmer or anything near that so take this lightly if i say anything wrong please.

With all this talking about brains going off and LOADSAGORE, would physx from nvidia run nice on it?

Of course im aware of the game engine and the work put on by tripwire but as i said, i don't understand anything about programming and such, just my own suggestion.

Write down your thoughts on this idea.

(Sorry for the bad english, not main language)




KF Guide: how to make KF and KFO maps appear together in Map Voting

The problem: players can't play KFO maps.



How you tried to fix it: you manually inserted KFO maps into [Default KF MaplistRecord] and [[KFMod.KFMaplist].



What you happens at first: KF and KFO maps appear together in Map Voting. You fixed the problem!...or did you?



What really happens: after players vote for a KFO map, KF maps disappear from Map Voting...darn it!



What you expected would happen: after players vote for a KFO map, KF maps do NOT disappear from Map Voting.



Well I am here to tell you that there is a simple solution.



Step 1: go to WebAdmin.

Step 2: make it like look this (skip the Mutators section):







That's it. Yay!



Credits, a.k.a., the guy who told me how to do it and to whom the screenshot above belongs: http://ift.tt/1zrlCWG




Something has to be done about the ridiculous accurate hipfired mgs!!

The Title says it all. Nothing more to say. 1000 times asked nothing happened till yet.




RO2 Battle of Tanks Campaign





lundi 28 juillet 2014

2K screen smartphones???

I was extremely surprised when I heard about the LG g3. A roughly 5 inch screen having the resolution of a full sized desktop monitor? I see a ton of things wrong with this. How is the gpu inside suppose to keep up with that screen? Especially when gaming? Or is it like a gaming console where the gamehas a set resolution and you plug it in into a tv with a higher resolution but doesnt change the games native resolution? So are the mobile games being upscaled? My old gtx 460 would suffer playing even side scrollers at 2k and they want me to believe that the little weakling adrenos gpu inside the g3 performs something comparable to a pc? Do you guys think manufacturers are going a bit overboard?




Help Needed (Wheat and stuff)

Hey peoples,



I was just wondering if anyone knows the most effective way to find "new" static meshes and stuff that I can import into maps.



For instance I need some tall Wheat type of plant to imitate fields. Any suggestions?



Thanks in advance.



Regards,



Jellah da fizh




KF No Achievements

Hi guys.

I run a whitelisted server.



Installed Muts

Antiblock 1.1

PatriarchHPleft

ModVotingHandlerV2



It counts Perks and they stay after leaving the game, so it's not greaylisted. Tested it with Sharpshooter.

But it doesn't net Achievements, even when the conditions are met.

I tried it on another server (not ours), there achievements worked. So it's not the clients fault.



Please help me.

Greetings n87




I was perma bannd for arguing in chat about ww2 history, and the admi says it politic

This is how the admin bannd me from my favorite server that i used to Invest as squad leader and play there a lot.



a group of new players came to troll the server chat with "Racism". They used the game and the german team as their propaganda for Insulting people.

I decided to answer them because they made ​​me mad, I talked in chat about the werhmacht and SS, Difference between nazi army and german army with history.

I did not think that what i worte in chat broke the Laws of the Game. because i already got warned by other players to not talk about present wars just as in middle east today, but now, it was on history of WW2.



I keep ask my self what was the difference between the group players that makes TROLL in chat between me that play a lot orchestra.




RS Something has to be done about Maggot Hill.

I can understand the breaking of realism to improve game play and balance. But something has to be done with this map. The two main issues as I see them are:



1. Heavy Weapons for the Americans



2. Ease of flanking



I'll address number 1 to start. The defending Americans are the Merrils Marauders. They're light infantry. Light infantry do NOT carry flame throwers. In fact, the Marauders were NEVER equipped with flamethrowers, as far as I can tell. I'll quote Wikipedia on their official equipment.



Small arms included the .30-06 M1 Garand, the .30-06 M1903A4 sniper rifle, the .30 M1 carbine, the .45 Thompson submachine gun, the .45 M1911 pistol, the .30-06 BAR, and the .30 M1919 Browning air-cooled belt-fed machine gun.[5] Mules were used to haul radios, ammunition, and heavier support weapons, including the bazooka and the U.S. 60 mm M2 Mortar;[6] the latter was often employed without its baseplate in order to speed deployment.


Giving them three flame throwers on defense? Really? That doesn't make a lick of sense, and seriously removes the immersion and fun as playing as a Japanese rifleman.



2. I often find, on both sides, that I'm killed from behind. I think its really too easy to meander behind enemy lines and just pick them off before they can even get to the caps. I'm normally against the RSOD, but I think boundaries should be implemented on a map where there are three avenues of attack, to keep the battle in somewhat coherent lines.



I will continue to leave servers when this map arises until changes are implemented in some way or another.




Spectate specific player admin command?

Moderating an RO2 server and when players complain about a player we like to watch them, maybe do screen captures of offenses. Currently I have to escape, spectate when use mouse to cycle thru all the players until I get to player in question. Painful. Trick I'm missing - in game or via admin console?



Many thanks!




KF [Request] Red dot sight texture for the SP Musket

Hi,



Can anyone be so kind and create a working transparent texture (image) for the SP Musket? I only need the Scope-glass texture with an accurate red dot sight. It must be a clientside texture change, which only affects me while also still able to play on whitelisted servers. I am going to replace this by myself in KFED.



I already tried that by myself but... well... I cannot design it pretty. My custom created projects were either too big red dot, or were not fitting by the look of it by itself, which had in the center a white dot surrounded by red descending stroke. My red dot was also either too dark or not fitting the environment contrast, meaning, dark red dot on dark rooms makes no realistic look.



Refer to this project here. As you can see in the link, one kind KF community member fixed the accuracy of the SP Musket in terms of user use. Right now I am using his textures (but not animation/sound).




KF Making a Call of Duty Killing Floor Map Set

(Steam Only) Hello everyone, Martarts here from Undead Storm (UD-Storm) bringing a new discussion. I would like to announce that Undead Storm will be making the cod maps Town, Farm, Dinner, Power, and Bus Depot. We would like people to help with textures and designs. We also need some people that are familiar with the SDK map building program. If you would like to help build or be part of the team please join Ud-Storm or ask us. Finnaly once all the maps are done we will make a tranzit mode. If you do join your name will be put in the credits. Thanks You, UD-Storm Steam Name: Martarts




Massive Server Crashes in this month

Hi in this Month we`ve got very often Server Crash`s. Would be nice if you could look into it. Here are downloadlinks:



http://ift.tt/X5ajFK

http://ift.tt/X5ahxO

http://ift.tt/X5ahxS

http://ift.tt/X5ajFT

http://ift.tt/X5ahOb

http://ift.tt/X5ahOf




[Game] Rebuild of 1997 hit "Netstorm" - Free!

Any of you old enough to have been playing games back in 1997 may remember one called "Netstorm: Islands at War", published by Activision, which got a 91 in PC Gamer's review.



A little while ago, we got involved with the guys, as they were using the "Rising Storm" name for a free, fan-built remake - here.



They've been round with Activision and all sorts of other fun and games, to clear the way to do a full rebuild, under the name "Disciples of the Storm". They are now running on Kickstarter to get the cash together to make this into a real thing - go take a look: http://ift.tt/1uzJvMS. With a little help, an old fan favorite gets to come back to life!




RO2 Sdkfz 251 need 8 crew members.

I think Sdkfz 251 - in more than the two drivers - need 8 crew members and not only 6.

It would be fine. Normally we have 10 crew members and two drivers.




KF KFED - How do you lower the Skybox brightness?

Hi All,





Well, in KFED, the Skybox has a normal brightness, but when I play(test) the map, the brightness is just too much. (Too happy to kill ZED's).

How do I lower the brightness of the map/skybox so it would look almost like the skybox in the Editor itself.





Thanks,

--Danny




Windowed Boorderless Mode for KF2

The one thing I missed most in Killing Floor was the Borderless windowed mode support.

PLEASE include that into Killing Floor 2!

Greetings, n87




Schoolboy/PoiBoi Problems

Does anybody any insight on some solid computers that a schoolboy could afford? Pretty broke in college, and im wondering if anyone has any ideas on what a solid laptop is, I of course am wanting to run KF2 great, and any other unreal engine game.



So anybody know any "great/good" "gaming" laptops?




dimanche 27 juillet 2014

We need a (updated) mapping guide!

I have been trying to get into mapping for over a year now, but it's too complicated for my little mind, i have been following the tutorial by Danh here, but it's already outdated and it doesn't even cover how to add materials you need to use to paint the map and also missing how to set reinforcements amount as many people who tried his tutorial always have reinforcement issues.



Is it possible that someone can create a new mapping guide for the updated UDK? Because we also have to deal with the brewing stuff now and a updated UDK.



If we can get a better tutorial here, i think we will see more people starting to pick up mapping again who are just like me who need a bit more help.




Mechanics of Terminal Ballistics.

Warning, this is a long post, I'm not abridging it because I want to be very very clear. If you aren't into this kindof thing this article probably won't make you a fanatic. Although this is a good place to get a pretty good run-down if you're interested but don't know where to start.



Basic Mechanics of Terminal Ballistics






Contents

Introduction

Wound Concept
Incapacitation

Mechanisms of Tissue Damage

My Conclusion

Further Reading




Introduction-
There are some widely circulated beliefs about the effects of high speed projectiles on the human body. Some of these are true and some of them are misconceptions, not founded in the Laws of Physics but in preconceived notions and concepts circulated by popular media such as videogames and movies. This thread is an attempt to provide a source for clarification of the mechanics and factors of terminal ballistics and prevent myself from derailing any more threads. I do not claim to be a professional and of course my word is not law or fact. However I am a physics major and have been studying terminal ballistics and human anatomy and medicine for four years; this doesn't automaticly make me an authority on the subject, but it does carry a bit more credibility than media outlets designed for entertainment, note that this includes the Military channel and History channel. While comments of most any kind are completely welcome, keep in mind that if you're going to tell me I'm flat out wrong, you're going to need to supply some decent evidence, as everything in this article is based upon years of research. Though I will gladly change the article if it is established that I have misrepresented something or provided incorrect information.



Wound Concept-
Standard kinetic energy projectiles such as standard Full Metal Jacket bullets cause harm to a human by destroying organic tissue, damaged tissue may fail to perform its intended task and destroyed tissue certainly doesn't do its job. This can bee observed as multiple effects. Destroyed/damaged vascular tissue cannot hold blood and thus may cause harm through loss of blood volume and pressure. Destroyed/damaged neural tissue will not transmit the electrical signals of communication through the body. Destroyed/damaged muscular tissue poses a similar problem as it may not be able to exert and support force required for movement. Destroyed/damaged bone tissue can cause many problems including destruction of local tissue, loss of structural support, and cause of internal poisoning and Acute Stress Reaction, which can lead to circulatory shock. Destroyed/damaged respiratory tissue may result in loss of lung capacity, causing breathing issues, which may result in circulatory shock or even asphyxiation. Destruction of various organ structures can cause severe problems ranging from internal poisoning severe internal bleeding.



Incapacitation-
Incapacitation can result from:

Loss of consciousness, physical incapability to continue(hereby referred to as "physical incapacitation"), loss of drive to continue (know as psychological incapacitation), or death.

Loss of consciousness can be caused by circulatory shock, asphyxiation, neural trauma, and poisoning. Loss of consciousness may be short lived, but most people won't be fit to continue an offense after regaining consciousness.

Physical incapacitation is caused when the body is damaged to the point that persisting in given activity is rendered physically impossible due to damage to muscular and bone tissue, or damage to neural tissue, causing paralysis in relavent locations.

Psychological incapacitation is difficult to pin down, there are far too many factors to predict it or determine its exact causes. Psychological incapacitation may mean the person in question just gave up, maybe he/she intentionally stop his/her activity to make top priority of seeking medical attention, or maybe he/she just can't focus past the wound they've received. There are nearly infinite variables and they tend to be based on the mental state of the person in question.

Death or Brain Death can result from catastrophic destruction of vital structures such as the brain, effectively deleting the victim's being from existence, or it can simply result from severe blood loss and organ failure. This one's pretty intuitive.



Mechanisms of Tissue damage-


I. Mechanical crushing/Stretching of Tissue

This is simple, when a bullet strikes tissue at relatively high velocity, it pushes on the tissue, exerting energy into the tissue, causing it to stretch. As would be found in most any firearm projectile, sufficient projectile energy allows the projectile to continue to stretch the tissue until its elastic threshold has been passed, causing the tissue to tear to relieve tension; as the tissue tears, the projectile is granted access to the tissue beyond the torn tissue, the precess repeats as the projectile penetrates and the projectile is gradually ridden of it's kinetic energy, causing it to slow down, eventually to a stop, though many projectiles will penetrate completely through a human without running out of energy. This is the most basic concept of projectile damage; what tissue the bullet hits is damaged/destroyed.



II. Energy Transfer(Temporary Cavity)

When a bullet passes through a fluid medium (organic tissue) it faces fluid drag. Fluid drag causes kinetic energy to transfer to surrounding tissue, by nature this means that the surrounding tissue is "Pushed" away from the bullet radially, this is referred to as temporary cavity and can be observed as temporarily displaced tissue surrounding the path of the bullet.



This can be observed in great quantity on this channel http://ift.tt/1q6kJxh



*** I cannot stress this enough. This is NOT hydrostatic shock. ***



This phenomenon stretches tissue surrounding the bullet and not just that directly in front of the bullet this is based on how much energy the bullet transfers to the tissue, temporary cavity is often harmless and leaves flesh mostly unharmed, maybe slightly bruised.Another thing to consider is that a bullet traveling point first through tissue doesn't transfer much energy, no matter how fast it's traveling. If a bullet upsets(yaws, expands, fragments, deforms etc) fluid drag acting on the bullet is greatly increased, causing a significant local transfer of kinetic energy, which may potentially overcome the elastic threshold of the surrounding tissue and cause radial tears. In a study performed by the author of the channel linked above (who is a qualified professional) it was found that, upon upsetting, projectiles with roughly 1500 Joules of impact force can cause peripheral tissue disruption, with the effects increasing in intensity with increased impact force. Of course different types of tissue have different thresholds, for more information on this you should read the original article. It should also be noted this is not a property highly valued in military and law enforcement applications and is usually overlooked for other qualities. The most obvious case in which this effect presents itself is in the effects of Anti-Materiele projectiles on living creatures. Otherwise it's not vastly significant, but could be something to keep in mind.



III. Bow Shockwave

This is something that is debated heavily in the scientific community and it would be arrogant for me or anyone else not here to claim they know better than all those scientists having a world war over the issue.I can simply make observations about the concept. While it is something that has some merrit, it seems to be inconsistent. It can be observed in COM shots taken with high velocity (>2000fps) ammunition. It has been observed that people and animals can sometimes faint immediately upon impact of the projectile. This is theorized to be caused by high pressure shockwaves compressing neurral components located in the upper torse, causing temporary respiratory paralysis. It should be noted that this could also be explained by local energy transfer to the upper spinal column, which will have similar, or far more serious effects. One thing that I personally question about the concept, is that it does not scale proportionally with velocity, despite being linked to velocity; this can be observed in failed incapacitaion from anti-Materiele projectiles such as .50 BMG, and .408 Cheyenne tactical, whose muzzle velocity far exceeds those of most other rounds included in the 'high velocity' group. These failures to incapacitate result from the projectile failing to upset within tissue; this seems to point to energy transfer as the mechanism of action for these rounds. Another far more well known example is failure of 5.56 projectiles to incapacitate at close range (this also happens at long range but that is a different subject). They are reported to go straight through the enemy combatants leaving a very small wound, requiring more rounds on target to stop the enemy combatant. At such close range, the 5.56 round is traveling at a velocity of nearly or over 3000 fps, easily more than enough to be considered high velocity. If it were the velocity causing such deadly shockwaves, then the 5.56 round would be extremely effective at close range with a higher muzzle velocity that that of most full power rifle rounds. These are just some points to keep in mind.



IV. Hydrostatic Shock

This is also highly debated, same rules apply here.

Remember, this is not the big bubble you see in ballistic gel tests. Hydrostatic shock is the theory that high velocity projectiles can cause remote wounding effects. There have been events in the past three or so conflicts that the US has been in in which someone would die instantly from a shot to the chest, then it would be found later that the victim had severe brain hemorraging'; this has also been observed in animals. It has also been theorized that this is caused by a mass increase in blood pressure caused by something I've only ever heard called "Blood Hammer"; imagine water hammer but with blood. The concept is that a projectile strikes a sensitive vascular region as the heart beats, the force of the heart pumping, combined with the radial energy transfer from the projectile impact causes a spike in blood pressure, and the pressure is relieved somewhere in the body by a burst blood vessel.

I will not discuss this deeply but I express the same doubt about this phenomenon as I did about the previous; it is based on velocity but it would seem that high velocity itself does not cause injury.

(Also don't go to the wikipedia page on this; it's so biased it's not even funny, just don't go there.)





My conclusion-
I follow these findings to their logical conclusions. The conclusion is that guns don't knock people down like they do on TV. These finding may contradict what you believe about terminal ballistics, but keep in mind, there is much information spread around, it is spread around by videogames and stereotypes and people with a flawed view of the physical properties of the universe. Again, feel free to express distrust in this article, but please to so with logical reasoning and not because stereotypes tell you that loud guns always kill in one shot and that a rifle is more lethal than a handgun just because it is.

Liberate your mind :)



Further Reading-
These aren't exactly my sources, remember that I've been at this awhile, what I've found is from years and many many different websites and books; these are just a few websites and I couldn't find some of the really good ones.



http://ift.tt/1q6kLVT



http://ift.tt/1rOriHT



http://ift.tt/1q6kLVV



http://ift.tt/1q6kLVX



http://ift.tt/1rOriHY



http://ift.tt/1q6kMch



http://ift.tt/1q6kMci




[Scrn] Sentry Tech perk

Ok ive a question here. The sentry tech perk exist on a server i play. However i think the class is busted. The sentries and drones do not contribute to the damage which is required to level the class up. When i talk to the owner about it he says its not supposed to because they are not a damage class. That makes no damn sense since it requires the same damage to level as any other damage class. All they get to use is a dual pistol which generates next to no damage per map or a rocket launcher which its ammo cost 5000 to refill. Is the perk itself bugged or busted? or is it something he did specifically to the perk to make it so the "sentry tech's" equipment doesnt do a damn thing for his perk leveling?




KF Which is the latest and whitelisted "Weapon Pickup Message" (KFARGBuchonOPQ) mutator?

There are so many versions and variants (some Russian, some Spanish, etc.) out there! I'm so confused!



Can someone help?




End of the line

Hey guys.

Does the name of that last DLC mean, there won't be any more new content for KF?

If yes, I'll try to get the 100% again.

Greetings, n87




Ditch the Terminated system please!

This is extremely unfair...



I have been playing Aussie NZ / SAW servers all the time when I first joined RO2.



But now... really? Whoever has a VAC Ban is forbidden to join in... I have no other servers to play at all!



My VAC Ban is somewhat 3 years ago on Call of Duty. Ever since then, I have never hacked.



I know I am a cheater and always will be a cheater but come on I have learnt my lesson. 108 Hours on RO2 and I enjoyed the **** out of it!



This is very bad. What if other VAC Ban people buys the game and can't even join in some servers? ****ing disgusting. There are many VAC Ban people who is complaining about this Terminated system.



Fix your **** honestly. I want to play BUT I ****ING CANT!!!!!!!!!!!!!!!




VOTE Weapon wishlist

- Add as many weapons to the list as you like

- If you did not vote for 3 weapons in each category on first vote you can still use those votes

- If you voted for a weapon which has since been added to the game use that vote for your next weapon of choice



Vote for up to 3 weapons for each category.

Shotgun

1 Winchester 1887 10g

1 Izhmash Saiga 12k 12g

1 Daewoo USAS-12 12g

0 Franchi SPAS-12 12g (2/Short barrel)

0 Auto Assault-12 12g

0 Pancor Jackhammer 12g

0 Serbu super shorty 12g

0 Benelli M4 12g

0 Armsel Striker 12g

0 Mag-7 12g

0 TOZ-194 12g

0 Mossberg 500 12g (2/Mossberg 500 Bullpup)

0 UTAS UTS-15 12g

0 Remington 870 12g

0 Taurus Judge series .410 Bore

0 KS-23 6.27g

0 1216 12g (2) (Video/Video2)

0 Kel-Tec KSG 12g

0 S&W Governor .45/.410 Bore

0 Winchester 1897 trench gun 12g

0 Franchi SPAS-15 12g

0 Ithaca 37 12g (2/3)

Machine Gun

1 Rheinmetall MG3 7.62

1 RPK 7.62

1 FN Minimi (M249) 5.56

0 H&K 21 7.62

0 MAS AA-52

0 L86 LSW 5.56

0 M60 7.62 (M60 E3)

0 M56 Smartgun

0 Pecheneg 7.62

0 Browning Automatic Rifle .30-06

0 H&K MG4 5.56

0 Bren 7.62

0 Stoner 63 5.56

0 LSAT 5.56 (2)

0 H&K MG36 5.56

0 FN MAG 7.62

0 Handheld GE M134 Minigun 7.62

0 M240L 7.62

0 KAC Stoner 99 5.56

0 IMI Negev 5.56

Assault/Battle rifle

1 SIG 550 5.56 SIG 552 5.56

1 H&K G3 7.62 (PTR91 Variation/Brugger & Thomet rail)

1 FN FAL 7.62 (DSA FAL OSW)

0 FAMAS 5.56

0 Steyr Aug 5.56

0 G36KV 5.56

0 SCAR-L 5.56/SCAR-H 7.62

0 AKM/AK47 7.62

0 AK74 5.45

0 FN F2000 Tactical 5.56

0 IMI Galil 5.56/7.62

0 AK5 5.56

0 L85A2(SA80) 5.56

0 M14 EBR 7.62

0 M4 series 5.56 / M16 series 5.56

0 XM8/Short/R 5.56

0 Beretta ARX 160 5.56/6.8/7.62

0 Winchester 1895 7.62/Winchester 1886 .33

0 AS VAL 9x39mm

0 Bushmaster ACR 5.56/6.8

0 Sig 556xi 5.56/.300/7.62

0 AN-94 5.45

0 H&K 416 5.56

0 FG-42 7.92x57

0 Sturmgewehr 44 7.92x44

0 Gewehr 43 7.92x57

0 Tokarev SVT-40 7.62x54

0 M41A Pulse Rifle

0 QBZ-95 5.8

0 Valmet M82 5.56

0 M1 Garand .30-06

0 H&K G11 4.73mm (2)

0 Sako RK 95 7.62

0 AEK-973 7.62

0 T2 MK5 5.56

0 XCR 5.56/5.45/6.8

0 M27 phased plasma pulserifle

0 IMI Tavor TAR-21 5.56

0 Vektor CR-21 5.56

Submachine gun

0 IMI Uzi 9mm/.45

0 M1928 Thompson .45

0 Steyr TMP 9mm

0 UMP .45

0 TDI/KRISS Vector .45 (2)

0 Sten 9mm / Sterling Mk 4

0 MAC-10 .9mm/.45

0 Bizon PP 19 9mm/7.62

0 AAC Honey Badger PDW .300

0 MP 40 9mm

0 CZ Scorpion EVO 3 9mm (EVO 3 A1)

0 H&K MP7 4.6x30mm

0 AKS74U 7.62

0 Olympic Arms K23B 5.56

0 Carl Gustav M45 9mm

0 MP5 9mm

0 Galil ACE 5.56/7.62 (ACE 22)

0 Steyr Aug Para 9mm (XS/2)

0 MAT-49 9mm (2)

0 Magpul FMG-9 9mm

0 Beretta M12 9mm

0 FN P90 5.7x28mm

0 Daewoo K1A 5.56

0 PPSh-41 7.62x25mm

Handgun

0 TEC-9 9mm (Foregrip)

0 FN Five-Seven 5.7

0 Browning HiPower 9mm/.40 (2/3)

0 Smith & Wesson .500 (2)

0 Chiappa Rhino .40

0 Mauser C96 9mm/.45

0 GAU-8 Avenger 30mm

0 S&W Model 29 .44 (2)

0 Walther PP series .32/.380/9mm

0 Berretta 92 9mm/Beretta 96 .40

0 H&K USP 9mm/.357/.40/.45

0 APS 9mm

0 AMT AutoMag V .50

0 FNX Tactical .45

0 Skorpion 61 9mm

0 Makarov 9mm

0 Automag .44

0 Ruger red hawk .357/.44

0 Taurus raging bull .44

0 Apache revolver 7mm/.25

0 IMI Micro Uzi .45

0 IMI Desert Eagle .50

0 Sig P220 series 9mm/.45

0 M1911 Series 9mm/.40/.45 / Colt Delta Elite 10mm

0 Glock 9mm/10mm/.380/.40/.45

0 M29 Satan .44 (2/3)

0 Colt Anaconda .44 (2)

0 Colt Python .357

0 MR-73 .38/.375

0 Colt Single Action Army

0 Beretta Px4 Storm 9mm/.40/.45 (Storm Inox/Storm Compact)

0 S&W M&P40 9mm/.357/.40/.45 (Compact)

0 Ruger P series 9mm/.40/.45 (Ruger P90)

0 Sig P210 9mm

0 MP412 REX .357/.38

Sniper/Bolt action/Anti-material rifle

0 DSR-1 .300

0 Blaser R93 7.62/.300/.338

0 Remingotn 700

0 Accuracy International AW 7.62 / AWM .338

0 H&K PSG1A1 7.62

0 VSS Vintoriez 9x39mm

0 Barrett M82 .50

0 Walther WA 2000 .300

0 SVD Dragunov 7.62

0 Karabiner 98k 7.92

0 OSV-96 12.7

0 Lee Enfield .303

0 Steyr IWS2000 15.2mm

0 Mosin Nagant 7.62

0 Accuracy International AS50 .50

0 M1903 Springfield .30-06

Grenade Launcher

0 M79 40x46mm

0 Milkor MGL M32 40x46mm

0 GM-94 43mm (Video)

0 XM25 CDTE 25x40mm

0 Hawk MM1 40x46mm

0 Sage control ordnance deuce 37mm/40x46mm (2)

0 China lake 40x46mm

Flamethrower

0 M2 Flamethrower

Melee

0 Kukri

0 Crowbar

0 Baseball bat

0 1912 Cavalry Sword

0 Katana

0 Chainsaw

0 Zweihaender

0 Bearded axe

0 Sledgehammer

0 Felling Axe

0 FireAxe

0 Claymore

0 Cleaver

0 Morning star

0 "This"

0 Pollaxe

0 Concrete saw



Last voter #0



Weapons already ingame:

Shotgun

?

Machine gun

?

Assault/Battle rifle

?

Submachine gun

?

Handgun

?

Sniper/Anti-Material rifle

?

Grenade Launcher

?

Flamethrower

?

Melee

?




KF A question

forgiveness, will wanted to know if events halloween or christmas: D because I want to unlock the characters :)




samedi 26 juillet 2014

TL radio interface bug

I played as U.S. TL in Guadalcanal.

When the match start, I run to the radio which about 70m behind A.



When our recon plane comes, I can hear the sound of it, but no enemy marks on my map. I press CTRL to quit radio interface, then press ESC, then press ESC again, and press CTRL to enter radio interface, the enemy marks appear.



I continuously press T to see the "respawn queue/times/reinforcements", or press TAB to see score board, sometimes it doesn't work, if I re-do the red text above, then OK.





Moreover, please think about re-design a new radio interface, which show "respawn queue/times/reinforcements" directly.




Latest fixes

One of the latest updates (either "End of the Line" or "1060") brought in a couple of issues:

1. Steam is not recognized as running (how the hell did I launch KF, then?) and has to be restarted for the game to work.

2. Player skin resets each time the game is started.




National Geographics "WWII's Greatest Raids"

http://ift.tt/WVT7m6



Check out the videos section.




History Channel's 'WWI: The First Modern War' 7/26/14 - 08:00-12:01AM ET



Quote:








WWI: The First Modern War





Armored Beasts

Premiere Date:July 26, 2014 - 08:00-09:00PM ET



Tanks were the first armored fighting machine to be used on the battlefield. These "land ships", as they were first called, were championed by Head of the British Admiralty Winston Churchill. Adapted from an American tractor with caterpillar tracks, the machine was designed in secrecy to break through the heavily fortified trenches and offer protection for troops that were being mowed down by heavy artillery. Though a massive failure in their first combat in the Battle of the Somme– they broke down and got stuck in the mud–British government propaganda reversed the story and paved the way for thousands of tanks to be built and become a decisive weapon in the war.





Upcoming Airings:

July 27, 2014 - 12:01-01:01AM ET





Massive Air Attacks



Premiere Date:July 26, 2014 - 09:00-10:00PM ET



While most people think the Blitz originated in WWII, the truth is that the first Blitz happened during WWI. Bombs were delivered from giant airships designed by Count Ferdinand von Zeppelin, who got his inspiration when he was a Germany Army observer in the US during the Civil War and rode in a hot air balloon for the first time. These lighter than air superstructures, two times longer than the Statue of Liberty is high, measured their flights in hundreds of miles when pioneering aviators measured their success in hundreds of yards.



TV14

Upcoming Airings:

July 27, 2014 - 01:01-02:01AM ET





Clouds of Death



Premiere Date:July 26, 2014 - 10:00-11:03PM ET

The Germans, ignoring international treaties they signed, were first to weaponize a chemical. In this case it was chlorine–a highly toxic ingredient used in the manufacture of chemical dyes of which they had a huge supply. Their action unleashed an escalation of poison gas weapons as both sides developed different chemicals and more effective counter measures. Their use of culminated in a bold British plan that unfolded beneath the battlefield at Messine Ridge. British mining and explosive experts planted 450 tons of high explosive hidden in a network of tunnels under Messine ridge. When ignited, they created the biggest land mine in history–killing 10,000 German soldiers. The explosion rattled windows at 10 Downing St., 140 miles away and registered as an earthquake in Switzerland.



TV14

Upcoming Airings:

July 27, 2014 - 02:01-03:04AM ET



Underwater Killers

Premiere Date:July 26, 2014 - 11:03-12:01AM ET

The Atlantic became a killing field as German submarines took on the might of the dominant British Navy. The stealth and silent killers were able to sink 5,200 ships by war's end, and nearly brought Britain to its knees. But in their frenzy of attacks, the Germans sink the US passenger liner Lusitania, killing nearly 2,000 on board. American outrage helped President Wilson get Congress to finally agree to enter the war. In the end, the Allied Atlantic blockade forces Germany to surrender, but the submarine was established as an effective military weapon.



TV14

Upcoming Airings:

July 27, 2014 - 03:04-04:02AM ET



http://ift.tt/1lHqKxG



http://ift.tt/1lHqKxI






Quote:








We interrupt up our regular stream of TV shows about Bigfoot, Ancient Aliens, and Pawn People and other brain rot to present four hours of programming about WWI.



--The TV Executive Master:rolleyes:





All jokes aside, I'm looking forward to this (I haven't watched any previews but it sounds like a WWI Tech 'Modern Marvels' type of programs; their recent WWII documentary about the Political and Military Leaders of WWII sucked but I think History's 'D-Day in HD' has been their only top notch history production this year.




some objects failed due to cross-package references

I am trying to set up am a objective on a RS map. I am following the guide " How to make your first map" in this forum. When I get to step 41 I get



"some objects failed due to cross-package references."



What am I doing or not doing?





Thanks for any help.




RO2 "Terminated" problem.

I know what it is about, I have a 539 days old Vac ban on CoD B.O.2 where I hacked to have everything unlocked so that I could have fun playing in TRAINING MODE, not even online just training mode, I think I played 2 games online then got bored, so I played Zombies mode and Training mode and never hacked nor played online again, after a week I stopped playing and after a month when I came back I was banned in it. So I unistalled it. Now 539 days later after 3-4 months of not playing RisingStorm/Red Orchestra 2 multiplayer, it turns out I can't play anymore because I was banned on CoD... This feature is, in teory, a relly good thing and would be the best thing for every honest player. In practice it sucks *** for 70% of people that are considered "hackers" because they made a mistake 1 year ago or even before that.

I love this game and I am currently playing the campaign but when I first bought it I FORCED my friends to buy it so they could play with me, and they did and we had lots and lots of fun, now I can't play with them anymore and I am ashamed to tell them why I can't play with them.

Hackers hack because they are not good at the game and want to win, if someone has a ban on a sports game, he will not be able to play this game that is a FPS game, think about it.

Now I want you to get me playing again. The most that this awfull thing is doing is not allowing unexperienced (and as of now not anymore) hackers to play a game they payed for.

All the real hackers that you have been trying to stop know how to hide the hacks so they don't get affected by this system.

I recommend you patch this feature by allowing players with only 1 VAC ban to play especially if they were banned 1 or more years ago.




RO2 [WIP] Lysov

Summer 1942





in the near of the small village Lysov, about 90 kilometers to the gates of Stalingrad German troops try to break through Russian lines towards Kalach at the Don......









its an Combined arms map it has wide open areas covered by wheat/sunflower fields , small Areas with bushes and trees and some villages ....















Any Chance Of One Last Gold Pack??

I know based on the topic I opened up regarding the neon weapons/skins that they seem to have had a mixed review amongst the community...



With that being said, I believe most will agree they have enjoyed the gold weapon packs (maybe not enjoyed the price, but they were well done).



Is there any potential, with KF2 now likely being the main priority with our summer event over, of having one last pack released? I don't know much about re-skinning but I would imagine a skilled person can throw these together in relatively quick fashion.



I only speak for myself, but specifically I still hope to see the likes of a golden hunting shotgun & LAW. Any possibility of packs like these continuing in parallel to KF2's development? Or shall i give up all hope? :~P




vendredi 25 juillet 2014

Kf-e1m1

Hi Killing Floor community. I have just uploaded my faithful recreation of the classic Doom map E1M1 to Steam Workshop for your enjoyment, with high res textures and remixed music from the original:



http://ift.tt/1nI0b15




Japanese LMG magazine check

In game you lift up the magazine to see how many rounds are roughly left in the magazine. Why would you do that? The magazines all had round counters on them to tell you exactly how many rounds you had left in your magazine!



They were also serial numbered to the gun and the mags were numbered from one onwards. Would be neat to start from mag 1 and work your way down. In the pic below it shows mags 6 and 14.











RO2 Water Volumes and Brushes

Hello lads!



I have started on revamping Apartments as the majority (including me) is not happy with the map as it is right now.



My first idea is to fill the moat with water, still accessible, but the water slows you down. Now, my problem is that the water has some depth, actually more than a player is high. In UT3 the character would start swimming, in RO2 instead of swimming or more like floating all what the player model does is getting slowed, yet he is simply running underwater. What did I do wrong here? I know I need to lower the water a bit again but still, why would he just run through it?



Second question. Tripwire obviously decided to have brushes only there were actual rooms will be, the rest of the buildings are just facade with nothing behind it. I have added brushes, so I could cut rooms out, yet those rooms simple won't cut themselves, and also I have difficulties to use the cut-out doors that we just "closed" by a blocking volume and a static mesh. What the hell is going on there?





Many thanks!




A short story by me

If you've got some time to waste, I've recently found a short story I wrote a few years ago. I decided to use it and put it on my blog after rewriting parts of it in better English. Please let me know what you think, either here or on the comments on the blog itself!



http://ift.tt/1xdwwfZ




KF Can't trade in last 5 seconds

I don't know if anyone else has experienced this bug, but it seems that any trading done by clients in the last 5 seconds of trader time isn't registered properly. The interface glitches, and weapons aren't actually being bought.



Not sure if this only happens on Listen Servers or on dedicated too.




All event zeds at once!

With KF2 coming out, I think the special holiday event zeds should be added as mutators so the devs can focus on holiday events for the new game. However, I also think there should be a mutator that gives every zed a random appearance when it spawns. Think how glorious that would be. Hillbillies and circus freaks and Christmas elves and everything else all at once :eek:.




1 guy (with an old computer) makes it laggy and unplayable for everyone else

Or at least that's why I THINK is causing these random slowdowns in my server.



Does it happen to anyone else's server too?



Or are there other causes that I may not be aware of?




KF Graphics Error (Need Help)

Hello every one! I had a problem with my KF game.





I'm play KF with my old PC with Intel G2030 CPU and Intel HD Graphics 1GB GPU. Please help me fix this !!! Thanks!




Servers Disappear than Randomly Appear on the list!

Dear everyone,



I'm a part of 40-1 clan and an admin on Ro2 servers. I have played HOS since beta and have had numerous issues in the past with the game but they subsequently sorted themselves out. But now a new issue has arisen and I can't seem to get past it.



I have our 40-1 servers added to the Favourites page. And though this issue happened in the past, now it's literally all the time.



Basically I log into the game, go to my favourites page and sometimes servers will be listed sometimes not! But when they are not listed in my favourites, they are gone from ranked and non ranked list as well! All the other servers are there, just not 40-1 ones!



The problem goes deeper, if the server is there and i try to join, half the time it will freeze on the loading screen, or let me into the map but all i will see is a one camera perspective of the map without any ability to choose sides or move the camera. I will also hear canonade ambience but no soldiers running or anything.

I for a fact know that when i have this issues everyone else plays on it fine! So the server is not down!



I seem to be the only person to have this issue, no other 40-1 members have it, and there is no help online.



Simply restarting the game, steam, computer does not help! Server appear back at their own will without any consistency jn my actions!

I have tried deleting files in the config folder and than checking cache integrity through steam. That doesn't help. I have opened 4 recommended ports and set my Ipv4 into a DMZ but still nothing!



Please guys, help me out here! I can't play on my own servers! It's so frustrating! I've talked to my clan leader and he can't explain it. And we can't find anything wrong with the server since everyone are playing fine!



Please tell me what you think of this, such issue was present in the past but very rarely..



Waiting for your replies,



Best Regards,

Eric




Servers Dissapear than appear!

Dear everyone,



I'm a part of 40-1 clan and an admin on Ro2 servers. I have played HOS since beta and have had numerous issues in the past with the game but they subsequently sorted themselves out. But now a new issue has arisen and I can't seem to get past it.



I have our 40-1 servers added to the Favourites page. And though this issue happened in the past, now it's literally all the time.



Basically I log into the game, go to my favourites page and sometimes servers will be listed sometimes not! But when they are not listed in my favourites, they are gone from ranked and non ranked list as well! All the other servers are there, just not 40-1 ones!



The problem goes deeper, if the server is there and i try to join, half the time it will freeze on the loading screen, or let me into the map but all i will see is a one camera perspective of the map without any ability to choose sides or move the camera. I will also hear canonade ambience but no soldiers running or anything.

I for a fact know that when i have this issues everyone else plays on it fine! So the server is not down!



I seem to be the only person to have this issue, no other 40-1 members have it, and there is no help online.



Simply restarting the game, steam, computer does not help! Server appear back at their own will without any consistency jn my actions!

I have tried deleting files in the config folder and than checking cache integrity through steam. That doesn't help. I have opened 4 recommended ports and set my Ipv4 into a DMZ but still nothing!



Please guys, help me out here! I can't play on my own servers! It's so frustrating! I've talked to my clan leader and he can't explain it. And we can't find anything wrong with the server since everyone are playing fine!



Please tell me what you think of this, such issue was present in the past but very rarely..



Waiting for your replies,



Best Regards,

Eric




Old Discussion, Dignity for the Dead

Hi Guys,



I am focusing to get all achievements on KF and it works very well (besides to wait for halloween and Xmas). My last real Problem is "Dignity for the Dead" I've read enough posts, watched a dozen of videos on Youtube, but nobody is able to present a proper solution to get this Achievement clean and quick. Im looking for guys for help farming this one with different Tactics.



- Ice Cave closing the doors in the chambers

- DoomMap trick

- Firebug on Biotics with grenade drop

- Crossbow long distance kill.



Best Regards

Elo




RO2 Delay on bleeding

I know this may have been posted about a long long time ago but, to bring the discussion up again. I really feel you should at least get a solid 2-3 seconds after getting hit before the bleed damage starts to take effect.



Currently its just immediate and if you get hit in the shoulder by a rifle hit you have a 50/50 of just bleeding out right away if you dont bandage on the spot which IMO is dumb.



You either

A: Bandage right away and are in the middle of the open hoping the next shots miss completely

or

B: You try to run for a few seconds to nearby cover to which you die to the bleeding and it kills you right away, or you run to cover and then start fading out slowly anyways




KF M99 AMR ammo waste upon dropping.

Ahhh yes it's time again. There is no Killing Floor with no bugs.



My friend bought on wave 11/10 the M99 AMR and filled it up with 21/25 bullets. When the patriarch approached and killed him with the rocket launcher for an arm, he dropped the M99 AMR to the ground upon death. I decided to pick it up and noticed, that there are only 5/25 (!) shots left! What?




Spoiler!









jeudi 24 juillet 2014

Thoughts on Paper

Now I don't claim to be (and am definitely not) the best player of Red Orchestra 2, but I often see really simple mistakes that could be easily remedied by some reading. It's a relatively long list, so get comfy if you want to read all of it.



Here they are (I was/am/will be guilty of these shortcomings occasionally, which is how I came to at least half of these conclusions).



(Ctrl+F and copy/paste to jump to where you want to go)

1.Grenades

2.Satchels

3.Objectives

4.Ammo Resupply

5.Machine Gunner

6.Marksmen

7.Anti-tank

8.APCs

9.Flanking

10.Artillery

11.Squad Leaders/Team Leaders

12.Tanks

13.Engineers

14.Mortarmen

15.Flamethrower

16.(Russians) Charge

17.(Japanese) Banzai

18.Assault Trooper

19.Riflemen

20.Windows/Corners + Cover System

21.Bullet Avoidance

22.Dying

23.Friendly Fire

24.Class Choices

25.Communication

Postscript



1.Grenades: This one heavily applies to me, I have too much experience with TK grenades. It's how I got the idea for this guide! Anyway...Don't be dumb. Check your map (M default) before blind grenading (Don't throw at blue dot. He is your friend, he fights for freedom ;)), don't throw grenades in front of an objective your team is currently attacking, and don't spam them in close quarters. Friendlies will die. A helpful tip is to throw them underhand by pressing melee (MMB default) to toss them just over windows or around a corner. Another helpful tip is that you can essentially aim your toss with the tip of the left hand of your character. Also, German grenade timers: you can cook your grenade for 4 seconds but you better toss it at "4 one thousand" or you'll lose your hand :o. With all other grenades, you have to ready and hold it (LMB default) and then press melee (MMB default) to cook it (Russian Grenades: 3 seconds, American: 4 seconds, Japanese: 4 seconds, Japanese Mortarman: 7 seconds), you'll hear a little sound as an indicator of the cooking. Speaking of Japanese grenades, set booby traps! It's as simple as looking at the ground while crouched and holding RMB (default) in a potentially high-traffic area (just outside of doorways, chokepoints, group-up spots behind walls, etc) that the enemy will move into after capturing the current objective. They don't dissappear if you die, but you can only have two set traps at a time; try to add more and the first one will disappear. You can always walk up to an ammo dump and have two more grenades. It must be soft ground or sandbags, cannot be concrete. Anti-tank grenades are useless against human targets (I've actually gotten one kill that way though :D), do not even try, but against tanks you must get close and aim for the turret or engine on the back. Smoke grenades must be thrown as close to the enemy as possible, running through smoke onto the battlefield may feel "epic" but it's just a good way to blind yourself and get shot as you come out. Be smart, this isn't CoD where you toss and forget. Unless you are on Apartments and it's the beginning of a round...that is just like CoD...*Note: I believe that if you dive on a live grenade, it will only blow you up and save your allies. If you have no time to type "grenade* just dive on it (it's just one ticket as opposed to losing many because you ran out of the room to save your own hide).



2.Satchels: See that satchel icon near a place that a satchel is usually needed if you press "T"? DON'T EVEN GET CLOSE. Seeing players autokicked because people just waltz right over to satchels like idiots and die, even with a warning (perhaps a "innocent until typed 'guilty'" code would work better than "oh you killed a friendly immediately guilty and autokicked" mechanic), is incredibly annoying when it's your satchel. If there's a satchel objective or an obvious place for satchel destruction, stop and press "T" before walking up to it and being greeted by an explosion. You'll save someone else and yourself a whole hell of a lot of aggravation by thinking first and acting later.



3.Objectives: If you are a rifleman, assaulting class, or someone that isn't a marksman/MG; get your behind on the battlefield and move up. Squad leaders should pop smoke for cover. Often I see large groups of friendlies sitting in the last captured objective or they just run in straight lines at the front of an objective only to be easily countered by bullets, think about what you're doing.



4.Ammo Resupply: If you see a MG, please just press the action button when near him (CTRL default). It will give him ammo to ventilate more enemies, which is good for you. Too many times I've seen MGers spamming "NEED MORE AMMO" and people just walk past them. If you don't feed his MG, his MG can't keep enemy heads down, and you will likely lose your own as a result.



5.Machine Gunner: You are not Rambo, don't get so close that you can't mount your MG. But you should also not be pixel sniping from 200m away. Get close to your friendlies and help them move up by providing covering fire or hurt your enemy's advance by firing at typical travel points. Don't sit next to another MG because that's a bit of a waste, seeing as two men are doing a one-man job. Move about 20m away or aim the way he is not so you can cover more area. Flanking yields great results. Never fire more than a short bursts i.e. 4-6 bullets at a time. Full auto will just make a lot of noise and enemies will know you are (and that you are reloading when you stop). If there is smoke, spray into it and suppress/kill enemies.



6.Marksmen: You are not Vasily Zaytsev :rolleyes:. Don't be the lone-wolf in the shadows, actively help your team. Sit about 100m out from the objective where you can see the objective. If you see an MG, take him out! If you see an enemy moving into the objective, take him out! If you see a soldier with binoculars, take him out! It's that simple. Don't hug the edge of the map and try to get 300m kills, you'll end up with 4 kills per game and be essentially useless.



7.Anti-Tank: This is the most important anti-tank related tip I can give you; on both tanks (aim at the middle of the gap the PzIV and right at the gap on the T34), aim between the second and third wheel on the side of the tank between the treads. It is an ammo supply and the tank will kaboom in 1-2 hits instead of hearing "CRUNCH" all day long shooting at random spots. Also, your gun is only useful at about 100m. Get close. If you can't hit that area, aim for the turret ring or the front of treads to try and immobilize parts of the tank. If you have to rush a tank with a satchel or anti-tank grenade, drop your heavy rifle to give yourself more speed. You can come back for it later if you don't die. Pics below (click for full size)



Attachment 14760



Attachment 14761



*Hopefully TWI posts the same bodymaps for the upcoming additions to the tank family, and maybe the APCs as well!



8.APCs: Use them! They were put in the game for a purpose, to quickly move squads onto the front lines with a decent amount of armor and armed with an MG. Don't just ignore them as a "Light Tank" and don't try to use them as such. They are quite good as mobile mounted-MG pillboxes though...



9.Flanking: You know how to flank, right? Where you move to the edges of the map to get a better position on the enemy? Well so does the other team. Watch your flanks, any flanks! I recently played Station as a Russian. There were Germans all over the second set of objectives in the large building. They can come through the basement, they can run up the stairs on the right, they can come from outside at C, etc etc. You get the picture. I had to do a de-Krauting of the upstairs levels with my PPSh because a squad got up there, and in the basement, and cover the windows that are open to C :cool:. Be wary, because if you can use a pathway so can your enemy.



10.Artillery: If you hear "okay guys arty coming down on (x) position", check your map (M default) to make sure you aren't underneath it. You don't want to needlessly die from friendly arty and possibly autokick your commander for racking up teamkills because of ignorance of warnings. When it comes to enemy arty, just avoid the area until it's done. Don't try to run through while the next salvo is being readied, you'll probably lose some important limbs and the team will lose tickets. Just wait it out or get inside and away from doors/windows because explosions will reach through those. If you have no roof, get to a lower level where there is one because arty will fall through that too.



11.Squad Leaders/Team Leaders: Arty marks behind the objective. Not on, not in front, behind! Cut off the enemy not your friendlies. Squad leaders should be actively pushing the objective at all times, but should be careful because they are also a vital spawn point. Pop smoke as close to the enemy as possible and move up. Team leaders, you may think you are special, but you are also a soldier. If you're waiting for the next arty and just did a recon run, fight! You have automatic weapons and 2 smoke grenades for a reason, not to just sit back and admire them.*Note: Team Leaders really should have mics for maximum usefulness, but otherwise make sure you constantly update your team on what's happening through text. It's nice to have a TL that communicates :p



12.Tanks: You may be a metal machine of death and fire, but you are your team's metal machine of death and fire. Support them! If they ask for help with anti-tank, need covering fire, or just need something to run behind so they can move up then do it! Tanks can be the difference between achieving a glorious victory because you valiantly defended your teeny-tiny fellow soldiers, or suffering a crushing defeat because enemy MGs gave your friendlies high-speed lead poisoning (Bridges of Druzhina is a prime example of this, the attacker's tank is often *the* deciding factor between making it past the first objectives or getting your *** handed to you). Face your front to the enemy and use cover (try to get just your turret to show) to avoid exposing weakpoints, because you are not invincible. The friendly soldiers you are protecting may save your life from a rushing anti-tanker as well.*Note: if you allow other players into your vehicle COMMUNICATE WITH THEM (with squadspeak, see "communications" below). One can be gunner, one can be MGer for maximum fire output. Or one can be driver and the other can be gunner for mobility. Regardless, both are better than having two guys in a tank with two different thoughts about what they should be doing :D.



13.Engineers: See those tank traps (metal crosses in the ground)? Or that barbed wire? Or that debris in the stairwell? Or that metal door? Or that pillbox? Or that tank reaking havoc on your team? Or that objective with an explosion sign on it? USE YOUR SATCHELS TO BLOW THEM UP (if they say "destroy" you will get points, if they say "protect" you will lose points). It can be incredibly helpful. Just remember to tell your team and hope they don't saunter over there.



14.Mortarmen: I'll probably get some flak (heh) for this, but here's to helping make mortarmen more effective using indirect fire. If Japanese are attacking, simply set your distance to 10-20m behind the objective range (press "T" for range to objective) and lob away. Extremely effective when all mortarmen coordinate this attack, it's basically a small arty coming down on American heads. Useful in sync with Banzai. Otherwise, if any enemy is spotted you can press "M" for map, adjust to the range, and fire away. Defense is slightly more difficult, but if the objective is being attacked set the distance for about 10-20m in front via the aforementioned method.



15.Flamethrower: 1. Be at the front of an objective 2. Invite Japanese to objective 3. ??? 4. BBQ :cool:



16.(Russians) Charge: If you sprint with 5 or more friendlies you will start a charge (your characters will start yelling things like "UUUUURRRRRAHHH" and "ZA STALINAAAA" or "ZA RODINUUUUU"), this is easily apparent in the beginning of a round when the team is bunched together. Your charge will suppress enemy soldiers.*Note: Germans have a similar charge, but is only available after they kill someone and then melee sprint.



17.(Japanese) Banzai: Your one obvious advantage over the American team and their technological superiority is your Banzai charge. USE IT. So many teams lose momentum because they don't start a Banzai rush to the objective or only a few people join in. Your Banzai is powerful; you can take more damage, your Banzai suppresses the enemy, and you usually get an insta-kill with whatever melee you have. Remember cooking grenades (Normal Japanese 4 seconds Mortarman 7 seconds)? If you cook one while banzaing Americans and you blow yourself up, it will not count as a suicide and you will receive points for any kills you make. For obvious reasons MGs should not Banzai even if they have the bayonet attachement, their suppressing fire is far more useful as their team moves into the cap zone. Banzai is especially useful for chain-capturing objectives and not letting the enemy dig in. So when a TL or the SLs call for a Banzai charge, follow them. For the Emperor!*Note: The Emperor will not give you Sake for this.



18.Assault Trooper: It's in your damned name. Assault the objective and be the spearhead for your riflemen to follow, your automatic weapons will easily overtake most enemies. Don't sit back and be a stick in the mud while taking rapid potshots at moving blurs.



19.Riflemen: You are a pawn. It is your job to get in an objective cap zone and take it, because you are the most numerous class. You are the backbone of the team, follow the TL/SL orders and you will succeed.



20.Windows/Corners + Cover System: The cover system in RO2 is a great addition, but it has notable flaws just like in real life if you used it the same way. If you take cover behind a window and stick your gun out, enemies can see your gun sticking out too. So instead of taking cover right at the window or wall, stay back a few steps so enemies can't see you outlined as easily (it is natural for the human eye to see an outline like a window and look inside, and also naturally focuses on movement). Otherwise, if you're in cover you can "peek" by just pressing the "WASD" key appropriate to look around the corner; it will only reveal your head and it is faster to pop back into cover than if you whip your gun over the cover as well. When moving around corners, "slice the pie" i.e. move in a semi-circle a few steps back from the corner to hide most of your body. Personally, I just disabled the cover system by rebinding keys because I rarely used it.



21.Bullet Avoidance: You know that aggravation when you sprint for a long time, are almost to where you want to be, and then suddenly a flurry of hot lead flies out of nowhere and now you have new windows in your chest? Try making sprint bursts instead of marathons, where you crouch sprint (and perhaps zig-zag) for about 3 seconds before diving back down into a mostly secure spot with some cover. Crawl for another few seconds, and repeat the process. This works very well when in tandem with an MG or other soldiers providing covering fire while you sprint and then you give them cover etc etc. You'll save on stamina and tickets this way. Also, a tall soldier is a dead soldier. Go prone or crouch.



22.Dying: Come to embrace this fact. You will die. Get over it, this game is not about kill/death ratio and you can't win Team Objective by getting high kill counts. I've seen people with 25+ kills on the lower half of the leaderboard because they don't play the objective, and seen people with 5 kills be near the top of the leaderboard because they are hammering the objective with all they have in them. A few nights ago I played Pavlov'sHouse and everyone on the team was sitting in the A objective, not even attempting to move into C. Round was drawn out to time, and what a boring round it was when you are telling people to move up and help capture an objective that you've been sitting in for 5 minutes while they are jacking off in the spawn buildings :(. Don't camp in the shadows and sit back taking potshots at moving pixels, move up and get engaged in the battle. You'll have more fun and you'll support your team. It's okay to die.



23.Friendly Fire: Here we go. Allies run with two hands on weapon, Axis run with one hand on weapon. Russians are tan with fur hats (sometimes flattish helmets), Germans are grey with grey helmets. Japanese are tan with tan hats or leaf-covered helmets that have neckflaps, Americans are olive green with olive hats or olive helmets (straps undone). Don't just shoot at movement or a far off figure, try to confirm that it's an enemy before putting a bullet downrange like a sugarhigh child. Knowing weapon sound differentiations and shapes helps in CQB as well, but can't always be relied upon if team has a captured weapon (take note, use that to your advantage). If there is no "enemy man" shape near an objective icon at the bottom of your screen in the objective you are in, do not shoot at movement that comes around the corner because it will likely be a friendly. If someone is rampantly TKing and many people are asking for a kick, please contribute and votekick them instead of just ignoring it thinking "well it's not my problem". It takes 5 seconds by pressing "Esc", going to vote, scrolling through the names and voting to kick them. Will make the match much better without someone constantly shooting you or others in the back :).



24.Class Choices: If you're a low level with little experience, DO NOT take an important class like TL, MG, or SL. You won't learn when people complain about how bad you are while you drop arty 3 objectives behind the front. Instead take a class like rifleman, and learn how your TL, MG and SL act from being by them or listening to them. If you really really really want to use that important class, play with bots or do the tutorial to at least figure them out first. Nothing more aggravating than a TL that has to ask "how do I do [x]" or an MG who camps in the back spawn instead of actually contributing to the team.



25.Communication: Last of all I figured to make communication well known. With voices (hold down the button) "Capslock" is default for teamspeak, "O" is default for allspeak. So if you want to tell your friendlies what to do without telling the other team use "Capslock", but if you want to say "good game" to your opponent you need to press "O" or you will only be talking to your team. With text "U" is default for teamspeak, "Y" is default for allspeak. Same applies here. "P" is used for squadspeak "I" is used for text squadspeak and can be helpful when telling your SL not to move up because he'll get shot to pieces with only 4 seconds left on the respawn timer without confusing other SLs. Finally, I believe that when there are no reinforcements, dead players cannot talk to live friendlies so don't bother telling them anything. You can forgive them if they TK you, but none of your text or speech will reach them. Live players can obviously talk to other live players and I believe live players' text/speech will show up to dead players. Speech will not play before a round starts but text will be displayed.



That's all that I could think of, if you have any more "protips" or corrections feel free to add. I don't profess this to be a know-all end-all list; they're just some notes I jotted down in no particular order when thinking about what others (and I) could have done differently in certain situations, or helpful tips I learned from others that I would like to pass on. Just remember, look before you leap!



Postscript: If you haven't checked out the Immersion Overhaul Mutator (IOM) by Dibbler67, you should. The changes made to the vanilla game are outstanding, and having this mod whitelisted would be a godsend to RO2/RS. Not only would it make the gameplay slower and more thinking-paced (like RO: Ostfront as many seem to want) through increased recoil, surface dependent movement speed (no more Usain Bolt soldiers ;)), and slower weapon handling but it also adds great features like shrapnel, character skins, and hearty sounds to explosions and guns. Check it out in the Steam Workshop, on the TWI forums, or on Dibbler's Youtube channel. Thanks to Dibbler and other collaborators for all their work!



I hoped this helps someone. Now get out there and get shooting! :IS2:




Attached Images









File Type: jpg Pz.Kpw. IV index.jpg (98.4 KB)
File Type: jpg T34 index.jpg (98.4 KB)