

Capt Hart
General Officer-
Content Count
2,678 -
Joined
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Last visited
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Days Won
90
About Capt Hart
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Rank
0370 Special Operations Officer
Unit
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1) Qualified MOS
0331 Machine Gunner | 0365 Infantry Squad Leader | 0372 Critical Skills Operator | 0370 Special Operations Officer
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2) School of Infantry
ITC
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3) Corporal's Courses
CPLC 101 | CPLC 102 | CPLC 103
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4) Sergeant's Courses
SGTC 201 | SGTC 202 | SGTC 203
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7) Auxiliary Qualifications
CLS | E&D | MFF | CD | MG | AT | AH-6, MH-6, MH-60 | ZEUS
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8) Date of Rank
20MAY17
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Service Number
M102
Recent Profile Visitors
4,887 profile views
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::TS:SCI::NOTICE OF DEPLOYMENT::TS:SCI:: - September 12th, 2020
Capt Hart posted a topic in News and Articles
//SECRET//JSOC//MARSOC From: [email protected] <Clark Williams> To: [email protected] <Mark Stanton>, [email protected] <Sean Whelan>, [email protected] <Jim Teival> Subject: Notice of Deployment All Commands and Attachments are hereby notified that Alpha Company, 3d MRB; Alpha Section, 160th SOAR; and Alpha Company, 4th Battalion, 1st SFG, and all supporting detachments are to prepare for immediate deployment to the country of Mali in support of ongoing operations by coalition forces in the region. All commands are to ensure OPSEC through rank and file. Deployment for all commands is required no later than September 16th, and operations shall begin no later than September 19th. Briefing as follows. Elements of Boko Haram, having been substantially diminished within Burkina Faso due to the efforts of Task Force Cobra, have taken advantage of a military mutiny within the neighboring state of Mali and seized control of the city of Kidal. Current intel suggests they have brought with them the remnants of their chemical weapon stockpile, consisting of choking agents. Civilian presence in the city is high, but many are trying to flee the city using vehicles or on foot where parts of the city have become gridlocked. To further complicate matters, Boko Haram has set up checkpoints and IEDs throughout in an attempt to keep as many civilians locked within the city as possible. French forces maintain a presence in the country but with the mutiny of the Malian military, they have their hands full trying to keep security on their bases and attempting to regroup and reestablish order where possible. The Pentagon has determined that this situation will become extremely counterproductive to U.S. interests if it is allowed to continue. US forces will be operating out of the French-controlled FOB Boiteux on the south side of Kidal. Given the previous direct action experience with these particular cells and tactics of Boko Haram, Alpha Company, 3d MRB will immediately deploy to conduct operations against Boko Haram in Kidal, to be referred to as AO Serval, and open a path for French or Local forces to effectively retake the city. Support will be provided through Alpha Section, 160th SOAR, and Alpha Company, 4th Battalion, 1st SFG. Phantom teams are otherwise occupied at this time. Signed, Lieutenant Colonel C. Williams Commanding Joint Special Task Force Cobra ATTACHMENTS mali.jpg aoserval.jpg- 1 reply
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I keep being frustrated by ACE and other modpack updates being released without any notice to the unit on what's changed and how it will affect gameplay going forward and/or without features being tested or understood. This is my attempt to loosely fix that in the short term. Thus a guide of new features from the latest ACE Update, how they work, and how it will affect you and your team. Also some old features and tips to make your life a lot easier. NEW Features implemented in the last update: Parachute Failure Chance ALL parachutes can now fail. This is currently set to a 10% chance. When you deploy a parachute it will go through the first half of the deployment animation and will then delete the parachute before it fully deploys. You will lose about 100m of altitude during the failure process. Real military HALO open height is 800m AGL. There is good reason for us to consider moving to this now. Your Gun Will Shoot Itself [A lot] (Cookoff) Your firearm will now FIRE ammunition on its own when it is hot. In my initial testing with a suppressed Hk416 after about 4 mags it will consistently shoot a round every 30s to 1 minute. After 5 mags it shoots once about every 10 seconds and after 6 mags it shoots a round every 2 seconds. ACE documentation seems to suggest that this is a much more rare occurrence on open-bolt weapons (Mk 46, M249s etc) and that it will only fire during a failure to feed jam but this is absolutely not the case. With a suppressed Mk46 after only 100 rounds she was firing on her own every minute or two and after 150 total rounds it was shooting by itself once every 3-5 seconds. The un-surpressed Mk46 started shooting itself every 1-2 minutes after 400 rounds, and was up to every 30s by 600 rounds. Its also worth noting that in all this testing and A LOT of rounds fired involuntarily due to heat, my gun jammed ONCE. Current CBA settings under [Configure > Game > Configure Addons > ACE Overheating > Overheating Cookoff Coefficient] Have the current value set to 1 out of a possible 5 with higher numbers requiring MORE heat to generate cookoff. The weapon fires ONLY when in an animation state where firing is possible. Meaning that switching weapons, moving in a jog stance prevent the weapon from cooking ammo. EDITORS NOTE: This frequency to me seems QUITE excessive. The fact that this incredibly rare phenomenon occurs predictably and linearly and is substantially more common than weapon jams, indicates to me that this feature is unreasonable and not functioning as intended. If you feel the same, contact your CoC. I personally am of the opinion this feature should be turned off until it's fully tested and understood to be reasonable. If it is to be implemented, the heat threshold should definitely increase to make it be rarer than weapon jams. Vehicle Towing The ropes in the arsenal of various lengths, previously used only for fast-roping, can be used to tow other vehicles now. Simply have the rope in your inventory and go up to the vehicle that will be doing the towing. Interact with it and select "Towing". From there attach the rope to the position you desire on the TOWING vehicle and then go to the vehicle TO BE TOWED and attach the rope where you want it. Jump into the first vehicle, drive and enjoy. Stance Indicator Changes The stance indicator (Normally in the top right of your screen that shows if you're standing, kneeling etc) now displays if you have a Tourniquet attached to you and if you have a broken bone. The stance indicator also indicates your current movement speed at the bottom of the widget, but only while you are moving and it is visible. You can only see this widget by changing your stance (Standing, Kneeling, Prone ETC) not by changing your movement speed. "[<<<" Means sprinting. "<<<" Means Jogging. "<<" Means Combat Pace. "<" Means Walking. Clean Up "Self Interact" menu items You can move infrequently used items under self-interaction to a "More" category so it clutters up your self-interaction menu less. To do this go to Escape > Configure > Game > Configure Addons > [From the Dropdown Menu] ACE Interaction Menu Self - (More) and select/enable/box the items you'd like to disappear into a neat sub-category. You can move items that are normally part of subcategories (Like Equipment) into the main ACE Interaction menu. (Like Deploy UAV or Weapon Accessories) To do this go to Escape > Configure > Game > Configure Addons > [From the Dropdown Menu] ACE Interaction Menu Self - (Move to Root) and select/enable/box the items you'd like to appear in your main menu for self-interaction. Map Marker Scale When placing a marker on the map, now below the "Direction Slider" there is a "Scale Slider" which lets you adjust the relative size of the map marker being placed. Shoot While Dragging/New Keybind There is a new CBA setting, currently set to Enabled, which allows you to shoot your weapon while dragging people. This also means that the "Release" button (Stop Dragging) has moved from "Left Mouse Click" to now being "Right Mouse Click" which I guarantee will result in a lot of NDs and people getting shot as people have to relearn muscle memory for that. Rename Group The ability to rename your group, to say Legion 6, is now available for group leaders under "Team Management" in ACE Self Interaction. This is also where you find the colors for buddy teams. Burning/Fire You can * receive burn wounds and get lit on fire. If you are on fire: you're fucked. Rolling around on the ground has ZERO effect. The only way to put it out is through the medical menu with a new action under "Advanced Treatments" that says "Pat out Fire". It seems as though you have to do this on every limb, repeatedly in order to put it out. You'll pass out long before you can successfully manage that. Standing in large bodies of water will also put you out. Zeus Heals seem to only work if done twice. * I can't figure out when this actually happens aside from a new Zeus Module entitled "Burn Players." Standing on a campfire or near/in a burning vehicle does cut damage as per normal and doesn't light you on fire. I'm including what I've seen here though in case it crops up for some unlucky sod. Also, being on fire makes you scream hilariously. Older Features that no one knows about because no one told you Weapon Attachment Interactions This is technically from an earlier update but you can add/remove weapon attachments from the firearm you have in-hand by Self Interacting and then going to Equipment > Attachments. Incremental Door Opening/Kybind for Door Opening You can crack doors, incrementally open and close them, and have a keybind to look at a door and open it instead of faffing with the scroll wheel. To use this go to Escape > Configure > Controls > Configure Addons > ACE Common [From the Dropdown Menu] and bind a key (or key combination) to Open/Close Door. (I Use Shift+Space). When looking at a door, tapping this key or key combination will toggle the state of the door. (Closed to Open OR Open to Close) Pressing and holding this key followed by scrolling on your scroll wheel will allow you to incrementally open or close the door. Hotkey to Take People (Including AI) Prisoner Press a button while looking at someone and TADA they are in cuffs. No screwing about with the interaction menu while an HVT is trying to jump out the window. To use this go to Escape > Configure > Controls > Configure Addons > ACE Common [From the Dropdown Menu] and bind a key (or key combination) to "Take Prisoner" (I Use Shift+F1). You can now look at anyone, Player or AI, [USE FIRST PERSON FOR THIS. 3rd is jank.] and as long as you have zipties in your inventory, pressing this key will take them prisoner. Hotkey for Cary/Drag For all my SARCs or saftey-minded battle buddies: Press a key and pick someone up on your shoulders or drag them away from danger in the middle of a firefight rather than fiddling with your interaction menu. To use this go to Escape > Configure > Controls > Configure Addons > ACE Common [From the Dropdown Menu] and bind a key(or key combination) to "Carry/Release Object" and/or "Drag/Release Object" You can now look at anyone), press the corresponding key and TADA animation started and the person is on your shoulders and moving or being dragged along the ground. Press the button again to put em down. This doesnt appear to work for objects (Like static weapons) Repack Mags from Inside your inventory Step 1. Have 2 or more magazines in your inventory that need to be repacked. Step 2. Be looking in your inventory for how many full or partial mags you have. Step 3. Double click on any of your partial (or full) mags and see the lovely context menu. Double click on "Repack Mags" and enjoy as you don't have to close out of your inventory and open up self-interaction to do the same thing. Get in a vehicle hotkey Don't spend time with the scroll wheel while waiting for extract. Just look at it, press a button, and you're in. To enable go to Escape > Configure > Controls > Configure Addons > ACE Movement [From the Dropdown Menu] and bind a key (or key combination) to "Vehicle Quick Mount". Then look at a vehicle, press the button, and watch as you jump into the first available seat. Cruise Control for Convoys Don't exceed your convoy speed, and adjust with speed changes on the fly. By Default press the "Delete" key on your keyboard while traveling a specific speed in a vehicle. After the keypress you can press W as hard as you want and your vehicle will not exceed your set speed. Hold CTRL + Scrolwheel Up or Down to adjust that speed limit by 5 in either direction to keep up with speed changes. Don't like the keybind or don't have it bound? Go to Escape > Configure > Controls > Configure Addons > ACE Vehicles and bind "Speed Limiter" and "Increase Speed Limit" or "Decrease Speed Limit" as desired. Hotkey for Engine On and Engine off Press 1 on your number row to turn a vehicle off. Press 2 to turn it on. You're welcome. Change the keybind in the same place as Cruise Control, its easily named. Drop Grenade from ACE Throwing Shift + G goes into ACE Throwing. Scroll wheeling changes the throw to a shorter over a wall or through a window throw. Press CTRL+G While ACE Throwing is up and watch as it changes to a drop grenade. Use the scroll wheel to move it closer or farther away from your body. Useful for smoke, chemlights and more. Just don't do it with a frag. Cycle Weapon Attack Modes Hopefully this is more well known. Some weapons (Javelins, Aviation, ETC) have alternative fire modes like Top-Down, direct and so on. Press CTRL + Tab to cycle through these. Clear Weapon Jams Press Shift + R. I recommend doing this as part of your reload procedure so you verify your weapon is not jammed before you reload it and don't accidentally reload a jammed weapon and continue to be unable to shoot. Stop moving your entire body or head around during ACE Interactions Go to Escape > Configure > Game > Configure Addons > ACE Interaction [From the Dropdown Menu]. Inside here you will find all sorts of options to customize how your interaction menu looks and functions. If you'd like to just have a mouse cursor instead of moving your whole body, enable "Always Display Cursor for Interaction" for both the (Self) interaction menu and regular interaction menu. Disable/Uncheck "Do Action when releasing menu key" to set your interaction menu so that you click on the interaction items you'd like to do instead of releasing a button press. Enable "Display Interaction Menus as Lists" for both (Self) Interaction and regular Interaction to have your interaction items listed vertically as opposed to in a circle. Play with other options in here to configure your interaction menu preferences as you like. If anyone knows of other lesser-known features we can currently use, feel free to add them below.
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Christmas Time is Here
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@MSgt McManus The goats are coming The goats are coming The goats are coming The goats are coming The goats are coming *BANG*
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::TS:SCI::NOTICE OF REDEPLOYMENT::TS:SCI:: - April 7th 2020
Capt Hart posted a topic in News and Articles
//SECRET//JSOC//MARSOC From: [email protected] <Clark Williams> To: [email protected] <Mark Stanton>, [email protected] <Sean Whelan>, [email protected] <Jim Teival> Subject: Notice of Immediate Redeployment Intel confirming the transfer of chemical shipment ownership to Boko Haram has prompted another change in AO. ODAs and Phantom 1 are to establish a forward base within Kujari Province on the Eastern border of Burkina Faso NLT 10APR20. MSOC and Phantom 2 will redeploy to Burkina Faso NLT 12APR20. Intel indicates the situation on the ground is volatile with multiple warlords vying for control of the area. Boko Haram is likely using this chaos to stay hidden. Task Force Cobra will exploit this dynamic and decisively locate and remove chemical components, means of assembly, and funding being used by Boko Haram. Boko Haram's acquisition of these components is a severe threat. Assembly is likely already beginning. Identifying Boko Haram's likely targets, avenues of distribution, and weapon location are critical IOT take preventative measures against a chemical weapon deployment. Preventing another chemical weapon attack is the highest priority for Task Force Cobra and USSOCOM at this time. Prioritize accordingly. Signed, Lieutenant Colonel C. Williams Commanding Joint Special Task Force Cobra ATTACHMENTS burkinafaso.jpg- 1 reply
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Sgt (Ret) Costa started following Capt Hart
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::TS:SCI::NOTICE OF REDEPLOYMENT::TS:SCI:: - March 18th 2020
Capt Hart posted a topic in News and Articles
//SECRET//JSOC//MARSOC From: [email protected] <Thomas Godfrey> To: [email protected] <Clark Williams> Subject: RE: Chemical Weapons Intel Summary You are authorized for immediate redeployment. Your primary mission set has been changed to tracking down and removing these chemical agents, dealers, and suppliers. EUCOM has been notified of your upcoming arrival and has prepared Naval Air Station Sigonella in Sicily for your arrival. Keep me updated with your progress. Signed, General Thomas A. Godfrey III Commanding United States Special Operations Command //SECRET//JSOC//MARSOC From: [email protected] <Clark Williams> To: [email protected] <Mark Stanton>, [email protected] <Sean Whelan>, [email protected] <Jim Teival> Subject: Notice of Immediate Redeployment Task Force Cobra has been tasked with tracking and removing the chemical agents discovered to have been transported to the Mediterranean. Phantom 2 and the MSOC will be immediately transiting to Air Station Sigonella in Sicily. The MSOC will be responsible for making landfall on Malden Island and securing a compound to establish a COP. Preliminary intel indicates the island is controlled by a separate group of pirates and armed militants. The level of control they exert over the island is not currently known, but it is thought to be somewhat less than the Ikan. As Iglas were included in the shipping manifest and the status of enemy forces on the ground is not known, a COP must be established and a secure flight path into the COP must be cleared before 160th may deploy to the island. Once the COP is established, and a flight path is cleared, the 160th will deploy with Phantom 2. Phantom 2 will begin immediately confirming the location of the ports used for transit and identifying the second vessel that is shipping chemical agents. The MSOC will then be responsible for direct action missions against these targets. The ODAs and Phantom 1 will retain control of the COP in the Ikan Archipelago until they are relieved by other US forces or USSOCOM terminates operations in the Ikan. Departure from the Ikan will be at 0200 local, 19MAR20, with a flight time of approximately 12 hours to Sicily where the local time upon arrival will be 0900 local, 19MAR20. Operations are clear to commence at first dark unless a daylight infil plan can be provided that does not jeopardize forces upon arrival. Signed, Lieutenant Colonel C. Williams Commanding Joint Special Task Force Cobra WEATHER REPORT Highs of 63F/17C with humidity up to 80%. Mostly sunny during the days, clear in the late evening and overnight. Winds medium to heavy, variable up to 28mph/24kts on Sunday. Sunrise at approximately 06:10 with Sunset at approximately 18:05. The 19th is a Waxing Gibbous with a full moon on the 27th. ATTACHMENTS maldenAO.jpg malden.jpg copwide.jpg copclose.jpg -
Element 1 Lead
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::TS:SCI::CHEMICAL WEAPONS INTEL SUMMARY::TS:SCI:: - March 18th 2020
Capt Hart posted a topic in News and Articles
//SECRET//JSOC//MARSOC From: [email protected] <Clark Williams> To: [email protected] <Thomas Godfrey> Subject: Chemical Weapons Intel Summary Intel recovered from a seized cargo ship has indicated chemical weapon components have recently been transported through the Ikan archipelago into the Mediterranean. The signature on several documents belongs to one Viktor Vasilyev, a Russian national who helped supply the materials for the 2018 chemical attack in Baghdad as well as supplying chemical components to Iran during 2018 and 2019. He evaded capture on numerous occasions during Operation Desert Dragon and recent intel from the CIA indicates he has expanded his clientele over the last year as a result of his higher-profile successes. Viktor Vasilyev (ROUGHCOAT) The port in the Ikan appears to have been used as a halfway stop between China or Eastern Russia and the Mediterranean. Recovered location logs and a Bill of Landing indicate this ship was on a return journey from an island in the southern Mediterranean where it offloaded Iglas, hazmat gear, Methylphosphonyl Difluoride, and Methylphosphoric Acid, which are components needed to create sarin. Email correspondences were recovered between this ship's captain, Siafa Osmani, Viktor Vasilyev, and one Zhao Qiu who is believed to be the captain of a second vessel. These correspondences contained basic instructions on the creation of sarin and were likely passed onto whomever the product was delivered to. These correspondences further indicate that the second vessel contains an additional shipment of components and has just arrived in the Mediterranean port. I have transportation options arranged and am prepared to immediately redeploy forces to intercept this threat if necessary. Signed, Lieutenant Colonel C. Williams Commanding Joint Special Task Force Cobra ATTACHMENTS Ships Computer Computer - "MV Hēi Zhēnzhū Location Logs" MV Hēi Zhēnzhū' previously docked at a port in the Mediterranean. There is a reference to BOL #3411000 "Bill of Lading #3411000" Contents - 1 Container of Level C Hazmat Suits and Gas Masks, 1 Container of Anti-Air Weaponry (Igla), Methylphosphonyl difluoride and methylphosphonic acid dichloride (DI-DI Mixture) Shippers Signature on the bottom of the document is "Viktor Vasilyev" Ship Bridge/Captains office Computer - Excerpt from Email Correspondence, Viktor Vasilyev The second process, uses equal quantities of methylphosphonyl difluoride and methylphosphonic acid dichloride, a mixture "Di-Di" in this process, rather than just the difluoride. This reaction also gives sarin, but hydrochloric acid as a byproduct instead. Documents - Crew Manifest Captain - Siafa Osmani Chief Mate - Toyuwa Sane Able Seaman (Cargo Operations) - Gamba Maalouf Chief Engineer - Omari Okonkwo Personnel on Shore Leave - Chief Cook Batou Odili, Expected back at 1915 Hours -
Memes are fun
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I just stole this from the 506th forums cuz its conveniently relevant right now
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Jolly Roger 01-21 Edited Down to Interesting Bits
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Wish someone had mentioned this was broken forever ago. #welp. From back when S-5 was a thing, have the official unit intro for everyone to use again!
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McMonkey Pirate
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I didn't miss
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Deployment Orders - ::TS:SCI:: NOTICE OF IMMEDIATE DEPLOYMENT::TS:SCI:: - March 9th 2020
Capt Hart replied to Capt Hart's topic in News and Articles
I thought we established last time that Godfrey is immortal.