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Showing posts with label INSPROTIP. Show all posts
Showing posts with label INSPROTIP. Show all posts

[NOTED] unknonow Insurgency Mod (InsMod) Guides

2014-12-27

0 comments

A good places to camping for 'Camper'
By unknownow
Video of 'Nice Spot' in INS maps
(วิดีโอแสดงจุดซุ่มโป่งเจ๋งๆในแต่ละแผนที่)


A good places to camping for 'Camper'
(Yes! I'm a Camper)

*** First of all, You have to know these aren't a GLITCH or BUG ***
-------------------------------------------------------------------------------------------------------------
(Sorry about video quality, all these since 2010)

Nice spot in map 'Sinjar'
Nice spot in map 'Sinjar' (Part 2)
Nice spot in map 'Abdallah'
Nice spot in map 'Buhriz'
Nice spot in map 'Karam'
Nice spot in map 'Almaden'
Nice spot in map 'Almaden' (Part 2) 
https://www.youtube.com/watch?v=mKoZvwQurqE
https://www.youtube.com/watch?v=ITSmyVcra3k
https://www.youtube.com/watch?v=NCQfx_HvkGA
https://www.youtube.com/watch?v=CpOOIgjsB94
https://www.youtube.com/watch?v=BT8KZMQsj3k
https://www.youtube.com/watch?v=ot2qAjpLlxs
https://www.youtube.com/watch?v=Guj5EMW496Q

http://steamcommunity.com/sharedfiles/filedetails/?id=149571312

How to make the fog disappear and see farther. (วิธีมองเห็นบริเวณที่มีหมอก)
By unknownow
These are most common gripes from newer players
'There a fog everywhere'
'Getting shot from out of nowhere'
'You died and never seen the enemy, And didn't even have any clue what directions the shot came from'
I hope this guide can help you about that.


first of all, you have to know this is not a hack or cheat. 
It's a kind of a simple trick 
but very helpful for 'LOCATE THE ENEMY' especially in open areas 

How to make the fog disappear and see farther 

You can make the fog disappear and see farther 
By move your mouse down to bottom of the screen 
(Move your mouse to 'Left bottom corner' or 'Right bottom corner' will give you a differences result)
and then look at upper of the screen the fog will disappear and you can seeing farther 

[pic.free.in.th] 

It's a kind of a simple trick but very helpful for 'LOCATE THE ENEMY' especially in open areas 
SO.. SHOULD TRY AND LEARN MORE ABOUT IT ! 

You'll get a better chance if you can... 
See them Before They see you 

P.S. Sorry if it's doesn't helpful for you

Noted: "Tips For Starting With Insurgency" ("xRev")

2013-04-26

4 comments
Source: http://www.playinsurgency.com/forums/topic/571-tips-for-starting-with-insurgency/

Tip 1: Seek High Areas / Staircases

From high areas, you can overwatch the situation. In Siege, there is a staircase at the beginning of the Security spawn. You can use this to enter a higher area which has a perfect overwatch on point B. Provide this overwatch to your teammates and capturing B will be basically peanuts.

When executing this tip, you might want to look out for snipers lurking around.

Tip 2: Aim for the chest

In Insurgency, I experience it best to shoot at the chest. Shooting in the head might be more effective, but is a lot harder and the efficiency lost in shooting on the chest isn't a lot. Two or three bullets to the chest will usually do the job with the M14. Take advantage of the fact that Insurgency takes weapon realism and lethality serious, and that a player isn't basically invincible when they shoot at the chest!

Tip 3: Help each other

It is always important in games like these to help each other. Best way to do that is to keep microphone contact with each other. When approaching a capzone, you might want to call for cover if you don't already have it.

Tip 4: Take inroute building routes

When approaching the capzone, you can get snapped by snipers lurking around the street. Best is to take the inroute building routes. Doing this will prevent sniper usage against you. Always keep your gun prepared when doing this though, because you can always come across CQB's in building routes. If this happens, you want to quickly squeeze the trigger.

Tip 5: Don't lone-wolf [IMS: unless you really know what you are doing]

Always try to get into a team. Walking alone in Insurgency, and you're basically a dead man walking. This tip is basically directly linked to 'Tip 3'.

[NOTED] Insurgency Demo and Debug Related Commands

2013-03-29

0 comments
Insurgency stuff:

sv_recoil_debug
sv_showimpacts_
sv_showimpacts_text
sv_showimpacts_time
status
condump

Insurgency Mod stuff:

demoui //demo playback control

r_drawothermodels 2 //wallhack

r_visualizetraces 1 //bullet impacts
sv_showimpacts 1 //bullet impacts

cl_leveloverview 1 //study tactics

sv_cheats 1 //cheats
r_shadowwireframe 1 //shadow boxes
r_drawrenderboxes 1 //boxes around stuff e.g. players
r_drawmodelstatsoverlay 1 //identify stuff e.g. barrels, boxes
snd_show 1 //sounds being played

Also see

"Storing Insurgency Mod Demos"
http://insurgencymod.blogspot.com/2010/04/storing-demos_17.html

and

"Insurgency Mod Configs"
http://insurgencymod.blogspot.com/2011/11/insurgency-configs.html

Pro Tip: Red Orchestra 2 T-34 Independent & Linked Periscope Sight

2012-12-26

0 comments
Problem: your periscope sight is linked to the gun!

RANGE UP (default: MOUSESCROLLWHEEL)
IRONSIGHTS TOGGLE (default: RMB)

You now have an independent periscope!

INTERACTION (default: CTRL) to link or un-link gun or PRIMARY FIRE (default: LMB) to link only.

Also see:
http://insurgencymod.blogspot.com/2011/12/ro-cunning-and-tactics.html

Quotes: Teamkilling

2012-12-24

0 comments
There are only two explanations for people that say they have never accidentally teamkilled anyone:

1. They are lying.

2. They don't fire their gun often enough.

Obviously none of those options are acceptable.

If you get teamkilled a lot, it might be a good idea to consider changing your tactics. I'm not blaming you for getting teamkilled, but there are certain things you can do to minimize the chances of it happening.

I think the more aggressive type classes are obviously more prone to this as they spend more time inside the cap zones (at least they should) and possibly even behind enemy lines. The role of a rifleman is more to provide a cover of fire for the assault to move in, and they tend to stay behind.

There's also the case of what I like to call "the flanker", they like to go as far as possible to the edge of the map, and sit there taking potshot, thinking this helps their team. They are, in my opinion, begging to get teamkilled.

Anyway here's the basic precautions you can take:

How not to get teamkilled:

* Do not run towards your own team from the direction of the enemy.
* Do not look out windows facing your side, that the enemy usually looks out of.
* When far away from teammates do not point your rifle in their direction.

Noted: Red Orchestra 2 Console Commands

2012-11-22

0 comments
RO Specific console commands:

Listplayers (gives a list of players on the server with their hash id's default ut2004 listplayers only gave player names with a number)
Admin Restartgame (starts the game up again without having to reload the map)


Cheat Codes:

CHEATSENABLED - (Allows cheating commands in single-player mode but disables unlocking characters from being obtained}
ALLAMMO
ALLWEAPONS
FLY
GHOST - (no clip basically)
GOD
LOADED - (Bestows all weapons, ammo, and 100 adrenaline)
TELEPORT - (Teleports you to wherever your crosshair is pointing)
WALK - (Stops FLY or GHOST command and drops you to the ground)

Player/Bot Commands:

ADDBOTS [number]
BEHINDVIEW 1 - (Changes to 3rd perspective view)
BEHINDVIEW 0 - (Changes to 1st person view)
DISCONNECT - (Disconnects from current server)
EXIT - (Quits the game)
KILLBOTS
OPEN [IP adress] - (Connects to a specific server IP)
QUIT - (Quits the game)
RECONNECT
SWITCHLEVEL [mapname]
SWITCHTEAM
SUICIDE
TEAMSAY [text] - (Displays your message in team chat)
PLAYERSONLY - (Freezes/pauses the Bots)
SAY [text] - (Displays your message in global chat)
SETNAME [playername]
SET INPUT [key] [command] - (Binds a key to a command such as "SET INPUT L LOADED")

Statistics

MEMSTAT - (Displays Windows memory usage)
STAT ALL - (Shows all stats)
STAT AUDIO - (Shows audio stats)
STAT FPS
STAT GAME - (Displays game stats)
STAT HARDWARE - (Shows hardware stats)
STAT NET - (Shows network game play stats)
STAT NONE - (Turns off all stats)
STAT RENDER - (Displays rendering statistics)

Demo Commands

DEMOPLAY [demoname]
DEMOREC [demoname]
STOPDEMO

Admin Commands

ADMIN SWITCHLEVEL [mapname?game= gametype?mutator= mutator] - (Changes the current level to the specified level, game type, and mutators)
ADMIN [command] - (to use other commands not in this section)
ADMINLOGIN [password] - (Logs the administrator onto the server using the specified password)
ADMINLOGOUT
ADMIN SET UWeb.Webserver bEnabled True - (Enables the remote admin check your redorchestra.ini file UWeb.Webserver is the header, bEnabled is the setting, and True is the value this can be used to change any INI file setting while ingame)
ADMIN KICK [playername]
ADMIN KICKBAN [playername]
ADMIN RESETGAME (resets the map to beginning values)
ADMIN RESTARTMAP (completely reloads the map up again)
LISTPLAYERS (gives a list of all players with hash id and player number to kick someone with a weird name you can use admin kick 2, if the number of the annoying person is 2)


Other Commands

BRIGHTNESS [number] - (Changes the brightness level to a specified number)
CDTRACK [number] - (Plays the specified CD track number)
CONFIGHASH - (Displays configuration info)
CONTRAST [number]
DEBUG CRASH - (Tests crashes the game with an error)
DEBUG EATMEM - (Tests memory allocation until full)
DEBUG GPF - {Tests crashes the game with a general protection fault error)
DEBUG RECURSE - (Tests crashes the game by infinite recursion)
DUMPCACHE - (Displays the memory cache contents)
EXEC [filename] - (Executes a file in the UT2003/system/ directory by default)
FLUSH - (Flushes all cache and relights)
FOV [number] - (Changes the field of view to the specified number)
FIXEDVISIBILITY - (For testing your own level. Fixes the engine's visibility from your current point of view. You can walk around and see what exactly is being drawn, check that antiportals are working,etc.Enter it again to turn it off)
GAMMA [number]
GETCOLORDEPTHS - (Displays the maximum color depth supported by your hardware)
GETCURRENT COLORDEPTHS - (Displays your current color depth)
GETCURRENTRES - (Displays your current resolution)
GETCURRENT TICKRATE - (" " tick rate)
GETMAXTICKRATE - (Displays the maximum allowed tick rate)
MUSICORDER [number] - (Change to a current track in the song (0=ambient, 1=action, 2=suspense))
NETSPEED [number] - (Sets the net speed, default is 10,000)
OBJ CLASSES - (Displays a list of object classes)
OBJ GARBAGE - (Collects and purges objects no longer in use)
OBJ HASH – (Displays object hashing statistics)
OBJ LINKERS – (Displays a list of active linkers)
PAUSESOUNDS – (Pauses all sounds)
PREFERENCES – (Opens advanced settings)
RELAUNCH – (Relaunches the engine)
RENDEREMULATE [gf1/gf2] – (Lets you see how your level will look on different cards (e.g., if some of your shaders are to complicated and don’t have fallbacks))
REPORT – (Copies a report of the current game to clipboard)
SET [class variable value] – (Sets a specified class and specified variable with the specified value)
SETSENSITIVITY [number]
SETRES [WxHxD] – (Sets your screen resolution to the specified width, height, and color depth)
SLOMO 1 – (Sets the speed of the game back to normal speed)
SLOMO 2 – (Sets speed to double, Increase number to go faster)
SLOMO .5 – (Sets speed to half, Decrease to go slower)
SOCKETS – (Displays a list of sockets in use)
TOGGLEFULLSCREEN – (Toggles full screen mode)
TOGGLE SCREENSHOTMODE – (Removes all HUD for screenshot taking)
REMOVEHUD - (Also removes the HUD)
FREECAMERA [number] – (Allows you to move camera around player)
TYPE [text]
UNPAUSESOUNDS
MUTATE [mutator command here]


Spawn weapons/vehicles

Spawn Redeemer: summon xweapons.redeemerpickup (obviously there is no redeemer in ro but you can change it to one of ro's weaponry)

Killing Floor Binds

2012-11-09

0 comments
http://forums.tripwireinteractive.com/showthread.php?t=43509
http://forums.tripwireinteractive.com/showthread.php?t=43509

Set Input F1 Speech AUTO 12 | TeamSay FLESHPOUND!
Set Input F2 Speech AUTO 14 | TeamSay SCRAKE !
Set Input F3 Speech AUTO 6 | TeamSay HELP!
Set Input F4 Speech AUTO 3 | NO MORE AMMO!
Set Input F5 Say !rtd
Set Input F6 TeamSay %H %S %W
Set Input F8 showhud


0 = Weld
1 = Open
2 = Reload
3 = No ammo
4 = Money
5 = Heal
6 = I'm dying
7 = Bloat
8 = Patriarch cloaked
9 = Patriarch gun shot
10 = Patriarch rockets
11 = Clot grabbing
12 = Fleshpound
13 = Gorefast
14 = Scrake
15 = Siren
16 = Sirèn scream
17 = Stalker
18 = Crawler
19 = Killing Stalker with melee weapon
20 = Frag with FlameThrower
21 = Using Hunting shotgun
22 = Using Double Magnum
23 = LAW
24 = Axe


Ironsights Hold & Toggle

Set Input LeftMouse IronSightZoomIn | showhud | onrelease IronSightZoomOut | onrelease showhud
Set Q ToggleAiming

Pro Tip: "Unofficial Intersquad Communication Protocol"

0 comments
Source: http://www.tacticalgamer.com/pr-bf2-tactics-sops/63433-inter-squad-communication-protocol.html

InterSquad Communication Protocol

Unofficial Intersquad Communication Protocol

Note: In the following protocols and examples, the letter "R" is used at the beginning of transmissions. This is meant to be spoken, and is a nonsense syllable, used in order to prevent the main message being cut off or being lost through distortion.

NB: The following protocols were, essentially, designed for use in scrims. They should be used by squad-leaders on Teamspeak, in the equivalent of the War Room channel.

Communication of Threats and Enemy Movements

Comms in the War Room help SLs and the CO maintain situational awareness. The scan function only reveals static red dots, and SLs are focused on their own corner of the battle. The following protocol provides a timely indication of the movements of enemy forces, particularly organised or fast-moving ones. Ideally, this will prevent small, quick vehicles maneuvering through our lines and seizing undefended bases.

Initiator:R <Squad-number>, this is <Squad-number>, <number and type of enemy>, <heading>, <ETA>, (spotted)
Responder:Copy <Squad-number>, <repeats stated ETA>
*later*
Responder: This is <Squad-number>, threat neutralised

Example:
SL 1: R Squad 3, this is Squad 1, 2 enemy buggies holding 3 infantry moving south-east along road, ETA 20 seconds. Spotted.
SL 3: Copy Squad 1, ETA 20 seconds
*25 seconds later*
SL 3: This is Squad 3, threat neutralised

This protocol can also be used if a second squad is not immediately in the path of the enemy. However, rather than indicating a specific squad in the protocol, the initiator refers generally to friendlies located in a certain area, or to a number of squads.

SL 1: R Squads south-east of the Refinery, this is Squad 1. 2 enemy buggies holding 3 infantry moving south-east along road. Spotted.
SL 3: R Squad 1, this is Squad 3. Copy, moving to contact.
*25 seconds later*
SL 3: This is Squad 3, threat neutralised.

Pilots and gunners in vehicles not engaged in combat should be spotting and calling out threats. In particular, aerial reconnaissance can be extremely helpful.

Interception of Attacking Forces
Here's the scenario:
On Dragon Valley, the USMC has one squad (Squad 1) set up on defense at the Hill Village, and one at the Power Station (Squad 3). The PLA controls the Refinery, and is using it as a jumping-off point to assault the Hill Village. Squad 1 is having trouble dealing with the large contingent of armour trundling down the hill, and as a result sends out a general request to squads for assistance.

SL 1: All, this is Squad 1 at Hill Village, taking heavy fire via recurring assaults. Requesting assistance from available forces.
SL 3: R Squad 1, this is Squad 3. Copy that, assistance is available.
SL 1: Roger Squad 3, initiate interception of the enemy forces south of my position.

From here, the forces sent by squad 3 use their initiative and set up an ambush along the roadside, replete with mines and C4 on the road. This ordnance holds back the enemy. However, such a protocol is to be used when a squad is under recurring attack. If being overwhelmed in a firefight, an adaptation of that protocol is used, and the initiator specifices that they do not need an interception.

Protocol
Initiator: All, this is <Squad> at <Location>, taking <level of resistance> via <recurring assaults/single assault>. Requesting assistance from available forces.
Responder: R <Squad>, this is <Squad>. Copy that, assistance is available.
Initiator: Roger <Squad>, initiate interception of the enemy forces at<location>.

If assistance is unavailable, no reply is made.

Flanking
Flanking is a procedure that can be carried out fairly efficiently within a squad, through the division of fire teams. The same principle applies to flanking with multiple squads, but the manner of communication differs slightly.

First of all, one squad-leader (the initiator) must make the call on how the maneuver will be set up. From here, sides and entries/exits of assault are assigned, as are vehicles.

Protocol:
Initiator: R <Squad>, this is <Squad>. Begin flanking maneuver on <Location>.
Responder: Roger, awaiting orders.
Initiator: R <Squad>, take up position on Northern and Eastern entry points, and man the available armour. Fire condition <green/orange/red>.
Responder: R <Squad>, this is <Squad>, <ready and positioned/not ready>
Initiator: Roger that <Squad>, move <on my signal/at assigned time>

Admittedly, flanking maneuvers take a little while to set up. However, this is belied by their effectiveness. Movement to the objective is the best time to initiate this radio protocol, so that everything is arranged upon arrival.

Coordination of Vehicles
Vehicles equal movement, and movement is one of the cornerstones to victory. Negotiating the use and management of vehicles among squads allows one to maximise the efficiency of transport. For example, an armour squad may use their APCs to give another squad a lift to an objective, or may surrender an APC for the greater good. The variety of situations that can emerge make it difficult to form a protocol for this, but remember to keep up the comms.

Resupplying
After an engagement, squads are often at a half or a quarter of their normal strength. They may be low on ammo, injured, or possibly both. However, stopping and resting will use up valuable time, but being involved immediately in combat will mean death.

An efficient way to get resupplied is to have another squad get some supplies down in time for your arrival. As you pass through their base of operations on your way to another objective, you simply stop off, grab a medpack or two and head off. This should be organised via a series of requests on TS, and a position for the supplies should be specified.

Synchronization of Attacks
Initiating a number of attacks simultaneously, either in conjunction in a single Operation, or in two separate points on opposite sides of the map, will demoralize, confuse and destabilise an enemy. The key to achieving this is timing. Perfect timing, however, is difficult to accomplish in BF2.
There are 3 main ways of synchronizing movements:
1."Game Time" - Time left in a round.
2. "Real Time" - Time on your clock, next to your computer
3. "Signals" - An action carried out in the virtual world acting as a sign to initiate actions.
The use of these should be organised before a match, and should be practiced and specificed when used in the War Room.

[LINK] Red Orchestra 2: Louder Explosions and Impacts ("Cwivey")

2012-10-26

0 comments
Probably doesn't work with Red Orchestra GOTY edition.

http://www.mirrorcreator.com/files/0E3JVLWB/RO2_Louder_Explosions_Impacts_0.7z_links

From Cwivey:

I thought I'd create a little sound mod for RO2 to increase some of the sounds' impact.

Read more below.

Disclaimers:
The sounds in this mod have not been as extensivly tested as I hoped to have done, some may not apear to work as intended.
Some sounds may still be over-shadowed by others.
There will be issues with joining multiplayer games after playing singleplayer (Relating to missmatched files), joining a multiplayer game straight off works however.
Having an understanding of what you're doing to the files in folders and how to restore them if all goes bottoms up will help greatly. (I will explain it, but if you can do it yourself all the better)
I would suggest only using it on the Vanilla RO2, the changes to the Beta may address some of these already, that and it may not work with the Beta anyways.
What it does:
Increase in volume of artillery strikes and artillery whiz-by sounds.
Increase the volume of Grenades and Satchels.
A very slight increase to the expendeture sound of the German smoke grenades.
Increase in tank main weapon firing volume.
Increase in volume of bullet impacts near the player.
Increase in volume of bullet whiz-by's.
Bullet snaps now happen 100% of the time in near-misses compared to the 0.33333 chance found in-game currently.
Installation:

Extract the files within the Zipped folder to...
C:/Program Files/Steam/steamapps/common/red orchestra 2/ROGame/CookedPC/Packages/Audio

Allow it to over-write the files. And that's it!

Reverting back to the old sounds...

If, for any reason, you want to revert back to the sounds as they were origonally, follow these next steps in doing so:

Go to the folder C:/Program Files/Steam/steamapps/common/red orchestra 2/ROGame/CookedPC/Packages/Audio

Find and delete the files;
AUD_EXP_Artillery.upk
AUD_EXP_Grenade_F1.upk
AUD_EXP_SatchelCharge.upk
AUD_EXP_SmokeNade_German.upk
AUD_EXP_Tanks.upk
AUD_Firearms.upk
AUD_Impacts.upk
AUD_Projectiles.upk
AUD_Vehicle_Tank_PanzerIV.upk
AUD_Vehicle_Tank_T34.upk
Then, go to steam, right click on Red Orchestra 2: Heroes of Stalingrad, click Properties.
Click on the "LOCAL FILES" tab.
Click "VERIFY INTEGRITY OF GAME CACHE..."
Let it work through and re-download the files (Shouldn't take more than around five minutes, depending on your internet connection)
Done and done. The sounds should be as they were and any bugs encountered will be purley the games fault. :cool:
Download

Only 7.04MB.

http://dl.dropbox.com/u/11064188/Lou...%20Impacts.zip [IMS: NA]

Pro Tip: RO 2 Tank Tactics, Cunning, Exploits, Binds & Noob Manual

2011-12-06

0 comments
RO 2 MG exploiting
http://forums.tripwireinteractive.com/showthread.php?t=70550
http://oi39.tinypic.com/21evm6r.jpg
http://oi39.tinypic.com/x0o32s.jpg
http://oi40.tinypic.com/21ju05u.jpg
http://cloud.steampowered.com/ugc/595825891495964432/26F4112C51AAA2739AA6C735FE179D06A490DEA7/
http://cloud.steampowered.com/ugc/595825891495962524/ED1054C882DA8C7B7F0A6A926A68337E7BD011A0/

RO 2 Tanking
http://forums.tripwireinteractive.com/showthread.php?t=65420

Movement while not driver

You can use the normal movement keys (default = WASD keys) to give the driver orders to move. It is kind of clumsy and delayed, but have to do it sometimes. Practice getting the hang of it rather than always switching to drivers seat.

Commander of the T-34

The T-34 has the commander also doubling as the gunner (baaad). In many of the possible views, left clicking will make the turret rapidly swing to the direction you left-clicked at. Useful for acquiring targets, turning the turret a certain way before trouble hits, etc.

Situational awareness

Tanks have terrible situational awareness. Compared to a soldier, they have greatly impaired hearing and can barely look outside. When moving it is super loud from the engine and the inside is bouncing around. You must have situational awareness to find out what is going on, where the threats are (especially enemy tanks) so you can avoid getting killed while siezing opportunities - such as popping out of cover and killing a P4 or rushing to some better cover on their flank.

You have the following options:

1. The PERISCOPE. Is the main method, is safe from small arms. Also mated to the gun for shooting. The view is terribly narrow though so not a good way to get an idea of what is really going on all around. Press the use key to toggle it being slaved to the main gun. When detached, you can look around 360 without the main gun or turret moving at all. When re-attaching it, the whole turret & gun will quickly swing to aim at what you were looking at, like a modern main battle tank. Great for looking for acquiring targets with, much less cumbersome than mousing around with the whole turret. As a bonus, I don't think anyone is really aware you can do this. They just assume you are only looking straight along the main gun. Infantry (AT especially) tend to hide out of sight whenever the main gun of a tank swings toward their direction, then pop out again when the gun is pointed elsewhere.

2. Turret left-side view slit: There is a view slit on the left side of the turret. Mouse left in the turret and you will see it. Then, I think, left click (or is it right?). You can use the sprint key to zoom in and get a very good view through it. Left clicking the mouse while in its view will make the main gun turn to where you left clicked at (as usual), which in this case is 90 degrees to the left - where the slit is facing. You can do a 360 rotation drill, left clicking continously while looking out the slit zoomed in. Will give a quick idea if enemy AT infantry are closing in on you. Also, rememeber that they only think you are looking through the main optics along the main gun, and they won't try to conceal themselves unless they see that gun about to swing over them. The problem for me is accessing the slit in a practical way. Have to navigate the interface. A bit slow and cumbersome.

3. Opening the hatch and sticking your head out. The commander of the T-34 has a big nice hatch that he hunkers down behind (doesn't look like it from first person, but from third person he does). Like a bullet shield. Here you can see and hear everything from a commanding position. Can use the binoculars to spot stuff far away, and you can see over obstacles that obscure the entire rest of the tank. I don't recommend spending more than brief moments up there then hatching down again, just in case someone takes a shot at you. The shield protects the commander though but only if facing the right way. It is usually safe to be turned out while on the move. Too difficult for most infantry to hit. Left clicking makes the turret turn where you were clicking.

4. Talk to people on the team. Get them to feed you info about what is going on. Especially the enemy tank positions.

Did some testing with a friend. T-34 vs P4. Various distances, angles, spots. Some interesting data:

1. T-34 penetrated P4 armour universally, including the turret head on, 9/10 times (or so), within 650 meters. Literally could shoot anywhere on the front of the turret and smash through. Could kill one or two crew and breaking the turret armour. In general however, overall interior damage was limited. Aim for the ammo bins.

2. The P4 did not penetrate the T-34 universally within 650 meters. Even at 100 meters frontal armour, many shots would deflect. A slight upward incline for the T-34 made big difference. Angling it slightly at 1 o'clock also helped. Frontal armour was often tough and deflected or absorbed plenty of punishment. The hull MG seemed to be the most reliable spot to penetrate. It was inconsistant, where long range shots seemed more deadly and reliable than closer range. The turret behaved similar to the P4 turret except penetrating hits seemed to do more damage (killing commander/loader more reliably). Penetrating shots from the front right chassis would kill the hull MG crewman and break something on the rear left (damaging the brakes).

3. The tracks seemed highly resiliant to punishment on both tanks but can be broken.

4. The sights are often messed up whenever the tank has been involved in aiming and rotating turret while on an upward, sideway or downward incline. Usually it starts shooting to the left of the sights. Something seems to be amiss when the tank isn't on flat ground. When having driven only on fairly flat ground without aiming, the sights tended to be completely accurate.

5. T-34 periscope rotation does not appear to move visually when seen from the outside.

6. The main guns were almost never damaged.

7. Frequently, the turret rotation is out of sync on the enemy tank. The main gun facing maybe 20-30 degrees to the side of you, yet shots come flying sideways dead on target.

8. Graphically and sound wise: A shot not hitting a tank gives off lots of dirt thrown in the air and a muffled explosion sound. A deflected shot gives off a small spark and a "plionk" sound. The shell itself can visually be seen bouncing off and landing somewhere sometimes. A penetrating shot often give off a small explosion graphical effect, and a more metal crushing sound effect, no matter what real damage it did inside the tank. The same appears to apply to AT rifles where shooting at a vision slit can bring small explosions each time, without damaging anything on the tank. Unclear if the FX is different when an armour plate is damaged by a hit or not.

Lessons learned

1. Stay away from non-flat ground (with one exception). T-34 should park on an upward slope.

2. P4 armour is non-existant within 650m. But T-34 frontal armour is still viable. Getting as much of an angle as possible is important. 1 o'clock angle towards enemy. Park on an upward slope (to raise the front of the tank slightly). Strongly avoid doing the opposite - being shot at while parked downhill.

3. P4 best defence is hull-down with only turret exposed. Shots will penetrate the turret, but will not reliably kill crew or damage components.


I should probably have mentioned that the testing was not extensive enough to cover ranges beyond 650 meters. :S Will try to get to that stage next session. Pardon for being misleading.
I don't remember testing shooting at T-34 turret at an angle. However, I think that there were many cases where the shells would deflect if shot far enough to the side of the turret. Hitting dead on is easy on these shorter ranges though, with pretty disastrous results inside the tank.
Regarding the "T-34 front armour deflecting at 100m". It did not do this if flat and head on, but when angled a little to the side and on a slight upward slope, the P4 could shoot all day and not penetrate the front (more than 9/10 shots) - unless hitting the hull MG port or some other critical place we did not discover. The driver's hatch slit took direct hits (I was in there, saw it) without penetration also.

I am also of the impression that the armour is mostly irrelevant at these ranges and maybe the interior damage does not spall enough. During our testing when shooting at the P4, often counted many "hit, penetred" when shooting the front of the turret and chassis, without it having any effect on the crew or components inside. I don't know enough about the extent of spalling on that metal & shells back then, but I imagine there would be lots of hot metal fragments being torn off and bouncing around a bit (striking crew memebers) in the tank if penetrated.
If knowing where to aim on the P4, and being able to accurately put a shell there = boooooom. This is in the chassis only. The turret is un-boomable, but can be decrewed.. eventually, or if being lucky. Don't know, seems to be hard to do it consistently (but not hard to do on the T-34).

EDIT: When angling the T-34 to 1 o'clock, the deflections were more likely (at any range) from the front but the best benefit by far came from being at an upward slope, which increases the angle of the already nicely sloped frontal armour. Considering how thick that armour also is, I do not find it implausible that shells could deflect even at 100'ish meters. Note also that P4 hits on the (slightly) exposed right side of the chassis when in the 1 o'clock position, did a mix of penetration and deflection. The right armour plate would get damaged quickly, and the right track could also be damaged. But don't recall any catastrophical effects.

Will attempt a systematic test at 100m, 500m and 1000m. Center shots from flat ground on turret, turret ring and chassis. From 12 o'clock and 1 o'clock.

How to aim and hit properly from a distance?
http://forums.tripwireinteractive.com/showthread.php?t=64202

When to use which artillery-option?
http://forums.tripwireinteractive.com/showthread.php?t=68171

As there is no detailed information about the artillery strikes, my experience while playing commander is the following:

1. Mortar barrage is useful for short, intense small artillery fire on a small area with lots of enemies in. Very useful for clearing out capzones.
2. Regimental gun-barrage is useful for areas with more spread out enemy inf and armor in it, not that useful to clear out capzones but useful for blocking paths since it takes quite long for it to end
3. Katyusha's for a wide area, powerful against enemy armor and hidden enemies camping outside

OP has it right. Mortars are intense killers dropping in three barrages, artillery is a minute long area denial using six barrages and rockets are a more spread out mortar attack with a single barrage.

Personally I find the artillery barrages being the most useful support for a defender. You basically disable a large part of the map, stalling the attackers and funneling them to the other flank.

Mortars are good for punishing passive attackers that stay in packs but advance very slowly, making their approach very predictable. I also use these when firing close to my team as they don't deviate too much and so they are very easy to stand clear of. The street in front of Town Hall on Spartanovka is a good place for mortars as artillery would spread too much.

Rockets, because they are so brief, are only really good for softening up an objective for the attackers, especially if you intend to move up yourself immediately after calling in the strike. In public games it is safer to place an artillery strike behind the objective to prevent defenders from getting back on to the objective while you fight your way on to the objective with firearms and smoke, because teammates love to run into obvious artillery barrages even when you warn them about it.

Improved controls v1.0
http://forums.tripwireinteractive.com/showthread.php?t=71477

How to get hold to crouch (100% functional)
http://forums.tripwireinteractive.com/showthread.php?t=58226

Since launch I've been tweaking the controls to my liking. The result is now a quite large autohotkey script. In my opinion, it falls in the catgory 'using existing controls to create control scheme that is more smooth and user-friendly'. So I most definately do not consider it cheating or exploiting. However, I won't share it without admin/dev approval, as I'm not sure I'm allowed to.

Movement Features:
- zoom and sprint split to different keys
- Tactical Display shows up while holding the sprint key. Reasoning: it's a good time to receive tactical info during sprint, as you're not aiming at stuff and hopefully moving towards objectives. This feature can be switched on/off on the fly.
- Pressing fire while sprinting will stop the sprint, thus allowing you to fire. No tactical display is shown to allow clear aiming. Once the fire button is released, the sprint is resumed.
- Walking key (already in the game)

General Weapon handling and zoom Features:
Provides a system with 2 levels of zoom and easy switching between them. The standard IS zoom (found in ROGame.ini) should be set to none or very little to fully differentiate the 2 zoom levels. The mouse wheel is used to control zooming levels as follows:
- when entering IS, there is almost no zoom, good for close quarters
- mousewheel-up brings you to a full zoom level + holding breath (no button holding required). Also a separate button on your keyboard is available to go into zoom state quickly
- mousewheel-down brings you to a no zoom again
- while in zoomed state, click mousewheel-up again to take another steady breath. This is only possible at an interval of 1.4 secs (this limit is already build into the game). Also this will issue a spot enemy command. Reason: since you're taking a deep breath again, it is very likely you have an enemy in your sights. Your teammates will be grateful for this information.
- The following functions ends the zoom and brings you to normal view again:
+ reload
+ entering / exiting IS
+ selecting a weapon (note: separate buttons should be used to select each weapon)
+ melee
+ prone
- Pressing fire while holding a weapon select key will throw away current weapon to quick select new weapon

LMG Features:
- pressing and holding IS while walking around will make you walk. This allows for better recoil handling.
- pressing prone will keep you crouched behind cover while deployed

static HMG Features:
- when using the HMG, 2 extra levels are added to the 2 general levels:
+ level 0: crouched behind HMG
+ level 1: unzoomed over the sights
+ level 2: zoomed over the sights
+ level 3: zoomed IS
Again, the levels are switched between with the mousewheel.
- when undeploying your HMG, you will always be in crouch

sniper Features:
- when using the sniper, 1 extra level is added to the 2 general levels:
+ level 1: unzoomed IS
+ level 2: zoomed IS
+ level 3: scope
Again, the levels are switched between with the mousewheel.

Various keybinds
Since I ran out of easily accessible keys to use, I added a few extra 'combos'
- IS + melee = drop weapon
- hold weapon key + fire = drop weapon, quick select new one
- mouse wheel down while not in zoom = to cover
- 1 button for both lean directions (in combination with strafe keys)

I figured out how to use the tactical display while running:
find thid line in your input.ini

Bindings=(Name="X",Command="Sprint",Control=False, Shift=False,Alt=Fa lse,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAl t=False)

and modifiy it like this:

Bindings=(Name="X",Command="Sprint | Tactical_Display",Control=False,Shift=False,Alt=False,bIgnoreCtrl= False,bIgnoreShift=False,bIgnoreAlt=False)

Remember that there is a blank before and after the |

Red Orchestra 2 Obscure Tactics & Features

You can change fire mode on stationary MGs. [?]
You can doubleclick on the class instead of selecting and clicking "continue".


Also see:

"Red Orchestra 2 Game Manual" (for noobs)
http://raw-recruits.com/red-orchestra-2-game-manual

and

http://insurgencymod.blogspot.com/2012/12/pro-tip-red-orchestra-2-t-34.html

Pro Tip: A Guide to Effective Armchair Voice Comms

0 comments
The intention of this post will be to provide a rough guide to effective communications in high-stress or elevated threat environments (obviously both apply to RO2!). To be honest, I’m a casual gamer and would rate myself a mid-tier FPS player – certainly compared to the talents of some others I’ve observed on these servers. So, I’ll leave tactical discussions to the hot shots and focus mainly on strategic implementation of communications based on my experiences in RO2 thus far. I’ve noticed that people strain to communicate with brevity and clarity in RO2 (same goes for new pilots and NCOs…so don’t feel bad)…lots of “uhs” and “ums”; as with anything, practice makes perfect but it would be nice if everyone had some common foundation for phraseology that would be amenable to RO2. So, hopefully my aviation experience and knowledge gained from my DoD gig working intimately with military ground forces could prove useful to some.

As a brief aside, I’ve decided to emerge from the ether and write this up for the forums after a bender on 7th Cav Tactical Realism server where I filled the Allied Commander role for 7 consecutive matches (we won them all). Several on the team (to include 7th Cav-ers) complimented my communication abilities and lauded my effectiveness (I relinquished the commander’s position twice during these matches but the team role-voted me back in once things started going awry). We won so heartily, some on the server complained that it appeared TWI had “weakened” the German side after the latest patch since we kept winning by at least a 2 fold margin over a fairly coordinated and skilled effort from the Germans. To be honest, it had little to do with hardcore FPS skills (as previously stated, I’m not that great at FPSs…others on this session in contrast – e.g.,“Dr. K6” [I believe?] and the 7th Cav folks— were very talented) and everything to do with well-coordinated teamwork resulting in domination over the opponent. This initiates at the commander level but only becomes effective from the bottom up. Therein lies the true “fun” at the heart of RO2…anyone playing that server on 10 OCT from 0800hrs to 1500hrs EST would likely attest that these matches were highly competitive and very fun to play – all because of a teamwork element inherently missing from most public (i.e., non clan-exclusive) matches. Again, as others have stated elsewhere in the forums, the role of the commander or squad-leader might not be as “fun” to play per se (certainly depending on your definition of fun!), but is essential to fulfilling the intended RO2 experience of team-oriented tactical ground combat.

I notice a lot of people struggling to effectively say what they intend to with a lot of “uhhh this [long pause] uhh that; hey you guys I’m gonna _____; can somebody ___; where is/are____; where’s the arty?!”. In the end, one gets a Faulkner-esque stream of consciousness from all involved that clogs the airways and “steps” on others’ comm traffic. Sometimes more is less and lots of words can ultimately mean nothing resulting in more confusion on a battlefield already replete with entropy. The statements: “Hey, uh, guys ....let's attack"...or "we need smoke over here" are useless.

Obviously anyone can be a highly effective commander or SL with in-game experience and effective comms practice.

***************************************************

ROLE SUMMARIES (more thoroughly explained elsewhere…just quickly summarized here):

Quick summary of Commander’s roles:
1. Intimate map knowledge (esp. friendly/enemy spawns, objectives, and ammo dumps).
2. Strategic coordination of battlefield (voice comms to team – VOIP required!)
3. Provide situational awareness to squads (including but not limited to aerial recce)
4. Coordinate plunging fire (artillery, mortars)
5. Smoking concealment for maneuvers (constantly refill at ammo dumps)
6. Tactical presence during capping (increase force ratio)

Quick summary of Squad Leader’s roles:
1. Intimate map knowledge (esp. friendly/enemy spawns, objectives, and ammo dumps).
2. Tactical coordination of battlefield (voice comms to squad/cmdr – VOIP highly desired!)
3. Provide situational awareness to Commander (e.g., enemy contact reports)
4. Coordinate plunging fire (artillery, mortars), enfilade and flanking maneuvers.
5. Smoking concealment for maneuvers (refill at ammo dumps when able)
6. Tactical presence during capping (increase force ratio and provide spawning point)

************************************************** ******

GUIDE TO EFFECTIVE COMMS:

Brevity and clarity is critical; one must always think before speaking (this might cause delays in action, especially at first this might result in one getting killed more often, but later the correct comms will become second nature while you’re simultaneously finding/fixing/flanking).

Here’s the one simple structure one should always aspire to follow:
WHO; WHERE; WHAT

Friendlies:
[Who you are]; [where you are]; [what you want or need to convey]

OPFOR:
[Who they are]; [where they are]; [what they are doing]

Examples of common comms in the game:
“Squad Leader at Charlie; request smoke for Charlie/Delta transition”
“Rifleman in East Park, request smoke in West Park”
“Machine Gunner in Bravo 3 requesting ammo resupply”
“Squad Leader in Echo 1 requesting smoke in Foxtrot 3”
“Marksman* at Pavlov’s reporting 5 tangos enroute to Charlie from Foxtrot”
“Squad Leader in Golf 5 requests 2nd Squad converge on me to defend South Charlie.”
“Commander defiladed in Gullies for cap boost”
“Rifleman in Delta; force ratio even”
“1st squad rally grid Hotel 6”
“Aerial Recce shows 5 tangoes flanking South Charlie from Southwest Village”
“Commander south of Delta popping heavy smoke into the Park”
“SLs prepare to smoke Alpha/Charlie transition”
“Commander in Bravo smoking Bravo/Charlie transition”
“Smoke popped at Bravo/Charlie, attack if able”
“Engineer at South-west Charlie, satchel charge on door, fire in the hole”

*For the purposes of voice comms in this game, I would recommend that the term “Marksman” be used for friendly forces while the term “Sniper” be used for OPFOR to prevent ambiguity. (“Sniper” always makes peoples ears perk up and think “bad guy”).

NOTE: This can also be used inversely to only convey OPFOR contact reports:
“Enemy sniper, top floor of Foxtrot, covering Charlie”
“Enemy MG, basement of Charlie, covering North-South hallway”
“7 tangos moving east to Charlie from Foxtrot/Echo”

NOTE: Sometimes even MORE brevity is useful – as in scenarios where you’d like to inform teammates you’re fragging an area with grenades (or that you just put a frag under their legs):
“Echo 6 frag out!”
“Northern Refinery frag out!”
“[Teammate name] frag misfire!”
“Southern Bravo frag out!”

*Don’t call every frag, just when you might be endangering teammates*

!!REMEMBER!! WHO; WHERE; WHAT

OBVIOUSLY, THIS IS NOT ALL-INCLUSIVE BUT YOU CAN USE A MIXTURE OF THE ABOVE AND BELOW PHRASEOLOGY TO CONVEY ALMOST ANYTHING IN RO2…JUST SWAP OUT THE “WHO; WHERE; WHAT”. BE BRIEF!


************************************************** ******************************

OVERALL STRATEGIC CONTEXT OF COMMUNICATIONS:

Generally, the team should follow this mantra for attacking (defense is more complex):
CDR and SLs mark; recce up; Arty or mortars onto OPFOR/OBJ; CDR announces last salvo; CDR/SL prepare to pop smoke; pop smoke; all charge while MGs give covering fire; assault clears rooms & take ground; rifleman take ground at OBJ and keep distance; SLs squat at OBJ for respawn; CDR moves up for cap assist; all mop up objective; SLs/CDR recharge smoke at ammo dumps……REPEAT!

For defense, things become much more complex and dynamic, but here’s an example of how I run a match in Spartanovka (highly dynamic, but this is generally how it plays out):

[Designate deep left Alpha mark to prevent flanking into South Village and direct advance to B]
“Arty inbound deep Alpha in 10sec”
“Aerial Recce up”
“Arty now falling danger close on Alpha near gullies”
“SLs mark south village and church if able”
“[Heavy/medium/light] arty casualties…2 salvos left”
[If heavy casualties I defilade in Alpha to help cap, light casualties I squat in Bravo to provide cap…always while picking off an errant German]
“Force ratio in Bravo, even”
“Force ratio in Bravo, 3:1 bad guys”
“Arty in 90sec…”
“Arty in 30sec…”
“Aerial Recce up”
“SLs recommend next arty drop”
[Drop it where the SLs and recce indicate]
[Arty A again if able; if not and capture of B inevitable, fall back to grid Golf 5 radio – cap presence Charlie]
[Designate Church, call in Mortars on South Village or most likely Church…you’ve already got a pre-designated mark on the South Village if your SLs are helpful]
“SLs mark North Charlie and South Charlie flanks for future arty”
[Provide Commander cap power to C, advise on feasibility of retaking B based on Arty casualties and force ratio]
“Force ratio in Charlie, 3:0 good guys”
“SL at Bravo, force ratio 3:1 good guys”
SMOKE IT UP AND TAKE IT BACK!

********************************************************************************

OTHER TECHNIQUES/SUGGESTIONS:

--Use cardinal directions to indicate/describe locations: Top side of map = North, Right side of map = East….etc.
--Use standardized alpha-numeric NATO phonetic alphabet for Grid Coordinates and Objectives: http://en.wikipedia.org/wiki/NATO_phonetic_alphabet
--Always specify whether you’re dropping Arty or Mortars. This matters for barrage duration and intensity; trust me, your guys wanna know whether they are “danger close” to a 155MM shell or just a 80MM shell. [Arty used for area denial, widespread damage, and to weaken infrastructure; mortars for clearing objectives of entrenched OPFOR, rapid recharge, and danger close plunging fire; rockets do not appear to be worth the time-to-recharge considering the cost:value].
--It’s so much easier to hold “H” and designate arty (especially at distance) with your left mouse button. Forget the binocs!
--Announce time until next barrage and aerial recce at least every 90sec. No one should ever be asking you “when’s the next arty coming?”! If so, you’re not doing your job well.
--Always announce when recon is up so SLs/all can use Tactical View to spot tangos.
--Constantly re-spawn Aerial Recce if able…if one calls it in right before Arty, then calls again when immediately available, it will be available again right before the next Arty barrage. If one uses mortars, do not call in recce in the interlude as it will not recharge twice before next mortars recharge (except for Station…but these “mortars” appear to be arty rounds).
--Announce results of arty barrages so the team knows how many tangos have been killed (force ratio impact). This can either elucidate a force ratio advantage in the case of heavy casualties that may warrant attacking the objective OR demonstrate that the bulk of OPFOR must be present in another region in the case of light casualties….both useful pieces of information.
--Always announce significant changes in Force Ratio (SLs should as well). I use “bad guys” and “good guys” so I can use those terms when on either side and avoid potential confusion. Of course, “Nazis” and “Commies” or “Axis” and “Allies” would be suitable if you can deconflict correctly when things get hot and you’re playing on another side.
--Use the SLs to designate current AND fallback arty markers so those marks will be ready for future barrage. NOTE: There’s a risk and reward to future arty marks by SLs. Reward = quick drops on OPFOR if the SLs know the maps well. Risk = dropping onto friendlies. Example: If I have 4 arty marks on the map, the crappy designation system still manages to surprise me about 5-10% of the time…just click on the arty marker you want and hope it falls there. When you click, it doesn’t always turn orange, sometimes it disappears, and sometimes it falls onto a random marker (even through the Commander’s marks have default priority).
--Use “affirmative”=yes, “negative”=no, “roger”=OK, “copy”=understood, “say again”=repeat
--No “please”, no “thank you”, no “sorry”…if you’re not familiar with hand-to-hand combat training, then the saying goes “If you must -- get all the g*dd**ned sorrys out of your system before we start, because you’re going to hurt someone today!”…so apologize for future TKs right off the bat if you’re a noob. Certain TK apologies can be the exception, especially if gratuitous or rare.
--Regarding critical items (such as danger close plunging fire inbound), it may behoove the commander to repeat certain items in order to prevent excessive TKs and the dubious title of “Most Dishonorable”. In such a case, one might follow the mantra “Tell them what you’re gonna tell them, tell them, and then tell them what you’ve just told them”. Example: “Mortars inbound danger close on Delta, 10 seconds, take cover on lower floors if able….mortars inbound on Delta….mortars falling on Delta…
--Commanders and SLs: learn defilade!
--MG and rifleman: learn enfilade!
--Assaulters: learn areas of responsibility and work in pairs to sweep rooms!
--Marksmen: report OPFOR contacts!
--For OPFOR contact reports, use “top floor”, “ground floor”(=1st floor), “basement” when able, otherwise specify OPFOR building contacts as follows: [building]; [side]; [floor]; [opening]. Standard nomenclature might be difficult to follow (1B3 = front side, 2nd floor, 3rd opening from left)….so I’d recommend keeping it simple for those not SWAT-trained, example: “Zab’s house, North face, 3rd floor, 3rd opening). Always use “opening”, not “window”….there’s lots of holes here and there!

!!REMEMBER!! WHO; WHERE; WHAT

http://forums.tripwireinteractive.com/showthread.php?t=69658
http://www.0xdecafbad.com/files/tac-preschool/TacticalPreschool.pdf
http://www.youtube.com/watch?v=hfBffSr1udk

[NOTED] Insurgency Mod Configs Notes

2011-11-27

1 comments
Please see:

Performance Commands

mat_forcemanagedtextureintohardware [0,1] - If set to 1, attempts to force texture information into your Video RAM at the start of a level, alleviating any stuttering in the game. Note, this setting was introduced with the "stutter fix" patch (See Patches Mods & Steam section for details). If you find stuttering has increased, set this to 0 and try the other stutter fixes below.

cl_forcepreload [0,1] - If set to 1 forces all information to preload, reducing loading pauses and stuttering by not loading information on the fly.

sv_forcepreload [0,1] - If set to 1, forces server-side preloading, once again reducing loading pauses.

cl_ragdoll_collide [0,1] - If set to 1, prevents characters from merging into each other due to ragdoll effects, thereby improving realism with no real performance hit.

mat_compressedtextures [0,1] - If set to 1, uses compressed textures for optimal performance. For those with graphics cards which have higher amounts of Video RAM (e.g. 256MB) setting this to 0 will improve texture appearance at the cost of some performance.

fps_max [fps] - Limits the maximum possible framerate to the FPS specified. Has no impact on framerate performance (other than capping it). This is best set to your monitor's refresh rate for smoother FPS, due to less volatile fluctuations (e.g. fps_max 85). Setting it higher does not increase overall FPS.

mem_force_flush [0,1] - If set to 1 forces the cache to be flushed on every allocation, which is not necessarily optimal but can reduce memory-related errors.

r_fastzreject [-1,0,1] - If set to 1 activates a fast z-setting algorithm which takes advantage of hardware fast z reject for improved performance. If set to -1 detects your default hardware setting for this option. Initially this should be set to 1, and if you see any problems then set to -1.

cl_smooth [0,1] - If set to 1 attempts to smooth the view after prediction errors, however this can increase stuttering and so should usually be set to 0.

cl_smoothtime [seconds] - Time over which to smooth the view after prediction errors. If cl_smooth is enabled, experiment with values to see which gives the best results.

sv_autoladderdismount [0,1] - If set to 1, the player automatically dismounts from ladders when the end is reach. If disabled, the player must press the USE key to mount/dismount ladders and hence cannot accidentally jump/walk off a ladder. Set to taste as there is no performance impact.

sv_footsteps [0,1] - If set to 1, player footsteps can be heard, if set to 0 no footsteps are emitted from the player. Set to taste, has no performance impact, but can affect realism.

violence_ablood [0,1] - If set to 1 shows alien blood when they are hit. Disabling this can improve performance but reduce realism.

violence_agibs [0,1] - If set to 1 shows alien gore when they are hit. Disabling this can improve performance but reduce realism.

violence_hblood [0,1] - If set to 1 shows human blood when they are hit. Disabling this can improve performance but reduce realism.

violence_hgibs [0,1] - If set to 1 shows human gore when they are hit. Disabling this can improve performance but reduce realism.

[Graphics]

cl_detaildist [range] - Determines the range at which detail props are shown (e.g. grass). The higher the value, the lower your performance as more add-on details are shown. Reducing this setting can increase performance, and increasing this setting will improve image quality.

cl_detailfade [range] - Determines the range at which detail props fade into view. Increasing this value can raise performance.

cl_maxrenderable_dist [distance] - Specifies the maximum distance from the camera at which things will be rendered. The smaller the number, the less will be rendered, improving performance (cheat).

cl_ejectbrass [0,1] - If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance especially during heavy combat.

cl_show_bloodspray [0,1] - If set to 1, blood sprays are emitted from bullet impacts on characters. If set to 0, no blood sprays are shown, however blood marks (decals) can still appear. Disabling this can improve performance, but reduces realism.

cl_show_splashes [0,1] - If set to 1, splashes in water are shown, if set to 0 they are disabled. Can improve performance if disabled at the cost of realism.

crosshair [0,1] - If set to 1, enables the crosshair on the screen, if set to 0 disables it. The performance difference is negligible, so set to taste.

lod_Enable [0,1] - If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. This should be set to 1 for optimal performance, or 0 for maximum image quality.

lod_TransitionDist [range] - The distance at which the lod is reduced on objects. The higher this range, the lower your performance but the better distant objects will appear.

mat_bloom [0,1] - If set to 1, a 'bloom' lighting effect is visible on objects, softening their appearance. If set to 0 this effect is removed, but performance is increased without a noticeable drop in image quality.

mat_bumpmap [0,1] - If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. If disabled, textures will be loaded without bumpmapping and will appear far less realistic, however performance will be improved.

mat_clipz [0,1] - If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems.

mat_diffuse [0,1] - If set to 1, uses diffuse lighting on materials. If set to 0 such lighting is removed and while performance is improved the screen is almost completely black from lack of this diffuse (ambient) lighting and hence is not recommended.

mat_drawwater [0,1] - If set to 1, all water is rendered. Setting this to 0 can remove water for a performance boost at the cost of realism (cheat).

mat_dxlevel [dxversion] - Determines the shader version for special effects applied to materials. Options include 70, 80, 81 and 90 (e.g. mat_dxlevel 81). This is similar to the -dxlevel switch in the Advanced Tweaking section on page 7. Using shader versions lower than the highest level supported by your card will improve performance at the cost of varying degrees of image quality loss (depending on the shader version used).

mat_fastnobump [0,1] - If set to 1, floor textures have all bump mapping removed and will appear flat and smooth. This can improve performance without affecting all bump mapping in the game, but will make floors appear unrealistic.

mat_filterlightmaps [0,1] - If set to 1, static lightmaps are rendered correctly. If set to 0, all areas of pre-rendered lighting will be blocky and unrealistic, but performance will be improved slightly at the cost of realism.

mat_filtertextures [0,1] - If set to 1, textures are rendered smoothly. If set to 0, textures will be blocky and unrealistic (similar to the original Doom!) but performance will be improved.

mat_fullbright [0,1] - If set to 1, lights every texture will up brightly lit up (cheat).

mat_hsv [0,1] - If set to 1, converts everything to black and white.

mat_mipmaptextures [0,1] - If set to 0 disables mipmap textures, which harshens textures greatly but can improve performance.

mat_showlowresimage [0,1] - If set to 1, loads extremely low resolution blocky textures in place of the normal ones for a significant performance boost at the cost of a great deal of realism.

mat_softwarelighting [0,1] - If set to 1, uses only software-supported lighting. Image quality is not greatly affected, but this may increase or decrease your performance depending on whether your CPU is far more powerful than your graphics card.

mat_specular [0,1] - If set to 1, uses specular lighting. If set to 0 materials will not have specular lighting applied to them for a performance boost but a slight drop in image quality.

muzzleflash_light [0,1] - If set to 1, weapons firing will emit a light along with the muzzle flash. If set to 0, a muzzle flash is still visible but no lighting is cast from it. Performance will improve in combat scenes with no noticeable drop in realism.

r_decal_cullsize [pixels] - Decals (marks from weapons etc.) higher than the specified size in pixels will be removed straight away. Raising this value can improve performance during heavy gunfire for example, at the cost of some realism depending on how high this value is raised.

r_decals [number] - Specifies the maximum number of decals possible at any one time. The higher this number, the greater the potential for getting slowdowns during large firefights as large numbers of decals are generated. Reducing this setting can improve performance in such situations.

r_drawdecals [0,1] - If set to 1, decals are drawn. If set to 0, no decals are drawn at all improving performance but greatly reducing realism (cheat).

r_drawflecks [0,1] - If set to 1, small chunks of rubble and dirt will be thrown up around bullet impact points. If set to 0, these 'flecks' will be disabled, reducing realism but improving performance.

r_drawmodeldecals [0,1] - If set to 1, decals can be drawn on models, which are pretty much everything excluding walls and floors. If set to 0 these decals will be disabled, improving performance during weapons fire for example, but reducing realism.

r_maxmodeldecal [number] - If r_drawmodeldecals is enabled, this number determines the maximum number of decals which can be drawn on a model. The higher the setting the greater the performance impact when firing at models.

r_drawparticles [0,1] - If disabled, particle effects - which includes smoke and explosions - will not be drawn. This can greatly improve performance around such effects at the cost of a great deal of realism.

r_DrawRain [0,1] - If set to 1, rain effects will be rendered, however if disabled no rain will be drawn. This improves performance in levels where there is visible rain, however realism is greatly reduced (cheat).

r_drawropes [0,1] - If set to 1, all ropes and rope-like objects (e.g. powerlines) will be drawn as normal, however disabling this setting will remove such objects, perhaps improving performance in places where they exist but reducing realism (cheat).

r_drawskybox [0,1] - If set to 0, the sky textures will be completely removed, improving performance but resulting in visual anomalies in the sky and a large reduction in realism.

r_drawtranslucentrenderables [0,1] - If set to 1, all objects which are translucent, such as the Combine energy shields, will be drawn. If set to 0, these objects will not be drawn, improving performance around them at the cost of realism (cheat).

r_dynamic [0,1] - If set to 1, enables dynamic lighting. If set to 0, disables dynamic lighting which can boost performance without a dramatic impact on realism.

r_farz [-1,0,1] - Controls the far clippling plane, which determines what is not rendered when it is determined not to be visible to the character. A value of -1 is normal, higher values can result in normally visible objects suddenly disappearing from view (cheat).

r_lod [-8 to 8] - Determines the rate at which level of detail (lod) is stripped from objects as they recede away from the player. The lower the value, the more detail remains visible on objects as they progress into the distance, reducing performance but increasing image quality.

r_maxdlights [number] - Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in such situations.

r_modellodscale [0-1] - This setting is not the same as the Model Detail setting under the in-game options. You can use this value to fine tune model details, with values below 1 reducing the model details, improving performance at the cost of realism.

r_occlusion [0,1] - If set to 0, disables the occlusion system in the game, which can increase performance at the expense of image quality.

r_WaterDrawReflection [0,1] - If set to 0, disables all reflections on top of water. This will boost performance at the cost of realism however you may experience graphical anomalies on the water.

r_WaterDrawRefraction [0,1] - If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water.

sv_robust_explosions [0,1] - If set to 0, explosions will be less spectacular, but this may improve performance around explosions without a significant drop in realism.

fog_enable [0,1] - If set to 0, will disable fog which can improve or reduce performance depending on whether your graphics card has issues with rendering fog.

fog_enable_water_fog [0,1] - If set to 0, removes all underwater fogging which can result in a performance boost but unrealistic water appearance.

r_waterforceexpensive [0,1] - If set to 1, the highest quality water will be used. If set to 0, performance may improve without a noticeable reduction in water quality.

//mat_picmip "5" // GOOD (0 - 5) BAD // This controls overall texture detail
//r_rootlod "3" // GOOD (0 - 3) BAD // This controls overall game detail
//r_lod "5" // GOOD (-5 - 5) BAD // This controls overall model detail
//cl_minmodels "1" // (1 - enable, 0 - disable) Only one skin per team
//cl_ragdoll_physics_enable "0" // (1 - enable corpses, 0 - disable corpses)


bind "uparrow" "demoui"

bind "m" "incrementvar volume 0 1 1"
bind "," "incrementvar net_graph 0 3 3"
bind "." "incrementvar cl_showfps 0 1 1"

bind "leftarrow" "incrementvar r_drawothermodels 1 2 1"

bind "KP_INS" "host_timescale .25;echo Demo Playback Speed: 25%" // NUM PAD 0
bind "KP_END" "host_timescale .5;echo Demo Playback Speed: 50%" // NUM PAD 1
bind "KP_DOWNARROW" "host_timescale 1;echo Demo Playback Speed: 100%" // NUM PAD 2
bind "KP_PGDN" "host_timescale 2;echo Demo Playback Speed: 200%" // NUM PAD 3
bind "KP_LEFTARROW" "host_timescale 6;echo Demo Playback Speed: 600%" // NUM PAD 4

// WireFrame
Alias "+2" "sv_cheats 1; IncrementVAR R_DrawOtherModels 2 2 2"
Alias "-2" "sv_cheats 1; IncrementVAR R_DrawOtherModels 1 1 1"
Alias "2" "sv_cheats 1; IncrementVAR R_DrawOtherModels 1 2 1"
Bind "F2" "+2"
Bind "2" "2"


Also see:

Old Ins Mod stuff:

http://insurgencymod.blogspot.com/2013/03/insurgency-mod-demo-related-commands.html
http://insurgencymod.blogspot.com/2010/04/storing-demos_17.html

New Insurgency (New World Interactive) stuff:

http://insurgencymod.blogspot.com/2014/01/noted-insurgency-nwi-cvarlist-1.html
http://insurgencymod.blogspot.com/2014/01/noted-insurgency-nwi-cvarlist-2.html
http://insurgencymod.blogspot.com/2014/01/noted-insurgency-nwi-cvarlist-3.html
http://insurgencymod.blogspot.com/2014/05/noted-insmodscum-insurgency-config.html

Pro Tip: Insurgency Smoke Scripts

0 comments
alias red "ins_player_smokecolor 0; ins_player_smokecolor_r 1; ins_player_smokecolor_g 0; ins_player_smokecolor_b 0; echo RED Smoke"
alias green "ins_player_smokecolor 0; ins_player_smokecolor_r 0; ins_player_smokecolor_g 1; ins_player_smokecolor_b 0; echo GREEN Smoke"
alias blue "ins_player_smokecolor 0; ins_player_smokecolor_r 0; ins_player_smokecolor_g 0; ins_player_smokecolor_b 1; echo BLUE Smoke"
alias violet "ins_player_smokecolor 0; ins_player_smokecolor_r 0.78432; ins_player_smokecolor_g 0.196078; ins_player_smokecolor_b 1; echo VIOLET Smoke"
alias yellow "ins_player_smokecolor 0; ins_player_smokecolor_r 0.68235; ins_player_smokecolor_g 0.196078; ins_player_smokecolor_b 1; echo YELLOW Smoke"
alias pink "ins_player_smokecolor 0; ins_player_smokecolor_r 1; ins_player_smokecolor_g 0.41176; ins_player_smokecolor_b 0.70588; echo PINK Smoke"
alias lightblue "ins_player_smokecolor 0; ins_player_smokecolor_r 0; ins_player_smokecolor_g 0.74901; ins_player_smokecolor_b 1; echo LIGHTBLUE Smoke"
alias black "ins_player_smokecolor 0; ins_player_smokecolor_b 0;ins_player_smokecolor_g 0;ins_player_smokecolor_r 0;echo BLACK Smoke"

bind "f1" "red"
bind "f2" "green"
bind "f3" "blue"
bind "f4" "violet"
bind "f5" "yellow"
bind "f6" "pink"
bind "f7" "lightblue"
bind "f8" "black"
alias "blacksmoke" "ins_player_smokecolor_b 0;ins_player_smokecolor_g 0;ins_player_smokecolor_r 0;echo BLACK Smoke"
alias "redsmoke" "ins_player_smokecolor_b 0;ins_player_smokecolor_g 0;ins_player_smokecolor_r 1;echo RED Smoke"
alias "purplesmoke" "ins_player_smokecolor_b 1;ins_player_smokecolor_g 0;ins_player_smokecolor_r 1;echo PURPLE Smoke"
alias "bluesmoke" "ins_player_smokecolor_b 1;ins_player_smokecolor_g 0;ins_player_smokecolor_r 0;echo BLUE Smoke"
alias "cyansmoke" "ins_player_smokecolor_b 1;ins_player_smokecolor_g 1;ins_player_smokecolor_r 0;echo CYAN Smoke"
alias "greensmoke" "ins_player_smokecolor_b 0;ins_player_smokecolor_g 1;ins_player_smokecolor_r 0;echo GREEN"
alias "yellowsmoke" "ins_player_smokecolor_b 0;ins_player_smokecolor_g 1;ins_player_smokecolor_r 1;echo YELLOW Smoke"
alias "whitesmoke" "ins_player_smokecolor_b 1;ins_player_smokecolor_g 1;ins_player_smokecolor_r 1;echo WHITE Smoke"
alias "defaultsmoke" "ins_player_smokecolor_b 0.6;ins_player_smokecolor_g 0.6;ins_player_smokecolor_r 0.6;echo DEFAULT Smoke"

bind "KP_END" "blacksmoke"
bind "KP_DOWNARROW" "redsmoke"
bind "KP_PGDN" "purplesmoke"
bind "KP_LEFTARROW" "bluesmoke"
bind "KP_5" "cyansmoke"
bind "KP_RIGHTARROW" "greensmoke"
bind "KP_HOME" "yellowsmoke"
bind "KP_UPARROW" "whitesmoke"
bind "KP_PGUP" "defaultsmoke"

Noted: LMC Server Admin Protocol

2011-10-02

0 comments
www.lmcgaming.com/forums/index.php?topic=2775

Using admin commands other than those approved here or using the approved commands in a way that violates protocol will likely result in an IMMEDIATE LOSS OF ADMIN. All admin actions are logged, we can do a simple search to see if anyone has broken protocol if we need to. SO DON'T BREAK PROTOCOL!!!

Members (NewMember, Member, SrMember) may only use:
KICK (and) 10 MINUTE BAN

Some members have map vote/change permission too, if you have it you know who you are. Do NOT use the switch team commands, or switch to spectator. Do not use any commands that aren't the aforementioned KICK or 10 MINUTE BAN. Violation = loss of admin for one month or whenever it is earned back.

If someone needs a permanent ban, give them a 10min ban and then make a quick post with proof or send a message with proof (screenshot, demo) to an Officer and it will be done. The offender's steam ID is saved by SourceBans with the 10 minute ban. Although we may ban without proof on your word, the ban will be lifted in the case of an appeal if there is no proof.

Server Admin Protocol::

Approved Actions::
Kick
Ban
Map Vote
Alltalk Vote
Listen to Enemy Voice comm (only if there is no LMC admin on the other team)
Talk to Server (only to issue verbal warnings)

Use of Kick and Ban:

Exit killing
1. Verbal AND Written specific warning (players name in both warnings along with explanation, must be acknowledged)
2. Kick on repeated offense or if no response to warnings. (admin must explain kick upon player return)
3. Kick on repeated violations & 10 minute ban if necessary
-Permanent ban for exit killing ONLY by officer vote after reported in forums-

Racism, disrespect, sexism, grotesque sexual material, excessive swearing, etc. & impersonating a member.
1. Warning (verbal or written, but must be acknowledged, if player does not respond, then kick and explain upon player return.)
2. Kick on non-compliance(violation must be explained upon player return)
3. 10min Ban on repeat offense.
4. 1 Day immediate ban for any VERY offensive material.

Mic Spamming:
a) Mute at admin discretion
b) May instead provide written warning, and after non-compliance, permanently ban. (only for serious offenses)

Intentional Mass Team-Killing, Intentional Spawn Killing:
1. 10min ban Immediately (must be proven intentional team killing).
2. For repeat or extreme offenders: Permanent Ban

Recruiting, Hacking, & Extreme Admin Disrespect (hostility):
Immediate Permanent Ban (must be reported in the forums.)

May only ban for hacking with proof, MUST BE OBVIOUS, if evidence is reviewed and it is not unanimously agreed upon without a reasonable doubt that the player in question was hacking, you WILL loose your admin immediately until further notice. Admins may not accuse players of hacking until evidence is reviewed, you MUST have evidence (demo). It's not worth loosing your admin over, don't take action against a supposed hacker unless you are 100% sure, you are staking your admin powers on it.

Use of other commands:

Map Vote:
Only after 1 FULL round from previous map vote.
Only if multiple complaints from players.
Highest ranking officer in server must execute map vote.

Alltalk vote
Only if there are less than 8 people in the server
Highest ranking officer must execute vote.
Must change to default if any player expresses discontent, or if number of players rises above 8.
Servers with alltalk on as default can be changed at will.

"Clean House"
In cases of mass rule breaking where over 50% of the server is not following rules and have ignored global warnings, an admin may kick all offenders immediately for a short time to re-establish order.