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Maj.Hans

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Everything posted by Maj.Hans

  1. AMX-13 + 105mm ammo = AMX-13/105 & SK-105.
  2. For some reason when I try to change the on-map infantry mortar teams to use different ammunition, it can ONLY be done by using the "Default A" or "Default B" buttons. The quantities can be changed, but any time I try to give an infantry mortar team the longer range 81mm ammunition or change the ammo in the M1064, it will go back to whatever Default type was selected. This occurs even if it is the only on-map artillery asset.
  3. Version 4.0.0

    180 downloads

    This is an update of an older scenario for use with 4.162. This uses the Haune Valley map which is a Delta Map of the Hunfeld map. I believe that this is currently available and currently part of the standard maps package. This particular scenario points, for some reason, to a delta map. I've included it with the scenario just in case you need it. Soviet forces have made an attack across the inner-German border, only to be halted within a day by fierce resistance from German units fighting for their own territory, rapidly scatterable mines, and a superior NATO air force. NATO forces will now attempt to breach their own minefields and strike against the Warsaw Pact forces before they can regroup. Playable vehicles for Blue include: M60A3 TTS Marder 1A3 Leopard 2A4 Numerous supporting assets, including FIST-V (AI will not call for fire on it's own) Blue forces are responsible for conducting their own recon, planning and executing a breach, and capturing two objectives in a limited amount of time. It is possible for a single player to complete this mission, with the help of some scripting in the planning stage, however I suggest that you play with at least two players, one of which you'll probably want to assign as an artillery observer. In order to increase your chances of getting through the mines, the field has been broken up into several smaller ones to allow you to establish several lanes. Be sure to use your artillery to assist in breaking through here.
  4. Well...I just swapped out my 2gb GTX 760 for a 3gb GTX 1060. There's a ton of newer cards out there but I managed to dig this one up for just over $100 with free shipping, so I couldn't pass it up lol... Steel Beasts usually ran just fine for me on my 760 but now it's super smooth.
  5. Wow it's starting to look like I'm due for an upgrade... FX-8350, 8 cores at 4.0GHz, but I have the 'turbo boost' or whatever engaged so it will go up to 4.2GHz on it's own if the demand exists, from what I understand... 32gb of DDR3 ram OS and storage on a 1tb SSD, a second 1tb SSD dedicated to games NVIDIA GeForce GTX 760, 2gb VRAM Lately I feel like the video card has been my bottleneck, but since I've always gone for realism and depth over flashy graphics it hasn't been an issue till just recently. Thinking about getting a mild but cheap upgrade to my video card.
  6. Well at least the NATO DM33 version works which is more interesting anyway.
  7. Began to suspect something was off with these after a mission, so I set up some targets at about 500m distance and hammered away. Fired 22 rounds of BM-15 PELE from T-72B1 m.1985 with no effect. ETA: Repeated the test with T-72A and T-72M just to be sure. Same results. The 120mm NATO DM33 PELE appears to work just fine though.
  8. Version 1.0.1

    293 downloads

    EDIT: The "unpublished" Delta map has been replaced with a published Delta Map. Corrected version will be uploaded on the night of 2/22. This is an old scenario updated to use the new V4.1 map system. A folder is provided with the "Delta" map needed for this scenario. This should be an easy scenario in SP for an experienced player, but can easily accommodate multiple players, especially for the final stage during the attack on the airbase. Additional units will appear later in the battle, so be familiar with how to hand them off to other commanders if playing in multiplayer. You have a wide selection of support units (supplies, etc) as well. This scenario is inspired by some very broad and general information I had about the 6th French Light Division and 4th Dragoons attacking the town of As-Salman and the airbase north of it, on the left flank of the coalition attack into Iraq. The real battle started at 05:30 that morning, and lasted until after 18:00. This should not take as long. This scenario has been heavily modified and reworked by Froggy! The following updates are to be credited directly to him: 1. Accurate on map call-signs for the 4th Dragoons, 1st Spahi Regiment, and 3rd Marine Infantry Regiment. 2. Improved behavior and OOB of supporting units (3rd Marines) that assist the player in securing their objectives. 3. More accurate OOB, including 'AMX-30Bs' (Leo1A5 GE), VAB APCs (TPz Fuchs), Peugeot P4 scouting units (HMMWV), and AMX-10RC (Centauro). 4. More accurate ammunition loadouts in the 105mm armed vehicles to better simulate French doctrine at the time of the Gulf War, including a mix of APFSDS, HEAT, HE-Frag, and WP smoke rounds. I understand that Arvigna has made an excellent French skin for the Leopard 1A5 GE, and I suggest you get yourself a copy. With the introduction of version 4.1, French forces are now assigned the FR (2000) country code, meaning they now wear French desert camo and carry appropriate FAMAS type rifles. Please ensure that if you have previously downloaded Arvigna's 1A5GE desert skin that it now goes in the FR 2000 folder. 4thDragoons v4_1.rar
  9. Wonder if this is connected to the new HE model somehow?
  10. Just curious what kind of damage you're seeing from these explosions? I can't say if those are realistic places for those missiles to explode, but I have to think that they could make enough fragmentation to perhaps damage optical devices, radio antenna, exposed crew, etc.
  11. Copy existing AT-2C Swatter/Falanga missile from MI-8MT/MI-17 "Hip-H" to existing MI-24V "Hind". Maybe it's not specifically correct to that specific version of Hind but I would be more than happy to slap it on there and pretend it's an older version. ETA: While we're at it... Could the "Set Look of Carried Troops" option be expanded so that it includes the various other nations infantry? For example, so that Blue can have some M1IP Abrams and some M2 Bradley using the US1980 camo, and then also have some Leopard 2 and Marder 1 with their carried troops set to the "DE1980" setting so they appear as West German infantry?
  12. Would love to have a generic winter infantry camo that we can use for the US1970, US1980, and DE1970 slots. I think it would be more than good enough to just have one plain winter over-white pattern to use with all three.
  13. This is strange... I'm positive we had this in the past...but I think it may have been before the 113G2 was separate... Wonder if we lost that option in a patch with the new 3d models. But yes 113A1/A2 with M240 would be great for use as 432 substitutions.
  14. I thought we had that as an option already? At least we did in the recent past. I know I asked for this once before and I know we were able to do it in the past... I think there is an M113G, 113G1 and or G2 with the MG42 (I mean MG3...) on them, without the chicken fence, and it may have the M240 as an option? Ill have to look later. In fact...I thought I uploaded a scenario in the past with M240 armed 113s as 432s... I used the ShotKal as a Centurion...
  15. +1 for the observer view. I see how it might be easily abused in multiplayer. Going back to views, I would like a way to tell the gunner and driver *NOT* to stop what they are doing when the TC enters a weapon sight view. I'd like this to be an option in the drop down menu so that default behavior is still "textbook". Particularly on the M60. Sadly any time I use the front vision block my gunner just stops. I would really like to be able to use my .50cal and sights to observe, or to be able to spray some suppressive fire without my gunner stopping his scan, or blast an ATGM team with all MGs at once.
  16. @Ssnake I'll request again if we can get the loader to stop playing with the stab, pretty please! Also while you're at it I would like a way to look look through the cupola and the .50 cal sights without causing the gunner to stop scanning. Its almost impossible to see out when you're buttoned up without interrupting the gunner right now. That shouldn't happen unless your units are on a route that has them assigned to be on, or if you press SHIFT+TAB to turn them on. They might be turned on by default on "Retreat" routes. It could also be that you were on a map set to have very dusty conditions which creates a trail in the sim that can resemble smoke.
  17. I *think* I had this happen too, with the M60A3 TTS... I had the tank loaded with APFSDS and HEAT only, and I'm pretty sure it not only loaded those back up, but also crammed in WP and HEP into the ready rack that I'd never even had in the tank before then.
  18. Think I've just stumbled across a bug. When giving on-map M270 MLRS launchers a command to fire, they will gladly fire the M26 ICM rockets, as well as the M30 GMLRS-ICM rockets. However for whatever reason, when I had them loaded with M26A1 in a scenario I absolutely could NOT get them to fire. With no other changes to the scenario, they would fire when loaded with M26 or M30 GMLRS.
  19. Set up with a platoon *EXACTLY* as demonstrated in the first half of the video except for using a platoon of PCs instead of a single PC, including waiting for mission time of 4 minutes before proceeding from the first waypoint. The infantry move out ahead of their PCs but still take routes that converge them all into a tiny little point. Ok fine, but I did use M113s. And I didn't use "Suppress". Let me do it again using a platoon of three Armatas and suppress. Once again it appears, at least to me, as if all infantry crammed themselves together into a single point. They get dropped off and the AI knows to let them move out ahead of the PC's before the PC's move out, but the troops assigned to the "left" and "right" PC in the formation converge to meet in front of the center PC.
  20. Well for whatever reason, doesn't matter what I do, I get troops that converge into a tiny little point. As shown by the screen shots posted above. If you'd like to attach a demo scenario file showing them NOT converging into a point I'm happy to run it and see what happens.
  21. Mostly, yes. I've been complaining to @Ssnake for a while, however, that the loader should *NOT* be switching the stabilization off at any point while reloading on the move. It may be something that's in the manual, but I previously got in touch with some M60 crewman and all of them basically said it was something never done in training or in combat. One, IIRC, commented that if his loader hit that switch he'd smack him. Curious to hear your input on that. I also keep hoping some day we'll get the M60A3 Passive so we can have a pre-TIS/TTS tank for Blue.
  22. You might have an older version of the game. The current version offers the T-72M, T-72A/T-72M1, T-72B1 m.1984, and T-72B1V m.1985 as playable vehicles. While I admit that the T-72B1 might not exactly be 'cutting edge' tech, it's quite a bit more advanced than the first few playable versions we had. Plus with the latest game version you can now select AVEPS as an add-on which seems to give an effect similar to Kontakt-5, Relikt, Kaktus, etc ERA. You can always do that and pretend it's the T-72B1 m.1989.
  23. Ooo? Aaaand stand by for test reports! Sorry to say that troops still cluster together. I tried giving BMP-2 platoons orders to "Engage" to a waypoint, dismount their troops, and then "Engage" at various speeds to the next waypoint. If I can figure out where the screenshots folder is I have several screencaps. I am using the latest version.
  24. See that's what I thought. It is *POSSIBLE* to very carefully create individual scripted routes for each platoon of infantry. This takes a very long time. This can not be easily done during a mission. I have had this complaint since the change from the old infantry model management to the new one. I am *NOT* complaining about the new way things are done. We have much more flexibility now, especially with humans who want to play as crunchies, and if you want to take the time you can make very convincing scripted infantry attacks, I just want two features to make it a little easier. I want a mission builder command that will cause Rifle, Scout, and LMG units to get out of the vehicle (while HMG, AGL, missile, etc teams will stay IN the vehicle) and then move ahead of the PCs, we'll call this "Inf.Attack", and gives us an easy way to plan for a PC unit to move to a point, dismount troops, and then together as one attack the objective. I want a one-key command that a human PC platoon commander can press to get his Rifle, Scout, and LMG teams to dismount and move ahead of his vehicle, while leaving missile/HMG/AGL/etc teams mounted.
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