Jump to content

Rangoon

Members
  • Posts

    118
  • Joined

  • Last visited

Everything posted by Rangoon

  1. I think one thing that was throwing me off is that it starts counting with zero, not one.
  2. I'm wondering this from two angles: 1. What things can I do to purposely interrupt an ammo reload (meaning from hull to ready racks/boxes)? 2. What things can I safely go about doing without causing an interruption to the reload? EDIT: Ah, I see there is specifically a "stop reloading" command in the context menu of the unit icon in the lower right!
  3. TOW 2A, in this case. The more I practice, I just get used to tracking the glow from the missile onto the target, but is this by design to keep the crosshairs from blocking the precise point on the target at which you're aiming? Or does this simulate that each sight is imperfect? Or does it simulate that all Bradleys exhibit this behavior of cross-hair below/left of actual missile? You see it in the chain gun, too, to a much higher degree when zoomed out in the GPS. Just a curiosity; in the end, it works out just fine. thanks!
  4. Is the TOW missile predictably up and right of center from the targeting cross-hair? At near maximum range, I had to point the cross-hair at the base of the tracks of tank to get the missile to fly onto the base of the turret. Is this expected and naturally compensated for by Bradley gunners?
  5. HTH = Hope That Helps. Also, I think the view dot is white, not yellow...hard to tell; it is small.
  6. It's a red outline of a tank when viewed from above. You see the hull facing one direction, the turret potentially another, and a yellow dot showing your current view direction (whether TC, external, whatever). North is up, so if the hull is facing left, the turret is facing up, and the yellow dot right, your Tank is facing West, your Turret is facing North, and you are looking East. HTH!
  7. Interesting. Well, it's the final tutorial of the M1A1, and doesn't show up in any of the lists when I go to Open in the editor. I will just not use a modified plan (or remake it, since it didn't go awry until I had saved my 3rd or 4th plan). Thanks.
  8. Gee, thanks. I wasn't sure whether that was tabulating from all fielded tanks across all missions whether completed, not completed, tutorial or otherwise, Red/Blue, etc. I'll assume it's all of the above... "No" it doesn't only reflect main tank rounds? Or "No" it doesn't include chain gun rounds/coax? Thanks for the tip on the detailed reports! :thumbup:
  9. I was modifying the battle plan for the multiple units M1A1 mission. I had loaded it a few times, and everything seemed normal. However, suddenly the last several times I have loaded the plan, the mission begins at night. The time is still listed as noon, but when I start the mission it's night. If I don't load this plan, still day time. Any idea what I've done? I don't see any way for a plan (.pln) to change the time of day.
  10. I'm still learning the ropes here, so have a few questions on records. The manual explains the basics, but not sure on a few details. I've also been wading through long-dead posts on a forum search of the word "records". I've attached my current user record, and I've basically only gone through the M1A1 tutorials. In the list of missions, what is the number in parenthesis after the mission title? Is this the number of successful completions? Also, is the 0.0/0.0 the score? I assume tutorials don't provide a score then? Also also, it states I've lost 17% of my tanks. Does that mean literally that if, for example, I've fielded 100 tanks so far in all missions combined, including tutorials, that I've lost 17 tanks? Also also also, does the record only reflect main tank rounds? Or does it include autoannon rounds as well? .50 cal / Coax? Thanks!
  11. I do have a standard keyboard, so I can adust. I'm just starting to get acquainted with the key commands in earnest. I'm sure it'll all make sense after a few more tutuorials, etc. Thanks for the clarification.
  12. EDIT: Okay, did a little more testing in the M1A1 and can describe the situation better. With Num Lock off, I can use num pad arrow keys to move the turret left/right and the barrel up/down. Default controls state "gun traverse up/down/left/right" are "Num 8/2/4/6". Default controls state GAS range increase/decrease with Shift + num pad 8 and 2. However, this only works with num lock on. I assume by GAS range it means barrel up/down? Shift + num pad 4/6 also moves the turret left/right. What is odd is that the control list doesn't state a recognized difference between num 4/6 and num left/right arrows. Either way, what you're saying makes sense; there is a difference between num pad number keys and num pad function keys. I just don't recall other sims honoring this difference. As long as I keep that difference in mind, I'm sure it will all make sense with a little more practice. Thanks.
  13. Okay, this makes sense; the ammo index will cause the barrel to move (in normal mode), so I would just wind up manually re-adjusting the barrel while looking through the GAS. It amounts to nothing more than a waste of precious time, even though either index would technically work with either reitcle in the GAS. You're correct; in the tutorial for the GAS, it has you in normal mode. Most likely this is because it suggests moving between GAS and GPS to compare results of LRF and GAS reticle. I could/should just switch to emergency unless I am using the GPS for comparison. Thanks for the explanations, guys.
  14. In the tutorial for GAS in the M1, it explains how to select the proper reticle for Sabot vs HEAT rounds, and it's logical how the reticles are different and reflect the different trajectories. However, if I also select the ammo type, just as I would in normal mode with the GPS, the GAS/barrel shfits. Should I be selecting both the reticle and the ammo type? Or only the reticle and leave ammo type set to Ammo 1?
  15. I'm a little confused on the use of Num Lock for some of the commands. Shift+Num 8 or Num 2 will move the barrel up or down, but only if NUM LOCK is ON. Num Pad zero, period, 7 or 1 will select ammo types, but only if NUM LOCK is OFF. Is this behavior intentional?
  16. I think this describes it best. It wasn't about turning, but about seperate bodies of inertia - the tank vs the TC's head/view. I recall feeling this squishing feeling as I hit a valley, and a suspension/expansion when cresting a hill. And maybe I'm exaggerating it in my recollection, but it sure felt cool sailing over those hills in the M1 and feeling the tank roll along beneath me. Now it feels more like I am fixed to the tank, as if my body/head are strapped in tight to the turret. As I said in the OP, it's minor. The sim is so much more than an immersion tool. It's a tactical simulator. And I've never driven a tank, so I have no idea what it really feels like. Although I have seen videos where the TC is turned out, and his head is moving back and forth as the tank changes roll/pitch. I would think the vertical expansion/compression would be there, too. But I think simulating the roll/pitch inertia would make a player motion sick. Somehow the original SB got the feeling right. I just wondered if I was remembering it wrong, or if it really did change. Sounds like a little of both, from Ssnake's comments.
  17. Good thought, but I do have a modern rig and run on max with very smooth framerates. Thanks for the insight. Each time I play, I find myself missing that organic feel of the terrain beneath the treads; whether it's the rose-tinted helmet visor of nostalgia or an actual phenomenon. I wondered if it was determined that the old suspension modeling was too soft, or if it just never made it into the new sim. It's also hard to imagine anything that heavy and solid having much give to it, but it did do wonders for the experience of the blissfully ignorant like myself.
  18. Here is an unimportant curiosity for those of you who played the original. I haven't played the original in a long time, but I recall driving across rolling hills in an M1 while turned out and being so impressed with the feeling of inertia in my viewpoint (TC's head/eyes) vs the machine. It seemed at the time that things felt very real while feeling the tank begin to climb out of a valley while my body was still compressing downward. Or something...something that gave me the feeling of being physically in the tank while rolling over terrain. In Steel Beasts Pro PE, I don't get that. Is that because Pro PE models more accurately the suspension of an M1 which is tighter than the modeling in the original? Am I misremembering? Or was that element consciously done away with?
×
×
  • Create New...