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RedWardancer

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Everything posted by RedWardancer

  1. I would have thought the DM63A1 is newer and better than the DM53, which would provide better results, no? Perhaps the R&D section was bribed for a lousy product?
  2. AHA!!!! I have SB scenario work to be done. 🤘
  3. So once the spawned units reach a location, they disappear. Is there a way to make them stay at such locations besides death? Or do I have to do this the hard, long, drawn out process by giving each unit the "Embark if" and and "Jump to end if" routine? This isn't so bad at platoon and company level engagements. But at battalion/regiment...😒
  4. Would someone please give a short, detailed video example of spawn zones?
  5. Starting with the UA front line Army mech battalion, then brigade on the Eastern zone. I am looking for TO&E for tank and mech. To ask for everything may be a stretch for now. Apocalypse gave a good suggestion. I'll look into this after work. Does SB actually have these late T-72s in development for the next upgrade?
  6. Ok, I have this part down. It's the details of the TO&E and the unit organization that I am missing. In the past, the Ukrainian army followed the Russian templates (3 vehicles in a platoon, 3 companies in a battalion), along with the equipment. I could just say, "Hell with it, it's just a game..." 😎
  7. In the recent past, the UA followed the TO&E of the Russian army in terms of organization. What I don't know is during their reconstruction after the loss of Donetsk and Luhansk, is if they continue to follow that template. My research has borne zero fruit. Does anyone have an answer? Or follow the SOP of SB Pro PE scenario format: Best Judgment?
  8. #1, I mixed it up manual driving with the breaching tanks to eliminate as much of those pesky mines in the spoils. Never know when the AI decides to make crazy turns inside the lane. The company I pushed through were all AI driven. #2, I pulled the plow/rollers away before reaching the wire. Few things worse than an immobile vehicle in a breach lane. #3, I mixed the minefields up because I've noticed how AT minefields are too well organized to where some smaller vehicles can just drive right in between them. So I made more dangerous to try and discourage that. I didn't take overloading the game AI into consideration. Perhaps a future "fix" is to make the minefields set up more random?
  9. I'm pretty sure what happened the first time was that I ordered the plow tank to breach through everything and too close to the edge of the obstacles, including the triple-wire fence that messed the breaching process up. In doing so, the elements trying to pass through caused a pileup and most units just didn't want to go smoothly. I saw a breaching lane past the minefield and steel beams followed by a short smooth gap, then another breached lane where the wires were at. This time, in this bad quality video, I had the breaching tanks stop short of the wire, ordered the engineers to breach that, marked the lane, then ran the forces through. No problems seen at all. Please forgive the jumpy graphics, way overdue for a GPU upgrade once the prices fall (if ever). Now if I can just get the recording settings right... 333455537_2021-04-2719-44-57.mkv
  10. Has anyone noticed a major problem with breaching operations? I've run some tests recently as OPFOR using RF units. One tank section would have a plow tank followed by a rollers tank. Accompanying them would be a section of MT-LB engineers. When the lead plow tanks clears the minefield, it would go in reverse and hit a mine somewhere along the retreat that I did not give an order to. The roller tank would just veer off and also hit a mine. The dismount engineers do just fine, just takes an unbelievable amount of time which in truth is realistic. Also, I spotted front line units of tanks and IFVs get stuck, the lead unit clears fine but any of the following vehicles would get stuck as if it were in mud or it would veer off at the end of the breach. I'll post a video of this soon, but it's a pain to watch how the AI just messes it up. Incidentally, I did not spot any problems clearing a minefield, steel beams, or wire on roads.
  11. I'm setting up minefields and concertina wire in a scenario. I know how to work with them, duplicate, change marking, and so on. Just wondering if there is a speedier way to make them up instead of having to conjure them up and move them one by one into place. Know how you can speed route a march order along roads? Is there a way to do the same thing for obstacles to save time?
  12. I created a new callsign for a modern (2015+) Russian MRR. Problem: can't save it. I don't see the CST file anywhere in the game files at all. When I create a brand new format, it's saved to a specific scenario, but still not saved in My Callsign Template folder. What's up with that?
  13. Version 1.0.0

    91 downloads

    With what little information I could find, this is as close to a modern Russian regiment I could create into a usable template. Each BMP company (9 in all) has a platoon of tanks attached as would be normal SOP, split off from three tank companies, with a fourth tank company in reserve with the regimental HQ. Each of the three front line battalion has a headquarters composed of platoons with the following unit designations: #1, snipers #2, AGL #3, ATGM #4, recon #5, mortars (81mm longtube) #6, mortars (81mm longtube) #7, engineers #8, supply #9, fuel #10, maintenance #11, medic The AT and artillery battalions are pretty straightforward. The Regimental HQ battalion has companies set up as platoons of 6 units in each (supply, engineer, etc) with some exceptions. I did not adjust the infantry squads and teams to fit any specific purpose. I've noticed there is a lavish amount of snipers at the platoon, company, battalion, and regimental level. If you feel the need to adjust these, do so. Hope this helps.
  14. Getting my tax returns and the stimulus checks in. Looking into a gaming PC. From what I have seen on the Dell website (booo!), there are three different types of memory cards based on these values: 2933MHz, 3200Mhz, and 3400MHz. What is the major difference between them? Is going from 2933 to 3200 a major jump in performance? Actually, my question is what does MHz do for the memory? I know that the more GBs, the more "jobs" the memory can do (8GB, 16GB, etc).
  15. Don't know who all of you are. But I commend you unsung heroes for your efforts. From what I have learned here, map software is up in the tens of thousands of dollars and you folks are constantly bombarded by requests and such. What you do, I cannot (despite having a degree in geography). If you are a map maker in SB, make yourselves known! Or, maybe not...heheh.
  16. GPU prices is the killer. They costs almost as much as the damned computers! Do you think 32GB RAM is good for next five years?
  17. My PC has the antiquated GeForce 745 which is just not getting it done with 4.250. Gameplay is just a bit choppy, recording is impossible. Upgrade to a 1660 Super? It's the best I can fit into my PC without having to upgrade the power unit? Or solve a long term problem with a newer system? Something with along the lines of 32GB RAM, a 10th generation microprocessor, and at least a GeForce 2070? With the upcoming stimulus check, it's that, save it for Orlando next year, or just pout and deal with choppy play? Ok, the last one is NOT an option.
  18. Best upgrade I can do for my PC is a GeForce 1660ti without having to get a stronger power unit. Will that do?
  19. CPU is Intel Core i7-6700 @3.41GHz, 32 GB RAM, 64-bit, NVIDIA GeForce 745.
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