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Rdubs

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Everything posted by Rdubs

  1. Think I just figured it out, of course after trying everything, then typing the post, then trying one more thing and of course that worked. I had to open the Mission Editor and instead of clicking Open, I selected "export to map package." From there it was the remaining steps you listed. Thank you!
  2. Hi Ssnake. Thank you for the response. I think I'm missing a step in your instructions. You say that before I open the Mission Editor, I need to extract the .ter, but I don't see how to do that. You mention that it needs to be extracted, then "once you have extracted the TER map", but how do I actually do that extraction? I played around with the map editor but couldn't select the Cav Rescue SCE file. Thanks, Dubs
  3. Hi everyone I am trying to get some downloaded scenarios to work but keep getting the "Could not file the map this (legacy) scenario is based on" error. Take for example that scenario "Cavalry to the rescue", the version updated for Pro PE. I did follow the exact setup sequence described in this thread: Where I installed the Maps Installer 1A-3C then ran the executable, then ran the Legacy Maps installer, then installed the main Pro PE bundle 4.26 installer, than the Map Package Transfer Manager. I've searched all over for the EricCavRescueOriginal.ter and Wolf.raw files but can't find them. I have several other scenarios that I downloaded from here which all give the same error. https://www.steelbeasts.com/files/category/42-easy/ Any ideas appreciated.
  4. Hi all, First time poster. Bought SB Pro PE a few years ago, lost the dongle, but now am getting back into the sim even though have to pay for it again. Am getting my nose bloodied pretty well on that Hasty Defense scenario but it has made me long for a few features I can't seem to find. I did not read through all near-300 pages of this thread, I went back maybe 20, so apologies if some of these have already been covered. 1) Have an "embark if" condition related to the enemy being within a certain distance. For example I would like my M1's to open up at 2500-3000 meters but if the the enemy closes to within 1500 meters, fall back to the next BP. Right now I have to manually tell them to retreat and trying to manage multiple platoons it's easy to get sidetracked and not give the order to bug out until too late. 2) Have engagement ranges be weapon-type-specific. Can't tell you how many times my M3 scouts closest to the enemy see an enemy scout 3,000 meters away and to shoot it the gunner lobs only two autocannon rounds at it every 5 seconds. Yes, I get trying to adjust fire and conserve ammo but all shooting two rounds at something 3,000 meters away does is give away your position without doing much damage to the enemy. It would be awesome to have something that says (mostly thinking Bradley's here) engage with the autocannon only if the target is under 2,000 meters. 3) Kind of related to the above, I wish there was an "anti-scout" posture my scout M3's could adopt where instead of giving away their position to tickle the enemy at 3,000 meters with an autocannon, the M3's would engage long-range contacts including enemy scouts with a TOW in order to ensure destruction of the enemy scouts as fast as possible. In order to "force" this what I have to do now is go into the scenario editor and replace all the scout M3's with TOW missile team squads, so they can only shoot the TOW. And it works like a champ, there are tons of dead enemy scouts before the main thrust attacks, but only because the missile team is forced to use the TOW's. 4) Also kind of ties in with the "2 rounds at a time" firing method, but it would be nice to have some kind of "unleash hell" mode where the gunner would fire massive streams of autocannon at close or highly threatening targets. I've seen a platoon of BMPs, or the flight of Hinds, show up at point blank range to the Bradleys and all the gunner does is go "on the way THUMP THUMP" as if two shots an appropriate way to deal with a guy about to launch an ATGM at you from 200 meters away. Same thing with the Hinds, the gunner will try to conserve ammo. Whenever I see one of these situations I have to force myself into the gunner's seat and unload like mad until the target is confirmed dead before releasing control back. Trust me, I completely understand efficient use of ammo, but there are times when copious amounts of firing is a lot better answer.
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