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ssidiver

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About ssidiver

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  • Birthday 06/06/1965

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  1. ssidiver

    Wombat Way

    Version 1.0.0

    32 downloads

    Objectives: Recon West on and adjacent to Wombat Way to at least 790188 and prevent the Sleezarians advancing. The Sleezarian units are scripted somewhat randomly; the more they choose to travel on the road, the easier the scenario. Approx 40% will use Wombat Way, the reset will be up to 2 km either side of the road. Do not allow them behind you! This scenario can be played in a number of ways: - Just as a bit of fun - Block the advance of the Sleezarians; see how long you can achieve this up to an hour, perhaps. - See how many Sleezarian units you can destroy compared to your losses, if you don't play longer than 30 minutes or so
  2. Thank you for your kind comments!
  3. Version 1.0.0

    70 downloads

    Your in charge of the Armoured component. Drive forward to take up positions in area OW; the helicopter assault on town 6270 will be launched once you are in position. Town 6270 at approx grid 6270; OW at approx grid 6370 After the Infantry has landed in town 6270 support them in clearing the town.
  4. I am guessing you downloaded 'Emerging Fledgling' not 'Emerging Fledgling 2' because 2 is not available yet. The briefing for 'Emerging Fledgling' states 'You are in command of two platoons 1 & 3, move forward and capture Hill 7779'. And those two platoons have no scripting at all. 'Emerging Fledgling' is also a prequel to 'Emerging Fledgling 2' in which platoons 2 & 4 have no scripting and where you have to hold the intersection, I say again that scenario as described above is not available for download yet. My apologies for posting about the next scenario before it is available to download.
  5. I notice a few people have downloaded 'Emerging Fledgling', Thank you, I hope you have enjoyed it. 'Emerging Fledgling 2' is awaiting approval. This time the major Intersection 7675 must be held until the arrival of the Task Force. I don't think it is much more difficult then 'Emerging Fledgling', except that the intersection can be quite busy and New Katarie forces are now wandering around seemingly at random.
  6. Version 1.0.0

    66 downloads

    Hold Hill 7779 and the major Intersection 7675 until the arrival of Task Force Fledging Assist forward elements in their initial screening area, it is expected this to be in approx 30 minutes
  7. I wanted to makes a scenario that you could enjoy in different ways eg attack, defend, counter attack and just plain shoot'm up. But it got overly complicated and the map suffered from badly maintained bridges. So I decided to make a series of three scenarios. The first 'Emerging Fledgling' has been uploaded, a 'simple' capture the hill, I don't seem to be able to do simple, things just naturally drift to complicated. I do hope a couple of people enjoy it. My usual work flow is: 1. Friendly units and scripted routes; I like to solve simple little problems and this gives wonderful opportunities to do that, as I test for 'smooth' travel along the routes, it always takes many tests. Also there maybe friendly units that you can't control, not all of them 'blue' units. I usually start with a company group, then there maybe other friendly units nearby that are modeled. And occasionally other 'friendly' forces. 2. After I am satisfied that those routes are good I add the OpFor and their routes. Using the same process. Usually not as many simple problems as I like them to be unpredictable. 3. Then I change the OpFor units to randomly spawn. 4. After that I test and test looking to get an approximate 50% chance for the friendly units to attain their goal in a reasonable time etc. To do this I adjust the OpFor spawn chances as well as the chances of them using different routes. That's it; I usually leave the vast majority of the friendly scripting intact, the player can sit back and watch, or naturally, take control themselves and beat the 50% chance of attaining the goal. Red randomness should make the scenario interesting to play more than once. Emerging Fledgling and the following scenarios are completely fictional.
  8. Version 1.0.0

    67 downloads

    Sleezarians have invaded New Katar, now the Allies have landed and are starting to push back. You are in command of two platoons 1 & 3, move forward and capture Hill 7779
  9. It seems Jane's has removed the pic and it's caption. The caption read: Recon version with Rheinmetall 20 mm MK 20 Rh 202 dual-feed cannon. Hence my comment.
  10. I saw this a few days ago and wondered why I can spot the Rheinmetall 20 mm MK 20 Rh 202 dual-feed cannon in the pic
  11. I found a little utility that is very helpful in finding what might have caused a crash. https://www.resplendence.com/whocrashed_help.htm
  12. If we're listing our wanted lists, here is mine: All current Israeli armoured vehicles, no need to make them 'playable'.
  13. I've been able to make mixed sections/squads by taking a standard unit, change the size to what I require, separate into 'sub units'. Then change some/all of those teams into what I require, then reattaching them back together. You can then save the recombined unit as a template. Took some time to work through this, till I tumbled that they need the same unit 'number'. I use the same idea to create mixed AFV platoons.
  14. It seems to me that eSim has said they would look into this and in return they have been badgered. I think some on both sides are are getting rather worked up about this. I have every confidence that eSim will do what they can to achieve a realistic outcome, within the bounds of their modelling. Meanwhile they are not attending to other business, because of the amount of their time this thread is using. Just my opinion
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