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Everything posted by wildbillkelsoe

  1. I would suggest first to play Tanks again followed by yet more tanks followed by Camp Hornfelt missions two through seven then finish with the first (in that order) mission in the series.
  2. Finally preordered it!! It turned out to be a problem with my card monthly limit. Can't wait!! CAN'T WAAAAAITT!!!
  3. God that really hurts to keep one hand on mouse and the other on Lshift+] and click each element after ordering them to move in a specified tactic but hey I am looking forward to abusing 4.1 interface to the max. I hear you OP.
  4. I had Gunship! and it was a blast at the time of childhood. Also F4.0 AF
  5. I have the option to send a payment through PayPal. Can I send it to your email?
  6. well it is flogged alright but the payment link says pay flow link DOT PAY PAL and since I am constantly getting invalid card number error with this site, which happens to domain to PayPal, I am asking the merchant in question to produce a regular PayPal invoice for me to pay through my PayPal, as a workaround to the site's problems, which he has clearly stated that there were issues in this very thread.
  7. Ssnake, I dont see the paypal button. It takes me to pay(blah blah) but not the paypal login page. Can you send me an invoice to my email, to open it up on paypal? The one I emailed you from about this last Thursday? I want the poor man's upgrade from 4.0 to 4.1 if you please.
  8. Aha so that probably explains it too. Well I guess we have to settle for it as it is for now since it is not on the list of reported bugs.
  9. Ah that makes it so clear thanks. But the behaviour described with one shots landing as threes is intended?
  10. I wouldn't count flight time as the possible effect because I was long gone from my observation post, and even ordered a fresh mission somewhere else. I have to record it to show you. So is my understanding correct for the tubes thingy or is it a real bug?
  11. very nice animation for the MLRS loading. really wish there was a daisy-chain of people passing 120mm ammo between MRAP and tanks, maybe in version 8?
  12. Ah ok, so its the wrong behaviour? Because I searched for different contextual meanings of number of field artillery tubes(guns) in a BATTERY (number of field guns in a battery) and found out that a single battery can contain 6 platoons of three guns each to form 18 guns which is what one battery is all about so multiples of 18( 36, 72) could explain the numbers and hence why the one selected for guns, rounds, and duration could be the reason three shots are fired from one selected tube (which could be a misnomer for platoon). Also, sometimes artillery keeps hitting the same spot even after ending missions (with many adjustments done before impacts). Sources: Artillery guide from the wiki FAS.org
  13. So instead of opening up a new artillery related question, sometimes when I order 1 as number of tubes, no of rounds per tube 1, no of rounds per minute 1, duration of 1 minute I get about three artillery hits (even though I ordered one gun (= tube) to fire supposedly one round for an entire ordered duration of 1 minute, and that is for any purpose other than adjusting fires. Why does more than one round hit simultaneously where I aim? Round type is HE.
  14. Looking forward to following my Codemeter stick license upgrade instructions (and possibly ruining it in the process)
  15. I am inclined to agree with your explanation. I have to conduct more tests. I suppose a valley or a ravine is the best place to be under current conditions. I do not want to manually order left and right turret, but to pop a tactic, move the arc into a pizza slice, with a clear ball inside, and the gunner will stay on that slice.
  16. well I was referring to loss of the DRIVER. so the hull won't move at all. I am a sitting duck. I try all the tactics to point the turret (the engine is running but the driver is dead so hull is dead) in the direction I want and have a clear LOS to two dead kills but gunner did not move the turret. I guess the tactics demand a working hull (aka tracks, driver, wheels, engine, idler, sprocket, coolant) to apply?
  17. I am not sure if this is real life and I may get egged here, but I noticed that the gunner will NOT stay under ANY tactic in the assigned pie if the hull is not oriented towards the slice. Is this a normal behaviour? Any workaround? Sometimes, you can't move and you still want to point him somewhere to look. Also, apparently there is a cool down for his scan. Most of the time he will scan a small sector then when I bark to him traverse left, then face turret he will do a full arc sweep then over minutes he will idle the scan to a smaller sector. He will also raise the gun tube so my TIS view will be skewed above ground. I hope I am not reciting previously discovered bugs here.
  18. It would be awesome if the T-14 Armata becomes a fully developed vehicle. Till then, I have to sharpen up my gunnery skills for these "Grazing" shots
  19. I know its supposed to be part of the route but a tank that stops just to face a direction while traveling is wasting time and blocking other tanks. I guess it could be added to the wish list if its feasible and realistic? or option to say select an element and order them to point turret left or right wrt hull on a route. The formations tackled part of it but is it realistic for a platoon commander to order his section to point all turrets in the formation to a specified direction?
  20. So I am trying to understand the logic behind how a platoon of tanks (three) traveling on a route will point their turrets differently. What are the primary considerations when say lead tank points its turret left and the second points its turret right? And can this be adjusted for AI units while en-route? I'd like to have lead pointing right not left. I tried setting waypoints on road with hold tactics and then running a new route on top of them but the tanks continue as if there are no waypoint tactics assigned to that route (even though the route is on top of said tactics but rather not attached).
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