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Stormin Norman

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Everything posted by Stormin Norman

  1. Well alrighty then that solves it. Only makes sense. And thank you for your service from a fellow 19k.
  2. This is very intersting. Were you an armor crewman at the time and what is NET?
  3. Thanks! 3. 8th Infantry Division: a. The first armor battalion in the division, the 4-69 AR Bn, 1st Brigade, was undergoing transition to the M1A1 tank in July 1988. This was the Abrams tank armed with the 120mm main gun This is really odd. Why would a infantry division get M1A1 first?
  4. Has anyone ever come arcoss specific unit orders of battle list or TOandE's? The best thing I could find was from a armor minitures game company. Microsoft PowerPoint - modcwus.pptx (fireandfury.com). For instance, I'm looking for the vehicles available for 3'rd Armored "Spearhead" division 1988. I'm assuming they were prority for M1A1, but what about their infantry regiments? I'm assuming they used M2A1 Bradleys but they could still have been rolling wit M113's as far as I know.
  5. Major Duck those are amazing suggestions. Those Platoon features seem very intuative for a sim like this.
  6. I see your point about digging fox holes. It would be unfeasible in a 90 minute scenario. To keep things realistic, I was proposing infantry digging hasty fighting positions. If you’re not shooting you should be digging and preparing a defensible position, I would presume. That level of detail is probably not worth it though, in retrospect. Or, just having simpler fortifications besides a bunker would make scenarios more interesting in my opinion. 5 levels would be good. Hasty defense position, Fox Hole, 2 man fighting position, slit trench, bunker. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Improved threat level would be interesting, also. For instance, have the option to not have a TC spend limited HEAT rounds on infantry in bunkers. Tanks Option Main Rounds: only engage hard targets.
  7. I'd love to see basic infantry slit trenches and foxholes. In the case of foxholes, it would be interesting to have squads build them real time, also.
  8. Wow, that’s a great video! I will definitely have to archive that one. A tactical and engineering nightmare. Doesn’t seem possible without an engineering vehicle having a Winch to somehow get across first.
  9. Am curious. Isn't this supposed to be an amphibious vehicle? This doesn’t seem to swim in the game. The SPzLuchs does, though.
  10. The observation circle is solid black, if it cannot see the point of interest. The circle is not solid if it can see the point of interest. If not on stay tactics, the platoon will move to get eyes on the point and turn it not solid. The video clearly describes that.
  11. Wasn't the option for the M1 TC to adjust the battle site range with his toggle switch added in a update not so long ago?
  12. Hello, I was hoping that maybe the M1A1 AIM SA Abrams could be considered to be modeled in the game.
  13. Battlesight is mainly used for degraded gunnery, primarily if the LRF is inoperative. It seems to be better modeled on the M1A2 Sep ingame, but not modeled on the older variants. Also, depending on what ammo is indexed is what range will be displayed in the GPSE and entered in the computer. Default 1200m for Sabot and 900m for HEAT. The toggle switch isn't modeled either for adding or dropping range manually on the TC's control panel.
  14. I was editing an eSims provided scenario called "deliberate attack." The laser range finder on a M1 Abrams tank lased right through the ordnance delivered smoke like it wasn't even there. At the same time, the laser would also penetrate a hard target like a BTR - 80 and register the ground behind it. One thing too note is the smoke was preregistered and AI delivered.
  15. I'm using Window's 10 64 bit. My main concern with 4 gig of ram is loading big maps. Maybe, I'll be able to get by with 4 gig until they release the hi-def terrain? Oh, I forgot to mention! My video card is 1 gig and total virtual memory is 8 gig.
  16. Would a person be able to get by with just 4 gig of Ram?
  17. I don't know what brand of stick you have, but I believe that most come with software for easy manipulating. Also, if you hit Alt + J in game it will center your stick.
  18. I was going through the Leo1 tutorial and noticed some key commands don't work. "Shift + P" doesn't work for the TC palm switch. But, it does say so in the briefing. Ordering the gunner to close and open shields with "Page Up" and "Page Down" doesn't seem to do anything. Is this intended or or a briefing typo or what's going on?
  19. Would be kind of interesting if the human loaders had variable loading times and gun arming. Instead of 4 seconds every time make it's 4 - 7.
  20. I ask again. Is the smoke from smoke generators going to be more pronounced in 4.0? I think by now everyone understands what a smoke generator is.
  21. Yes, the smoke generator that comes from the tank engine. Usually, there is a switch in the drivers compartment to turn it on. I was asking if the smoke particle effects would be more pronounced like in real life, not like it is now presently in game. I noticed smoke was enhanced in 4.0 for burning wrecks and wishfully thinking it would be for tank engine smoke generators, especially turbine ones.
  22. Maybe I wasn't clear enough. I was talking about the smoke generators on M1IPs or M1A1 not graphically showing much smoke. I would presume because of GAME engine limitations of particle effects.
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