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Stormin Norman

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Posts posted by Stormin Norman

  1. 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?

  2. 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.

  3. 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.

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    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.

  4. 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.

     

  5. 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.

  6. 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.

     

     

     

  7. 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.

  8. On 8/11/2016 at 9:35 PM, Scrapper_511 said:

    The Release Notes recommends at least 8Gb RAM. I'm not sure what OS you have running with 4Gigs, but mind you, 4.0 requires a 64-bit OS, of Win7 or up.

     

    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.

  9. 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?

  10. 3 hours ago, Gibsonm said:

     

    Ah so the smoke generators (i.e. additional smoke), not the smoke generated "normally" when poorly maintained engines are accelerating?

     

     

    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.

  11. 2 hours ago, Gibsonm said:

     

    Why is that an "improvement"?

     

    Most Tanks / AFVs I work with don't show this.

     

    Either because the diesels are well maintained or the turbines don't spew out great clouds of smoke.

     

    Maybe after a prolonged period of 24/7 operations, but its certainly not the "norm".

     

     

    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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