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  1. I voted, but it's really a tossup for me, and there wasn't a "meh" choice. It's always nice to see new platforms added to the sim, so I voted for that one ... although there are so many now that there are dozens I've never used beyond loading them up on an empty map for a look. While I think more infantry AT weapon playability would absolutely be useful, I have zero interest in seeing rifle sights included, so I couldn't vote for that as presented. I don't mean to discount those who do; everyone's entitled to their preferences. The recurring calls for rifle
  2. I think that one's on a lot of wish lists. Including mine.
  3. Understood. What about abatis? These are (in SB, anyway) typically used to only block a roadway. They can't be breached but must be maneuvered around. Handy information to have reported by the AI scout.
  4. Question about the wide array of new panels available for placement at runtime: For the non-military among us, is there some available documentation that details the meanings/uses of the various types, colors and shapes? I took a skim through STANAG2019 in the docs folder to see if it might be there, but didn't find anything.
  5. When friendly AI units encounter/discover a minefield, it is reported by being marked on the map. However, while doing some testing and experimenting for this thread ... ... I found that the new tank ditch obstacles are not being so marked. Feature or bug? Also, dragon teeth and steel beams are reported/marked by AI. Abatis are not (and have not been since before 4.2 -- maybe ever). Feature or bug? Discuss.
  6. Yes. An AI Humvee with scout tactics will see and mark a minefield with no human intervention. It will also report dragons teeth and steel beams. But not an abatis or the new tank ditch. Just wondering why. Maybe should be reported as a bug ... but maybe a feature.
  7. Since the thread is about AI scripting of breaches, I have a related question: Why don't AI report (and mark on map) encountered obstacles like tank ditches and abatis? Like they do for minefields.
  8. Well, his idea did solve it for traverse ... with two suggestions. Whether using the mouse wheel induces RSI, I suppose that would depend on the movement ratio. IMO, turning the mouse wheel would be an improvement over stabbing arrow keys. But, it's all about opinions here.
  9. I think Hedgehog meant the scroll wheel on the mouse.
  10. Yeah, this is getting pretty confusing. But in testing your scenario and one I made myself, it was my experience that the key to getting a Breach route to work is to have it set for "No auto-pathfinding". Seems counter to what Ssnake was saying. Perhaps that is true of follow-on routes other than breach routes? But for the initial breach, a Navmesh-enabled route seems to make the vehicle want to avoid the obstacle rather than breach it. How you go about getting "no auto-pathfinding" on the route gets confusing regarding whether one has the "Hold Alt key to plot Na
  11. This particular part of your problem, I'm pretty sure, can be fixed by moving Waypoint 2 away from the obstacle and/or changing the tanks' route from it to COLUMN rather than WEDGE. As it is, the lead tank is sending a "Wedge" formation order to its wingmen before they even reach the bridge.
  12. That was a suspicion ... though it didn't seem to be a likely feature for the PE edition. Maybe there are some deep-pocketed players with elaborate simpits, I guess. <shrug>
  13. What's the "Motion Platform Setting" supposed to do? I couldn't find anything in the RN. I don't seem to have access to it in the Options ... (can't tick the Enable checkbox).
  14. Hey, quick question if anyone is about ... I'm wondering if I should go ahead and install the map packages (tick the box in the bundle installer) if I already have the maps. I know there's at least one new map (Abraxas') but I've already downloaded it from the downloads section. I notice Mirzayev skips it in his helpful vid ... any pros or cons?
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