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Brakefan

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Posts posted by Brakefan

  1. Sorry if this has already been covered else where, but I have just discovered that by right clicking on the map, you are able to draw a box around several units, which will highlight all units inside the box.

    Left clicking will then ask you if you want to create a task force from these units.

    I can not find anything in the manual about this and was wondering if there was a tutorial about it.

    Also can I get some advice on how best to use this option and when?

    Thanks a lot.

    Steve

     

  2. 9 hours ago, Jartsev said:

     

    Ability to  divide and and attach units in planning phase is  needed and desirable feature, but, unfortunately, not so easy to implement. At some point, hopefully, we would resolve this problem, but  it is not possible to promise, if this is going to happen soon.

     

    5 hours ago, Ssnake said:

    Actually, it is pretty high up in the priority hierarchy.

    Thanks guys. V4.25 is great and thanks for the good work.

  3. 2 hours ago, BlackDeath said:

    What about a mixed solution ?

    Tapping the arrow key for manual traverse (one tap equals one hand crank) like it is right now

    +

    Keeping the arrows key pressed would "manual traverse" the turret full speed, simulating the gunner hand cranking continually

    Got to agree with this. It seems to me to be a better choice. As for hand wheels, no. I could never justify the expense just for a few vehicles in one game.

     

  4. I haven't read through all 279 pages of this topic, so please tell me if it has already been mentioned.

    One thing I would like to see is exploding or disappearing trees and bushes after an artillery strike.

    At present you can pour HE and ICM all over a forest and nothing happens, it still looks like it did before the strike and gives the same amount of cover.

  5. Thanks for the info guys.

    Whilst I've got your attention maybe you could help me with another minor problem I;m having.

    If I am in a F/O team and use F7, F2, N and call for fire, do I need to enter the Attitude in the drop down menu or is it read from the thermal optic as per the range?

  6. Mirzayev, thanks very much.

    I will try a few scenarios and try to keep them hidden.

    I would seem that I have been using them wrongly.

    They mostly seem to get killed by blundering into an enemy position of which I am unaware.

    Shame that the special recon and security skills aren't modeled.

     

    Thanks again

    Steve

  7. This may be a little bit of an ...err"Newbie" type question, and I apologise now if I may have missed it in the hand book.

     

    In several scenarios I find that there are "Scout Teams" (varying between 2 and 6 soldiers) as well as ordinary infantry. In some scenarios there are "Scout Teams" as well as "Forward Observers".

    My question is.

    1/ What do the "Scout Teams" do that the ordinary infantry don't or can't do (apart from getting killed in record time)?

    2/ What can they not do that that a "F/O" can?

    3/ Most importantly, how can I use them effectively and keep them alive?

    Looking forward to your answers and comments, even rude abusive ones.

    Thanks

    Steve 

     

     

  8. Right... Okay....apologies all round....beers on me.

    I have just played it again and have realised that I made a fatal error.

    I forgot to right click the mouse when using the LRF. This of course gives a range of ZERO, so I can only assume that the off map artillery blew them selves away with the first salvo.

    (Hangs head in shame). My apologies again and thank you for your assistance.

    So sorry.

    Steve

  9. Yes that's the one.

    I'm going to try the scenario again later today when the wife has gone out.

    I only used the LRF data from the FOs position so I did not manually type them in. It happened repeatedly in the one time I played.

    Thanks for your help and I will report back later If it was a one off glitch or not.

  10. Thanks for the reply Jartsev.

    It was in the 3D view and the realism settings on High, so no red boxes on the map.

    I was observing from the FO position, F7 and then F2, but no artillery landed and the enemy BMPs were not effected.

    I think that somehow on the scenario conversion the Off Map Artillery may have got left behind.

    How could I check, and reinstate if necessary, in the scenario editor as this is the first time I have used the editor?

  11. I have recently managed to convert the map for one of my favourite scenarios "Battle of the Beasts" to work in 4.162.

    Everything was fine until my FO team spotted a platoon of BMPs. I opened the Support tab and clicked Artillery and the fire request window popped up. I inserted the details, HE, 6 tubes etc. and Fire When Ready, Send.

    The splash window came up with Slash in 3.00 as normal and counted down. Then nothing happened ! Well not quite nothing, I think I could hear the fire mission but it sounded a long way off (may have been an enemy fire mission).

    When I played the scenario in previous versions off map artillery was available and arrived on time and in the right place.

    How can I check that the Artillery request dialog has not been corrupted ?

     

  12. Thanks for all the input, it has been very interesting.

    I gave the bus a "Retreat" command to a waypoint  a couple of metres back from the load point with a "Embark If" "Full" condition and a "Dismount" command. Then I only had to give the boys an "Engage" waypoint and off they went to Do or Die like happy little soldiers.

    It's quite amazing the depth of the "Embark If" conditions.

    Now all I have to figure out is how to get them to relocate after firing one missile.

    Once again thanks for all the help.

    Hope you all had a good Xmas and wishing you all a very happy New Year.

    Steve

  13. Thanks everyone.

    I have down loaded your sce. files Gibsonm and will give them a try later.

    I did have partial success in mission using a "Retreat back route" with an "Embark if" "Low on stored ammo" condition with a "Mount" instruction at the end of the "Retreat" waypoint. I guess I should have used a "Low on ready ammo" instead of a "Low on stored ammo" condition.

    Do I have to give a "Mount Troops" command to the P.C. or is the "Mount" condition at the end of the "Retreat Back" waypoint enough to get them back into the bus if the waypoint is adjacent to the P.C.

    The problem then was getting them out and back into the fight again.( just like real life I guess ).

    I'll keep attacking and thanks for the feedback.

    Edit. For "In mission" read "In Planning".

  14. Hi guys, this might be a bit of a noob question but here goes anyway.

    I'm playing Single Player scenarios and missions at the moment and some of them require you to get really busy, sometimes it seems I have to play nursemaid to certain squads.

    So how can I get my ATGM dismount teams to get back inside the P.C. rearm themselves with more missiles and to deploy again instead of having them sitting on a hillside with no missiles left and becoming spectators?

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