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Posts posted by Parachuteprone
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On 3/13/2024 at 8:32 AM, Hedgehog said:
mission editor placed "craters"
Like an IED going off but not in the action phase.
Also , artillery making craters in mission. Though I think that's out till v5.
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Thanks for the link ... and the bugfix.
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Hi: I tossed together a quick scen to try out the drones.
They takeoff and patrol but just get shot down or eventually land. They do not attack. At least not that I can see.
Can someone tell me what is missing ?Thanks
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How about 4 hot keys for the commander ?
1) follow road (in your current direction)
2) turn next right
3) turn next left
4) reverse, back down the road
This would free up time for the commander to observe instead of following the road or setting up a waypoint.
More of a "on the fly" option.
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15 hours ago, Ssnake said:
The whole point of the source and drain mechanism is that you can create a lot of activity with actors from a limited pool size; think of "extras" in a film production. They must return to the pool or else you're running out of these extras.
If you want tactical actions, they must be scripted in the conventional way.
Ok, thanks
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Would it be possible to add military units to the civilian source and drain logic ?
Only not have them disappear when they reach the drain zone, simply stop and revert to a defend logic.
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2 hours-ish yet here
Happy New Year !
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Wish the ability to click on a unit to see it's ammo state could be moved to the personal edition.
It's pretty important to know when deciding whether a unit should retreat.
Actually jumping to the unit takes you out of the loop a bit.
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One last request .... for a while
I find the movement arrows, fwd/back/left/right very small. Sometimes I have to click on them 2-3 times to find the hit box.
By that time I'm past my objective.
If there is room in the lower right , it would be nice if those boxes were larger.
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I know but I love brilliant 10x10's to supplement the big maps.
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You should be on Esim's official map making team
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Another couple, Infantry ride on tanks/ APC's and infantry advance behind tanks (for cover)
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Few more wishes.
AI armed drones.
Gepard and other point air defense.
KA-52
More recent version of AH-64
Counter battery stuff - alot of work I know
Chinese armor (I always ask for that Lol )
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Nice ! I forgot that was added
Thanks
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Be nice if there was a "follow leader" command.
You designate the formation leader and other assigned units follow, maintaining the current formation/ spacing as they are sitting on the map.
You could even click and drag a box to assign units to the leader in one go.
Could have "follow leader in line" option as well, so units follow the exact path of the designated leader. (For road travel).
This would allow the player to quickly move large numbers of units.
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Never made anything quite as detailed as "The Apocalypse battle simulator" though
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I've done the same. Works fine for picking forces.
It kinda falls apart when placing the opposing forces.
You can set branching routes but you still know the possible axis of advance.
Nothing that you are totally unprepared for. No surprises or need to do much in the way of recon.
Place a squad on the 3 or so possible routes you designed for the enemy and there they are.
Problem is it would be a lot of work to do something like this. Plus the devs didn't really design the software as a game, they designed it for training, with a game master/ instructor.
Guess we can't have everything.
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8 hours ago, Gibsonm said:
What if you lay the Gunner onto the new target and hit "T"?
Firing 20 or so rounds sounds like you have stayed in the same place for far too long (which it why you are attracting lots of incoming enemy fire).
We usually train to fire one or two rounds before "jockeying" (reversing back to dead ground, displacing laterally and then coming back up to a new firing point).
I do move, but the gunner keeps throwing rounds until LOS is blocked so you may waste rounds while repositioning.
It's even worse if you are immobilized and the enemy keeps throwing rounds at you while you're trying to get the gunner to change target.
Actually switching to the gunner position seems a bit gamey to me so I don't like to do it unless the gunner is hurt.
I've always used arrow up (Gun to peri) to designate targets, thinking it does the same thing as T.
I'll try T.
Thanks
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I believe "hold fire" instructs the gunner to stop firing.
I don't want him to stop firing altogether.
I would like him to find another target and stop firing countless rounds into the ground or building etc., which is preventing him from hitting his current target.
Instead, I would like him to find a new target that he "can" hit.
I've tried finding another target for him but he keeps shooting at the initial one.
I've tried telling him to scan in another direction, which he does then locks back on his original.
By this time I'm usually dead from all the other enemy coming at me.
I've even tried using reload, but then it's back to the same target.
Only thing that sometimes works is to retreat completely out of sight then move forward again.
(By this time my tank has usually expended most or all of it's ammunition)
Only other thing that works is if someone else happens to destroy the target for me.
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Now if we had a "disregard target" option so the commander could over ride the gunner when he is pumping the entire ammo load at a target he can't hit. That would be great.
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Thanks for the info !
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4 hours ago, Ssnake said:
I should perhaps only say only one thing, that we do not want the map view to become too powerful. It could easily be made into a real-time tool to view the battle with every detail exposed. But you don't have that in real life, therefore there will always be "comfort features" that are easily imaginable, but run against the design principle that to understand the full detail of the situation, the 3D scenery must be observed too.
That more variety in the terrain is desirable is undisputed.
Note that with medium realism set, it is possible to mark a point in the terrain (hold Shift, press Lase, guide the pointer to the desired spot, release the Lase button). Then, in the map view, there'll be a small red star denoting the marked spot.
It's your decision if you want to use this helper function if you find the terrain insufficiently detailed for proper range estimation.
Great ! Thanks !
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I tried it.. It just allows my unit to proceed to that spot to observe, not mark it on the F5 map to call artillery on that spot - if I'm following you.
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Perfect, Thanks
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Steel Beasts: Content Wish List
in General Discussion
Posted
Didn't know this, although hoping for un-scripted someday.
Thanks for the inf0.