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Parachuteprone

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Posts posted by Parachuteprone

  1. 23 hours ago, Gibsonm said:

     

    You can "sort of" do this now, for scripted artillery at least.

     

    For scripted artillery controlled by a Trigger, where Trigger X = Fire Mission no GR 1234 5678.

     

    Trigger X starts the fire mission.

     

    Single 155mm (or calibre to match the artillery/mortar) IED has a condition to detonate if Trigger X is activated (perhaps delayed by 1 minute).

    Didn't know this, although hoping for un-scripted someday.

    Thanks for the inf0.

     

  2. 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.

     

  3. 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 :)

     

  4. 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.

     

  5. 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.

     

  6. 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.

     

     

  7. 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

     

  8. 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.

     

     

  9. 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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