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apoll

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  • Location
    Canberra
  • Interests
    realistic military computer simulations
  • Occupation
    government

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  1. Thanks Gibsonm, that sure helps. I guess there is no way I'm going to try and envisage all possible scenarios past H hour; exercise in futility and there is no way we'd try and do that IRL. But just like the orders group will outline sectors, a mission, various tasks, timings, give broad boundaries and set control lines and intentions, all without completely dictating which piece of ground to drive down, or exactly where to lager up, so I am trying to strike the balance between foreseeing what reasonably could be foreseen and planning accordingly, and not giving enough direction in planning and having to make it all up on the fly...which doesn't work so well. (Scary thing is that the MAP can actually be used in this sim, and produce good results. Guess that is not so surprising...given where SBPro came from. But still...I am surprised just how we'll it works!) I find one can either fight a tank, or control a Sqn in contact...real hard to do both at the same time! So, yes, setting up alternative fire positions along likely looking routes etc, makes sense to me. Just wondered how to get the AI members of the sqn to do what I want in the easiest way possible, so it doesn't turn into a boring click fest. I can see I need to get to grips with this 'embark if ...' condition thingy. The manual trigger will be the thing to use, I suspect. (Though...much easier giving orders to real people!) Thanks Gibsonm. Apoll
  2. Hmmm. Too true;the way to ruination is paved with assumptions! Yes, I'll suck it and see what happens. BTW, just watched your BG ANZAC Jaala (?) YouTube vid: I immediately had flashbacks...the authentic RTP...the armoured corps style of orders on the run...you (I'm assuming it was you?) controlling from 0A....etc. I thought I was a troop leader again listening to my SUNRAY! It was well done. I think I'm going to have to brush off my old 'viewie-twoies' if I'm going to be a part of BG ANZAC... Also shows what this simulation is capable of in experienced hands. Apoll out
  3. Yes, I realised my question IS confusing. I'm going to check out the SB channel, and I have been looking for tutorials on the subject of controlling troop/San members. So I'll do some homework and play around before asking any more such confusing questions. I guess my query sort of, however, went to how one ends up controlling the NON human members of your team. I mean, IRL, if I wanted one of my troops to go to X hill and take up a fire position to cover while my other troops bounded forward, I would hop on the radio (if I was not doing via flags or hand signals, eg., under radio silence) and use voice to tell them where to go and what to do. In SB Pro, however, I obviously can't do that via radio, so I have to click the unit I want on the map, make a route to the desired position, and then set the tactics etc. So far so good. I have now been experimenting with setting up independent fire positions, and routes, and waypoints during my planning phase, so a lot of the work is done when it actually comes to execute the mission, and it don't find myself trying to the click rest under pressure...which is bound to = overload. Again, all fine. I guess I was wondering HOW I got one of my units to take up an independent route, fire position, waypoint...whatever...when they were doing something else. I am assuming I must still click on then, and draw a new route to the start of the other route; once there, they will do what the route asks of them. I was just wondering if this was the only way...drawing a direct route to the new route/fire position/etc...OR was their a radio command I could give them (such as PROCEED), that meant if they were CLOSE to one of these new routes, the AI would hunt it out on the receipt of PROCEED, or whatever, and follow it? Hope that is not too confusing, anyway... As I said, I think I understand how to get AI units onto these pre-created routes/fire positions etc...and I'll be reading the manual closely. That's all it really was. I have yet to crack conditioned routes, but I'll get there. All in the name of being as efficient as possible in wielding AI units. Thanks. Apoll
  4. Thanks Ssnake. Ok, I'll place them as per instruction. I am assuming no issues between various versions.: a skin created under an earlier version is ok for the latest. Apoll
  5. Hi. I am wondering where to download and place the dds files for the FRiTZ Leo2e skin? I followed the steps by RogueSnake79's tutorial, but there is no bmp file, only dds files with the FRiTZ download. Can I use this skin with the latest version at all, or do they all have to be updated to work with 3.0011? Grateful advice. Thanks. Apoll
  6. Hi. Not sure whether I can use the fool lowing mods with the latest version of SbPro; grateful views: the hi res Leo 2 interior that is the downloads section for Leo2, and any skins for the Leo? I am also assuming that any offline scenarios, such as training runs made under different versions, are also a NO go with the latest version? Finally, while I have your attention, been working with non conditional routes between waypoints: setting them up near fire positions and the like with different characteristics. The question I have is how do I get my AI units and team members to take them? Do I have to make a new route each time from the AI unit to the first waypoint of the route, and THEN the unit will embark on it? On does it only have to be near the start of the route, and I give so e command, like PROCEED, and they find the nearest route, and follow it? I'm just a bit confused on how this works. I am looking for a YouTube tutorial on this subject; anyone know of one? Thanks in advance. Apoll
  7. Thanks all. Have it and familiarising myself with the simulation....sorting out mapping to hotas etc. apoll
  8. Thanks all. I'm clear now on what needs to be done. Maing that happen now... Apoll
  9. Perhaps not tonight. Thanks very much anyway. Will check out bganzac for sure...will need to get sorted with new version first. Thanks for advice. Btw, I'm ex raac as we'll....2 cav mainly but also 2/14 lh qui. Long time ago though... Love the Leo; almost always use it in pro. Regards, Apoll
  10. Ah! Sorry, just saw this. Try again soon. Thanks. Apoll
  11. Hi. Coming back after long absence; have code metre dongle. Keen to get into pro 3.0. At the risk of asking the obvious, how does one go about upgrading, particularly the dongle - step by step. Many thanks in advance. Regards, Apoll
  12. Kingtiger...that's it! I did not remove the winter tag. Is working now. Thanks very much. apoll
  13. Hi. Having trouble getting the skins to show up in the game. I have downloaded the correct skins for the correct vehicle (in my case Leo2a5)...put them in the mods/textures/woodlands etc...but they will not show up. Keeps defaulting to what I assume is the standard camo. What am I doing wrong? They are in the correct mods folder...I assume they don't go anywhere else? How many files should I have? Grateful advice, as I want this winter Leo skin even in tutorials. Thanks. apoll
  14. Hi. I've downloaded a skin...installed in the mods/texture/woodlands folder as required. But I also want it to show up in the tutorials I use for practise. How does one achieve that? thanks apoll
  15. Ok...a question for you experienced players. I'm at a battle position. On the map in game, I create two separate waypoints and a route between them. (A disconnected route and waypoint, I think)These are waypoints 2 and three respectively. I now want my tank to go to waypoint 2. How do I do that? Can I just say advance to...waypoint 2? Or do I have to make a new route from my current position to waypoint 2 or is there some way I can just tell the tank to go to waypoint 2? Grateful advice. thanks. apoll
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