Mogwa Posted June 1, 2014 Share Posted June 1, 2014 you can also edit a theme, and in one of the terrain types click "is wadi". Then you caan use that terrain type with the line tool to put down wadi/trench. Just be sure to check your work in the 3D view. It tends to create ugly V shaped trenches and can have unanticipated result when used on hills. However its the same tool used in the sce you named from SB1. (pretty much) 0 Quote Link to comment Share on other sites More sharing options...
Tacom Posted June 24, 2014 Share Posted June 24, 2014 It happend to me several times that, playing as comander, I or the gunner identify a target, lay the gun on it, order fire,... and nothing happens. I suppose the gunner is unable to fire for some reason, like he can't get a good laser return, but it would be good if he were more verbal about the reason that prevents him from following my order. 0 Quote Link to comment Share on other sites More sharing options...
BlackJaguar Posted June 26, 2014 Share Posted June 26, 2014 I would like to see Leo 2A7 in the next release. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted June 26, 2014 Share Posted June 26, 2014 (edited) I think Rotar(?) mentioned this but I didn't see it become a post, so here we go:Perhaps not realistic but an aid to those who may not have the experience and to provide an objective answer ....The ability to get information on the distance and approx. how long it will take for a unit to travel on a route being plotted.So "in game" (not in the mission editor) a person clicks on a unit and starts to give it a route, as the cursor moves a small figure is displayed (on the map near the cursor or maybe off to the right in the marginal information area) showing how much time it will roughly take to get there, taking into account the broad vehicle type and the movement tactic used and perhaps showing the distance covered too.That way a player can determine how long the Sim reckons it will take the unit to get to a given location. Need to get there earlier, pick a less secure movement tactic (say March instead of Scout) and re-plot the route.You could then plan with a little more certainty say two units on different routes RVing at a common point at the same time, etc.The distance part may well help with the Navmeshing where moving the mouse a little often offers an alternate route so players can know Route 1 is 3km long and will take 5 mins to get to, while Route 2 is say 4 Km long and will take 7 mins (but maybe it offers better cover and concealment). Edited June 26, 2014 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted June 26, 2014 Members Share Posted June 26, 2014 Is this "good training value" or giving the player an unrealistic amount of information at hand to make his decisions?Purely from a usability point of view I fully understand the idea; I toyed with it as well. In the end I decided NOT to push for it because, well, the whole point of SB Pro is that the player should develop a sense for off-road and road-bound movement. I'm not sure if the suggested feature will help to develop that sense quicker, or if it "dumbs" the player by being too convenient?Honestly, I'm somewhat torn about this. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted June 26, 2014 Share Posted June 26, 2014 Is this "good training value" or giving the player an unrealistic amount of information at hand to make his decisions?Purely from a usability point of view I fully understand the idea; I toyed with it as well. In the end I decided NOT to push for it because, well, the whole point of SB Pro is that the player should develop a sense for off-road and road-bound movement. I'm not sure if the suggested feature will help to develop that sense quicker, or if it "dumbs" the player by being too convenient?Honestly, I'm somewhat torn about this.I'm in a similar position (refer the 2nd sentence).I guess the positive is you get the objective Sim view of approx. how long it should take to cover a certain distance over a certain piece of terrain in a certain formation, so everybody has the same basis for planning.So new players can get an idea of the Sim's time and space without necessarily learning the hard way - "So you mean a tank climbing a mountain, through a forest, in snow, can't cover 5Km in 1 minute?"The negative is they may well just rely on these figures from the Sim and not learn the hard way.In a training environment that's bad because people need to learn and apply the time and space learned through experience when planning or indeed in the field.So a bad training outcome if it becomes a crutch, but a good outcome if its a guide for new people.Maybe it could be linked to the Realism setting?"Low" gives you "zoom" without binos, Arty impact areas, this "T&S Aid", etc."Medium" and "High" cut all these away? 0 Quote Link to comment Share on other sites More sharing options...
Eisenschwein Posted June 26, 2014 Share Posted June 26, 2014 We use this: At the Left is the Distance you want to go, above the Speed you can travel and so you have the Time that would be needed to go from A to B. Easy to handle, I hope that is what you´re looking for. German TC and PltLdr basics ;-) 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted June 26, 2014 Share Posted June 26, 2014 Easy to handle, I hope that is what you´re looking for.German TC and PltLdr basics ;-) Thank you. I too have similar "staff tables". I believe the idea though was to have an "in game" ready reckoner so you'd get feedback on a given route without having to measure the distance, estimate the speed SB would use, etc. Enjoy your weekend. 0 Quote Link to comment Share on other sites More sharing options...
MDF Posted June 26, 2014 Share Posted June 26, 2014 Is this "good training value" or giving the player an unrealistic amount of information at hand to make his decisions?Purely from a usability point of view I fully understand the idea; I toyed with it as well. In the end I decided NOT to push for it because, well, the whole point of SB Pro is that the player should develop a sense for off-road and road-bound movement. I'm not sure if the suggested feature will help to develop that sense quicker, or if it "dumbs" the player by being too convenient?Honestly, I'm somewhat torn about this.Maybe an option for one of the lower realism settings? 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted June 26, 2014 Share Posted June 26, 2014 Maybe an option for one of the lower realism settings? You mean like (from above): Maybe it could be linked to the Realism setting?"Low" gives you "zoom" without binos, Arty impact areas, this "T&S Aid", etc. "Medium" and "High" cut all these away? 0 Quote Link to comment Share on other sites More sharing options...
Mogwa Posted June 26, 2014 Share Posted June 26, 2014 (gives) the player an unrealistic amount of information at hand to make his decisions?This gets my vote.Way too much of a crutch. Make the player figure it out for themselves. 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted June 27, 2014 Share Posted June 27, 2014 I think Rotar(?) mentioned this but I didn't see it become a post...It wasn't me, but I do think think that would be a great function to have in the mission editor. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted June 27, 2014 Share Posted June 27, 2014 That would be helpful to coordinate AI movement. 0 Quote Link to comment Share on other sites More sharing options...
EMiner Posted June 27, 2014 Share Posted June 27, 2014 Multi-threading please :bigsmile: 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted June 27, 2014 Share Posted June 27, 2014 Personally, I'd like to see eSim take a cycle and work solely on refinements. I could happily do without new vehicles for one release cycle to get things like:Smoothed road placement with proper shaping into hills, etc.Auto-junctioning of road graphics to make proper intersectionsMicro adjustment of bridges in all 3 axes, in World viewProper burning graphics for all vehiclesProper small arms representationsMore map objects and/or object importAdjustable river bank steepnessMore choices in water/bridge width - elastic sizes adjustable in World viewBasically, those sorts of things as opposed to all new stuff. 0 Quote Link to comment Share on other sites More sharing options...
Steel_Hamster Posted July 1, 2014 Share Posted July 1, 2014 Personally, I'd like to see eSim take a cycle and work solely on refinements. I could happily do without new vehicles for one release cycle to get things like:Smoothed road placement with proper shaping into hills, etc.Auto-junctioning of road graphics to make proper intersectionsMicro adjustment of bridges in all 3 axes, in World viewProper burning graphics for all vehiclesProper small arms representationsMore map objects and/or object importAdjustable river bank steepnessMore choices in water/bridge width - elastic sizes adjustable in World viewBasically, those sorts of things as opposed to all new stuff.I second that. We are used to getting at least a bunch of new things to drive or shoot at when a new update comes. Improvements to the road and building editor would be welcome. It would be awesome to be able to make more belivable roads and urban terrain; railroad crossings, stone stairs, building foundations, terraces or beaches and river banks.My 2 cents. 0 Quote Link to comment Share on other sites More sharing options...
Kingtiger Posted July 1, 2014 Share Posted July 1, 2014 Nevermind.. 0 Quote Link to comment Share on other sites More sharing options...
dejawolf Posted July 1, 2014 Share Posted July 1, 2014 I second that. We are used to getting at least a bunch of new things to drive or shoot at when a new update comes. Improvements to the road and building editor would be welcome. It would be awesome to be able to make more belivable roads and urban terrain; railroad crossings, stone stairs, building foundations, terraces or beaches and river banks.My 2 cents.well, currently we're working on improving older vehicle models, and also giving a facelift to many of the older buildings in SB. the coders are working on making the SB code more "lean" so it is easier to work with and modify. 0 Quote Link to comment Share on other sites More sharing options...
RedWardancer Posted July 3, 2014 Share Posted July 3, 2014 In US mechanized infantry, we carried all sorts of ammunition inside and outside the M2 Bradley. The normal loadout for missiles would be 4 TOW and 2 Dragon ATGMs stored (80's to 90's TO&E). The M3 Cavalry had more missiles which were almost all TOWs. In SB, the infantry gets ONE SHOT and one shot only with the AT-4. Better make the most of it or else the grunts become coax fodder. I would like to see the system allow infantry to grab reloads when close by their IFVs. For small arms fire, this isn't much of an issue but for grunts to be effective against armor, one shot per squad just doesn't cut it. Especially when you know darn well a wave of Russian vehicles are coming!!! 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted July 3, 2014 Members Share Posted July 3, 2014 In US mechanized infantry, we carried all sorts of ammunition inside and outside the M2 Bradley. ... In SB, the infantry gets ONE SHOT and one shot only with the AT-4. Give a mount command, and they will restock their RPG ammo, smoke grenades, and more. 0 Quote Link to comment Share on other sites More sharing options...
dejawolf Posted July 3, 2014 Share Posted July 3, 2014 Give a mount command, and they will restock their RPG ammo, smoke grenades, and more. this will work for helicopters as well. 0 Quote Link to comment Share on other sites More sharing options...
RedWardancer Posted July 3, 2014 Share Posted July 3, 2014 Didn't see that. Did conduct a RTFM. But if you say it works, then it works! Now about those Javelins... 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted July 3, 2014 Members Share Posted July 3, 2014 Didn't see that. Did conduct a RTFM.It'll be listed in the new manual. 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted July 3, 2014 Share Posted July 3, 2014 Do they only get one reload and then the Vehicle has to do a resupply? 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted July 3, 2014 Share Posted July 3, 2014 In SB, the infantry gets ONE SHOT and one shot only with the AT-4. Better make the most of it or else the grunts become coax fodder.Only because that is what the scenario designer set up.Go into the mission editorUnload the InfantryRight click on and Infantry iconChoose "Options"Choose "Set Ammunition"And who can select the TYPE and QUANTITY of ammunition (including anti armour)You can even do it to one unit and make it apply to all.You can do the same thing with a Javelin team as well.Pretty sure that's all in the manual too.READ THE BOOK.Then as others have said when they shoot that off, get back in the vehicle and you can replenish from stocks carried there, so when you dismount again you have a full allocation again. 0 Quote Link to comment Share on other sites More sharing options...
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