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HawkerT

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Everything posted by HawkerT

  1. Hah ... LoL ... My eyes are playing tricks one me. Man! I read it as the vehicle itself and saw the barracks as a road. To much junk food and to little exercise will do this to ya' ... hot dang! Anyways I just found that the Stryker has a 58 foot turning radius ( Ref.: http://www-tradoc.army.mil/pao/TRADOC_Perspective/TP5.pdf ) i.e. something like 18 meters (17,7 to be exact) if I am not mistaken. Thank you for setting me straight. All the best Frans [ August 12, 2007, 02:19 PM: Message edited by: HawkerT ]
  2. Hallo John. I believe that the Stryker vehicle has a nasty (as in big) turning radius. At least that is what a quick Google search will tell you (I also believe that one of the articles in Blogfront told us as much). And since it is not tracked it is not able to spin on a coin. I think that one of the ways to help the route following routines or pathfinding routines is by giving realistically followable move orders taking speed into account i.e. quick gives bigger turning radius and fast even more so. Slow should give the tightest radius. Now in my very unscientific and personnal view the orders you have given in the picture above is simply impossible for the vehicle to do, hence the new route chosen by the AI. I am not sying that it is clear that everything is a-ok with pathfinding, but we need to have the Stryker capabilities in mind when discussing this stuff! Anyway, just my two cents. I will try to dig up some Stryker turning radius facts. Let's hope some of the guys in the know beats me to it! All the best Frans
  3. Stirling! Please do not call The_Capt a liar! That is simply disrespectful! Remember that everything is in the eye of the beholder and that even many of the things you call 'bugs' might be seen differently by others. I am not saying that CMSF does not have bugs, I am simply saying - Do not call The_Capt a liar! Respectfully Frans
  4. Your English is excellent SoaN! It's very cool and IMHO also very important what you are doing i.e. taking the time and effort to keeping us posted over here on the BFC forum. Looking forward to your announcement when the mod is complete. Thank you very much SoaN All the best Frans
  5. I just got out of bed and fired up this one! Man! Hillarious! My kids are asking me why I am crying! Ahhhhhhh! Thank you for a wonderful start of the day! Wonderful!
  6. LoL Well hot diggidy Sir Sergei thau have a valid point! Well then! I can think of no greater honour than thou, my esteemed articulate sober and witty Nordic brother, running such an endeavour for the greater good of this here fine Grog gathering. Sincerely HawkerT
  7. Sir Stikkypixie is right on the money! So as Grace Jones would sing "... pull up to my bumper baby" Sir ToadMan! We would surely treasure any updates you would be willing to edit into your initial post! Hubba!
  8. Looking forward to using them bad MOUT mothers :cool: Anyway since the commands in the command window are context sensitive i.e. dependant on unit type and it's current situation then maybe the assault split should be greyed out (made unavailable) for standard rifle squads since it is equal to it's standard split. I am still a bit pussled as to why the AT MOS Grunt is not the natural pick for the AT Team though, and why the SAW gunner would be the one sporting the Javelin? All the best Frans
  9. Arhhhhh beautiful! We posted at the same time! Makes much more sence now (the assualt split that is) Thank you for helping out! All the best Frans
  10. MOUT units you say? I was unaware that such a beast existed in the game but I have barely scratched the 'unit pool' yet so I have only seen regular US Stryker squads. Anyway here are the relevant snippets from the manual: I am simply having a bit of difficulty matching the manual with the splitting in the game and generally understanding the logic behind the splits themselves and the chosen troppers (weapons and MOS's) for each team. I also am simply interested in what the real life splits would look like? Btw. I just tried the 'wide angle view' (the c key) and it gives a very nice broad view to really let you see the battle and makes it easier to maintain situational awareness. Nice feature! All the best Frans
  11. Roger that, thank you. But why then have this assault split command? I mean if equalling firepower for two maneuver units is the goal for the assault split then what is the goal of the standard split? Teams after standard split for completeness sake: A-Team And B-Team
  12. Thank you for your reply ARRPEEGEE! Two fireteams? So my logic of having one supporting team with the SAW's and sniper MOS grunt and one assaulting team with fast light grenading mothers is faulty? Anyway that is how I interpret the manual. Here are the teams after an assault split: A-Team And B-Team
  13. Hey Sergei Thank you for replying! Here is a shot of the AT team just after doing the split:
  14. Brothers of CM:SF I am trying out the various possibilities with the admin commands and have a few questions or observations regarding the logic behind the admin commands for squads. Assault Team: The way I understand the manual on this is that the squad should be split into a supporting element with heavy sustainable fire weapons and a 'light' fast striking element. When looking at the two teams after the split, I am having difficulty telling which team is which. I see one team of four with a SAW and the sniper MOS grunt, and another team of five also with a SAW. I would expect both the SAW's and the sniper MOS grunt to be in the supporting element. And what about the squad leader and the assistant leader ... what would be the natural element for each to lead? What would normally be the striking element ... the smaller or the larger? Anti Tank team: The way I understand the manual the small two man AT Team should be the one with the best AT weapon. When looking at the AT element after AT splitting a squad without Javelins I see the sniper MOS grunt and the assistant leader in the AT element carrying one of the two standard disposable AT-4's while the big remaining element retains the AT MOS grunt and the other of the standard AT-4's. Why is the AT MOS grunt not in the small AT team and why is the team only carrying one of the AT-4's? I know it is probably just my glaring lack of knowledge into the matter but I am simply unsure about the team compositions? Please discuss. All the best Frans
  15. A true genious can for sure morph himself from spirit of the mortals to a spirit of this forum, which of course Charles already has! (Hint: Look for posts by SGT_56M.) <-- Wrong All the best Frans Edited to hang my own error out to dry. So nice to display ones ignorance for the masses. I stand corrected! [ August 01, 2007, 02:27 AM: Message edited by: HawkerT ]
  16. Dear Charles. I just played through the training campaign on Elite and enjoyed myself immensely. I really like the 1:1 representation and the MOUT fighting (last battle of the campaign). I lost two Strykers and two sqd's to AT stuff (I guess RPG's) but still took the town with my remaining squad and Strykers. I had no troubles moving the Strykers around in the small town in between the houses and all. The new Support stuff is great and the whole tactical feel of it all is right there and in your face ... loving it! Also FWIW I love the music score and the pre battle GUI. Looking forward to playing through it all and to digging deep into this new title. Here's to all your many lines of love ready to rock the PC's and laptop's of the world on many a long night! Thank you and all the best Frans
  17. Fetid. You have one staff car positioned on the road. Speed it to the villages (as it hints in the briefing) to 'release' your units. Regards Frans
  18. Becuse I'm currently developing similar application exslusive for TOW, which will include automatic id generation and regeneration in filesid. If you will add a mod, it will add filesid entries at the bottom and so on, if you remove mod, it will automaticaly regenerate all filesid. br. Dr.Jones </font>
  19. Roger that Sir! The stuff at CMMODS is not JSGME compliant as the ToW modders are just starting to get to know this little mod gem. JSGME was/is used extensively in many other communities but was born out of SHIII. Now what Dr. Jones is apparantly working on is even better as it will automate even more stuff specifically for ToW modding. However to tie you over until our ToW Wizard Dr. Jones finishes his marvels I have packed some mods for you in JSGME 'format'. So for your downloading pleasure here goes: Drawde79's evil Single Shot French 25mm SA-34 The CC German weapon sounds from the Russian forum supplied to us by FinnN And last but not least ... Oudy's marvellous Yanovo infantry spectacle sporting new 'retreat before slaughtered' Axis AI Just install JSGME and unzip the mods to your JSGME .../MODS folder (i.e. most likely "C:\Program Files\Battlefront\Theatre of War\MODS"). Then press the ">" button in JSGME and you are ready to rock'n roll. Please also note that Drawde79's SA-34 does not share any common files with Sir Oudy's excellent stuff so when Sir Oudy releases his 'extravaganza set' shown above there will be no issues there. All the best Frans [ July 12, 2007, 12:48 PM: Message edited by: HawkerT ]
  20. Wanted to do some bragging on behalf of Oudy beacuse I get the feeling he is not going to do so himself and because his work is ousing quality left, right and center. So without further ado, a small tribute to Sir Oudy. Click picture for big shot! "Ob stuhrmt oder sneit, ob die sonne uns lacht ..." "Die ruhe bewaren männer! Generalmajor Oudy has uns einer neue spitzenklasse fahrzeug gegeben, und es ist ja doch sehr schön nah? Oder?" "ANSTEIGEN!!!" "Vorvärtz! Die auge öffnen!" "Was sagen noch die Americanen? Vee are riding shotgun, SPW style nah!?" "HANS! PzGranate40 laden! Schnell! Schnell!" "...<static>" "<singing> ... Kalinka kalinka kalinka kaja!" Thank you Oudy Frans
  21. Sir Oudy :cool: I gave you a straight "A" last time! But this time around you are forcing me to throw a resounding "A+" your way! Outstanding work Oudy! Your installation instructions are right on the money and should help everyone make the installation a breeze! I have no further comments to the instructions, and the bad boys ... well I will let them speak for themselves! First the Jerry lineup: Then a true "EAT THIS FRITZ!" Imperial warrior: Simly brilliant Oudy! I have one final suggestion. Your awesome work sure deserves a pretty picture in the documentation folder for each mod so that we can right click and enjoy in JSGME (please see piccie below). The picture you put in there could also be the picture you upload along with your mods to CMMODS, you know the one that shows what each mod contains. Thank you very much for your hard work Oudy! A true pleasure to test your stuff! Looking forward to missions and campaigns containing your stuff. All the best Frans
  22. Oudy Please resend! My spam filter is killing me! Frans
  23. Sir Oudy! Please let me know if you want me to test anything! I'll be honoured to help in any way possible. All the best Frans
  24. Good evening TOW'ers, this is the result from the Danish jury! Oudy - twelve points ... Oudy - douze point! My main man Oudy! You're hot! Tagging names and kicking ass! El Principal! Numero Uno! Spitzen klasse mein Herr ... spitzen klasse! Okay I recon I made my point :cool: Usage and looks: After installing I fired up TOW and zipped straight to the encyclopedia ... and whammy! one fine piece of Krupps stahl hanging loose and full of juice! It looks very very nice Oudy! All the 4 paint jobs (vinter, grau und zwei cammo) was implemeted without any visual abnormalities (as far as I could judge anyway) zoomed and twisted to look. The Pz description was fine. The only thing missing for a full 100% was the 'watermark' image (you know with the german flag on top) which still shows the PzIVF2 75mm lang. This is also true when looking at the Pz in the 'units' window before a battle. I then included the beast in a test mission via the mission editor and I was in trouble for a split second before I found out that the new baby apears at the very buttom (not alphabetically) of the list when doing the place holder and group additions. The backpack for the beauty only had one option 'MIXED' so I went with that. I then fired up TOW again and started the test mission pitching the baby against a T34/41. It played and looked like a charm. The movement and firering (area fired both with HEAT and HE) was 100% and the actual fight was also 100% with me letting the bear kill the cat, which it did just fine and with the crew leaving completely as expected to the normal crew spawn spots next to the cat. SO ... looks and usage ... 98%, with only the watermark thingy subtracting from the full monty! Installation: Well, I guess it is relevant to state here that I am not PC or mod impaired :cool: so if you want to know how your installation instructions 'feels' for a freshman ... well I am not the right guy to ask. Anyway, here are my observations and comments. 1) It seems to me like you have extrated the complete SFS stuff into your TOW folder using Dr. Jones's tool right? I am not sure that all users will do that, in fact I always extract to a seperate folder then create a JSGME compatible mod and let the relevant files roll in/out through that little beauty. Others will not be extracting SFS stuff at all etc. So I guess you will have to take the various usage patterns into account. 2) I am not sure you are right about the AI folder not being in any SFS files ??? I am using your latest filelist.txt with Dr. Jones's tool and the AI folder is extractable just fine from there ??? Just did it again to make sure ??? Anyway, backups are good, reinstalls are bad and don't eat the yellow snow! So no real problem here! 3) Your 'first time' mod files included for users with clean install (so they will not have to append anything) are not really 'fresh' or 'clean install ready' as they include fine references to your 'not released yet' firefly and in one of the files also to a set of German SPW's. 4) Your 'append' instructions (Ch. I,B - add new mod to exsisting mods) are very concise and fine. 5) You should probably call your folder 'Oudy - PzIVF1' so the mod is still unique when some other bloke makes another PzIVF1 and to rightly visualize in the visible mod name (in JSGME) your excellent work! 6) You should probably include your PDF instructions in a subfolder to your main 'Oudy - PzIVF1' folder called 'Documentation' so that people can right click on the mod in JSGME and read the PDF from there. This in fact should be done by all modders doing mods for JSGME. Please note that the Documentation folder is not copied to the TOW directory as the other folders in the mod. He has done a fine little gem this Jason Scones ... he sure has! :cool: How I installed your mod: I wanted to do a fresh install so what I did was extract the 7 files, needed appending to, from the SFS and then append the lines from your .txt files to the correct ones. If I already had any of the 7 files in play due to another mod JSGME would have warned me and I would have appended the lines to my modded files. End result is the same ... your mod is added to the 7 append-files wheather they are fresh or already modded with other stuff. I then added the appended files to your PzIVF1 folder (I renamed to Oudy - PzIVF1) making sure to put them in the right subfolder structure and I then created the Documentation folder and slipped in your PDF. So at this point I had just one JSGME ready mod folder called 'Oudy - PzIVF1' with ALL your stuff in it, i.e. both the basic files and the 7 append-files. I then installed as per usual with JSGME and it worked like a charm. Now because I do it this way I am able to uninstall and reinstall your mod via JSGME without any problems at all and with just one click every time. Now if at some point some of the files in your mod are subject to change due to other mods wanting in, I will move them to a 'common' mod structure where I will append the needed lines from all the mods sharing the common files and then install that common 'mod' last via JSGME. That way everything I put into the TOW folder is always via JSGME and ONLY via JSGME and thus completely capable of rolling back to a clean install vith just one click in JSGME. Now in the other thread here you have said I do not agree on the 'delete' part of your statement :cool: JSGME will not delete a modded file when uninstalling if the modded file replaced a file when installing the mod. Instead it will simply roll back to the version of the file it replaced. The only time JSGME will delete a file is if the file is added as a new file to the folder structure and not replacing an ealier verison of the file (which in this instance is all fine and will not break anything in the game!). I am looking very much forward to the tool from FinnN and indeed very much also to all your wonderful mods lining up to treat us all! Thank you for your time and efforts Oudy, it is very much appreciated, and the result really speaks for itself! All the best Frans
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