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Allan Wotherspoon

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Posts posted by Allan Wotherspoon

  1. Having been encouraged by the excellent work done by Angryson, I was trying to modify some of the floating icons. My first attempt was to create a floating icon for the ZSU-23 using APP-6a symbology.

    I took the stock icon and modified the art in the red diamond. I did not touch anything outside of the diamond. However, when I put the icon in my Z folder, it shows up in the game as a red diamond in a black square.

    What am I doing wrong here? I have tried using both paint and paint.net for the modifications. The icon I created is attached.

    icon syr red spaa 1.bmp

  2. With regards to ammo sharing.

    I had a dutch recon team jump in a APC to go fetch a Panzerfaust missile, there was another recon team on the roof of the building the APC was hiding behind. Then the second the recon team dismounted the faust missile instantly jumped from the dismounting team to the team on the roof. I thought ammo sharing wasn't supposed to work like this?

    Musical Panzerfaust's anyone? :)

    I suppose this is an example of unintended consequences when implementing a requested feature...

  3. Did you look at what everybody was doing? It says it in the lower left corner. I bet someone of the surviving crew shows as 'driving'. The speciality only tells what they're specialized at, but eg. if a vehicle has lost its driver and gunner, it doesn't mean that others can't drive and, eh, gun.

    You're right, it shows the commander as driving. That still seems strange though, I would have thought that the loader would have moved to the driver's seat and the commander doubled as loader.

  4. Playing Halt! Hammerzeit PBEM. AT-5 hits one of my Leopards and kills the driver, but leaves the tank otherwise operational with only minor damage. Crew panics and dismounts from the tank. When their panic subsided, I was able to recrew the tank and happly drive off, eventhough it appeared that only the commander, gunner and loader stations were manned. As far as I could tell, it was operating with a full turret crew and no driver, but still moving about.

  5. We tried to figure a way to support dismounting a weapon from a vehicle by someone other than the vehicle's own crew (support added for that in v1.20), but it was not easy. Since this is the only instance in simulating 7 major forces we decided we wouldn't likely need this functionality again. So we decided not to invest the time into making it possible to dismount the MILAN from the Marder.

    On the attack, which is what the Germans are supposed to be doing in the CM:SF setting, it is highly unlikely that the MILAN would be dismounted and fired by the infantry. More likely the Marder would take care of things. Especially since there is a 400m minimum range (IIRC). If enemy armor is getting closer than 400m the infantry should think about leaving :D

    Steve

    A workaround, that would admittedly be a bit of a kludge, would be to add a MILAN launcher to the Marder that could be acquired by the troops. That would give the player the option of using the MILAN ammo for the dismounted launcher or the mounted one.

    I seem to recall somewhere that only the platoon CO's vehicle was supposed to have the MILAN mount, but I could be wrong on that.

  6. Noticed something strange with the Canadian LAV 3 infantry section vehicles. Each carries two Carl Gustav's, with two rounds of ammo. I wonder if one of the CG's shouldn't be an Eryx. As far as I know, the Eryx was intended to be a section level AT weapon. It doesn't appear, as far as I can tell, anywhere but the light infantry company weapons platoon. Shouldn't there be an Eryx in each ISV, along with some ammo for it?

    Also, I noticed that the Coyote carries LAW's and AT-4's. Canada doesn't use the AT-4.

  7. OK, some answers for you guys:

    1. Yup, Dutch Engineers are portrayed correctly. And yes, they DO have a lot of firepower. I checked some old Beta Forum posts and found that I specifically asked if the AG-36 (grenade launcher) count was correct and was told it's correct. I did, however, find that one type of Grenadier had too much ammo so I knocked it down.

    2. Dunno how the Canucks lost their Rifle Squad M203 (grenade launcher) guys, but they did :( I've added them back in. This should go into the Canadian Campaign seamlessly.

    3. We never have added speculative weapons purchases to any nation. Canada does not field the Javelin now, so it shouldn't have access to it in the CM:SF timeframe. The fact that it would be nice to have them, and Raytheon would love to sell them to Canada (I'm sure!), isn't relevant.

    4. Some issues with low level radio allocation have been fixed.

    Steve

    No worries about the Javelin, but any chance of some ground mount TOW's for the light infantry at least?

  8. I see a couple of apparent holes in the Canadian light infantry TO&E.

    First, there used to be a version of the Iltis with a TOW launcher. Although the Iltis is, as far as I know, gone, I can't see them going into a situation where there is a threat of heavy armour without a replacement, most logically a mount on the G-Wagon.

    Second, once again if they were going into a area wiith an armour threat, I would susepct that there would be a quick off-the-shelf purchase of a medium range ATGM such as Javelin to supplement the Eryx and TOW.

  9. Agreed: The command/status should change to read that the vehicle is transferring ammo from stores to ready rack. This will hold true even more so with the larger loadouts with WWII tanks and how rounds were stored all over the hulls.

    The turret traverse/reload should be AI controlled with player override. Imagine your Bradley taking itself out of the fight at the wrong moment. Something along the lines of the infantry crew served weapons DEPLOY command.

    ???

    Ken

    I believe that you can override the AI turret traverse using the Cover Arcs command.

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