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Coyote

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Everything posted by Coyote

  1. Coyote

    Problems

    The information line on my system used to be postioned correctly when I started a game. Now I must resize my TacOps window once or twice to get the information line to move to the correct position above the task bar.
  2. Zip format if you please sir.
  3. Coyote

    Unit Info

    Unless you are on a Mac, send me a private message and I'll send you the last version I have. It doesn't have any of the new Aussie units of course. Keep an eye on this board and you will know when MajorH provides a new version.
  4. Coyote

    Unit Info

    Periodiaclly, the Major releases an updated spreadsheet of unit and weapons data. That's often useful for these types of comparisons.
  5. Mario, I looked through my files but no longer have any large overlays. Perhaps some of the other players have one from a CPX? I sent you a small one for use with the Tm Cahoon scenario attached an email message.
  6. Mario, Use the "Search" function at the top of this page to find the word "overlay" and you can read several earlier discussions on this question. I've copied the MajorH's answer to one of them below.
  7. Coyote

    Supply points

    Commanche, Click on the email icon and send me your address, with the subject, "Weapons Database". I'll send you the version that the Major posted last spring. There are many more "units" now but very few of the guns and missiles have changed. Is MS Excel format okay? Once the new tacopshq.com site is up, I expect most of these support files will have a new home. And of course some afternoon the good Major won't have any pressing engagements and may decide to post an updated version for us "rabid" hobbyists.
  8. Coyote

    Fuel

    Don't we all.
  9. Coyote

    Mi-26

    Well if you ever do get around to that one, I'd like to see the addition of a notional cargo aircraft, roughly C-130 class. It doesn't need any functionality other than the ability to carry the correct weight and volume of troops/equipment, load/unload, fly at medium altitude and land. That's enough to run an air head and force the players to keep the terrain around the airfield clear of infiltrators. I've tried simulating it with multiple units of V-22s but it's a bit awkward and rather unrealistic when they do take fire. Who ever heard of 1/4 of a C-130 being shot down anyway?
  10. Coyote

    Supply points

    If you are playing solitare or PBEM, you have enough time to conduct resupply if you are interested. TACOPS includes many types of tactical trucks for this purpose. Somewhere around here we have a download of the weapons database that includes the approximate supply points per round [or vice versa] for each weapon system. That allows you to specify the size of each log pack to be consistent with the type of ammunition you want to portray.
  11. That's not a bad idea. Although I'm not interested in adding a lot of detail to the airstrike routine, it does seem logical that a pilot would hit the higest value target at the location rather than just the closest unit to the target coordinates. Even if it only followed a simple priority like: "tracks > wheeled vehicles > grunts" Maybe the existing target priority dialog used by direct fire weapons could be adapted to airstikes? That would be less code for the good Major and one less new interface item for us.
  12. One thing to remember, you as a player can see any enemy unit that is spotted by any of your units. But any specific friendly unit MAY NOT be able to spot a specific enemy unit [within LOS] because of the cover value of the terrain the enemy unit is in. Having said that - IIRC - A unit with no priorities set will usually attack spotted enemy units based on the overall "value" of the unit and the distance to target. I don't recall which is more important to the game engine. Enjoy,
  13. Hunter, I play mostly solitare myself so I'll list my ideas, some may be useful. 1. Change blue OOBs. Most of the solitare scenarios are "balanced" [i.e., a human player would have a reasonable chance of success playing Red or Blue. Unbalance them. Delete the existing blue units and import or create your own. 2. Upgrade RED. In addition adding optional units to Red on the options menu, you can upgrade red's equipment using any unit in the database. If you really want to suffer, give OPFOR any optional minefields. Breaching obstacles under fire is always a pain in the axx! 3. Change the victory conditions. Try exiting 20% of your force off the East map edge in DeGoey. Did it? Okay, change all OPFOR SU-57 anti-aircraft guns to dug in T-90 tanks with thermal sights. Try it again. 4. Play logisitics. A truck full of ammo [log packs] is just a juicy target to any red unit. And if you are pressed for time, there is always PBEM. That let's you do a more leisurely game. Enjoy,
  14. If you are on the Umpire PC, try using the "Situation Map" Command under the "Map" menu. A screen capture of that might work for yyou. Enjoy,
  15. Here's the full link. http://www.strategypage.com//fyeo/howtomakewar/default.asp?target=HTCBTSP.HTM One part was posted on Monday, one on Tuesday and the last today. So they are in reverse order on the Web site. Enjoy [ June 16, 2004, 10:23 PM: Message edited by: Coyote ]
  16. For a more detailed and insightful explanation, go to StrategyPage.com and check out the three part article on this subject by M.K.Robel.
  17. Linking scenarios in a military training setting is not the same as it is for hobby players. All of the things a program would do are instead done by a human participant - either a trainee or an umpire. Rather than the program generating a new situation for follow on scenarios, the trainee staff officers [or umpires] conduct replacement, and resupply operations as part of the THEIR training. Reorganization will be directed by the participating commanders. The overall training commander will direct mission changes as needed to ensure that all tasks scheduled for training are addressed at some point and an appropriate OPFOR provided. That doesn't leave much for the computer to do.
  18. It may or may not. In the few moments it will take oxygen levels to return to normal after the blast, the impact point will be cooled considerably. Consider the way in which explosives are used to extinguish oil well fires only on a much larger scale. In any event, anyone close enough to be burned will already have been killed by the blast wave and will no longer care about forest fires.
  19. This is a common misconception. FAE and the newer "thermobaric" weapons both produce a very large blast overpressure as their primary casualty causing mechanism. The secondary effect is the consumtion of much of the local oxygen supply causing dealth by asphyxiation to people in small spaces. Although both types of weapons produce a large visual fireball, this does not last long enough to be a significant source of ignition (i.e. a flame weapon). That and anyone inside the fireball has already been pulverized by the shockwave. Nice pictures though.
  20. It is also harder to dig in a truck mounted gun if a battery finds itself required to stay put and support a static operation. Likewise a truck is more vulnerable in various low intensity warfare situations than either a armored/tracked vehicle which can fight back or a towed gun which can be air lifted. Great stuff Rame, keep it coming.
  21. In practice this isn't a problem. The infrared laser rangefinder can "see" through fog and smoke somewhat better than the gunner can through his thermal sight and much better that a simple daylight sight. It is very rare that you can see something but not range to it. Coyote
  22. On the defense, I try to use my TacAir early to break up advancing enemy armor. As you noted, the longer the battle goes on, the more dismounted SAMs litter the battlefield. On the offense, I try to hold my TacAir to support my main effort in coordination with artillery or use it against counter-attacking enemy armor. Regardless, I generally set a few units in each part of the map with a low priority to attack air defense systems. If I have sniper/recon teams, they may get a high priority against manportable SAMs. If I have any helicopters I try position them to destroy any air defenses revealed when the TacAir hits and to increase the overload on enemy defenses that others have described. Look through the publications on your TacOps disk and on the internet for SEAD [supression of Enemy Air Defenses].
  23. Coyote

    Map size

    If you are running any version of windows other than NT, look in Programs > Accessories > "Accessibility" for Maginfier or just do a search on your system for 'magnify.exe'. Enjoy the game.
  24. Rather a cute game concept but but not workable in real life. War is a condition, not a commodity and hence cannot be bought or sold. Unlike a mercenary unit :cool: which is a "company" selling its "services" to the highest bidder. A very serious possibilty and one that TacOps might be helpful in studying. I think one or two other players [i don't recall who] are working on a China v Taiwan scenario. Use Harpoon 3 to game the invasion forces crossing to Taiwan. Then use TacOps to model the individual engagements with forces that do get across. I was thinking about it and have downloaded a number of small scale Taiwan maps but I don't have the time to create TacOps maps of Taiwan in the near future. Happy Gaming
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