Radar
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Everything posted by Radar
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Ya, all months had 50 days in it till 1950, then it got reset to like it is today.. Too hard to keep track of the lunar cycles..
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Ya, all months had 50 days in it till 1950, then it got reset to like it is today.. Too hard to keep track of the lunar cycles..
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This is probably unrelated but I was having ding trouble and duplication of units for a heck of a long time, I finally nailed it down to my surge protector. I don't think its related but why not? I haven't had a quibble since the switch.
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Mines & The Visibility Thereof
Radar replied to boy_Recon's topic in Combat Mission Archive #3 (2001)
Ahh, sorry bout that..I forgot that I've got those mine mods installed to help tell the difference..maybe ya can too? -
Mines & The Visibility Thereof
Radar replied to boy_Recon's topic in Combat Mission Archive #3 (2001)
Well, try zooming in on the little sign..(as for telling the mine type) and it will have a sticky exploding man or tank. Hence, AP or AT.. -
How about using the right click on the mouse the extend the movement command..? I don't know how long before I discovered that.
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Attention Redlegs, physicists and ballisticians!
Radar replied to John Kettler's topic in Combat Mission Archive #3 (2001)
130 grams? For a 38.1kg projectile? I don't think that would be the correct min charge(a bag weight, but not the fired amount for min range). It would probably be more. I'm sorry but I can't back that up, but it doesn't sound right. -
What kind of general are YOU?
Radar replied to Panzer Leader's topic in Combat Mission Archive #3 (2001)
John Paul Jones for me! -
OT: if programmers were building houses
Radar replied to Skipper's topic in Combat Mission Archive #3 (2001)
HeHe....The names have changed but the character is the same.. -
Hey Mac, got a match? When in doubt, torch it out..
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No, Sorry Stefan, IIRC, removing road blocks and barbed wire isn't a function of Combat Engineers in CM. I believe its due to the time limits of the game.
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Thanks Rune. Your Evilness carries on..
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Gimme some quick advice on fighting
Radar replied to Arzenal's topic in Combat Mission Archive #3 (2001)
Heinz 57 Baby. Put it all in there. At first till you get a feel for the game, let the units pick their own fight. Keep an eye out for excessive long rang fire(wastes ammo)with your infantry. -
Armor and the Hide command, an evil joke???
Radar replied to GenSplatton's topic in Combat Mission Archive #3 (2001)
Hey thanks Krinks for the mention. I use the smilies from this site.. http://mysmilies.com/ . I select all and copy then paste to the post. Hey General your AFV silhouette is an important consideration too. -
Armor and the Hide command, an evil joke???
Radar replied to GenSplatton's topic in Combat Mission Archive #3 (2001)
Hey General..look over the 'Terrain Effects Chart' found at http://www.combatmission.com/ . Look under Older files and Mod features. It will help alot not only with your AFV's. I've used the Hide command to help reduce sound exposure to the enemy. -
Armor and the Hide command, an evil joke???
Radar replied to GenSplatton's topic in Combat Mission Archive #3 (2001)
Ahh, which side of cover were your AFV's sitting? -
Thanks again Rune. I get kicked, er, a kick out of your scens.
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Yes, I think I know what your asking. If the mortor crew(not an AFV mortor) is within command range of the HQ, the mortor can area fire on targets in the HQ's LOS yet out of the morors view. The mortor crew will have an orange line tracing to the target for firing on targets in the HQ LOS and out of their sight. The line line will be thick and red for targets in LOS of the mortor. A thin red line will be traced to the target if the HQ and mortor both have a blocked view to the target (IIRC the mortor will treat that as a opportunity fire order). [ 06-02-2001: Message edited by: Radar ]
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Eek..here goes.. I would like the withdrawal command to be changed. IMHO a unit wouldn't withdraw TOWARD THE ENEMY LINES(i.e. the enemy map edge)or visible enemies. Withdrawing to the friendly map edge isn't what I would consider a high priority for a unit needing to use a withdrawal (It is but the map is made of squares). Change the 'withdraw ' command to disallow a unit from withdrawing TOWARD the enemy map edge and away from the visible enemy units instead of only allowing a withdraw TO the friendly edge and away from visible enemy.
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US Civil War/Naval version of CM?
Radar replied to Hilltopper's topic in Combat Mission Archive #3 (2001)
I would like to see the Korean War done in CM. -
Well an easy way to do the mod install is to get a Mod Manager. Like the one found at the CM HQ under 3rd Party Mods.. http://www.combatmission.com/mods/mods.asp That will get ya up and running for most mods.
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I would like off board fire(from FO's) to be able to be called down as both area fire OR as a point target for a target location. It shouldn't matter whether there is a enemy unit at the location to be able to concetrate fire, or just a patch of ground. Most target groups move from location to location but putting a good show on the target path, on time, isn't reflected by the area target command.
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This is the first time I've done this.. http://www.combatmission.com/ ..Look in the New Features column..
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Does anyone know if putting the AFV into 'Hide' while bogged has a greater chance of becomming immobile?