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birdstrike

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Posts posted by birdstrike

  1. I did some digging in my Zalogas, and it seems the main reason why none of the M10s from Tunesia were used in Sicily was a heated argument about the usefulness of self-propelled TDs.

    A number of influencial Generals, including Patton and Bradley were not impressed by the performance of TDs in North Africa and the advocats of artillery, led by General McNair, head of Army Ground Forces and an artilleryman himself, firmly believed in AT guns, dismissing the advantages of self-propelled TDs. The general(s') opinion was that the best way to deal with enemy tanks was to use tanks on the offense and ATGs on the defense.

    With the debate going back and forth in 1943, it seems obvious why even the existing TD units were treated with disdain in Sicily.

    We had 'em, we just didn't commit any M10 units to combat in Sicily, I don't think they even transported them onto the island. By the same token the Germans left their sdkfz 251s on the mainland too. An inconvenient fact, considering I already had the vehicles all skinned. Ah well, something to look forward to for the next module. The price of historical accuracy. :)

    Now if only you could convince them to include Salerno in the base game, we'd both be happy. :)

  2. Hopefully hcrof has left me some test subjects for playtesting a scenario... :)

    Battle in question would be UK attack vs. Red AI, combined arms, 60mins, approx. 2 companies each.

    ScenarioPic01.jpg

    Any volunteers drop me a message.

    Feedback about the usual stuff (scenario length, force balance, victory point allocation, &c) would be welcome.

  3. Thanks, I already found the Camel :P

    I was looking for a texture overlay (purely cosmetic) to use for a military camp. I reckoned a tent would look better than a normal building, though it would be a very well protected tent, indeed.

    Perhaps a container would be a better solution, but I suppose there is no CHU mod out there, neither(?) :rolleyes:

  4. I've recently noticed a couple of changes in AI behavior since the last patch (been away for a while).

    In a somewhat similar situation to your observation, I had a rather large group of vehicles on a sizeable map, though in different AI groups. As in your case, only a fraction of those vehicles followed their AI plans. I reckoned it was because my system just couldn't cope with the number of orders given and plot their moves all at the same time. I reduced the number of units and now it works. BTW the same number of units, but on a smaller map also didn't cause any problems.

    The second thing I noticed, infantry units issued the max assault command crawl to their destination - never had this before.

    And finally, issuing the advance command to groups of units will cause them to move only some units at a time in a sort of 'platoon-leap-frogging', for example in a group of 4 tanks, only 2 would move a certain distance, while the others would wait until they had finished their movement, then the waiting tanks would start moving while the first two tanks would wait, and so on - way cool, I must say.

  5. Building facing only determines the initial facing of the front and rear doors and the window positions. If you're going to select the door/window configuration yourself, it doesn't matter at all.

    Regarding interior walls: since one of the latest patches, two adjacent walls are considered as both 'having a door' as long as one wall has one -

    To avoid confusion, when creating doorways between 'rooms', I try to remove one wall completely and only leave the other with the door.

    For multi-room buildings, I often remove the interior walls completely - this seems to cause the least problems for units moving between rooms, because Interior walls with windows create the dreaded 'shooting galleries' and solid walls with doors force units to 'blindly' enter the next room (unless of course, I want that to happen).

    You can very easily remove walls or restore a solid wall by moving the camera inside a building in 3D view and ctrl-click on the wall you want to change from the inside. The walls will instantly be removed or restored. If you do this while holding ctrl+alt, you can remove/restore the walls of all floors on that side of the building.

    This is a nice way to quickly create solid walls or remove them between buildings of all sizes.

    And sorry, but no copy/paste. :(

  6. Sorry, but the Brits will need to wait a little. Reworking the camo I already have isn't really that much to do, but I'm currently trying to catch up on some scenario work I started months ago and decided to focus on modding things I need for that, first.

    And, I realized there are a couple of great Brtish mods by M1A1TC on the repository, already - so I'd like to do something we don't have yet.

    Bradleys (along with the other US vehicles) in woodland camo were already made by Gordon Molek. Not sure if they are on the repository, though - but I'm sure they can be downloaded from GaJ's site.

    AFAIK the only US vehicle still missing a woodland camo is the LMTV - so...

    lmtv01a.jpg

    :D

  7. Thanks much appreciated. :) Though I really just painted over the original models.

    And yes, I also made some green camo for a few of the british AFVs a while ago, but never got around finishing them. The green base coat turned out too light and I always intended to smoothen out the edges of the black camo stripes. Have to think whether I'm taking another shot at them, or just release them as is.

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