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birdstrike

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Everything posted by birdstrike

  1. Have you checked if the size of your scenario file is correct? And IIRC, there already is a v2.0, so you might want to try this one.
  2. Good question. Depends on the definition of 'standard'. I'd say a 2 second window per pass is quite reasonable, which mounts up to 2x 1-second burst or 1x 2 second burst. Taking that and what wikipedia offers (3900RPM and ~1150 rounds carried), this would sum up to approximately 9 runs. So it's probably less than that .
  3. Never played COD4 myself... last time I saw an AC-130 in a game was waaay back in Jane's Navy Fighters . The AC-130 certainly packs a whole lot of firepower, though I'd not say it's particuarily more of an strategic asset than any fighter bomber. What makes it seem especially devastating is, I guess, that it's capable of hammering its target pretty much continously while circling above it while, in contrast, other Strike aircraft would have more "pauses" in between their attacks (e.g. make a single pass then turn around and make another). To include this in the game, however, this would need some change to the usual air strike routines currently used, I reckon.
  4. First, I'm more than happy about the addition of trucks to the Marines Module (actually BF could release a module "Just Trucks" and I'd be happy, still ), nevertheless, I was wondering if there was any word whether we will see some additional blue air support besides AV8s in the upcoming MM, as well. Some AC-130 maybe? UAVs? Little Nelly?
  5. Good idea, Webwing. Though I think I'll stick to immobilize in my particular case, since this is the easiest way to face them exactly where I want to, and as an addition, it keeps the humvees from running away.
  6. Outstanding map, Pete! I hope you release the mods along with the map when it's finished.
  7. @Billy, the most common way to get some water is currently to use marsh tiles (some also use other tiles) and apply a water texture to them. No real water effects, but the tiles are impassable and look better than brown marsh when you want to have rivers or lakes in a scenario. Of course these mods will make all marsh tiles look like water, so you will have to uninstall the mod if you want your marsh back. There are water texture mods available on CMMODS.com , just search for "water".
  8. Webwing and Mark, thanks for checking this out. The issue is not troubling me very much in that particular scenario. I had released some earlier versions before and it doesn't impact the mission in any noticable way. I noticed it myself only when I was reworking the scenario for another update. btw. you can overcome the AI facing problem by setting the vehicle status to "immobilized" - of course this is not always desirable.
  9. Webwing, scenario sent. Look for terrifico@fastmail. Have fun
  10. I also have seen this facing "bug", though I think it's not a bug per se, but rather the effect of the latest patch - at least that's when it started to appear for me. In my case, the units seem trying to face the direction which is set as the enemy's "friendly direction". Normal Dude is right, it overrides the player's setup for all units unless they are immobilized - though I have yet to check wheter it's consistent or erratic. So far I think I've seen it two or three times, but I can verify it only in one of my own scenarios as a reproducible issue.
  11. I agree, It's all in the hands of the scenario designer. It's no problem, for example, to have 2 Strykers and issue only 3 instead of the 6 Javs they would usually carry. The problem for the designer is to remember to change these little things when using lot of forces in a battle. That being said, it would be nice if there were no Javelines issued at all when the supply level is set to very low or severe. Right now they always carry a minimum of 1(+CLU).
  12. This would be a great help. Thanks alot! I'll send it right away.
  13. George Mc: Yes there is enough room for all units, and the AI groups and sides are all set correctly - I double checked on that. I also tested the scen and the AI group in question does use the movement plans assigned to it, its just not using the setup zones. :confused: Cpl Steiner: Yes, usually I only paint the AI setup zones, but I got so desperate I used the map setup zone to see it would have any effect. And the effect was that half the the units in the AI group were clustered in the middle of the map. Thanks all, your help is very much appreciated, but I come to think I might have a gremlin problem with that scenario. Maybe it helps if I try to delete all AI groups and redo them again.
  14. No, I ruled that out. Painting the same zones for "player" setup zone and AI setup zone didn't make a difference. Units were still stuck in their place. But thanks for the reply.
  15. I have an odd problem. I am working on a scenario and wanted to create the AI setup zones. So I assigin the AI groups, as usual, then paint a the setup zones for the specific groups, but when I start the scen, the units remain on the exact positions I placed them on the map - the AI seems to ignore the setup zones completely. All other AI functions seem to work. The scenario is using a large, scattered setup pattern, so I thought this might cause the problem at first, but even if I use a single, large setup zone, the units remain where I put them. The only thing which had an effect was if I painted a red setup zone all over the map, in addition to the AI setup zone, but this also caused the AI to place the units on spots I didn't mark as AI setup zones. I'm completely clueless what is happening. Since this is the first and only scenario I had this problem, I wonder if I overlooked something, or if it is just some freak incident. Has anyone else encountered this? Any suggestions?
  16. I'd definitely buy a Godzilla module.
  17. Thanks for mentioning this. It has been bothering me time and again. There definitely is an error in placing the correct walls. Sometimes the specific wall segment which "should" follow is skipped - I don't know why. This applies to all types of walls, not just corners, but also single wall segments and the "U"-types.
  18. Looks cool. Nice work. btw. it seems like you did manage to get rid of the cage artifacts? I don't see them on the screenshots.
  19. All of the above would be a nice addition. Especially the LOS tool (make the target command available in the editor), and more AI plans. Also, some more things which could be useful: - fix renaming HQ teams in a unit (cannot be renamed at the moment) - an undo button - make it possible to name AI plans (instead of plan 1, 2, etc) - scrollable unit screen - ability to pick a certain loadout for air support (or at least a detailed descritpion of the ordnance carried by aircraft - heavy, medium, light is too cryptic)
  20. Probably a psychological issue - at least with me I notice my important units getting hit all the time, while the enemy only loses "second-rate" personnel and equipment.
  21. I LOVE this mod! Thanks alot, TC! btw, concerning the UAZ door writing, is it possible the writing is mirrored on the model?
  22. I think, I'd favor the idea of a single announcement thread for all the new scenarios, where only designers post their new/updated scenarios and link to the scenario forum for in-detail discussion by the players.
  23. Just a notion on the Humvee supply platoons: would it be possible to add a similar supply platoon to the TO&E for the MTVR trucks in the marines module? Just something like 4 trucks without troops, plain and simple? Would be great to use for scenario designers for convoys and such.
  24. Aww man, I was hoping it was the one with the Storm Bolter. </font>
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