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GhostRider3/3

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Posts posted by GhostRider3/3

  1. Had a question about the 57mm ATG.  Can it be towed by Jeeps.  Its possible I purchased the wrong bloody jeeps, but wanted to do the RAT Patrol..ish.... and get some ATG up to an ambush site quickly.. I swear to God I have seen them in numerous pictures being towed by Jeeps.  Maybe it was the 37mm... damn.. long day at work.

     

    My question then.. did I use the wrong Jeeps.. or is this even possible.

     

    Thanks,

     

    JD

  2. True... on that it may enter in later.  That weapon system was huge, I believe the weapon alone was 15' long.. I believe it was the M1 version.. then upgraded to the M3 version..  T-15 series.. rare, used at the end of the war.  I believe the 3rd Armored div had some.  One thing I would like to know is, or how rare the HVAP round will be on the Allied side.  Supposedly they were rare all the way up until the end of the war.... I guess this weapon system would be about as cumbersome as the German 88mm flak gun.

    Which understandably they have done away with them being towed by the Sdkfzd 7, and then taking 5 minutes to deploy.  even though I believe German crews could do it in 2 min.  Anyways, it takes a Deuce to tow one of those bad boys.  Nice gun though. 

  3. 14 hours ago, Bulletpoint said:

    I think the manual just confuses things really. It's not really about waypoint distances and all that. Exit before and after timings just specify the time the AI group will exit their current order and start executing the next one. "Exit" means "Exit current order".

    So if your 'Exit after' is set to 5 and your 'Exit before' is also set to 5, then the unit will start moving after exactly 5 minutes from the start of the scenario. If your 'Exit before" is set to 10, then the unit will randomly wait between 5 and 10 minutes from scenario start until it starts moving. 

    Yes... I finally have it down pat now.  Its amazing what you can do.... when you know how to utilize the bloody features properly.  I have everything buttoned up and fixed.... will be uploading it soon.. I just feel bad that it was messed up from the start.. now Single player should be pretty exciting for this scenario.

  4. Ok luckily I never go back over my waypoints, but that is excellent information.  I am happy to report that I have spent all day completely reworking the scenario and so far everything is working to plan.  Thanks for everyone's great input. I can never say enough about the Battlefront community helping each other out.  I wish this was correct the first time as it leaves a bad impression, but now that I truly know how the AI and the numbers work.. it basically has been smooth sailing.

     

    Semper Fi.

     

    J.

  5. 12 hours ago, kohlenklau said:

    Also, have you watched some of the parts of this video series?

    Anyway, google Proambulator Youtube The Scenario Project...

    No, was not aware we had any.  Also what do you mean by overlapping waypoints?  I never have waypoints go back and forwards, sometimes if I have 5 tanks I will use 5 dots to try and represent where I would like them to go... is that overlapping?  I will also check out the videos.

  6. Yes I left it on default and they sat there and never moved.. my guess is the waypoints even for vehicles need to be a certain range in meters.. something they don't even know themselves. they just say play test it... well I guess you can screw around with waypoints for hours.. if they are too close, they don't work.. to far.. they don't work.

     

    CRAP.....

  7. Ok so after starting from scratch again and again reading the manual regarding the usage of AI... I have come to the conclusion either the manual needs to be re-written or something is broke.

    I know I have been here before with issues regarding the AI and how to use it... I don't need to go to much detail as everyone has the manual., but....

    page 102 describes 'Scenario time"  basically if the mission starts with 2:30 hours/minutes for example.. the clock winds down on scenario time while they describe your AI actually adding time from the scenario start time... ??? ok right got it.

    page 103 they give a bloody hell of an example using 05:00 and 10:00 minutes???? does any scenario start at 5 or 10 minutes... no, not that I know of.

    Page 104  they say.. screw all that we just said.... you don't HAVE to use the exit between...and ...settings at all.. Simply leaving them on default may be the best thing.

    I mean HOLY JESUS... make up your mind already... is it scenario time.. or who gives a flying you know what.

    Needless to say I did a small scenario using default.. the way points were close enough so that the vehicles could arrive with no issues... end of story.. they never moved.

     

    Can anyone re write the manual so it makes sense... frustrating as all hell.

     

     

  8. It would be nice yes. I am pretty sure that the decision not to make then limberable had to do with the separate wheels and the additional animations needed. It is a significant effort to code and they preferred to give us AA guns that didn't limber than delay more. 

    It seems like a good wish list item to me. Perhaps if we bring it up once and a while it might make it in the list. We can hope.

    Yes that would be nice indeed.  Towed AA weapons are nice to have, hard to see and can rip apart light vehicles and infantry.., as they have a extremely lower silhouette than the AA vehicles.  Anyways yes maybe they can update a few of the pieces later, as it is, I will have to work with what I have... which is a lot and again, this game is wonderful for scenario designers, but we always want more...

    Cheers! 

  9. I was creating a scenario and I discovered that the 20mm AA piece can not be limbered to be towed.  I know much has changed since the humble beginning's of Combat mission.

    Germans used them quite a bit, and if I am no mistaken they had wheels for towing.. many pictures of them.  I know this sounds nit pick but I have found the hard way that some scenarios you wish to make are impossible due to the fact that you can not tow weapons, with the exception of Inf. guns, and AT guns.  I have read many accounts where Hodge podgy mix of Flak elements and that of the Aufklärungs-Abteilung would sometimes act as rear guard, or maneuver to counter.

    Anyways just slightly frustrated that some of the towed pieces are "Defensive only", and seems like either an oversight, or a shortcut from the original series.  I know many well flame me for being nit picky but I don't like to be limited.  One example for the need of towed AA (20mm or 37mm) is the fact that some maps are utterly huge, and although the effective range for both the 20mm and 37mm are good, sometimes they don't cover the entire map.. depending on the map. 

    Anyways no big deal just limited on the use of certain equipment and scenario designs that's all.  My thanks to the Battlefront community for all your hard work, my post was not meant to be negative at all, I just now finally discovered that none of the AA guns can be towed.

     

    Semper Fi.....

  10. I think that we are nearing the stage when another "Bone" should be thrown in our direction.

    Yes, another Bone would be good... at the very least some kind of communication is better than none.   Simple as... say people expect pre-order's or actual sales in 2 weeks or mid March... would be better than silence.  Although I will be grateful, and am of their devoted work.

  11. Thanks Jason C, for your in depth response.  There is a lot of information out there, and one needs to disseminate from fact and  all the crazy info out there.  For some reason I had the impression (from another site) that the German's still were using "Jaeger" regiments or such as shock troops, and that they had more automatic weapons per squad then the Rifle Squads of the 'Panzer, Pzgdr, and regular Infantry Divisions.  Which now sounds a bit out there for 44.  I do understand the Gebirgsjaeger units, and was unfamiliar with the Fusilier implementation.  Honestly I had been more into Armored vehicles and other things, but ever since playing this game, have been wanting to understand the implementation of German Infantry.   Know any good books JasonC?

  12. "First Jagdpanthers were issued to schwere Panzerjager Abteilung 559 and 654 and reached the frontline in Western Europe in June of 1944. Only 654th had full compliment of 42 vehicles, while 559th had only 10 to 14 vehicles. Majority of Jagdpanthers produced saw service on the Eastern Front, while only single battalion (schwere Panzerjaeger Abteilung 654) saw service during Normandy Battles in the Summer of 1944. In preparations for the Ardennes Offensive, the largest number ever of Jagdpanthers was assembled, including vehicles transferred to the Western Front from the Eastern Front to take part in the offensive. Some 51 Jagdpanther in six battalions took part in the fighting in December of 1944."

    Hopefully the books you are waiting for will detail specific East Front units and battles they were part of. i know I would interested. 

    http://www.achtungpanzer.com/panzerjager-v-jagdpanther-sd-kfz-173.htm

     

     

     

    Yes that helps, waiting for some books by Walther Spielberger and Thomas L. Jentz, Plus Operation Blue Coat, as I believe 3 JagdPanthers held up some Churchill's for a bit.

  13. That's odd, BP.

    I've had ( in CMRT, I think ) a Tiger immobilised in woods and multiple enemy squads were hurling grenades at - aka close-assaulting - it.
    It, in turn, fired its close-defense system, killing several and eventually routing all the survivors away.

    Obviously, in this case, the infantry could not sit 30m away as LoS was dire in the woods and they paid.

    I have also experienced this as well with Panther tanks. One  was immobilized in open ground by troops in nearby woods (grenade.. even though I can never see Tank Grenade in their equipment, a regular grenade immobilizes the tank)  Anyways the Panther quickly used its self defense killing a few, the rest of the squad surrendered.  (My guess is on why they surrendered was because of so much damage they had sustained moral wise)

  14. I know everyone is anxious for CM FB, but was inquiring on some TOE for the time period of Bagration.

    1.  Jagdpanther.  Supposedly it entered the theatre late 1944, some say between September and October, Still waiting on a couple books I ordered regarding the Jagdpanther, does anyone know if this is correct, and I take it like a lot of things will be added in the future.

    2. Jaeger units?  supposedly they were extremely SMG heavy after Operation Citadel.. is this accurate?  Honestly I rarely use specialized units as of now, but am experimenting with Fusiler and other units just to see the combat effectiveness in regards to their endurance under fire and capabilities of suppressing other units.  (very relative depending on situation)

    3.Sturmpanzer Brummbär:    regards  I know only in small numbers but I believe 2 units were allocated to the Eastern front.   one of which was Sturmpanzer-Kompanie z.b.V. 218.  Although maybe they have plans to add them later.  Just curious.

  15. The game has three separate camera modes that you can choose from. I am not 100 percent sure if that is available in the demo but I think it is. Perhaps one of those would be more to your liking.

    I totally disagree that the camera should always be pointing down. The beauty in this game is in watching the action as it unfolds from the perspective of the troops on the ground. I guess I do not view this as an rst. This game is not about strategy it is about tactics ;)

    +100  I totally agree.  This game is amazing at ground level looking out toward the enemy as your vehicles are moving, firing etc.  Not to mention you can zoom in and actually see mortar shells, panzer Faust, or whatever else.  I think the OP is very new to the series and may just have to spend more time acclimating himself.

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