Jump to content

SlapHappy

Members
  • Posts

    1,576
  • Joined

  • Last visited

Posts posted by SlapHappy

  1. One reason why this is hard to see is because the lighter armored tanks mostly appear in games where the guns themselves were much smaller in calibre as well. Try an ahistorical setup where large calibre guns are using HE against the lighter early war tanks and I think you will see some results.

    BTW, while it is possible to see your own crews become KIA in tanks (their icons become transparent), it is not possible to see this in the AI vehicles. Doesn't mean it isn't happening though.

  2. Jeff

    I think this striking infantry with various shells is a function of a couple of things. Firstly, the relative accuracy of the gunner and then an attribute of the ammo itself called SOLIDPOWERRADIUS. Best as I can figure SOLIDPOWER is a function of the velocity and size of the projectile, while SOLIDPOWERRADIUS is an area of effect exerted around a projectile based on it's size. SOLIDPOWERRADIUS seems to have a range of .1 for regular bullets (7.92 mm, etc.), while 20 mm up to 150 mm ammo range from a factor of 1 up to 4. I think this is the area of effect for the projectile based on collision with an object (or a person). If you notice, soldiers hit by shells tend to literally fly back (as they should) when struck. This is the SOLIDPOWER factor exerting it's energy onto the mass of the soldier. Also probably explains the "rocking" effect of large vehicles when struck. They also have a MASS rating. There are definitely physics calculations at work here. smile.gif

  3. Anothr thing, can't I choose the ammuntion to be stowed with complete range of AT SAalvos???? I hate them HE....

    Panzerwu - You can do that in the editor. Just go to the backpack and set HE to 0 and set AP (or whatever) to the max allowed loadout.

  4. I think what he's questioning Jeff is the ability to hit a moving man-sized target as consistently as it happens in the game with the actual trajectory of the round. Now, with an AT gun I'm not sure. Perhaps. But this also happens with the field guns as well. I'm not sure.

    I saw a documentary once with a old-time artillerist group who had a competition with a "parrot" gun vs. a modern piece of field artillery. The parrot gun crew was able to consistently hit direct fire targets much more precisely than the field gun with trained army crew. This was primarily because the parrot gun has the characteristics of a direct-fire gun similar to AT gun while the field gun does not have that direct fire accuracy.

  5. Originally posted by FinnN:

    Just post count I guess.

    Seems like helmets and bodies are in the same file after all. All the humans seem to inherit the same skeleton file though (unsuprisingly) so if the meshes are moddable adding new troop types should be fairly easy.

    I'm stunned by how much detail is in plain text in visibility.ini about how spotting works, unfortunately much of it in Russian. One interesting thing if I understand it correctly is that infantry get a 20% bonus against spotting from (I think) 25m of bushes, needing 50m for 100%. Looking at the formulae I think I can also see why tanks automatically spot units within a certain radius. I really think that a lot of this doesn't need to be hidden in the SFS files and it'd benefit the game a lot if people could tweak to their own satisfaction and the devs concentrated on engine issues.

    Have fun

    Finn

    That would explain quite a bit about tanks spotting infantry so easily.
  6. Oudy - I kinda doubt this is your problem, but I have discovered that a scripted "move" type command will be ignored if a previous scripted HOLD command was issued without being revoked. That includes MOVE, ATTACK, STORM, etc.

    Just passing that along.

  7. This got buried at the bottom of another thread so here 'tis again:

    I have a mission file that is an example of an automated script to conduct an Armored Infantry Assault. If any would like, I can email it to you. It is meant to be watched more so than played, as it is more a cinematic example. However, it is possible to control different units within the group as yours is the army being scripted.

    It basically shows how you can combine different script commands to perform complex tasks. If you would like to elaborate on the script or have improvements, please feel free to do so.

  8. Yeah, I'm not sure how effective firing on infantry was with field guns at fairly short distances. Especially infantry moving towards them. I think this a way to compensate for IG's defending themselves when unsupported by infantry.

    Not very realistic, though.

  9. I see a problem with the game that makes infantry less potent than perhaps they should be. What the game needs is a tweak where infantry soldiers can make a sudden surge within a small radius of their target/destination.

    Troops with AT grenades would really benefit from being able to close that last bit of distance with a little sprint. The coders also need to look at the seemingly painful hesitations exhibited by soldiers when performing tasks. They sometimes seem more sluggish than the tanks. It should be the other way around.

  10. I have a mission file that is an example of an automated script to conduct an Armored Infantry Assault. If any would like, I can email it to you. It is meant to be watched more so than played, as it is more a cinematic example. However, it is possible to control different units within the group as yours is the army being scripted.

    It basically shows how you can combine different script commands to perform complex tasks. If you would like to elaborate on the script or have improvements, please feel free to do so.

  11. Yeah, and you could always make the truck drive out of the way or reverse slightly towards the enemy. My guns always got killed because they were trying to clear the truck and got shot to pieces before they could establish a line of sight.

  12. Hmmm.....What are the Permissions set to in ArmyComposition (in the Mission Tree)? There is a limiting function there where you can set Tanks=4, Detachments=6, etc.

    What specific mission are you looking at?

  13. @ Silencer

    While that's a perfectly acceptable answer in the case of the Panther, I have tried additional tests with the Elephant and found it will respond similarly to a sneaking soldier at the rear of the vehicle. It seems to be tied to the threat range of the specific AT weaponry possessed by the sneaking soldier.

    But you are right, bushes help cover as long as you can maintain a restricted LOS up to the required attack range.

  14. Another scripting idea........

    Armored Infantry Assault with dismount:

    Halftrack units with passengers are given storm command via CreateRectByObject. At preset tracked distance, Passengers are ordered to dismount and storm enemy while halftrack MGer engages enemy with hold command. Haven't seen this one in the supplied missions yet.

×
×
  • Create New...