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Starlight

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Everything posted by Starlight

  1. But I thought 1.11 was not compatible with 1.1 so i would have to start the campaign over again? or am I wrong there?
  2. Having completed Milk Run with a marginal victory but in overtime (+7mins) no matter what I do, the game crashes at 15% loading when trying to advance to the next mission. No matter what I try, this happens. Is this a bug as the mission is completed after the normal allotted time? Using version 1.10 Any help appreciated. 1 option is to start the mission again and complete it in the time limit to see if that changes this problem.
  3. I had a strange sort of similar event. Bradley took a tank round to the front. Crew and squad bailed out. Crew were ok and proceeded on foot to assist with combat operations. The squad gathered at the rear of the Bradley and refused to move for the remaining 60 minutes (games time). There were no wounded, they did not indicate shock / etc, just refused to accept any movement orders. I tried each of the movement commands, but they did nothing ?
  4. Are you talking about values coded in the game or display information in the Encyclopedia. It has been mentioned in other threads that the stated armour thicknesses are as shown from source materials which vary in perpendicular thickness and horizontal thickness, yet these figures are then corrected at the core level for ballistic calculations. Do a search on armour thickness for more about this.
  5. I have used this process when playing the french in the campaign, use HE at long range to kill large German infantry formation. But the infantry are oftem well spread out and so it appears that you can kill only 1 per HE round, but thats because they are spread out. the only other option is to find a general bottleneck and give area fire orders. I do not think the AI is capable of doing Area fire at infantry, I think it tries to target an individual (clearly some aim point has to be used when trying to hit many infantry spread out)
  6. Vietnam was covered by very dense jungle - not even close to being the same Also most of the maps only have a few trees, they are not acting like the dense woods of CM, they are just a few trees, will provide very limited line of sight blocking.
  7. I am guessing here but I think he means if you use one of the Three aiming points - High, Medium or Low), you could have the Low option selected, but the lower part of the target is below an obstacle and so the gun will not fire because it cannot see the specific part of the target its aiming for. This could also be worse, because the aim point could be the centre of the vehicle and so if its partly behind another vehicle, or partly behind a building you still cannot see the target aim point. hope that makes sense, thats what i think he was trying to say?
  8. Actually I think you will find that you can only see enemy units that your units have line of site to or can hear. If you mean a bright area of visibilty and a greyed out area where you cannot see, then I think that would be a bad idea (no pun intended), its also the realm of the tacky click fest RTS where ranges are very short so all action happens on a single screen With units potentially so far seperated it is far better to visually see the whole map, but not the units on it. Very similar to the Total War series and combat mission series. Just my opinion though.
  9. I think its more representative of actions that might have occured rather than actual actions
  10. I think if you advance a few infantry forward you can cause the AI to start its advance again, else start the game again with a small force in the forward defences and pull them back as the first wave advances
  11. I think the whole point of AP-shells is to penetrate the armour, what hapens after that is dependent on the velocity of the shell and the thickness of armour on the possible exit side and anything in its path inside. Modern APFSDS ammo pentrates the armour but generates and jet of liquid metal into the interior, unless the armour is too thin, in which case it will pass straight through the other side.
  12. I am right in thinking that once you have hit "enter" and locked onto a unit for viewing, you cannot then free view pan/tilt from that unit as it moves - as you can in CM?
  13. Well I feel sorry that you are so disappointed when many like myself are very happy playing. If you had read the posts for a while before purchasing, you would have read that the editor was going to be a script / text affair rather than some all singing all dancing thing. Also its early to give up on the game as there are bound to be some patches in the future and the basic campaigns are great, they require some effort to progress, rather than just charge and click away like COH or a similar RTS.
  14. Tactics are definitely there, use the terrain to mask your movement, use reverse slope defence to kill armour. Send lone scouts out to spot the enemy. Great game, no technical problems, looks great on high and medium res. The only issue I have is a replay facility would be good to watch the animations and tank hits.
  15. I agree the 75mm is great. For those who are stuck, just try different tactics, try a more defensive position on 2nd Polish mission, I managed it with only 3 infantry ever making it to the main hill, the rest of my forces stayed near the start zone taking on each wave as it came. You just have to keep trying new ideas and starting forces to fing the right balance for you. Also practice helps you gat better. Great game though.
  16. You can play in both realtime or we go (old CM style)
  17. The Following info is from : http://www.wwiivehicles.com/germany/tank_hunters/jagdpanzer_iv.html A rather good site for lots of data on all major nations and their vehicles and heavy guns Excert re Jagdpanzer IV (PS sorry for the long post but do check out the site... contains dimensions, weights, etc for all vehicles) ------------------------------------------- Specifications originated in 1942 calling for a heavy assault gun with 100 mm armor.5 Guderian was against the project as it took away from the PzKpfw IV tanks. A wooden model, made by Vomag Betriebs of Plauen/Vogtland, was shown to Hitler on May 14, 1943 and a soft steel model was presented to Hitler in September 19435/ October 1943. The final prototype was made in December 1943. In June 1944 Hitler ordered production of the PzKpfw IV should be abandoned to concentrate on the Jagdpanzer IV.5 They replaced the Marder IIs and Marder IIIs in the panzer division's tank destroyer battalions.5 In The West Partially equipped 6 mechanized divisions on June 6, 1944, in the West.5 Only 60 fought in Normandy.5 At The End As of April 1, 1945, there were 275 still in use with the German Army.5 Sturmgeschütz neuer Art mit 7.5 cm PaK L/48 auf Fahrgestell Panzerkampfwagen IV (SdKfz 162): Used FuG Spr f radio.2 Jagdpanzer IV: Due to delays in getting the L/70 gun fitted, Vomag was asked to start production with the 7.5 cm KwK 40 L/48 gun.5 Entered production in January 1944.5 The armor was supplied by Witkowiter Bergbau un Eisenhütten. The gun was made by Rheinmetall-Borsig and Seitz of Kreuznach. Early vehicles had muzzle brake, but as the gun was only 1.4 m (4' 7") above the ground a lot of dust was kicked up when fired, they were later deleted.5 Had Schürzen and Zimmerit anti-magnetic mine paste installed at the factory.5 The 75 mm gun was offset 200 mm (8") to the right of center.5 Were issued to tank hunter detachments of Panzer divisions from March 1944. They were first used by the Hermann Göring Division in Italy, then with the 4th and 5th Panzer Divisions in Russia, and then with the Panzerlehr, 9th Panzer, and 12th SS Panzer Divisions in France. Jagdpanzer IV/70(V) Panzerjäger IV für 7.5 cm StuK 42 L/70 (SdKfz 162/1) : Built by Vomag. A prototype with the longer L/70 gun was introduced in May 1944. The gun was made by Gustloff of Weimar and Skoda. Entered service in August 1944. Sometimes nicknamed "Guderian's Chicken." The longer gun made the tank nose heavy so the front wheels had to be made steel as it was wearing out the rubber quickly. Late models were to have a Vorsatz P mount for use with the MP44 with a curved barrel attachment. The front 3/4 of the vehicle was the crew compartment and the rear section contained the engine.5 The was mounted 200 mm (8") to the right of center, and had no muzzle brake.5 The gun overhung the front by 2.58 m (8' 6"), and made the vehicle nose heavy.5 The buffer and recuperator mechanisms had to be located above the barrel so that it would fit.5 Some vehicles constructed in early 1945 were built on the Panzer III/IV chassis and had 3 return rollers.5 Used FuG Spr f radio.2 The 105th and 106th Independent Panzer Brigades were issued them in August 19445. 137 were used in the Ardennes offensive in December 1944. Jagdpanzer IV/70(A) Panzer IV/70 Zwischenlösung: Built by Alkett. Mounted the 7.5cm StuK 42 L/70.5 Built on the PzKpfw IV Ausf J chassis.5 The difference was that at the rear there was a vertical section in the superstructure instead of being sloped.5 It was nose heavy and had the first 4 sets of bogies fitted with steel rimmed wheels. Used FuG5 radio.2 Most were used on eastern front as replacements.
  18. I can not wait, but guess I will will have to and hope that you do get the time and inclination to convert this excellent piece of software. Thank you for your reply.
  19. I rearly like TacOps for its scope and detail, and to some extent the simple graphics to allow the broarder picture give it a more utilitarian (spelling?) feel and is a breath of fresh air. My question is I also rearly like WWII sims including the various Combat Mission games, I have the first 2. Would you ever consider taking TacOps and converting to simulate WWII. It fills in a gap between squad level and the broad strategic game. [ June 15, 2004, 05:57 PM: Message edited by: Starlight ]
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