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MG TOW

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Everything posted by MG TOW

  1. I thought I noticed a 2 story building in the airstrike pictures, can the upper floors be simultaneously occupied if at all, how are these handled Glad to see buildings being implented, amazing detail on the units too.
  2. How is building damage modelled? Is there a collapse or partial, full or some casualties. Are hit points assigned to the structure. I think these North African limestone and mud buildings were pretty tough against 7mm small arms fire.
  3. Bah CMBB is so in the past now. I find Panzer Command Karkov fills than niche pretty good. TOW is what it is. Its really about TOW II now, the lessons have been learned , with a release date around the corner we'll judge just how well this franchise listened and learned. From what I see could be pretty good.
  4. Any engineer troops with flamers. Also any other special weapons, like satchell charges, bangalores or molotovs, haftholudungs, stuff like that?
  5. Yes something about entering buildings now I believe.... or maybe I dreamt that? I dunno.
  6. did you try troughing it deeper, just wondering how deep you have to make it until the troops stop crossing.
  7. infantery can cross grids diagonally while vehicles occupy more grids. Thats why they knock trees 3 meters away while grunts hug trees. Probably a small bump in elevaion under the water, but not large enough for a vehicle.
  8. Will turret-less assault guns be able rotate automatically if in Hold mode. Atleast turreted tanks could protect the rear but SP guns would just take hits from the rear without self preservation. Or is that not an issue with the new game engine.
  9. what sand said. Lack of Ray tracing the ground, shadows, and highlighting terrain was non existent in CM and not done well enough in TOW. The sample pics for TOW2 seem to indicate some very pronounced terrain ray tracing, which is a big bonus. No more guessing where the dead ground lies, hull down positions, and ambush locations will bw obvious. (I hope)
  10. Makes me wonder if ppl are still using mice without scroll wheels or middle button. TOW seems to use the typical control the majority of other games are using these days. Wouldn't hurt to have different modes tho to appease those who play Total War or CMBB
  11. The Uber patch and the JSH mod are a must. With that said: Trees now affect line of sight. So does grass field vs wheat for infantry. If you haven't played for a year then you have missed alot, the quick battle generator, and some new units scenariios etc. Unfortunately still no building occupation for troops, and no terrain penalties for vehicles, bren carriers flatten forests.
  12. I'm new to this game and still working my way through the scenarios. With all this soviet equipment, has anybody gone to work yet on a WW III fulda gap mod? Although the body armour would have to be scaled back, and the Abrams down gunned to 105mm, yes and the terrain needs painting. Essentially most everything else is there to create an evenly matched slug fest.
  13. COH = TOW ????? Is this a joke? If not then you are having some kind of tech support issue with the game for one. For another, you don't know what fog of war is, expect buildings to build units in a squad level tactical wargame, and call multiplayer a game against one computer. I think you have a misconception about wargames that attempt to mirror realism. TOW has alot of flaws, and it blows, but not for the reasons you pointed out. Maybe Company of Heroes is more to your preference of game play.
  14. Have you tried CMmods. They have some battles you can sort through for DL. http://www.cmmods.com/
  15. If you give your infantry the hold fire order they will be pretty much invisible to the enemy. I had a squad prone, gave them a hold fire order, an enemy squad walked right over them. No Kidding. I use it to toggle ambushes.
  16. This is a bit of an experiment. I set the pause between burst to really low for the tripod mounted MG34 and 42, and to a lesser extent on the bipod mounted versions. This seems to have the lethal effect I would expect. The ini file is at the link below if you want to try. I don't know how to utube otherwise I would make a demo. http://www.badongo.com/file/12213005
  17. If you mean that tanks bowl over trees and fences, to take the most direct path to get to their destination then thats probably it. doesn't look right especially if there is a road being ignored and the tanks choose the trees next to the road I haven't really seen any units take a bad path otherwise and waypoints can be used. To conceal, the hold fire key acts as a hide command, to ambush you have to toggle it. Foliage and trees are more abstract for concealment I think, not really sure
  18. Old Thread about all kinds of weapon spec modding. One thing that was never mentioned was adjusting the shot frequency especially on the HMG. For Example: The HMG 42 had a shot frequency of 18.333. With a burst of 10-12 rounds. They would fire two bursts, go have a cigarette and fire again. I bumped the frequency to 4, with 8-10 round bursts. And the rate of fire went to 4 consecutive burst! and a pause of 4-5 seconds followed by 4 bursts again dropping a target or two each time. With 1000 rounds they sustained this to take out nearly 2 squads in an empty field assaulting at 400 meters and closing. I put the LMG 42 to a shot freq of 6 with 6-8 round burst to conserve ammo ( in theory less barrels carried by a LMG'er) and they fired 2-3 consecutive busts with a pause after each set As a control I set the shot frequency to 30, the HMG 42 fired one burst with a really long pause for a cigar before the next salvo was fired. This is a bandaid solution to fix the lethality and behaviour of LMG and HMG in the game maybe. But the burst size should be watched to reflect the magazine size, ammo carried, and barrels i.e the BAR should have 4-6 round bursts at a shot freq of 7 or 8. I altered all squad MG like this, now its like watch him he's got the BAR, or there's the MG42 gotta bring an AFV forward. [base] Country Ger Name 7_92mm_MG_42 [Properties] Kalibr 0.00792 useHookAsRel False EffectPreset 007_009mm_Front_auto Sound weapons.ger.7_92mm_mg_42 EffectMode Auto Burst 8 10 ReloadTime 4.5 5.6 shotFreq 4 traceFreq 2 Magazines Ger\MG_42 Ger\MG_34_belt ammoUsed Ger\7_92x57_Mauser AimDistance 0 50 100 500 1000 1500 2000 AimRadius 0.005 0.025 0.05 0.5 1.25 2 2 [Ger\7_92x57_Mauser] Ammo Ger\7_92x57_Mauser Speed 760 aimMinDist 2 aimMaxDist 2000 HistMaxDist 2000 Dispersion 100 0.17 LinesH 0 100 500 1000 1500 2000 2500 3000 10000 Lines 0 100 183 238 293 347 400 452 1092 Penetration 11.5 10 4 1.6 0.6 0.5 0.4 0.3 0
  19. Can someone asnwer a few questions about modding squads. I noticed the data files containing parts.ini and unit.ini files that correspond to custom squads. Doesn't look too complicated. Which item refers to the skin of a custom squad? if I wanted to change the skin. Also the JSH mod has mg42 teams (SS?). Except the teamleader never has a weapon. The MG 42 is missing. Is there someplace in the parts.ini I can fix that. Any info on these ini files would be appreciated. thanks
  20. Tatari I just tried your sound mod. I have a problem with the MG 42 tho, I get alot of annoyinng bleeps pops and buzzing before and after it fires. This may be due to my crappy integrated mobo sound. I think it is the long burst that does it. Any way of salvaging that sample?
  21. The commercial download game is not updated to the latest version? I find that odd.
  22. MG TOW

    Tow 3

    I never understood why there has never been a serious Italy campaign. There certainly were multiple operations featuring US and Commonwealth forces against a variety of German elements including armor on both sides. The realestate was won after many costly battles, from one line to the next. Alot of material to draw from for a comprehensive game.
  23. Will I be able to retire units in a campaign to the force pool to skip a battle and then still see this same unit sitting there to be selected again for a subsequent battle. In tow 1 if you pulled a unit off your active force back to the roster it disappeared for good.So there was no way to have a closed OOB and follow heroic sub units from battle to battle with a preset force pool.
  24. Its OK. I deleted someone else's sound mod and re installed JSH mod again. No problem with slow down now. Really like the mod.
  25. Is it possible this mod may cause a big performance hit in the game. I don't mean due to the graphics. I'm playing some of the older battles that don't have alot of the hi rez graphic improvements but the game is really chugging now on my not so great PC system. Possibly to to the tac and spotting changes is this possible? or is maybe something else is going on with my PC
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