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SD Smack

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Everything posted by SD Smack

  1. hcrof- glad you like it! gots to keep the fan base happy ya know! Steve-o
  2. I have just uploaded a new larger map of the Latakia Airport area. It is 1568x2128, so not wider but deeper. I extended the map as far down as possible and still couldn't put the entire runway on the map! But most of it is there. The built up area to the southwest of the airport is not 100% accurate due to editor limitations, but I think it still has an authentic feel to it. The real world's roads need to conform to BFC's allowed directions:D! This again is a stand alone map with no AI plans or units. Enjoy! Steve-o
  3. Is it just me or does it seem like as soon as my tanks see a single enemy soldier they blast away with their main gun. The seem to continue to do this until they are at about 50% HEAT/HE. At this point they seem to switch to the coax. This seems like a colossal waste of ammo to me, but I have never been a tanker so maybe I am ill informed on how to engage dismounts. Anyway what are your thoughts on this? Steve-o
  4. thats right just a stand alone map. someone asked if i had thought about making it larger, and well since at my current job location i have nothing but time to kill i have been slowly adding detail. but please use it, im looking forward to see the scenarios that people create with the map! thanks for the comments steve-o
  5. Two things I would like to see implemented would be fire and the ability to exit troops. Haven't seen if this will be done in CM:N or not. Nothing more satisfying than watching a building catch fire then turn into a raging inferno! Steve-o
  6. Everything except for the OH-58. Those guys try to fly under the MRAPs they escort all the time! But I agree with you I highly doubt that BFC will add aircraft models into the game (as they have stated before). But, it would be cool! Steve-o
  7. WOW ND! This is really good. I haven't started it yet but looked through the briefing. I really like the level of detail that you have included. Honestly I think that details like that in the briefings really help immerse oneself in the campaign. The only thing I saw that was inaccurate was that 2nd HBCT, 1 ID actually is pushing up through the Euphrates River Valley....or at least in my campaign it is! Great stuff, I look forward to playing. Steve-o
  8. Hello all, I have just uploaded my map of Latakia Airport to the Repository. Please go and check it out. Steve-o
  9. Pretty much anytime an RPG is fired I start to get a sinking feeling in my gut....especially with AAVs! Another moment, which this one was more of a "Holy %$@# did that just happen?" moment, my Marines are in position in a house as a squad of Syrians charges them. The two groups are very close and the one of the Syrian troops throws a grenade. Except just as he throws the grenade he is hit and the grenade goes flying off in a completely different direction than it should have! I was like Holy %$@#!!! that was the coolest thing ever!!! Steve-o
  10. HA! great story! so was it the red cockaded woodpeacker? steve-o
  11. i believe this is a known glitch. i have had it happen to me with LAVs as well as BMPs too. the vehicle will fire and 5 or so rounds will go out in a shotgun type blast. the ammo counter will count off all the ammo that is fired as well. steve-o
  12. SWEET!!!!! so we can finally have that all tigers all abrams fight that we/ve always wanted! steve-o
  13. well it kind of was about the next possible chance to put a change into the system. in my thinking it would be CM:N, but if it could be done for CMSF that would be awesome. and apparently i fall into the 5% there that like modern setting :-D. but i still like WW2....well i guess i like all of it! steve-o
  14. ok so i have an idea here. what about having the ability to have the weather change during a battle. currently CMSF allows for battles to last for two hours. this is a long time and weather has been known to change in shorter time than that. how about give the scenario designer the ability to have the weather change during the time frame of the battle. for example: at the start of the scenario there is thick haze (or in CM:Normandy Fog) but after 30 minutes the haze decreases to light haze and then finally none at all. same thing with rain and snow, having it start or stop during the course of a battle. i could see this definitely happening during Buldge battles. just an idea, what do you guys think. steve-o
  15. Redwolf- "Most likely June 1944." Oh man, had a good laugh with that! brilliant. steve-o
  16. Yup, exactly. ....see if this gets implemented then I can ask for an increase in the fog of war aspect of vehicles when spotted. This is what I mean: i remember (though I may be missinformed) hearing about allied tankers firing at panzers to see if anyone "is home". Right now as soon as i see a vehicle i know if it is KO or not, or if the crew has just bailed out. If the fog of war is increased so that when you first see a vehicle you dont know whether its "alive" or not you could as the defender hide live vehicles with dead ones, thus increasing the scary value. But that is later.....baby steps, baby steps. :-D Steve-o
  17. Dear Battlefront, I have a request. It’s a small (well I think its small) one. I would like to see the ability to manipulate the turrets of destroyed/abandoned vehicles in the editor. The CM series has the ability to capture the ambiance of a battle or campaign like no game that I have ever played. From all the excellent scenario builders to all the modders out there I have played few games that could keep my interest as long as this series. This would simply add just one more thing that helps suck me into the game. Just one more easy addition that would cause me to say, it is 1944 and that is a blown up panzer!! :-D Pretty please…..with maybe the British Module on top! Steve-o
  18. Black Moria- "Yes, the AC-130 Spectre are still used. They did see service in Iraq and Afghanistan and I believe they still are used in theatre now." I can 100% confirm that they are still in theater. MikeyD "Syrians just have too many AA asets" I wish i could have some of those assets! hell give me a crappy outdated manpad it wont kill the enemy but at least it will get him to think twice before engaging. as it stands now as soon as i hear jets i now my armor is done for. steve-o
  19. I've actually had pretty good luck with firing artillery at armor. I usually put my duration on short though. I don't like wasting ammo on armor either, plus there could be a better use for it around the next corner. But over all I don't use arty as my primary source of anti-armor (obviously). And this is all from the US perspective. Has anyone tried it from Red side. I usually have little luck with Syrian artillery. To long to start firing and rarely accurate enough to hit a vehicle.
  20. I did mess around with the Red/Blue Force Directions and it seemed to not make a difference. at least not one i could see. through testing i noticed that if the vehicles do not have an additional order they tend to stay facing a some what reasonable direction, however if there is a follow on order they turn around. "We don´t actually have waypoints in the editor, but areas with orders and no way to choose facing." your right, poor choice of worfd on my part, im using the map zone as a way point to be occupied until moving to the next map zone/order. one option would be to use the commands while on the deploy screen in the editor to make the AI inputs. but im not a programmer so i will stop spewing my ignorance! thanks for the help flamingknives and webwing, i am just going to continue to play with the AI until i get the result im looking for (or throw my computer against the wall, whichever comes first :-D ) steve-o
  21. ever notice that whenever you ask for help things seem to miraculously work? anyway i have 1.11 the plan is for 3 AAVs to move to a position then drop off a platoon of marines, no enemy in sight. i may have had an additional way point added and that may have caused the problem. i removed all waypoints after the disembark order, which was in conjunction with a movement order. all seemed to work fine other than the tracks bunching together at the drop off point. not sure how to fix that , perhaps a bigger map point? then i decided to make an additional way point just to see if it would work. all seemed well up until after the grunts were dropped off then they (the AAVs) turned around. this only lasted about a minute, probably less then the tracks spead off to there next destination. is there a way to establish a direction for the vehicles to face? steve-o
  22. OK so im playing around with a scenario i designed and im having trouble facing vehicles in the direction of the enemy. basically this is what happens. my vehicles move to the assigned waypoint then after a few moments they turn around and face the direction they just came from. it also seems to occur with infantry as well. anyway, i have looked around on the forum and seen others have had this problem as well. but i have played many a scenario where it doesnt seem to happen. if some one could shed some light on this that would be great. thanks steve-o
  23. LOL OK i had one with a javelin as well. It was during the first city battle on the original campaign. Can't remember the name but thats not really important. There was a T-55 set up at the far end of the road and it was hampering my movement to the hotel objective. so I sent out my antitank team and placed them in a crater that was created by a VBIED. I had to mve my team around a bit beforre they were able to see the tank and in the process moved them right infront of a burning pickup. They spotted the tank and aimed, then fired the missile......right into the pickup!!! and managed to kill themselves!!! Im not an expert on the javelin but I would think they would ensure that no obstacles were in the way prior to firing...apparently I'm wrong! steve-o
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