Jump to content

rocketman

Members
  • Posts

    2,918
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by rocketman

  1. No spotting rounds either? A bit hard what you're getting at, maybe a screenshot or two would illuminate the matter.
  2. Note though that if you want to adjust one of the pre-planned missions, the FO will adjust both to the new target. Also, if the pre-planned had a tme delay, that delay is added once more. Don’t know if these things are intended behaviour or bugs. The same thing goes for HQs.
  3. One way of solving it would be to allow units to target contact icons that are out of LOS, so when they appear they engage them. Might be in conflict with area fire though. If you have a fixed target on an enemy unit that disappears, you can see from the unit description in the bottom left hand corner that pixeltruppen are "waiting". So there is something like that in the TacAI already. Oh, and I should admit I'm a control freak who micro manage everything
  4. Ok, my analogy aside...the crux of my argument is that if there is a situation where I know that my pixeltruppen are aware of several armored targets in their close proximity and I want them to go for the biggest threat if they are to reveal their postition, there is no command to do that in an efficient way. The TacAI are not situationally aware in that regard. So they will by mistake or chance go for a lesser target, which results in a missed opportunity. Sure nitty gritty stuff, but still.
  5. An analogy - you and your platoon-mates are hiding behond some bushes when a German squad walks by. Do you shoot the guy with the MG42 first or the ones with rifles? I have to check again the number I heard recently about how many Soviet tanks that were taken out by Volksturm with Panzerfausts. Quite many IIRC. Hardly elite units. Will keep it in the back of my mind when F&R is out.
  6. I beg to differ - not that hard at all for regular troops. "Guys, we're being overrun. Hide behind the bocage and hit the first tank you see then get the heck out of there. Find another position, rinse and repeat." Tank Arc would be anything with a gun bigger than 37 mm but not halftracks with guns because those crewmembers die by the first shot anyway, before being able to say "I'll man the gun".
  7. The next turn I gave the PIAT team a specific target on the closest Panther. They didn't fire despite not suppressed, they got some light fire from a halftrack backing away. The TacAI overtook my order and they fired at the halftrack and missed. Then immediately hosed down by the Panther killing the PIAT dude. Oh well, war is hell and all that...
  8. I think they did, but at a far longer distance ahead. Recon is usually done with lighter vehicles. I'm talking PIAT distance here so 160 m max. Close combat essentially.
  9. What I do in modern titles if I want the enemy to expose its ATGM assets is to be just in cover, then drive forward and pause for 10-15 sec depending on distance. An ATGM far away usually takes time to reach its target and will have a much harder time to hit a moving target as well.
  10. On the flip side, the defender has no choice not to take the bait, which IMHO sucks. Especially for AT assets that can be area target into oblivion after the first shot. Or just plopping down a point arty mission. A short arc wouldn't have helped in this situation as all vechicles were close passing from left to right.
  11. It was a confused situation with many vehicles close together at about the same distance (some 80-100 m) coming in and out of LOS due to smoke and trees/hedges. It fired at the first solid contact which was a halftrac despite a Panther being right next to it but just for the moment blocked by smoke.
  12. I have a situation in a current game where I have PIAT teams facing a massive attack of both Panthers, StuGs and Halftracks. I set the Target Armour Arc and the first thing that happens to enter the arc is a halftrack (that I take out) and another halftrack (that is damaged and retreats) but no tries on either a Panther or StuG (by pure chance). Of course I would have liked them to use their precious chances to take out a major target rather than the halftracks. I have had in previous games where armoured cars get the same treatment. So, I'm leaning toward actually wanting the Target Armour Arc to only go for tanks and that soft skinned vehicles would be covered by the regular arc. Ideally another command, but I suspect it would be much easier to change the parameters for the Target Armour Arc instead. Actually, the same thing goes for AT guns, who are so vulnerable once they fire their first shot. I want them to prioritize the first tank that comes into view and not a soft skinned vehicle that is nearby. Any thoughts?
  13. One mission was firing and one was still waiting for the time delay I had set. So it would have been nice to be able to adjust only the active one since the FO were not busy doing anything. And spotting isn't necessary for preplanned missions. Not only that both missions got adjusted, they both got an additional time delay tacked on to the adjustment (the one they had as preplanned).
  14. At the start of a mission I preplanned two missions with a time delay using my FO. Some ten turns into the scenario I wanted to adjust one of the missions and did so. Problem is both missions get adjusted to the same place. Is this a bug or intended behaviour? I have seen it once before but can't remember where. I'll hang on to a save.
  15. From the top of my head - most terrain/ground features from BN should work as well as fortifications and such. Just try
  16. That is indeed a very useful tool to make the AI react to the player's attack.
  17. I've seen it repeatedly, first in the German campaign before the latest patch, and now in the British campaign with the new patch. After the German campaign I tried to made a quick test in the editor but couldn't make it happen again. Could this be caused by old scenarios/campaigns being updated to the new engine? As a test in the editor becomes "new". What kind of save would be of most use, action or planning phase? Problem with action phase is that you can't check the FO/JTAC if a bomb as been used or not during the phase. On a related note - are regular British grunts supposed to be able to call in air strikes?
  18. There is no snow graphics yet, it will come with Fire and Rubble module. But the setting in QB is already there though.
  19. I will definitely try that as well as a part of my ongoing test. And I miss Eddie Van Halen too. Saw them in Stockholm some 35 years ago. Time flies. Too fast I'm afraid
  20. Never heard of such a thing or seen it. Can you remember which sort of bug it was - drop down, rubber-band or teleport? Can you remember which bridge so I can have a look in the editor?
  21. I think the idea behind not getting heavy weapons after buddy aid is that the weapon is damaged and therefore not worth having.
  22. Sadly we still get bridge bugs from time to time and personally I want to get to the root of the problem so we can solve it once and for all. Or as much as possible. I know it will be hard, but challenge accepted I have set up a "test arena" of bridges and vehicles to study bridge bugs and try to analyze why/when they occur. So I need some volunteers to run the test and provide me with saves, screenshots etc of bugs and I will complile it all somehow. This is the base test and it is for FB. I might tweek it further on depending on what hypotheses I want to test. There might also be a test with German vehicles (though I doubt the type of vehicle is the main problem) and one with diagonal bridges. Any volunteers can drop me a line with your email adress so I can send a Dropbox invite with the test and folder in it to upload stuff. Below is a part of the briefing of how I want the test to be conducted. But feel free to improvise as well. All data is good data. "This test is designed to get to grips with the elusive bridge bug that occur in three forms: vehicles teleporting from under a bridge up onto it, vehicles falling down trough the bridge surface landing underneath it and finally, vehicles getting stuck on the bridge “rubber banding” / “jerking back and forth” and becoming permanently stuck. I have set up lanes of successive bridges to make it easier to test many bridges quickly in successive turns, using several vehicles at the same time. There are also lanes for vehicles to pass underneath bridges. Each bridge type is tested in four lanes with slight variations on how the anchor points are designed, elevation points around the bridges and if there is a road under the bridge. The test should be carried out as follows: The entire map is a set up zone so tanks and vehicles can be placed wherever needed at the start of the test. Then plot waypoints and at the end of the orders phase save. This is very important to be able to go back and check for details if a bug appears in the action phase. If a bug appears, save again and put both in a folder with you forum handle that is in the Dropbox folder. Also name the action phase save with the red location indications where bugs occur for ease of use/analysis. Another reason for having both saves is to check if the bug always happens when the action phase is underway or not. That will point to if the bug is consistent given a set of given factors or if it is a random glitch tha occurs regardless of those factors. In the latter case, the bug will be much harder to identify and squash. When you plot waypoints use different speeds, approach from the North/South, direction of paths, interval of waypoints, waypoints close to the edge of a bridge or close to pillars (underneath). You can also place vehicles on bridges as obstacles. The idea is to try to “break” normal conditions so that a bug trigger. For the underneath passes plot try passages from both the East and the West side of the map and different passes under the bridges where it is possible."
  23. Occupational hazard I guess, but I read it like "it's an IED even" - and my mind started to race
×
×
  • Create New...