Jump to content

Sneaksie

Members
  • Posts

    1,503
  • Joined

  • Last visited

Everything posted by Sneaksie

  1. You can read it here in Dev Diary or on the game website (www.tow-game.com).
  2. Of course it does, every impact is calculated in 3D space. Aircraft - i don't remember for sure, but i think in this mission Russians can call fighters and attack planes so your aircraft could be shot down by Russian ones. In addition, DShK MGs are AA-capable.
  3. It's a complex thing because a tank is not a single-minded entity. Each crew member has his own needs, tasks, view sectors and so on. When you order a fully crewed tank to do something, you order its commander and then he orders his men to drive, rotate turret, etc. and receives feedback. If there are only a couple of men left, a gunner starts bossing around or commander goes to gunner's place. In fact, you can see how spotting and firing capabilities of a tank dwindle as less and less crewmen are available (less viewports are active, each man has more and more tasks). So in your case with random rotating behaviour it could be there was enemy somewhere in front of the tank so they could decide to keep front armor and bow MG facing it. Or something else, i don't know such inner logic nuances myself (AI routine file tankman.cpp is the biggest of all, 110Kb of code).
  4. 1. Arzok is right. They choose the ammo type themselves of course, for example, HE for soft targets. 2. Selecting a weapon means you tell them to use only it. 3. To turn only the turret, you can select a gunner (man with the target symbol next to him) and then give defend order only to him - he should rotate the target in this direction while the hull should stay (turn the hold mode on before). 4. They are better spottable by infantry in general, but a tank will spot a hidden enemy unit if a gunner looks right at him through his powerful but narrow optics (use the above solution to turn the turret exactly at where you suppose the enemy gun is hidden). 5. You can try that, maybe it would work if you wait for some time and your Sdkfz survives this.
  5. That's strange, if you deleted folders of these missions and edited texts.utf8 their names shouldn't be displayed. Are there any additional *.utf8 files in Missions\Single missions folder?
  6. That's a lot:) Anyway, we'll soon publish an article explaining new fragamentation damage calculations, mathematical approximation of small terrain features and etc., which should be an answer to your complaint #3.
  7. You can still select one soldier by holding Alt while clicking on him and in game settings you can choose old selection method where you need to double-click to select entire squad.
  8. I was playing the game a little a couple of days ago and was forced to bring in an officer to calm down panicking surviving men from two decimated squads. Similar situation happened several times. At least with green troops you'll have big problems if their officer is killed (or he panicks himself). In addition, they now can be taken prisoner (in desperate situation they became 'neutral' and stay this way until rescued by former buddies).
  9. 'Franklin Pierce' is possible, while there is no name 'Hot-Lips' and surname 'Houlihan'
  10. Battle maps themselves are not generated on the fly, but initial positions, composition of forces and so on changes depending on the battle type (attack, defence, encirclement, ...).
  11. Battlegroups force pools are similar to Kursk ones except here you have many of them and you are likely to run out of, say, tanks. They were made with historical equipment in mind, so you won't have tanks in infantry regiment and so on.
  12. I think ToW3 will run good since most engagements there are of medium size forces, unlike first two scenarios in Kursk for example where massive attacks were mandatory.
  13. You don't need LOS to fire a mortar, but they are way more accurate if they see the target.
  14. By default you order entire squad and not individual soldiers. There are some new commands like 'keep speed' (tanks won't get ahead of infantry). Don't know about spotting, there were a lot of changes in many systems. An article about new fragmentation damage simulation and improving infantry survivability will be published soon. Tactical maps have the same 4 sq.km. size, unit size depends on the generated scenario. You move several battlegroups on the map of Korea and when it engages in battle you deploy some of the troops of current battlegroup. If a battlegroup loses a battle, it retreats. They can be eliminated by encirclement; defeating an already decimated group could also destroy it.
  15. He will be as effective as tank gunner with the same skill. However tank guns have generally longer reload times than artillery (cramped conditions).
  16. Lead programmer says that they are not mandatory, but then infantry won't be able to fire from such a house.
  17. It's caused by infantry hooks (90% probability), the game can't find them. It also may be caused by failure of hooks 'projecting' to terrain cells underneath them (soldiers need terrain cells marked as suitable firing positions), try to rotate or move the house on the map.
  18. Are exhaust fumes visible in multiplayer or singleplayer? 'Predator' is a known bug, but it's cause is unknown so far.
  19. They have names like Music\game\Vari2Ver1.wav or Music\loading\Vari1Ver1.wav or Music\menu\Vari12Ver1.wav.
  20. They are located in sounds.sfs. There are many files with different names, so if you want to override them with your music it would be easier to turn it off in the game and run your music player in the background i think.
  21. Game version shouldn't matter at all for video capture. Maybe something gone wrong with your FRAPS codec? Try to use Microsoft Video Maker (it should be included in your Windows version) and see if it lets you combine these videos.
  22. You simply create an MP game and add yourself and your buddy to one side (you'll share the resources) and AI players to another. You can use any combination of AI and human players for any side, up to 8 players total (this depends on map). I don't think there are any maps made specifically for teamplay in Kursk, select attack-defend or capture the flag.
  23. Make sure you've loaded this map in the game at least once, then Builder should open it fine.
  24. Norm_ files are for new infantry, yes. Most new Caen resources are packed into Caen.sfs, but infantry textures and models could be in Models.sfs i think.
  25. In full game you can select any map and play as defender or attacker. No, winter maps are in ToW1 only.
×
×
  • Create New...