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Sneaksie

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Posts posted by Sneaksie

  1. What I do't know is whether tank angling actually improves the tanks defences in this game.

    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.

  2. 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).

  3. 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.

  4. 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).

  5. 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.

  6. 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.

  7. 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.

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