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akd

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Everything posted by akd

  1. HT driver is not able to operate the radio in the vehicle on his own. Mount a unit in the HT and someone "crews" the radio. Vehicle radios are shown under the damage (wrench) tab.
  2. Did you dismount the HQ from the halftrack first?
  3. I wasn't given an option to change my title, so I'm not trying to hide anything.
  4. Of course it is complex. That is why one or two instances of a hit at 400m is useless data and can't be used to make any point.
  5. It didn't. Discussions and testing of movement effects on gunnery and spotting were ongoing before release and continue now. It's just a more complicated problem than it seems, involving not just accuracy modifiers, but also the actual physical movement of the tank in the game world and AI behavior. However, the OP's "proof" that accuracy while moving is flawed is itself worthless. Sherman crews were OK'd to fire on the move at targets less than 600m with the stabilizer, so two instances of a Sherman hitting a target at 400m are really not a problem taken on their own.
  6. Correction to above: the icon does not change, but the unit name does.
  7. You are correct. The "HQ Support" team in the parachute rifle company does not contain the XO (asst leader) of the company. Unit I was thinking of is "1st Team - HQ Support" in the Rifle Company Weapons Platoon. This does include the platoon's assistant leader and will form a new HQ if the HQ is destroyed.
  8. They contain the XO. If the HQ is destroyed, the XO will form a new HQ.
  9. No, it does not, except in the case of coaxial MGs.
  10. Really can't say without seeing a save. Please PM me (upper right of forum) and I will give you my e-mail address to send a save to. The manual does not say this. The manual does not really imply this. However, the following section bears further explanation, as taken on its own it can be misleading: 1. "Ideally" means that a spotter without C2 will be less efficient than a spotter with C2, i.e. there will be longer delays, increased chance of errors, etc. 2. "out of contact" originates from the indirect unit to the spotter, not from the spotter to the indirect unit. In so much as you cannot dynamically create new C2 structures without penalties or restrictions, then yes. If it is vital to a scenario that mortars be under control of the Company HQ rather than their own HQ, then it would be best for the scenario designer to delete the mortars and attach "specialist team" mortars directly to the Company HQ in the editor. There is absolutely no case where they are the same because "out of contact" never originates on the spotter's end. When the Battalion HQ is wiped out, all subordinates instantly lose contact, which is seen both in the command chain with any unit selected and in the loss of command icons on the immediate subordinate HQs (i.e. Company HQs). After a delay, C2 is reestablished to Battalion level (light goes green on chain, Coy HQ gets back radio icon). This is because the XO has formed a new Battalion HQ. In the case of the Bois de Baugin scenario, the author removed the XO from the on-map order of battle, so it is presumed off-map in the rear. If the XO were present on the map, you see its icon change to an HQ flag.
  11. First, there is a very good chance you are misinterpreting the command chain display in the far lower left. This is a chain, not a tree, and only tells you the status of the normal chain of command, not whether a unit is under temporary command from a higher HQ. If a mortar is selected and shows a red "X" next to their platoon and a green circle next to the Company HQ, that does not mean the mortar has C2 with the Company HQ, it means the mortar is out of C2 with its platoon HQ, but the platoon HQ is in C2 with the Company HQ. However, even if the mortar has lost C2 with its own platoon HQ, if it is within close proximity to the Company HQ, it can gain C2 link icons (visual or voice) as long as it remains nearby. This has one effect: the mortars will be considered in command for morale purposes and sharing contact inforation. Temporary command will not change the status of the chain of command display in the far lower left, and it will not restore the mortar to "in contact" with other spotters. There are only three ways to change the "out of contact" status for mortars: 1. The mortars must have good links all the way up their chain of command to an HQ with a radio (in most cases this means they must be in contact with their immediate superior, but in a few cases they must be in contact with their Section HQ and the Section HQ must be in contact with the Platoon HQ). or 2. The mortars must be positioned beside a stationary vehicle with a radio. or 3. The mortars must be within voice range of the spotter. "Out of contact" in the artillery interface doesn't tell you anything about the C2 status of the selected spotter. This can be proven easily: take a tank platoon HQ tank that is "in contact" with on- or off-map artillery. Drive this tank far away from friendly units (C2 will be by radio only). Now dismount the HQ crew and run them far away from their tank (C2 will be lost as they no longer have a radio). This unit will still be "in contact" with the same artillery assets. The battalion HQ is on the map in this scenario.
  12. "out of contact" in the artillery interface tells you nothing about the C2 status of the spotter. A unit that can call indirect fire will always be able to unless the qualified spotter is killed. C2 status or even the outright loss of the radio will not change this. The mortars were "out of contact" because: 1. The mortars were out of C2 with their immediate superior HQ. 2. The mortars did not have an alternate means to receive fire missions (a vehicle with radio parked nearby). Whether or not the platoon HQs or FO have C2 links with the Company HQ has no effect on the "out of contact" status for the mortars, so we can set that aside. Our only question now is why the Company HQ's subordinate platoon HQs and FO do not have radio C2 links to the Company HQ. Hoolaman was correct earlier: there is a small, random chance for radio failure, which should only be temporary (a few turns) when it occurs. But if the Company HQ has a radio link up to Battalion, then that is not what is happening.
  13. Sounds like the Coy HQ radio is up. Are you sure the platoon HQs haven't recently been moving, taking casualties, etc.?
  14. Where is the 4th Platoon (Weapons) HQ? (It begins the scenario mounted in a jeep.) Even if you had good radio links, this wouldn't entirely correct the problem you are encountering with the mortars (i.e. "out of contact" to spotters), as positioning them next to the Company HQ does not fully restore their access to the "artillery net", it just gives them "in command" status for morale purposes and allows the Coy HQ to spot for them directly (and via a loophole would allow their own Platoon HQ to access them if the Platoon HQ is in contact with the Coy HQ). They do not get to "steal" the Coy HQ radio for fire missions from FOs/other HQs. Easiest way to partially fix the situation would be to either co-locate the mortars with their own Platoon (Weapons) HQ or park a vehicle with a radio near all three mortars. Not sure what is going on with radio links between the FO/platoons and the Company HQ, but I just loaded the scenario and it is not a problem that is present by default. Do you have a save? If so, PM me.
  15. Different types of radios and terrain effects on radio signals are not modeled.
  16. I can't recall or find any statement from BFC that suggests random equipment failures in radios are modeled. Radio links can certainly be interrupted by movement, casualties, damage, etc.
  17. You can change the type of tanks a unit is equipped with by selecting the purchased unit and navigating the options at the bottom of the purchase screen. You are looking for any tank with (Rhino) in the name.
  18. Ammo bearers are part of the gun/mortar squad and their separation is just a functional division, similar to how regular squad can split of an AT team (but a game limitation limits crew-served weapons to single team, unsplittable units).
  19. It is in there: But the "how" is as I stated before: a limitation of the game's call for fire system.
  20. They normally have a radio in their organic halftrack. I have no place commenting on the ease or difficulty of coding anything in the game.
  21. Nope. They don't have a radio when dismounted.
  22. Vehicle radios are shown in the damage report tab of the details panel, not in the special equipment slots. This is simply a limitation of the current system. Units are either flagged as being able to act as a spotter or not. The statement that the HQ might be "borrowing" a radio from a nearby vehicle is incorrect. They can only use the radio of a vehicle they are mounted in. Only on-map indirect units can "borrow" a nearby vehicle radio, and then only for the purposes of receiving fire missions.
  23. They should attack an "active" bunker on their own with grenades and satchels if you move them up close
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