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12Bravo

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Posts posted by 12Bravo

  1. These are from one of my previous posts, but I think they fit well under this thread:

    1- Program armored vehicle AI to go around trees when it makes sense. I've seen armored cars knocking down full grown trees, which isn't possible.

    2- Add a "Move on Roads" order for vehicles and troops.

    DV

    3- Add a "Hull-Down" position order for armored vehicles. The AI would find the best hull-down position given the ending point and direction assigned by the player.

    4- When assigning men to a gun, the system should automatically assign each to the best position per each man's ability (gunner, loader, etc.).

    5- If replays are not an option, offer a 3d free camera view of the battle field after a senario ends, complete with the hit locations of gun rounds for vehicles (similar to SBPE and T72).

  2. SPOILER

    This was a tough one for me. I played on the hard level and adjusted my starting forces so I'd have a 75mm gun, which I think was key to helping me finally win this one (on the 4th try).

    I survived the first wave with 4 7TP tanks, a TKS tankette with 20mm gun, and my 75mm gun. I also had about 4 squads of Inf. I used my 4 7TP's and the TKS to take out the PZII's coming over the hills toward the pak 37 guns that I captured earlier. Try to shoot at the PZII's at more than 500 meters since their 20mm's are less effective at that range and the 37mm guns of the 7TP's still have a good kick to them.

    I found it was better to use the pak 37's on the back-side of the hill to fire at the other group of tanks (the group with the t35) along with my 75mm gun, which was in the woods across the field supported by 2 inf. squads and an armored car.

    Once I took out the PZII's, I pointed my 2 remaining 7TP's at the t35, since it was the biggest threat, and also fired at it from a different direction with my 75mm gun. The t35 was immobilized, and I only had HE left at this point, but I think the pounding was so bad that the crew was disrupted and failed to put up much of a fight.

    As I was moving two groups of men to re-man the pak 37's, what little was left of the enemy surrendered smile.gif

    I had 2 7TP's (immobilized), a 75mm gun and 3 squads of infantry remaining. A pretty tough fight.

    DV

  3. Reference the loading time of the FireFly:

    "The principle disadvantages of the Firefly were its low rate of fire (about half the rate of a 76mm Sherman) due to the cramped nature of the turret and the need to reload a gun turned on its side, and the very large and bright muzzle flash of the 17-pdr gun."

    http://www.answers.com/topic/sherman-firefly

    Makes sense to me, given the cramped gun positioning in the turret.

    DV

  4. It is tough. I got it on the fourth try (using a save point from try #3). Using 3 75mm guns is key (as was previously mentioned).

    SPOILER FOLLOWS

    Also, if you don't knock out those panzer IV's (3 of them?), you're toast. I managed to get two of them with the 75mm guns and the few APHE rounds I had left (HE probably won't do it against the panzer IV's). The last one I took out with my 3 TKS tanks by attacking from the right flank and aiming for the panzer IV's turret).

    I pulled back the infantry I had in the front trenches to the rear when the few enemy tanks that were left got close. The enemy infantry took the front trenches, which I followed up with motar fire to break them up and then finished them off with my infantry, and the two guns I had left (one 75mm and one bofar (sp?) ).

    It was fun to finally win this one, and real world tactics appear to work smile.gif

    DV

  5. 1- Program armored vehicle AI to go around trees when it makes sense. I've seen armored cars knocking down full grown trees, which isn't possible.

    2- Add a "Move on Roads" order for vehicles and troops.

    3- Add a "Hull-Down" position order for armored vehicles. The AI would find the best hull-down position given the ending point and direction assigned by the player.

    4- When assigning men to a gun, the system should automatically assign each to the best position per each man's ability (gunner, loader, etc.).

    5- If replays are not an option, offer a 3d free camera view of the battle field after a senario ends, complete with the hit locations of gun rounds for vehicles (similar to SBPE and T72).

    Loving the game so far. These are just a few things that I think would make the game better.

    DV

  6. "Issues: The only issue I've found is that sometimes the Leopard I tank will not move out with the others..."

    Your pic explains why! ;)

    Yeah, I really designed the mission to be just moving target practice. For more of a challenge, wait until they turn to go back to the starting point. They move twice as fast and will start shooting at you!!

    DV

  7. This works for me:

    1) Press F7 to switch to the commander position.

    2) Press F11 to switch to map mode.

    3) Click on the Movement button and click on the map where you want the troops to go. A white flag will appear.

    4) Press F11 again to return to the mission.

    The troops should start moving now, along with your tank. Just press F5 to switch to the driver position to regain control of your tank.

    Also, the troops/vehicles must be under your control...not all friendlies are.

    DV

  8. Hi all,

    I've created an advanced training mission for T-72. It's located here: http://doubleveteran.com/militarysims/T72/MovingTargets.zip

    From the readMe file:

    - Installation: Unzip the MovingTargets.zip file to your "Battlefront" folder. Or simply copy "dv_moving_targets.ca" to the T-72 "CACHE" folder, and copy the "dv_moving_targets" (no extension) file to the DATA/scripts folder.

    - Running: Launch the mission from the "User Missions" option on the T-72 main menu. Select "dv_moving_targets.ca" from the CACHE folder to load and run.

    - Mission Type: This is an advanced training mission that uses the training map from training mission 2. There are 7 amored vehicles located in the NE quadrant of the map that head down on a SW path to a designated scripting point. Initially, the enemy tanks are setup not to attack you so they can be used for moving target practice. Once they have all arrived at the first scripting point, they will head East (about one kilometer) at a slow to moderate pace. When all target tanks reach the second scripting point, they will pause for several seconds and return to the first scripting point at a faster pace. When the first tank reachs the original scripting point, all tanks will be armed and ordered to fire at will. At the same time, they will attempt to find a defensive position and fire from there. Your tank is a T-72 located at the exteme southern part of the map. Just move north to encounter the targets. You can try various positions to change your attack angle, speed, etc. to get some practice at various attacking postures.

    - Issues: The only issue I've found is that sometimes the Leopard I tank will not move out with the others. This is not a big deal since there are still six other amoured vehicles to shoot at! It may be a problem with the scripting, or maybe the Leopard rolled over the hill and can't move.

    - Final Thoughts: I created this mission to give myself more practice with the T-72 shooting at moving targets. During mission 9, I found that I was missing the moving convoy vehicles about half the time.....not good ;)

    Good luck!!

    DoubleVeteran

    www.doubleveteran.com

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