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Ribosom

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Posts posted by Ribosom

  1. I perhaps didn't explain myself well in my first post.

    I did use the F/O later in the scenario, but I kept him in the FIST. Why? Because if you dismount the F/O it shows that he only communicates by voice. He has no radio. The they delays in calling in fire missions were much longer, as a result, than if I kept him is the FIST.

    Are you sure about this? I´m not home ATM to check but I think the american 2 man FO team always has one observer and one radio operator. IIRC units on the move might loose contact with their radio or that PDA thingy but regain it if they are stopped for some time. But I might be mistaken, haven´t played TF Thunder for quite some time.

  2. Would these be linked to what the AI-controlled units have spotted, or would the AI automatically know when the trigger events happen exactly when they happen? The second trigger mentioned should be easy enough, but the occupy/touch trigger I would think needs to be dependent on the relative spotting rules so that the AI doesn't know the human player units are in a certain location without having spotted them.

    Something like the OFP/Arma "X present", "X spotted by Y" etc. triggersystem would be nice.

  3. Since 9/11 such things are more difficult to come by for reasons which should be obvious.

    I don´t get it. Why? When searching for "US Army Bases in America" the first entry is a website where bases from all branches are listed with adress and phone numbers. Hardly classified data.

  4. There's a tube that runs through the missile from the main motor to the back silly (fuel appears to be next to it). TOW is the same way, the heavy motor is placed towards the center for better balance.

    Not exactly right, the nozzles of the flight motor are angled to the sides.

    © The flight motor is a solid fuel rocket motor with two nozzles protruding through the body of the missile at 30-degree angles. The flight motor bums for 1.6 seconds. During this time, it provides all the momentum necessary for the full flight of the missile. For the rest of its flight, the missile coasts on momentum and the lift provided by the four wings. The wings are located just aft of the flight motor, recessed into the body of the missile during storage and spring loaded. When the missile leaves the launch container, the wings open and lock into place. The wings are set at 45-degree angles to the body of the missile.

    Source

    On this picture of the TOW-F&F you can see the black nozzle in the side of the missile.

    01tow.jpg

    Here is another picture of the spike where you can see the nozzle.

    spike_er.jpg

  5. Heh, I just played that mission a few hours ago. Nice mission indeed.

    Though I didn´t have to breach the walls, the artillery barrage took out the walls in the middle and made some good cover for the mgs which supported the troops advancing to the first buildings left and right.

    I established a firebase there with the first platoon and the other two platoons spread out the either side of the map and advanced slowly in bonding overwatch.

    The T-90s hidden in the streets were pretty tough. MY SMAWs weren´t really effective (I even scored a hit to the back of a BMP-2 and it was only midly annoyed). I killed 2 T-90s with Abrams tanks and one with an AT-4 to the side. The last one took a lot of punishment from SMAWs and LAWs and the crew panicked and backed off right in to the fire lane of one of my tanks. :D

    The Syrians finally surrendered at 10 or 15 minutes left, leaving me with 5 KIA and about a dozen WIA.

  6. Hello everyone!

    First of all, I´d like to congratulate Battlefront for making such a kickass wargame, and making if even better since the release. :P

    Now, I don´t know if this has been brought up before, but are there any plans to make the missions more dynamic from a designers standpoint, maybe in CMSF2?

    I mean stuff like triggered events (e.g. for AI-Plans: if player does this, enemy does this), ability to call in reeinforcements (and maybe lose victory points if you have to do so), goals that appear during a mission and exit or withdrawal zones where any unit entering the zone is removed from play and points are awarded to the player (e.g. for delay missions where red has to attrite blue and then withdraw).

    Especially if the mission designer could script enemy behaviour according to the players actions and how the battle is going, then the opponent could be made to act in a more realistic way than the static AI-Plans we have now.

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