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glilley

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  1. Since I started this I'm going to pull my wish list request. After thinking more about it I realize that I've become fixated on this issue without stepping back and looking at the rest of the picture. In any engagement, unless the mobile asset is extremely mission critical, taking another like asset out of the fight for recovery evolution is rarely done. With mission success so dependent on time, terrain and force assets, taking another mobile fighting asset out of action is going to have a noticeably negative impact on one's ability to win the fight. If you get stuck, you're going to have to wait till night or the next day for recovery.
  2. That is very true - seen it happen IRL and that would be one of those "gee, that's too bad" situations. Think that if towing vehicle starts getting bogged and you catch it before immobilization, it could perhaps be set up to stop movement, decouple the tow cables (crew out/in) then try to unbog the towing vehicle. With all of the variables this may be too big a stretch for coding though.
  3. Once a towing vehicle is in position and given the crew is not under hostile fire (and factoring in crew experience) it only takes 5-10 minutes to attach towing cables to the towing clevis (2 on towing vehicle and 2 on towed). Attaching cables would probably require some form of the "Dismount" function to make realistic. After this, now its a matter of whether the towing vehicle can perform the function of getting the other vehicle unstuck. This process can take another 5-10 minutes and may not be successful (in which case player makes decision to continue trying or cut losses and get towing vehicle back into the fight). Now I'm talking about a straight forward tow evolution, not something more complicated using multiple vehicles or extra tow cables.
  4. Combat towing recovery of undamaged immobilized vehicles. Would like to see capability for appropriate vehicles with tow cables to recover using said cables vehicles it can tow out. For example, M1 Abrams towing another M1 that has become immobilized due to terrain issues and not damage so it can get back in the fight. I am aware that there would be programming challenges regarding towing vehicle size/power vs vehicle to be towed, crew experience affecting time to perform recovery, terrain/weather impacts, crew exposure to enemy fire, etc. When playing 45 min + game duration, would be nice to have ability to pull a critical vehicle asset out of the mud even if it takes 20 minutes and takes the towing vehicle out of the temporarily out of the fight. Might be too big a challenge but thought I'd ask!
  5. Ahh - looking at the file info at Scenario Depot it is played German vs AI. I swear that when I first played it years ago you could play either side vs AI (I mean, it did it as US vs AI). Was this originally a stock scenario that I missed somehow when I reinstalled the game? Edit - Looking at Leslie Software site it appears that it was a stock scenario - I must have overwritten it when I brought in the one from Scenario Depot. Bummer.
  6. Currently playing CMFB ver 2.03 which I purchased through Battlefront. Years ago remember playing this scenario several times as a nail-biter. Last summer had to wipe/reinstall Win10 (sigh) and reloaded all my CM2 games and applied latest updates. Saw this game on The Scenario Depot III and downloaded it into Scenarios (as usual). All other scenarios work fine but this one has issues. Playing US, for the entire 20 min length of scenario, except for initial mortar barrage from Germans, the Germans just sit there in setup zone and do not move the whole scenario. Played both turn-based and real-time and get same results. Deleted that scenario and put it back in in case there was a corruption issue when I copied it, but no joy. Any thoughts?
  7. Off-Map Smoke Being Available After HE/Cluster Expended There are times when planning fire support I would want the off-map tubes (artillery/mortars) to expend all their HE/cluster munitions to soften up a target then place smoke in an area to provide cover for my attacking units. As it stands now if your off-map assets expend all HE/cluster munitions smoke is not available as a final fire mission. Could use on-map tubes to provide smoke but some scenarios have little to no on-map tubes. Would be great to have smoke available after HE/cluster is expended.
  8. Rats - this was meant for the Engine 5 Wishlist topic! Wish I knew how to delete this. There are times when planning fire support I would want the off-map tubes (artillery/mortars) to expend all their HE/cluster munitions to soften up a target then place smoke in an area to provide cover for my attacking units. As it stands now if your off-map assets expend all HE/cluster munitions smoke is not available as a final fire mission. Could use on-map tubes to provide smoke but some scenarios have little to no on-map tubes. Would be great to have smoke available after HE/cluster is expended.
  9. Thanks Brille - Unfortunately the scenario I'm playing has no on-map tubes. Bummer.
  10. Think I have read about this in some post but can't find it. Playing a CMCW scenario where I need to use smoke at the end of an arty mission that will use all the battery's HE. However, I then realized that if you shoot off all your HE rounds and fire mission completes the Support Roster for the tubes show "Empty" and you cannot choose it for a smoke mission, even though smoke was an option at the beginning and the rounds are surely still available to the battery. Is this a known bug with a fix being worked on or is it an unfortunate feature of CM2 code. Reason I ask is IRL it is not uncommon for units, via their FIST, to plan fires that involve smoke to be used at the end of an HE fire mission.
  11. I have ver. 2.04 and all the Marine scenarios are greyed-out and require me to download the Marines V2 module.
  12. I already have the latest version of the basic game. Does anyone remember how big the download is for the Marine module? Thanks!
  13. Oops - just saw that patch CMRT Win v212 Update.rar update to 2.12 is latest, so figure that is the problem. At 3gb size it seems more like a game engine update than a patch... Playing RT game engine 4, ver. 2.02 (purchased from Battlefront, not Steam). Downloaded/extracted CMRT_KGr_vonSchroif_v6 campaign and moved the .cam file to the Battlefront/Combat Mission/Red Thunder/Game Files/Campaigns folder. Opened RT and Campaigns and all I see are the original 3 stock campaigns. Am I getting the campaigns into RT the wrong way? Thanks!
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