Jump to content

glilley

Members
  • Posts

    36
  • Joined

  • Last visited

Reputation Activity

  1. Like
    glilley got a reaction from THH149 in Posted in Error-Off-Map Smoke Being Available After HE/Cluster Expended   
    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.
  2. Like
    glilley got a reaction from RMM in Engine 5 Wishlist   
    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.
  3. Like
    glilley got a reaction from Ultradave in Engine 5 Wishlist   
    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.
  4. Like
    glilley got a reaction from Vacillator in Engine 5 Wishlist   
    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. Like
    glilley got a reaction from Vacillator in Engine 5 Wishlist   
    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.
  6. Like
    glilley got a reaction from RMM in Engine 5 Wishlist   
    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.
  7. Like
    glilley got a reaction from OBJ in Engine 5 Wishlist   
    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. Upvote
    glilley got a reaction from RMM in Engine 5 Wishlist   
    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.
  9. Upvote
    glilley got a reaction from AlexUK in Engine 5 Wishlist   
    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.
  10. Like
    glilley got a reaction from Bulletpoint in Posted in Error-Off-Map Smoke Being Available After HE/Cluster Expended   
    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.
  11. Upvote
    glilley got a reaction from Probus in Smoke Not Available After Maximum Fire Mission Completes   
    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.
  12. Upvote
    glilley got a reaction from A Canadian Cat in CMSF2 Marine Module Download Size   
    Got it up and running now.
  13. Like
    glilley got a reaction from Bulletpoint in Same Group of Tiny Maps Used by Game?   
    Bulletpoint - I have observed this for some time, not only in CMFB but also in CMRT. In my CMFB I have roughly 3 dozen or more Tiny maps for Ardennes area in Dec 44 that are either setup as Axis assault, attack or probe but the same 6-8 keep on being pulled when I let the game grab a map. Don't know what the long pole in the tent is on this issue.
  14. Like
    glilley got a reaction from Bulletpoint in Same Group of Tiny Maps Used by Game?   
    Playing CM Final Blitzkrieg, ver 4.0.  Between what the game provides for Tiny battles and what I have created for Tiny battles, I have approx 2 dozen or more Tiny maps in QB folder that are not Meeting Engagement and are Ardennes region/December for the Month.  The maps I have created come from existing Small, Medium or Large/Huge maps. When I create a Tiny QB and select one of the maps I have created, they work just fine BUT when I let the game choose the map, it seems as if game is only using 6-8 of the Tiny maps for the Region and Month I have selected. I have fired up, one after another, 12 Tiny QBs for Ardennes/December where I let the game choose the map and I seem to always get the same 6-8 maps split between game maps and ones I have created. If I want to play the other ones I have to manually select the map. Anyone else run into this issue and anyone have an idea how game "randomly" selects a QB map? Thanks!  Gene
×
×
  • Create New...