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MOS:96B2P

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Everything posted by MOS:96B2P

  1. I will await both of your in-depth reviews (no less than 873 words, two diagrams & one photo). I will then make the appropriate decision on if I should buy or not.
  2. +1. Thank you. Very cool.
  3. A few screenshots from "Opening Encounter". A very well done scenario.
  4. A few screenshots from a new scenario "Opening Encounter" created by @Combatintman The mission is set in Lithuania's western border with the Kaliningrad Oblast where a US force has hurriedly deployed in response to a thrust east out of Kaliningrad in support of a Suwalki Gap attack. Below is a link to the topic. As usual Combatintman used a real world location/map. Very cool.
  5. If I understand the question. In the scenario editor any US or Soviet UAV can be added to the Ukrainian TOE. They can then be used by the Ukrainians. The UI could be modded to change the name / look of a US Raven UAV to Ukrainian produced UAV (if the Ukrainians produce any?). It would still have the same exact capabilities of a US Raven. Just a different name, silhouette.
  6. The AI stealing on map mortar (CTRL = Fire plans) is a problem I have also seen. I've wanted to do some testing with it but haven't gotten a good solution yet. The presence of radio C2 with the mortars allows the AI to sometimes redirect the mortars. Two possible solutions. 1) Mortars no time for AI requests: The mortars constantly have a (CTRL=Fire) fire mission shifting from one bombardment to another. Probably need extra ammo dumps or trucks close by so they don't run out of ammo. With the constant fire missions maybe the AI doesn't have an opportunity to steal the mortars for a different fire mission? 2) Remove mortar unit C2: Assign the mortar HQ units with a radio to arrive as a reinforcement after the end of the scenario. Or have the mortar HQ units with radios out of C2 range of the mortar tubes. Or have the mortar HQ units with a radio assigned to a different AI group example [A8]. [A8] moves to an exit zone at scenario start and disappears from map. At 5 minutes a reinforcement group arrives (platoon of tanks, etc.) as the new [A8] so the [A8] group can still be fully used during the scenario.
  7. If the Destroy bombardment is set to limited ammo but still has ammo left after the bombardment would scarce work or is that not enough ammo now?
  8. +1. More interesting stuff. Be careful my friend. Unless you are confident you know where all his units are you may be dashing into some of them. I don't know how the terrain (south?) of SCHWARZ looks but a dash up to SCHWARZ might catch flanking fire from BLUA even if SCHWARZ is empty.
  9. The fact that surrendering OpFor units don't quickly disappear is a give away that other OpFor units are in proximity to the surrendering unit. But not for any malicious scenario designer reasons. It is to give the other OpFor units a chance to rescue the surrendering OpFor unit. It generally adds fun to the game as a mission within a mission. Just like doing buddy aid to leave no man behind etc. It is explained on page 65 of the 4.0 engine manual.
  10. You may have already seen the below topic in your search. It demonstrates some of what is possible.
  11. I still have it and occasionally work on it but other CM and RL stuff doesn't leave much time. I'll move it back to the top of the list someday.
  12. There is also a mod that further helps to determine what caused a hit. Dark & light blue = high caliber, Dark & light red = HEAT. Light colors are for ricochets.
  13. +1. Cool and a little different. Russians attacking from west to the east. PIR: Will the main effort go north or south of the lake? Looking forward to playing it.
  14. +1. Interesting stuff. Thanks for sharing the video.
  15. +1. Just saw this. Very cool.
  16. The below scenario in CMSF is pretty cool. Operation Neptune Spear.
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