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snarre

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Everything posted by snarre

  1. personaly i like more how its work now , because on red thunder its feels like aircrafts shoot more own guys than enemys
  2. battle what im playing right now thous vehicles are worked normaly , im not notice any problems.
  3. t-64 using kontakt-1 era and BMP2M using missiles.
  4. this gind system sounds good idea. all sou it could work then reverse way on triggers . example if AI unit get wiped out ( inf value in zone droo under 500 ) trigger get active and AI sending more units that area .
  5. tjust more moduls to black sea and ewerything is fine
  6. yep deploy button is gone then sou remounting and dismounting again dosent help to fix it.
  7. yep yep it was USA mortar halftrack but inttresting thing was that when i remount crew , they start to shoot again whit mortar. On german side all looks like fine. deploy button dosent disappear if crews take hit.
  8. same thing happend to me whit USA ht , one guy get hit and deploy icon gone, when i dismountet them.
  9. there is way to tranfer thous if i remember right , you had to chanse some name or text part in file. some other ho know better can give you more info about this.
  10. yep on distance but distance what we speaking in RO2 are 10-100 metres max, on rare cases. If that message was to me Macisle.
  11. on Ro2 t 70 have on week spot on front and its under gun but its dam hard to hit . usually you hit on gun it self and then counter part pz3 and pz4 can destoy whit one at rifle bullet sou like i sayed armor modelling and penetration values are crapy in game. Im played Ro2 ower 1500 hour and around 1000 hour ost front but thats it about Ro2 , back to CM
  12. Ro2 armor modeling is litlebit crapy . its based on damage ammound of what AT vepons can do . T 70 is example all moust imposible to kill whit pz 3.
  13. well ruskis sendet people all ready to siperia before Hitler was ewen survived from ww1
  14. well one way to do that is then make option to Ai move order on editor , witch way they face then when troops arrieve to destination. example smal slider where is options like " NW , N, NE and sou on
  15. my expierement on battle limit, go around 3km x 4km maps side and around 1500 man power on both side. if its go ower that then its start to crash on loading.
  16. all units have them own combat AI, sou there is AI . only thous move orders (scripting) is madet by human .
  17. shift8 . thous what ASL asking are not at all nonsense things.
  18. damage table and this thing is difrend subject.
  19. this gind situations are wery rare , like we soo on 2 nd videoa and i expect this penalty was reason why it wend that way in this case.
  20. like i sayed in real life. In game you can make 2 difrend test, place tank and enemy infantry unit in same action spot/hex , tank will shoot them whit main gun ewen they are under barrel. 2nd test , place tank on deep ridge line nous to scy and make it shoot house or any other target. tank going to shoot ewen gun travelse shoulden go that mutch down, on some point tank get shot out of barrel ( around 5-10 turn/ game minute) . Sou to thous deep anglet shots tank get time penalty. 2 nd video looks to me that gind situation. Some one ho write english beter mayby can explain this better. panther get shot out realy fast when sherman was taked enough distance to panther, on that point sherman was paniced because commander was shooted by small arm fire
  21. yep but in game tanks aiming ewery time to center of mass, sou if other tank is too close to another tank, gun travelse go too deep angle and thats why its take penalties to how fast its shoot/ get shot out.
  22. if you talking about slow reaction or slow shooting in 2 nd video . tank propably taked same penalty when tank is shooting on too deep angle, where gun shouldent possible to travel, ewen in real life (too high or too low angles) .
  23. Hey , i would like to test your mission what you are building right now .

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