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Kinophile

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Everything posted by Kinophile

  1. Hi All, I've read through the Scenario Design handbook, but its not very helpful with AI orders. The Editor interface itself leaves a lot to be desired... I'm using Gauntlets Crossed as my base map. T72s arrive from Red (West) end of Highway, progress East, turn south at Crossroads. Can anyone explain how to do this simple Right Hook maneuver: First reinforcement wave (1st TANK PLATOON, 3 x T72s) arrive 25 MINS in. T72s DASH 1km WEST to OBJ Crossroads., (they are outflanking a Blue assault on Red urban defense line) T72s turn SOUTH, form firing line, ADVANCE into Blue Flank. OPTIONAL: 4. T72s reach OBJ Office Block, turn NORTH EAST, form blocking position on retreating Blue. 5. RED ARTILLERY drops heavy (2 x 152 batteries) barrage on expected Blue assault wave positions @35 min mark, hopefully coinciding with tank assault. I've ID'd the unit involved as R1, given it 25 mins delay, exact span. I've given it a setup zone, placed them in column on the highway. Painted some yellow unit objectives (crossroads, then line at OBJ Office Block.) Tried to figure out the unit orders menu. In scenario test, Tanks arrive, Nothing happens. So, how does the Unit Ai objectives brush work? Group/Unit orders..wtf? Most confusing menu setup ever. Can trigger/no trigger does waht? trigger the next order? Artillery Barrages, how? Many thanks! KP
  2. ## Kieme's Mods are superb, but the links are buried way too deep in a constantly growing thread. ## So, for ease of access here is the most current list, ripped from @ Page 34, Post #672, July 17 2015. Terrain and environmental mods: Buildings and structures: Troops and soldiers: Ukrainian Army vehicles: US Army vehicles: Russian Army vehicles: Interface: Others: Total: 1.8 GB Still missing: bridges, a couple of them have been done already. More interface: weapon and vehicle silhouettes (less than 50% done), plus a few tweaks here and there.
  3. Anyone from BF able to let me know the technical side of this? Eg, model format, limits of the engine in terms of size, frame rate, resolution, etc?
  4. I love this game. I'm building a heavy urban assault/grozny style map. Small, intense, with a LOT of Russian arty support - I'm interested in testing how US forces would adapt to the Russian super heavy bombardments. But the CM3 arty explosions are awful...they look like arty dropped on the moon - slow mo fountain, thin, soft. No violence to them. What format are they in the game? Is it possible to replace them with a more detailed 3D model? I'd love soemthing more vicious, such as the attached image. This is most like too detailed for the engine, but a good reference for density,shape, style.
  5. This is great! Real terrain always beats invented. Lovely work on the airport terminal. Its a pity you dont have the iconic Air Control Tower available, even as a generic ACT. Excellent work though.
  6. Of course, Instantly after I post i see the Snake_Eyes little stalin grad topic. It would be very interesting to see just how much info we could rustle up from the internet, mil publishings and personal contacts alone... I have a relative in the BA. He might be able to send some pointers. Ideally, we'd need a russian/ukrainian/polish helper...
  7. Hi All, Seeing as we have a highly detailed and capable simulator, has anyone tried re-creating (with our very limited info) any of the recent battles from the actual, real life conflict? At this stage, it will probably amount to no more than initial setting, what we know of the general forces and possible key points of contention during the battle. I personally, would be very interested to see how Debaltsev could be re-fought... Please, no digression in the causes/reasons for the conflict - i just want to model it, or extrapolate from the current status.. KP
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