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RMM

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  1. Like
    RMM reacted to sgt.longbow in Engine 5 Wishlist   
    scavenge from vehicles that have not been blown up or set on fire.
  2. Like
    RMM got a reaction from Feru in Engine 5 Wishlist   
    So I've now confirmed that ammo sharing does not happen between different, non-affiliated units; ie. not from the same section or squad. While one can make the arguement that people might want to hang on to the ammo they have, particularly if everyone is getting low, I have a howitzer ammo-bearer from a different section next to another section's howitzer, and they're NOT allowing the howitzer's crew access to their ammo. This is surely dumb, particularly when the bearer's original gun has been lost.
    I also have a spotter unit that picked up some mortar ammo during a previous buddy aid, but will not allow a mortar section that's adjacent to it access to that ammo, even though, obviously, it has absolutely no use for the ammo itself!
    On a more general unit, I've seem units with a pile of 9mm ammo (for example) stacked with a unit that's run out, and yet not allow that other unit to share said pile.
    This really should be fixed please.
  3. Upvote
    RMM reacted to IronCat60 in Engine 5 Wishlist   
    It may have been mentioned and I may have missed it.
    A more deliberate way to ensure squad automatic and AT weapons are picked up and remanned instead of hoping that "Casualty Aid" gets to them.
    Something along the lines of a "Retrive Equipment" command where a much shorter pause is enacted where only key weapons and ammo is collected from the casualties. Buddy Aid is not performed.
    This command would help when moving from a location in a hasty manner but you need to ensure key weapons, ammo and equipment are picked up.
    Such a command would also allow units moving quickly through a casualty area of another unit the possibility of retrieving equipment they may need.
    A command where mortar teams may abandon their mortar when it is out of ammo or they are being overrun.
    Ammo Bearers the ability to drop their load at a MG or AT gun location so they may be able to perform as a security element without the loss of their ammo.  Also the ability to share their load with another unit when theirs is destroyed.  Ability to abandon their load when it becomes no longer relevant.
     
     
     
     
  4. Like
    RMM got a reaction from Phantom Captain in TSD III, TPG II & The CM Mod Warehouse Update area.   
    You're are a trooper for the cause @Bootie! Thank you for your persistence and efforts!
  5. Like
    RMM got a reaction from Vacillator in TSD III, TPG II & The CM Mod Warehouse Update area.   
    You're are a trooper for the cause @Bootie! Thank you for your persistence and efforts!
  6. Like
    RMM got a reaction from Bootie in TSD III, TPG II & The CM Mod Warehouse Update area.   
    You're are a trooper for the cause @Bootie! Thank you for your persistence and efforts!
  7. Upvote
    RMM got a reaction from Warts 'n' all in TSD III, TPG II & The CM Mod Warehouse Update area.   
    You're are a trooper for the cause @Bootie! Thank you for your persistence and efforts!
  8. Upvote
    RMM reacted to Warts 'n' all in TSD III, TPG II & The CM Mod Warehouse Update area.   
    Elizabeth slams down her quart pot of Whitehall Winter Warmer. "Did that colonial say 'Imaginary'?"
  9. Upvote
    RMM reacted to purpheart23 in Engine 5 Wishlist   
    Cool, we're doing it again.
  10. Thanks
    RMM reacted to Erwin in Engine 5 Wishlist   
    Yes, we've been requesting a revamp of the ACQUIRE routine for years so that any unit can exchange ammo and weapons with an adjacent unit - up to reasonable limits and possibly with a time penalty of course.  
  11. Upvote
    RMM reacted to Commanderski in Engine 5 Wishlist   
    An update on the progress of Engine 5 would be nice.
  12. Upvote
    RMM reacted to BeondTheGrave in Engine 5 Wishlist   
    Two small QOL things, maybe both of them have already been mentioned:
    1) The 'acquire' command should become something like 'give/take.' I just played a mission today where I accidentally acquired 7.62 ammo for a squad which I dont think actually has any 7.62 weapons. Would be nice to just place it back into the M2. It would also be nice if infantry could pass ammo along to other squads, like ammo bearers. Could make truck drivers more useful as guys who can bring ammo out to an MG squad or rockets to a bazooka team or something. edit: Passing around ammo could lead to some gamey micromanagey situations (and was annoying AF in Men of War lol) so an easy solution could be for vehicles to 'acquire' ammo back from their carried infantry squads. That would let you put away kit you accidentally grabbed or decided you dont need and dont want to risk. 
    2) It would be nice to be able to see basic weapons stats for infantry in game somehow. Maybe by clicking on the infantryman you can see the stats for his carried weapon? Im not a dev, so someone smarter than me could that out. But I'm playing CMBS today and while I think I'm mostly well versed in modern weapons, some things are a little unknown to my Cold War-era brain. Like the M110 CSASS, I assume thats a DMR. But what kind of ammo does it take? Probably thats where all that 7.62 in my squads is going. I could go to Wikipedia and look it up of course, but it would be nice for the game to just tell me that without having to alt tab. 
  13. Upvote
    RMM got a reaction from kohlenklau in TWC GD MOD for Red Thunder   
    Yeh, got it. Tks so much!
  14. Upvote
    RMM reacted to kohlenklau in TWC GD MOD for Red Thunder   
    Have a great time! Me and the Mrs did NYC last week and had some cold temps for the rarely ever used big coat,gloves,hats and scarves.
  15. Thanks
    RMM reacted to kohlenklau in TWC GD MOD for Red Thunder   
    @Erwin I sent a PM with a proposal to just flat out host all your collection of .5TB on my 2TB dropbox... You could still serve as the archivist if you wanted. Let me know what you desire to do...
  16. Like
    RMM got a reaction from Ultradave in TSD III, TPG II & The CM Mod Warehouse Update area.   
    Amen and amen!
    Thank you Dave, for a nice touch for those of us stuck on the Gulf Coast with nothing like real, Christmas Wx! Merry Christmas to all!
  17. Upvote
    RMM reacted to Ultradave in Engine 5 Wishlist   
    Yes, it would be lovely. It was tried, and there were too many oddities with it that the consensus was it wasn't ready for primetime. But it sure would be nice to revisit it for the future (it's on the list of requests - guess we'll just have to see).

    Dave
  18. Upvote
    RMM reacted to kohlenklau in MOD Tagging   
    As a scenario author, you COULD have a desire to show a whitewashed vehicle that was then in a snowstorm and like in the movie "Battle of the Bulge", a fresh chocolate cake had been sent from the US. The panzer then smashed the cake and that is the muddy part in the tracks? [snow whitewash muddy] hahahaha
  19. Like
    RMM reacted to kohlenklau in MOD Tagging   
    Memory Lane.. I think that was me back in 2015 with CMRT winter mod. [gc] was the great coat mod and [guards gc] was the great coat mod summoning some 2nd variation.
  20. Thanks
    RMM reacted to Vanir Ausf B in Hull Down Command discrepancies   
    Don't use the Hull Down command for area fire. It's not meant for that. It's really intended for tank vs tank engagement. The idea behind the command is to put your tank hull down to another vehicle on a particular piece of terrain, NOT hull down to the terrain itself. It assumes a Very Tall vehicle on the targeted action spot and attempts to get hull down to that vehicle, so it will usually stop short of LOS to the ground and will also sometimes stop short of LOS to any vehicle shorter than Very Tall (Panthers and Shermans are Very Tall).
  21. Like
    RMM got a reaction from Bootie in TSD III, TPG II & The CM Mod Warehouse Update area.   
    @Bootie Hey man, sorry to hear about the grief you've gotten from some quarters. You've done a bang up job, particularly for someone like me, playing catch up, having only just recently purchased RT, etc. So, thank you, and thanks for working on all those missing links!
  22. Upvote
    RMM reacted to Lucky_Strike in TSD III, TPG II & The CM Mod Warehouse Update area.   
    There are always some complete wastes of oxygen - make nothing, contribute nothing, have no humour nor grace yet think it's okay to criticise those that do. @Bootie you do a job that nobody else has been willing to take on which makes you unique amongst us, we are all the better for it and indebted to you. I'd happily take the slipper to these wankers to teach them how to respect what is given to them for free, but that would probably be wasted on their sad entitled asses. I'll raise a virtual dram to your good health instead (am off the bottle at the moment - docs orders @ Christmas too!) Sláinte buddy 🥃
  23. Upvote
    RMM reacted to Erwin in TSD III, TPG II & The CM Mod Warehouse Update area.   
    +1  Bootie probably does the most for the BF volunteer community than anyone.
  24. Upvote
    RMM reacted to A Canadian Cat in TSD III, TPG II & The CM Mod Warehouse Update area.   
    Well they can just keep their opinions to them selves. I am reminded of a developer I once knew who responded to his manager trying to book a performance review "unless there is money in it for me you can keep your damn opinions to your self" - yes he was a grumpy guy but we loved him
     
    Anyone doing this can just **** off.
    @Bootie is a great supporter of this community. He has helped me (and countless others) many, many times. I am amazed at how well he does at keeping himself accessible.
  25. Thanks
    RMM reacted to MikeyD in MOD Tagging   
    Technically, 'muddy' and 'snow' don't officially exist together in the game. But if you place a [snow] tag into a scenario that doesn't have snow terrain selected that means 'muddy' is liable to pop up where you don't want it. So you need a combo tag [muddy snow] version so when the the muddy wheels/tracks/ hull sides show up they'll be using the tagged mod art you want.
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