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Old 10-26-07, 07:46 PM   #5
Skybird
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You mean scripting with the editor ?

Yes, during mission design.

And will I have to do the same with a chinook ?

For the time being, yes.

You mean it has a 30mm in reality too ? :hmm:

as far as I remember, yes. I just checked on the fly with Wikipedia, they also say: 30 mm.

I mean, how does it looks like when a soldier pops up in a window ? There is no interiour you say and the windows are just textures then ?

Windows are textures, soldiers remain invisible inside houses. All you see is the muzzle flashes from wepaons and a puff of msoke when a missile is fired.

Damn, they need to learn crawling. But at least something. btw I see some trenches, on videos, digged out where tanks take a hull down position and fire from. Can this trenches be digged during a mission somehow or in the terrain editor or something ?

Not during the mission, which for the time scale of usual missions is unrealostic anyway. each vehicle has it's own foxhole, and they can come in two depth levels, too, one of which allows tabnks moving back and forth, revealing their turret when firijng, and complety go on divind station while reloading. they rock back and and fourth within seconds for that reason.
You can see pictures of it here : http://www.subsim.com/radioroom/show...d=1#post421927
I agree on the crawling part, it is a high priority for me, yes. But for esim, it seems to be a medium priority only. Has something to do with that infantry again is not the original focus of the sim.

What do you mean with HMG's ?

Heavy machine guns. Before they had LMGs and MMGs only.

No no. I mean when I actually dismount the squad and move it from to a forest patch in an ambush position and letting the IFV behind the hill to give them support. Then when the enemy comes over the hill I take them under fire with the IFV while the squad smoke them with bazookas from close range. When some enemy vehicles might have sliped through I would want to move the IFV quickely into another firing position to engage them from behind and guess what the IFV refuses my order and stay there and wait in the open till the squad returned and till then the next enemy tank comes over the hill and smoke my IFV.

Move the IFV to the squad, or giove both a movement path to a meeting point or leave the sqaud in place. Once the squad has received an order for itself , it is detached from the IFV, and the IFV can do as it pleases. At least that is like it is in SGB. Do not remember SB1, though.

About what seperate orders are you talking about ? As far as I can see you cannot really seperate the squad from the IFV, the squad can move freely very far but when I want to move the IFV then he stay there and wait till the squad is back.

See above. if you talk about SB1, I do not remember, if you talk about SBP, you do something wrong. When you unload the squad, it still is attached to the vehicle, and will follow it, and the vehicle will never stray beyond a certainn distance to the squad, or even wait until the squad has mounted again. If you click on the infantry alone and give it some order like "hold/defend", or "move", it is detached, and the tank will not wait for them to return before it moves (SBP)

How much bigger are the maps now ?

as big as the mission designer makes them. there is a limit, but I never met it so far. for example, 20x15km and more is no problem.

I somehow get claustrophobia in SB at times. I would like to make some scenarios where you have to cross long distances with missons that goon for hours, where you don't have to expect enemies behind every hill. But SB terrain is a little bit small for my taste.

Keep in my mind that platoons and companies in reality would have preordered movement corridors and phaselines for formation cohesion, else a unit would stray into anothe runits firing zoine and Blue on Blue would occure.

I played some missions going for up to 6 hours. But that is not really fun, I promise you. Somebody created the Thunderrun of amerian tanks along the highways in Baghdad, due to the micromanaging I did, I played a sneaking battle. My losses were low, but it took, as I said, over 6 hours. The road is 25 or more km long.

And btw, any improvements to the helo AI ? Can they hide now behind the terrain and tree lines or are they still behave like on a turkey shot ?

Helos are low priority and originally were meant as flying targets for gunnery practice only, so little improvement there (the Aussie military wanted them first, I believe). I doubt there will ever be a flight model of the fidelity you want. that simply is not within the scope of this simulation, and to spend time on it would thus not be justified as long as there are higher priorities - and these are there in high numbers. However, helicopters can be quite lethal. But I tend to leave them out, they are not clever in the way you described, and thus are easy targets. I use them for pop-up-and-hide recce exclusively, if ever, or to chase down an already retreating or shattered enemy (like you often use cavalry in Total War)
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