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Old 12-06-10, 04:20 PM   #151
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Super idea! It'll really mix the battlespaces. What about the difficulty of using the 76mm on land targets? I guess it just adds to the challenge. Or is it posible to adjust their radar signal return so they can be targeted by the CAS more accurately? Actually come to think of it, I don't think surface radar detects land based objects ever.
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Old 12-06-10, 06:06 PM   #152
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Quote:
Originally Posted by Seamutt View Post
Super idea! It'll really mix the battlespaces. What about the difficulty of using the 76mm on land targets? I guess it just adds to the challenge. Or is it posible to adjust their radar signal return so they can be targeted by the CAS more accurately? Actually come to think of it, I don't think surface radar detects land based objects ever.
I think its less of a radar accuracy problem, more of a crappy TMA problem. Even if your CAS radar is locked on to a contact it still uses your TMA solution for it.

Maybe some of those new A-10s or heli gunships I've converted over might make an appearance lending some CAS.
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Old 12-16-10, 01:41 PM   #153
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Ok big update...

My models:






Models I painted and converted:







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Old 12-18-10, 01:54 PM   #154
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Jesus your work is nothing short of A-M-A-Z-I-N-G

3.11 will be a huge expansion of the databases

EDIT:

I forgot to ask, is there actually any AI programmed for the tanks? Or will they simply be static objects?

Would be nice to have troops moving around in a random way, so that you have to wait until the last moment and get coordinates for your attack from a spy sat or a friendly air unit
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Old 12-18-10, 02:32 PM   #155
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They're static. Working guns though.
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Old 12-18-10, 02:38 PM   #156
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Quote:
Originally Posted by Hitman View Post
I forgot to ask, is there actually any AI programmed for the tanks? Or will they simply be static objects?

Would be nice to have troops moving around in a random way, so that you have to wait until the last moment and get coordinates for your attack from a spy sat or a friendly air unit
What you could do it set a group of tanks as a dynamic group with several dynamic locations for when they are created by a trigger. That way when they appear they will appear in different spots.

Oh yea and watch out for the guns, Getting close to shore in the FFG will not be a very good idea anymore. Those 155mm guns have a huge range, around 11 miles for the regular round or around 20 miles for a rocket assisted round.
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Old 12-18-10, 04:39 PM   #157
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Back in SCX Thomasew got SCUD launchers to move.

I think they could be assigned a waypoint in the mission editor and they would move over land.

Only thing was you needed a trigger to swap out the mobile version of the scud for the going to launch version.
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Old 12-19-10, 07:44 PM   #158
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the Burke Flight I/II and Flight IIA:





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Old 12-20-10, 12:24 PM   #159
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South Korean KDXIII Destroyer...

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Old 12-21-10, 12:18 PM   #160
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A combonation of the rebuilt Burke hull, another model, and some of my weapons. The JMSDF Kongo class DDG.
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Old 12-21-10, 12:33 PM   #161
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Well, they are amazing, really
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Old 12-21-10, 04:07 PM   #162
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A couple more models I found that I'm modifying and converting over for LWAMI:



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Old 12-21-10, 04:30 PM   #163
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That Osa (or knockoff) is beautiful. I love the AK-2/630 on that thing. If the poly count isn't too high you should grab that and reuse it.
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Old 12-21-10, 04:37 PM   #164
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Quote:
Originally Posted by Molon Labe View Post
That Osa (or knockoff) is beautiful. I love the AK-2/630 on that thing. If the poly count isn't too high you should grab that and reuse it.
Yea the weapons and sensors on a these ships are going to become standard issue on my models now.

That Osa mesh is going to get quite a workout when I'm done. I plan to put the squarish Osa II missile launchers on it and different weapons and FCRs for the different classes (Osa II, Hungfeng, Suju.)
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Old 12-21-10, 05:14 PM   #165
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TLAM I have an OSA II which I'd say is better than that one if you want to finish it off.
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