wildbillkelsoe Posted October 27, 2017 Share Posted October 27, 2017 So I play this mission where you are stranded in a minefield and cant move past the circle, and enemy are advancing on 1) the remaining bridge 2) using bridge layers and also you have FASCAM arty which apparently does not work when called as a fire mission In this mission the enemy does not appear to have a finite number. Its like being a single tank against a battalion of a mix of BMDs, BMPs, T-72, T-80,... Would it be possible to re-tailor it to have like only 15 vehicles to contend with, instead of the battalion versus one tank trapped in a minefield "Gauntlet" type of missions? 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 27, 2017 Share Posted October 27, 2017 Instant action is meant to be that way... endless enemy waves till you're dead. You're not supposed to win. Its just a gunning exercise where the targets shoit back 0 Quote Link to comment Share on other sites More sharing options...
wildbillkelsoe Posted October 27, 2017 Author Share Posted October 27, 2017 7 hours ago, Grenny said: Instant action is meant to be that way... endless enemy waves till you're dead. You're not supposed to win. Its just a gunning exercise where the targets shoit back sorry my bad then. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted October 28, 2017 Share Posted October 28, 2017 You should have a look at the Mission Editor wildbillkelsoe, its quite the sandbox 0 Quote Link to comment Share on other sites More sharing options...
wildbillkelsoe Posted October 29, 2017 Author Share Posted October 29, 2017 On October 28, 2017 at 4:06 AM, Bond_Villian said: You should have a look at the Mission Editor wildbillkelsoe, its quite the sandbox will do. I might set the total red to nine tanks but maybe diversify their routes. Also what really troubles me is that inside the minefield area, AI have reached me without a penalty while if I were to attempt to navigate even at slow speed I get blown to bits, meaning the minefield does not target red vehicles or the tank is set to explode outside zone, probably on a random timer or fixed time. Can I use arty to blow a path through the minefield? Like, can artillery rounds blow up hidden mines? 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 29, 2017 Share Posted October 29, 2017 51 minutes ago, wildbillkelsoe said: will do. I might set the total red to nine tanks but maybe diversify their routes. Also what really troubles me is that inside the minefield area, AI have reached me without a penalty while if I were to attempt to navigate even at slow speed I get blown to bits, meaning the minefield does not target red vehicles or the tank is set to explode outside zone, probably on a random timer or fixed time. Can I use arty to blow a path through the minefield? Like, can artillery rounds blow up hidden mines? In that case, you should start from scratch and not try to modify the instant action scenario. (Is that even open for editing??) Find a suitable map, put your tank in, and put in red units that suit you.... 0 Quote Link to comment Share on other sites More sharing options...
RENEGADE-623 Posted October 30, 2017 Share Posted October 30, 2017 it isn't possible. even if you copied the file to your my scenerios folder, the file is password protected. 0 Quote Link to comment Share on other sites More sharing options...
Mogwa Posted October 31, 2017 Share Posted October 31, 2017 Perhaps you would like the downloadable sce called "tanks" or one of its variants. It has a single M-1A1 against 9 T-series tanks on a small map, where you can maneuver all you wish. HTH, Mog 0 Quote Link to comment Share on other sites More sharing options...
wildbillkelsoe Posted November 1, 2017 Author Share Posted November 1, 2017 (edited) 22 hours ago, Mogwa said: Perhaps you would like the downloadable sce called "tanks" or one of its variants. It has a single M-1A1 against 9 T-series tanks on a small map, where you can maneuver all you wish. HTH, Mog Its a great mission if you mean "tanks again!". I always get killed when passing outside the start location in this mission. It seems I need to map Shift+ Arrow keys to my hotas to tell the gunner traverse turret to left or right. I think if during traverse he spots something the turret freezes. I am currently also working my toes into arty but a few things come to mind with experimenting, left and right I think in meters of previous impacts. Add or drop is behind and before respectively, of previous impacts. What is baffling me is azimuth how can that be four digits in a 360° environment. Any pdfs on arty interface? the mils especially? Edited November 1, 2017 by wildbillkelsoe 0 Quote Link to comment Share on other sites More sharing options...
Mogwa Posted November 1, 2017 Share Posted November 1, 2017 (edited) There are 6400 mils in a circle, so 0 is north, 1600 is East etc. The rest is simple: Edited November 1, 2017 by Mogwa 0 Quote Link to comment Share on other sites More sharing options...
Mogwa Posted November 1, 2017 Share Posted November 1, 2017 These may help: 0 Quote Link to comment Share on other sites More sharing options...
wildbillkelsoe Posted November 1, 2017 Author Share Posted November 1, 2017 6 hours ago, Mogwa said: These may help: thanks Mogwa really helpful tidbits. I also read last night the wiki page for arty and to my surprise there was the add and drop graphic which makes it easier for newbies like me visualise it. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted November 10, 2017 Share Posted November 10, 2017 On 27/10/2017 at 10:42 AM, Grenny said: Instant action is meant to be that way... endless enemy waves till you're dead. You're not supposed to win. Its just a gunning exercise where the targets shoit back You're not supposed to win them, true, but you can, if by winning we mean stopping the enemy until no more appear in sight. At least with the M1A2. That could probably be stopped (by Esim Games) by putting the spawn point somewhere where it can't be hit by direct fire through the woods, although it's possible lavish use of DPICM on its own on and around the spawn point could create a similar log jam. It's possible to deduce where the spawn point is by reviewing the AAR in World view. I know you know all that Grenny - this is for the new guy. Welcome by the way! 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 11, 2017 Members Share Posted November 11, 2017 Technically it's also not an "endless" stream of enemy, rather just "a rather large number". 0 Quote Link to comment Share on other sites More sharing options...
wildbillkelsoe Posted November 11, 2017 Author Share Posted November 11, 2017 5 hours ago, Ssnake said: Technically it's also not an "endless" stream of enemy, rather just "a rather large number". Nils, I'm a single A1 against a division. Anyways, there is no option for FASCAM after spending 25 minutes in the mission. I read wiki and its only off-map. By "off-map", this means that there is no physical launcher to be targeted in the map? and if so, would you mind checking how to activate FASCAM in this mission? Is it triggered? if so which one? Also, its not available in the call support menu for arty. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 11, 2017 Members Share Posted November 11, 2017 We removed FASCAM support from some (or all) of the missions (because it made winning too easy), but may have failed to update the mission briefings (rationalize it as things going unexpectedly wrong in a combat situation; it happens). You can still fire ICM barrages and HE/smoke. 0 Quote Link to comment Share on other sites More sharing options...
12Alfa Posted November 12, 2017 Share Posted November 12, 2017 On 10/31/2017 at 9:07 PM, wildbillkelsoe said: Its a great mission if you mean "tanks again!". I always get killed when passing outside the start location in this mission. It seems I need to map Shift+ Arrow keys to my hotas to tell the gunner traverse turret to left or right. I think if during traverse he spots something the turret freezes. I am currently also working my toes into arty but a few things come to mind with experimenting, left and right I think in meters of previous impacts. Add or drop is behind and before respectively, of previous impacts. What is baffling me is azimuth how can that be four digits in a 360° environment. Any pdfs on arty interface? the mils especially? Imperial vs metric azimuth, the old guard, and UK members have used deg, I think the standard now is Mils. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 12, 2017 Members Share Posted November 12, 2017 ...the NATO mil, with is 6400 units per full circle. The Soviet/Russian/Finnish mil is 6300 per full circle (!). The mathematical millirad(ians) from which these approximations are derived is 2xPix1000 = 6283.185307.... (an irrational number). So, the Russian mil approximation is 99.733% of the angular size of a millirad, NATO mils are 98.174%. A 3.50m wide tank hull at exactly 1000m range would actually be 3.565 NATO mil wide ... but in practice you have far greater errors in other parts when trying to calculate range estimations, so the easier divisibility of 6400 by four (and many multiples of four) is a good compromise. 0 Quote Link to comment Share on other sites More sharing options...
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