ChrisWerb Posted September 29, 2019 Share Posted September 29, 2019 That would be brilliant. You can already do this with the UGL/GL at squad/section level, albeit without a proper sight, so I hope it would be easy to implement. 0 Quote Link to comment Share on other sites More sharing options...
ht-57 Posted September 30, 2019 Share Posted September 30, 2019 (edited) This was discussed in a different thread, but I too would like to have the AI call artillery strikes against "single" units as well. I was controlling a detached co and couldn't figure out why it wasn't raining artillery @ certain points in a personal sce. Well now I know.... Could be a bit of a cheat when playing a multi player co-op sce...... https://www.steelbeasts.com/topic/11707-sb-4019-ai-artillery-ignores-single-units/?tab=comments#comment-174653 My thought is perhaps to make the AI FO call conditional, as in- call artillery if "this" unit can see > x amount of enemy units "anywhere" that way sce designers could set the threshold based on mission/training intent. So what do ya know, under "Set fire ctrl" there already exists "open fire if". So by naming the "FO" in the on map artillery units "set fire ctrl" condition as mentioned above I have produced the results I was after, calling fire missions on a single or group of single "detached " units Edited September 30, 2019 by ht-57 Adding findings to my own question. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 5, 2019 Share Posted October 5, 2019 It's probably already been asked for many times, but I'd like the ability for the vehicle commander to get out of the vehicle, take a pair of binoculars and go and take a look at what's on the other side of the hill without having to crest it with the turret of the vehicle. I have no idea if that's doctrinally accurate - I'd just like to be able to do it. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted October 5, 2019 Members Share Posted October 5, 2019 Yes.... the dreaded bug #754. I don't even have to look up the number. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 5, 2019 Share Posted October 5, 2019 1 hour ago, Ssnake said: Yes.... the dreaded bug #754. I don't even have to look up the number. Just checked it...funny to see what the plans for 2014 where 😉 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted October 5, 2019 Members Share Posted October 5, 2019 Ugh. Of course, it was #734, not 754 ... and it goes back to 2006. 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted October 5, 2019 Share Posted October 5, 2019 On 9/29/2019 at 1:05 AM, Grenny said: Heck...even a simple crosshair to shoot rifle and AT weapon would be a huge improvement. 3d weapon with crosshair. I would gladly take this, also. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 5, 2019 Share Posted October 5, 2019 1 hour ago, Apocalypse 31 said: 3d weapon with crosshair. I would gladly take this, also. Well for me even the 3D weapon would be optional...as long as the virtual grunts shoot what I want where I want and when I want. Not like the current state of the AT weapons. You are allowed to choose "shot at unit"...and then the AT-gunner will shoot when he feels like it. Drives me nuts 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted October 5, 2019 Share Posted October 5, 2019 58 minutes ago, Grenny said: Well for me even the 3D weapon would be optional...as long as the virtual grunts shoot what I want where I want and when I want. Not like the current state of the AT weapons. You are allowed to choose "shot at unit"...and then the AT-gunner will shoot when he feels like it. Drives me nuts Ghost Recon 1. no weapon. just a reticule. It worked well there. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 5, 2019 Share Posted October 5, 2019 Yes, that would be a great starting point. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 6, 2019 Share Posted October 6, 2019 (edited) I take it that the AI would add whatever super-elevation for range was needed automatically? That seems the most logical way forward, rather than having to have a plethora of different reticles. Edited October 6, 2019 by ChrisWerb 0 Quote Link to comment Share on other sites More sharing options...
Harlikwin Posted October 11, 2019 Share Posted October 11, 2019 So having been away a while, more of a question than a wish... Are there any new crewable cold war era vehicles in the works? T64/80? Cheiftain? M60A1? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted October 12, 2019 Members Share Posted October 12, 2019 We don't comment on our plans, usually. The terrain engine and the new HE model were exceptions. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted October 12, 2019 Share Posted October 12, 2019 (edited) Asian civilian models that resemble Viet Cong irregulars. Conical or bush hats, black pyjamas & sandals and the like. Edited October 12, 2019 by Bond_Villian 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 12, 2019 Share Posted October 12, 2019 OK, I'm hoping that, programming-wise, this is not too big an ask and might be valuable to military customers. I'd like to see artillery in the off map support menu made more varied in type and effects. This is a Western-centric suggestion by a non professional. Some of these settings would be selectable by FO and others in mission editor. Basic calibres: 60mm, 81/82mm and 120mm mortar and 105mm. 122mm, 152mm and 155mm tube artillery. Rates of fire: Fast (but limited duration), Fast autoloader (also limited duration), standard, H&I. Projectiles: Mortar: HE-FRAG, Prefragmented HE-FRAG, Smoke (bursting WP) Projectiles: Tube arty: HE-FRAG, Prefragmented HE-FRAG, Smoke (as already implemented) and for 105, 122, 152 and 155 DPICM and 152 and 155 FASCAM Additional rockets for GMLRS: Conventional unitary warhead and Alternative Warhead. Ability to fire any number of rockets within the capacity of available launchers, from single rounds upwards. Fusing options: Mortar, Tube artillery and rocket: High airburst, low airburst, combination of low airburst and instantaneous (except GMLRS) , instantaneous, fractional delay Accuracy levels: Mortar: Standard (and GPS/INS, plus degraded INS only* for 120mm) Accuracy levels: Tube arty Standard, plus for 105 and 155mm PGK and Excalibur level GPS/INS and degraded INS only. Accuracy level: GMLRS GPS/INS or degraded, INS only. Aircraft bomb. 250, 500, 1000 and 2000lb class GP, 500lb inert and focused lethality. MOAB. Number of bombs: Selectable from 1 to 10 per aimpoint, up to 80* aimpoints per attack for GPS/INS only. Fusing: Aircraft Bomb: High airburst, low airburst, instantaneous, fractional delay Accuracy: Laser designated (by launch aircraft or buddy aircraft), GPS/INS, standard. MOAB GPS.INS only. Fire mission types: HE, HE and Smoke, Smoke, DPICM, FASCAM Also I'd like to see an "Immediate suppression" order that just overrides all of the above to put HE ground and airburst down on the target in a 200x200 metre box rapidly. *Not sure how this would work out as it is unlikely the observer would always know their own exact location by triangulation etc. Also GPS jamming/spoofing isn't modelled in the rest of the game, but it could still help to train FOs in a potential degraded GPS environment. I realise there are also issues around GPS accuracy dependent on DGPS local ground station availability etc. - it's a complex thing that I don't even pretend to understand. *A B-2A can carry 80 GBU-54s - the B-1B 84 500lb class weapons but I'm not sure if the 28 carry modules are wired for GBU-54. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted October 13, 2019 Share Posted October 13, 2019 And a partridge in a pear tree 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 13, 2019 Share Posted October 13, 2019 On 10/5/2019 at 8:24 PM, Apocalypse 31 said: 3d weapon with crosshair. I would gladly take this, also. Time to give this a bump...because of these moments that make you want to bite into your keyboard: 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted October 14, 2019 Share Posted October 14, 2019 Any of these would work. What we have doesn't work. 0 Quote Link to comment Share on other sites More sharing options...
stormrider_sp Posted October 14, 2019 Share Posted October 14, 2019 Playable T-90S or MS 0 Quote Link to comment Share on other sites More sharing options...
Marko Posted October 14, 2019 Share Posted October 14, 2019 34 minutes ago, stormrider_sp said: Playable T-90S or MS A very desirable addition. But i would be happy with a playable T-90A or even the T72-B3. 0 Quote Link to comment Share on other sites More sharing options...
stormrider_sp Posted October 18, 2019 Share Posted October 18, 2019 I'm sorry for wishing too much: I'd like to add these two items to my wish list: 3- Extra Wide Formation Spacing. 8- Adjustable map relief scale = Adjustable Min/Max altitude/grey gradient And an updated version of my all wishes: 1- Map Import Tool 2- Import shapefile/data/metadata from Pro PE Map Editor 4- Playable T-90 (A, MS) 5- Playable Challenger 1 6- Earlier Leopard 1 FCS, Optical Range Finder, Infrared Search Lights, Low light image intensifiers, etc. 7- Formation Editor 9- Protractor 10- WW2 Tank Warfare 11- VR 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 20, 2019 Share Posted October 20, 2019 Vehicles to have markings that reflect their call signs rather than to all have the same numbers. 0 Quote Link to comment Share on other sites More sharing options...
Parachuteprone Posted October 20, 2019 Share Posted October 20, 2019 (edited) I would like a little AI only OPFOR patch. Right now we just have Russian equipment. Edited October 20, 2019 by Parachuteprone 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted October 20, 2019 Share Posted October 20, 2019 (edited) 2 hours ago, Parachuteprone said: I would like a little AI only OPFOR patch. Right now we just have Russian equipment. ??? Anything can be OPFOR equipment. You can have M1s vs Leopards or whatever you desire. In fact you can play Russians as Blue and have NATO as OPFOR, if you create the scenario that way. Edited October 20, 2019 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Colebrook Posted October 20, 2019 Share Posted October 20, 2019 The IP saving thing is a great addition, but it would be much better if you could add a name or a description. Something like this 91.24.53.64-Kanium server 0 Quote Link to comment Share on other sites More sharing options...
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