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George412395

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  1. I also appreciate the work so I would like to add my criticism as gently as I can. The ammunition accuracy is exceptional, my compliments. The only problem problem I am trying to work around is the fire rate. These cannons should fire 4 rounds per minute for 1 minute and then 1 round per minute there after. The 1st minute is about the crew loading ability and the time after the first minute is about keeping barrel temperatures within operational limits. Unfortunately the system in place waits until the round has struck or has been destroyed in flight before firing the next round. I request to modify the shooting parameters so this cannon can fire a second round while the round previous is still airborne. After all, genuine artillery can sometimes have 4 rounds in the air simultaneously from the same gun. I apologize if I sound overly negative as I certainly cannot make these modifications on my own. I appreciate the artistry of your work and hope sincerely that I have not left you uninspired through criticism.
  2. The US Army bought and used a Laser guided 155mm artillery round they called the M712 Copperhead round. 17KM range and could hit moving targets. There was a HUGE problem that the Army never managed to effectively fix. The copperhead rounds would often times target the Forward Observer Laser instead of the lased target. It meant that the rounds were only useful if the lasers were pointing away from the friendly gun emplacements. The new Excalibur rounds were designed as GPS rounds specifically to overcome the Copperhead deficiencies of killing their Forward Observers. The weakness of the Excalibur was losing the ability to hit moving targets. There were plans for a GPS guided artillery round with an automated terminal guidance, but the program lost funding before completion. Development continues with such ammunition for the MLRS but has not delivered yet.
  3. CAN'T DOWNLOAD THE FILES ANYMORE! Is anyone else having this problem?
  4. I've made a few setting examples to fix the very problem you are dealing with. If you make your mouse too sensitive so to turn it easily, it's hard to be precise. If too precise, it's hard to move onto target. Here's the recommendation: 1stly: Steer the vehicles with your rudders: Fight with your hands, drive with your feet. The primary controls should be your mouse, throttle and rudders. Most throttles have a small joystick which is good to use as a fine tune aiming control. Set your mouse to a broad sweep aiming. Search with the mouse and hunt with fine tune mini-joystick on the throttle. Steer with your rudders. Control your speed with the throttles. Kill everyone trying to hunt you. I've made a video with Grim reaper some time ago, but the controls setup is still valid:
  5. I've been working a great deal for airmobility of ground units. The are mods for C-17 and C-5A available. The aircraft fly at the worst resolution the game can offer but have the ability to load troop or vehicles. If you want to be able to pick up a vehicle, the simplest solution is to use CTLD. The trick is to assign your vehicles as troops so you don't have to turn them into crates. I've had great success with an M1A2 tank assault loaded aboard a C-17A. The trick with the C-17A mod is to land on a road, if FC3 mods are landed in the dirt, the plane explodes. The biggest issue I've encountered with Tank assaults is oddly from other players. Tanks are so deadly against a static ground force they amount to dropping a Nuclear bomb on an airstrip. A single tank can devastate an airfield in 2 minutes. Other players think this ruins the game and won't play against you any more. So be careful what you ask for because a Tank air assault only needs effective air escort to succeed. So if you are going to allow such air assaults in your mission design, make sure the enemy forces have a great deal of enemy counter-air fighters or nobody will show up (Twice).
  6. The Aiming circle used to work, but recent updates made it inaccurate unless you are on flat ground. So most artillery it still is somewhat effective against infantry but less so for targets requiring more precision.
  7. I made a video with Grim reapers, it's old but still works. There are two parts, but it's works well.
  8. I found the name in the entry files: d-30 howitzer = "2a18m" "Infantry AT-7 Soldier" "Infantry BGM-71 Soldier" "Infantry AT-14 Soldier"
  9. I'm trying to add this Mod to CTLD but I can't seem to get the unit name correct. I've used Soldier bgm-71, soldier bgm-71, soldier_bgm-71, bgm-71, and many varieties of 9k115 and 9k135. Does anyone know the precise procedure for CTLD and these units? if _countOrTemplate.at then ctld.logTrace(string.format("_countOrTemplate.at=%s", ctld.p(_countOrTemplate.at))) if _side == 2 then _troops = ctld.insertIntoTroopsArray("soldier BGM-71",_countOrTemplate.at,_troops) else _troops = ctld.insertIntoTroopsArray("soldier 9k135",_countOrTemplate.at,_troops) end _weight = _weight + getSoldiersWeight(_countOrTemplate.at, ctld.RPG_WEIGHT) ctld.logTrace(string.format("_weight=%s", ctld.p(_weight))) end
  10. I'm trying to add this Mod to CTLD but I can't seem to get the unit name correct. I've used Soldier bgm-71, soldier bgm-71, soldier_bgm-71, bgm-71, and many varieties of 9k115 and 9k135. Does anyone know the precise procedure for CTLD and these units? if _countOrTemplate.at then ctld.logTrace(string.format("_countOrTemplate.at=%s", ctld.p(_countOrTemplate.at))) if _side == 2 then _troops = ctld.insertIntoTroopsArray("soldier BGM-71",_countOrTemplate.at,_troops) else _troops = ctld.insertIntoTroopsArray("soldier 9k135",_countOrTemplate.at,_troops) end _weight = _weight + getSoldiersWeight(_countOrTemplate.at, ctld.RPG_WEIGHT) ctld.logTrace(string.format("_weight=%s", ctld.p(_weight))) end
  11. Development Issues: CTLD 2.7 edition 1) Ground units no longer self drive to directed points. Units get close but stop short. 2) M109 has no targeting system like all other artillery units. The lack of targeting system appears to be an oversight for 2 years now. 3) Changing ammunition in Tanks should not be instantaneous, if ammunition is loaded in the barrel, changing ammunition should take an 7-9 second cycle. 4) Ammunition in the Semi-ready rack should be able to move to the ready-rack with a time cycle per round. Typically the same time per round as loading. 5) Ammunition RE-Arming from a truck should not re-start if the cycle is interrupted, the ammunition is not loaded in blocks, it is loaded one by one. 6) 2.7 has made tall grass in some areas to slow tracked vehicle to 12 MPH, this should not happen. 7) Fences and wall are destructible on the Caucuses but not on Syria and the Persian Gulf. Wall and fences should be vulnerable to Armored breaches. Infantry personal are stopping vehicles from passing, vehicles should be able to run over and kill infantry. Infantry should not be used as a road block. 9) Vehicles should be able to push other vehicles out of the way, a three ton Humvee should not block a 60 ton tank. 10) Personnel carriers should be able to carry personnel. Special modified programming should not be necessary. 11) Grouping vehicles on F10 while playing should be made available. 12) Gun stabilizers should be on by default. They should only be off if damaged. 13) Gun recoil does not effect the tank gunsight, the tank gunsight is not attached to the gun. The gunsight is attached to the tank turret and stabilized. 14) Gun recoil effects the commanders guns as these gun sights are on the gun. 15) Tanks can typically charge through a one story building, anything taller will collapse on the tank and prevent movement. Light poles, trees and parked cars will not slow a modern MBT. 16) Aircraft parked on the ramp should not survive a 120mm tank round hit, nor any other high caliber round. 17) Parked aircraft should not survive a tank collision. 18) Walls should be destroyed by gunfire, presently most walls are indestructible. All obstacles can be breached. Obstacle are normally reinforced by military fires. 19) Amphibious vehicles now drive at 2 knots while driven manually and 6 knots while driven by the AI. 6 mph should be both. 20) After the spy (Robert Hanson) gave the Soviet Union plans to the TOW missile, All NATO tanks changed their MBT laser rangefinders to 7500 meters. When the Soviets found out, they changed their MBT laser rangefinders to 7500 meters as well. 21) All tanks have a 7.62 Co-axial machine gun. 22) The Merkava Tank has a 60mm mortar used by the commander. My apologies for my abruptness, I would have tried to be more gentle but my letter would have been much longer.
  12. Development Issues: CTLD 2.7 edition 1) Ground units no longer self drive to directed points. Units get close but stop short. 2) M109 has no targeting system like all other artillery units. The lack of targeting system appears to be an oversight for 2 years now. 3) Changing ammunition in Tanks should not be instantaneous, if ammunition is loaded in the barrel, changing ammunition should take an 7-9 second cycle. 4) Ammunition in the Semi-ready rack should be able to move to the ready-rack with a time cycle per round. Typically the same time per round as loading. 5) Ammunition RE-Arming from a truck should not re-start if the cycle is interrupted, the ammunition is not loaded in blocks, it is loaded one by one. 6) 2.7 has made tall grass in some areas to slow tracked vehicle to 12 MPH, this should not happen. 7) Fences and wall are destructible on the Caucuses but not on Syria and the Persian Gulf. Wall and fences should be vulnerable to Armored breaches. Infantry personal are stopping vehicles from passing, vehicles should be able to run over and kill infantry. Infantry should not be used as a road block. 9) Vehicles should be able to push other vehicles out of the way, a three ton Humvee should not block a 60 ton tank. 10) Personnel carriers should be able to carry personnel. Special modified programming should not be necessary. 11) Grouping vehicles on F10 while playing should be made available. 12) Gun stabilizers should be on by default. They should only be off if damaged. 13) Gun recoil does not effect the tank gunsight, the tank gunsight is not attached to the gun. The gunsight is attached to the tank turret and stabilized. 14) Gun recoil effects the commanders guns as these gun sights are on the gun. 15) Tanks can typically charge through a one story building, anything taller will collapse on the tank and prevent movement. Light poles, trees and parked cars will not slow a modern MBT. 16) Aircraft parked on the ramp should not survive a 120mm tank round hit, nor any other high caliber round. 17) Parked aircraft should not survive a tank collision. 18) Walls should be destroyed by gunfire, presently most walls are indestructible. All obstacles can be breached. Obstacle are normally reinforced by military fires. 19) Amphibious vehicles now drive at 2 knots while driven manually and 6 knots while driven by the AI. 6 mph should be both. 20) After the spy (Robert Hanson) gave the Soviet Union plans to the TOW missile, All NATO tanks changed their MBT laser rangefinders to 7500 meters. When the Soviets found out, they changed their MBT laser rangefinders to 7500 meters as well. 21) All tanks have a 7.62 Co-axial machine gun. 22) The Merkava Tank has a 60mm mortar used by the commander. My apologies for my abruptness, I would have tried to be more gentle but my letter would have been much longer.
  13. Could you help me with Vehicle re-packing? I have a few modes in mind for that feature.
  14. Rotors Heads allows CTLD Units to "RE-PACK" for transport. I would like to use code like this instead of spawning out of thin air. Does anyone know the code for re-packing a vehicle?
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