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-   -   Player icon mods: wants (http://forum.shrapnelgames.com/showthread.php?t=24456)

BunyipLuke August 7th, 2005 07:55 PM

Re: Problem with WinSPMBT vs of ShpEdit
 
Umm, Plasma, my bad...

The software is fine, the problem is what can called a "Fault in Operator". I did not complete the download sequence. I converted the BMP file into .shp format, but I did not press the button on the top left to overwrite the existing .shp image with my new imported image. Which is why there was no bignew file....

Cheers

Luke of the Red Face.

Listy August 7th, 2005 09:42 PM

Re: wishlist
 
Quote:

JohnO said:
I'm working on a Marine scenario with the Marines hitting the beachs and airfields during the year 2010 and was wondering if icons of the LHA, LSD, and LPD be useful in my scenario. I want to be able to have the LCMs and LCACs drop the equipment off the shore and to return the ships to pick up the next load. Does this sound fesible?

JohnO

For Large ships check out my UN OOB, it's in another thread. It's bundeled with my UK OOB.

I modeled it on a Type 23 frigate, and it contains three sections, bow, midships and stern. You'll need to fit weapons.

PlasmaKrab August 8th, 2005 08:24 AM

Re: wishlist
 
Quote:

JohnO said:
(...)
I want to be able to have the LCMs and LCACs drop the equipment off the shore and to return the ships to pick up the next load. Does this sound fesible?


Sounds feasible if painful to do and use!

Only limit will be the carry class comparison between your landing crafts and main ships.

Principle would be to tweak some of your LCs to play the LHA/LSD role, by giving them a higher carry capacity if possible, and possibly no or little move. Also, if you plan to drop your forces offshore (your landing force I mean), don't forget to give them both amphibious speed AND normal weight (as opposed to the LVTP's 99).
Load your main ships full, stack the landing crafts on top of them, unload and load at once (else your units will tend to drown), land, repeat.

Should be working!

Gooseman2448 August 13th, 2005 07:56 PM

Re: wishlist
 
I think these may be easy:

Winter camo for M1 Abrams and M2 and M3 Bradleys.
Also there is no real desert camo for M2A3 Bradleys.
Desert and winter camo for M60A2.
Winter camo for M60A1 and M60A3 (also reactive models)
Winter camo for M109 series.
Winter camo for M163 series.
Winter and desert camo for Linebaker series.
A blade on a M2A2 and A3 for the BEV.
Desert and winter for M551 series.

Backis August 19th, 2005 11:13 AM

Re: wishlist
 
More UAV and UCAV's, like Crecherelle, NEURON and TUAV.

Gooseman2448 August 21st, 2005 04:23 PM

Re: new icons: tusk
 
Great job PlasmaKrab,

Does anyone know how much this changes the armour ratings on th M1?

Is it HEAT or Reactive?

I want to add this as a CS vehicle using the new CS M1s.

Gooseman2448 August 24th, 2005 12:50 AM

Re: new icons: tusk
 
I did find this link to the official upgrades.

http://www.paratrooper.net/commo/Top....aspx#bm163086

And it is definately Reactive Blocks, same as Bradley.

PlasmaKrab August 29th, 2005 10:45 AM

Re: new icons: tusk
 
I confirm that the blocks are meant to be reactive armor. Which type? dunno yet.
AAMGs' weapon class also hase to be shifted as they get unsuppressable (no longer crew-operated or armored: I don't know about the loader's post though)

BTW, about a CS Abrams, has anyone tried to model something like the "canister" buckshot shell, in some way or another? I guess that would exclude quite any other ammo type, range and WH size being so small...

DRG August 29th, 2005 12:32 PM

Re: new icons: tusk
 
Quote:

PlasmaKrab said:
I confirm that the blocks are meant to
BTW, about a CS Abrams, has anyone tried to model something like the "canister" buckshot shell, in some way or another? I guess that would exclude quite any other ammo type, range and WH size being so small...


We tried it in SPWW2 for the USMC for the 37mm cannister round. Esentially what you need to do is remove all HE from the main gun and add this "cannister" as a weapon in the second slot. That's not an issue when it's an AT gun as in WW2 but if you do it this way with the Abrams the CMG needs to be removed from it's slot to accomodate this.

The WW2 version was an experiment that worked ( sort of ) for that one weapon but anyone's free to try it with WINSPMBT

Don

PlasmaKrab August 29th, 2005 01:40 PM

Re: new icons: tusk
 
Quote:

We tried it in SPWW2 for the USMC for the 37mm cannister round. Esentially what you need to do is remove all HE from the main gun and add this "cannister" as a weapon in the second slot. That's not an issue when it's an AT gun as in WW2 but if you do it this way with the Abrams the CMG needs to be removed from it's slot to accomodate this.

The WW2 version was an experiment that worked ( sort of ) for that one weapon but anyone's free to try it with WINSPMBT

Don

Alright, I guess you didn't issue it in the game?
Truly that is the smart solution, I was OTOH considering stripping down the range, accuracy and warhead size of the main gun, giving it a huge HEK to have a shotgun-like visual, etc.
Quite what you did I guess, except I hadn't thought of the second slot.

PlasmaKrab September 21st, 2005 10:18 AM

New icons: ASLAV
 
1 Attachment(s)
This is special for Luke, and the other Aussies around here:

Small quick pack with camoed ASLAV-PC, ASLAV-25 and ASLAV-25 with TOW tubes, if ever this one sees the light of day!

Added along is a LAV-AT on the same basis, in USMC three-tone camo.

No big deal, but well, I had said I would be doing it, so here it comes!

Next up: MLRS! http://forum.shrapnelgames.com/images/smilies/cool.gif

PlasmaKrab

Pierre September 21st, 2005 11:01 AM

Re: New icons: ASLAV
 
Plasma,

Do you know what's hapening with Joe Rieger's work?
I had in mind what he has already posted in the yahoo group.

His T-54/55/62 icon series looked very promising...

PlasmaKrab September 21st, 2005 11:07 AM

Re: New icons: ASLAV
 
Sorry, I have no news from him.
I tried to contact him once or twice in the past year IIRC, without reply.

Maybe Don and Andy would know better, since Joe has already done some work directly for the project.

Double_Deuce February 18th, 2009 07:51 AM

Re: Problem with WinSPMBT vs of ShpEdit
 
Quote:

Originally Posted by Shadowcougar (Post 371494)
still looking for a M-88a1

Yes, I am digging this up from the distant past. :D

Has anyone done or found an icon for this vehicle?

DRG February 18th, 2009 10:52 AM

Re: Player icon mods: wants
 
Just curious why you'd want an ARV ?

Don

RecruitMonty February 19th, 2009 06:51 PM

Re: Player icon mods: wants
 
Hallo Plasma,

Wie geht's?

Ich würde ein Marder 1A3 mit Wüstentarn begrüßen. Ein Gepard mit Wintertarn wäre auch gut. Machst Du auch LBMs?

Double_Deuce February 19th, 2009 09:51 PM

Re: Player icon mods: wants
 
Quote:

Originally Posted by DRG (Post 675176)
Just curious why you'd want an ARV ?

If that was directed at me it would not be for its actual effects in the game. Mainly it would be for use in a campaign storyline. Will it change the battle, no and no vehicle damage will get fixed by them being there but it does allow the ability to recover vehicles in so much as to slap the tow cables on them and drag them out of harms way for use in the next scenario of the campaign.

MarkSheppard February 20th, 2009 04:41 PM

Re: Player icon mods: wants
 
That actually makes sense; you can then "drag" away a precious disabled tank from a poor position into a more secure position, to ensure that it isn't destroyed in an enemy counterattack.

Skirmisher February 20th, 2009 05:47 PM

Re: Player icon mods: wants
 
Suppose another tank puts a 120mm round into the ARV ? lol

DRG February 20th, 2009 09:24 PM

Re: Player icon mods: wants
 
Quote:

Originally Posted by Double_Deuce (Post 675556)
Quote:

Originally Posted by DRG (Post 675176)
Just curious why you'd want an ARV ?

If that was directed at me it would not be for its actual effects in the game. Mainly it would be for use in a campaign storyline. Will it change the battle, no and no vehicle damage will get fixed by them being there but it does allow the ability to recover vehicles in so much as to slap the tow cables on them and drag them out of harms way for use in the next scenario of the campaign.

Well Mike if you do maybe "suggest" the player bail the crew of the towing vehicle for one turn because that cable isn't going on by magic :D

Don

Double_Deuce February 21st, 2009 12:46 AM

Re: Player icon mods: wants
 
Quote:

Originally Posted by DRG (Post 675805)
Quote:

Originally Posted by Double_Deuce (Post 675556)
Quote:

Originally Posted by DRG (Post 675176)
Just curious why you'd want an ARV ?

If that was directed at me it would not be for its actual effects in the game. Mainly it would be for use in a campaign storyline. Will it change the battle, no and no vehicle damage will get fixed by them being there but it does allow the ability to recover vehicles in so much as to slap the tow cables on them and drag them out of harms way for use in the next scenario of the campaign.

Well Mike if you do maybe "suggest" the player bail the crew of the towing vehicle for one turn because that cable isn't going on by magic :D

Actually I am working on a pdf manual to go with the campaign covering all the "special campaign rules". It will cover OOB"s for the 2/68 AR BN and both OPFOR Divisions as well as hints, map overlays and some other things.

Such a Bail Out might just be added . . . for those wanting more realism. ;)

Double_Deuce February 21st, 2009 12:47 AM

Re: Player icon mods: wants
 
Quote:

Originally Posted by Skirmisher (Post 675757)
Suppose another tank puts a 120mm round into the ARV ? lol

Would likely be a 125mm since the main opponents would be T64/T72's.

RecruitMonty February 26th, 2009 06:39 PM

Re: Player icon mods: wants
 
A Marder 1A3 with Desert camo and a Gepard with winter and desert would go down a treat. Thanks.

PlasmaKrab March 2nd, 2009 03:10 PM

Re: Player icon mods: wants
 
Quote:

Originally Posted by RecruitMonty (Post 677021)
A Marder 1A3 with Desert camo and a Gepard with winter and desert would go down a treat. Thanks.

Got it the first time, thanks ;) no such things in the pipeline for now though, IMO the current Marder series are good enough, I'm not going to start a series just for a desert version.
Wouldn't mind seeing one though, after all I got Marders in Turkey now. Anyone up for it?

Got CV90, SEP and AIFV series in the meantime though, if anyone is interested.

Lampshade111 March 2nd, 2009 03:56 PM

Re: Player icon mods: wants
 
A few requests for Future Combat Systems vehicles. While I am not horribly fond of the program I would like to include some of the vehicles into a future US Army OOB I am making.

XM1201 RSV
XM1202 MCS
XM1203 NLOS-C
XM1204 NLOS-M
XM1206 ICV
XM1209 C2V

All of these are based on the same chassis so I hope they won't be too hard to create. I would suggest some of the unmanned vehicles but there is no way to have 0 crewmen in a vehicle in WinSPMBT.

Besides for the Army's FCS website this powerpoint I found has shows what the vehicles may look like.

http://www.dtic.mil/ndia/2007combatv...D/DavidOgg.pdf


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