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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.


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