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August 7th, 2005, 07:55 PM
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Private
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Join Date: Jul 2005
Location: In a billabong
Posts: 15
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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.
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August 7th, 2005, 09:42 PM
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Sergeant
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Join Date: Jun 2005
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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
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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.
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August 8th, 2005, 08:24 AM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
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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?
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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!
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August 13th, 2005, 07:56 PM
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Corporal
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Join Date: Aug 2005
Posts: 135
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Thanked 21 Times in 10 Posts
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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.
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August 19th, 2005, 11:13 AM
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Corporal
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Join Date: Jul 2005
Posts: 72
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Re: wishlist
More UAV and UCAV's, like Crecherelle, NEURON and TUAV.
__________________
"Med ett schysst järnrör slår man hela världen med häpnad!"
–Socker-Conny
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August 21st, 2005, 04:23 PM
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Corporal
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Join Date: Aug 2005
Posts: 135
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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.
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August 24th, 2005, 12:50 AM
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Corporal
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Join Date: Aug 2005
Posts: 135
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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.
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August 29th, 2005, 10:45 AM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
Posts: 859
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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...
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August 29th, 2005, 12:32 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,617
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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...
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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
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August 29th, 2005, 01:40 PM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
Posts: 859
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Thanked 15 Times in 7 Posts
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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
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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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