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Akula

HC3Posters
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Everything posted by Akula

  1. Aren't the Marines pretty much masters of improvising?
  2. Thanks, the demo has been a long time in coming. No new patch yet for the full game. There is still a fair bit for you beta testers to do and some items I want to wrap up (which will naturally make more work for you beta testers). I feel like we're getting close to another patch though fwiw. Yay! More work! Errm...wait a second.
  3. I tend to use it a lot. But it is the same deal, I want the closest fastest intercept.
  4. Confirmed, it let me delete it then it CTD.
  5. Going on what CV32 has suggested I would go as far as to do this: Go into formation editor and change the zone sizes to 4, 24, 32, 48 then rearrange my ships so that the OH Perry (Best AAW of the 2 escorts) is clos in with the frieghters along the most likely angle of attack. This puts the freighters easily within the Perry's AAW range and puts it in front of them so it will be sure to engage the SSMs that are incoming. I would move that type 22 up ahead of the main body along the direction of movement in that 24-32nm mile band to sprint and drift. And finally I would put the Helo's out into the 32-48nm band. Others may do it differently, but thought I'd give you an example.
  6. Akula replied to wombat1417's topic in General
    I'll try to explain, at least how I understand it. Basically having multiple jammers really only helps if you have multiple jammer platforms, that is the 2 jammers platforms can then provide cover for each other. Example: Jammer A alone can still be detected and locked onto. Jammer B when operating alone is the same, however if they are operating within range of each other they cover each other, making both harder to lock onto. Another thing with Jamming is that jamming is not 100% radar blinding. Radars can still lock onto aircraft and missiles can still be fired. The Jammers should affect the to hit numbers of the missiles though. TonyE probably knows a bit better on the nuts and bolts of it than I do though.
  7. Akula replied to TonyE's topic in General
    I'm still having no luck. I either end up with not enough damage, or sunk too soon. gonne try one more way and see what happens.
  8. http://www.foxnews.com/story/0,2933,462466,00.html Apparantly their boat broke down. A boat filled with weapons. Every little victory counts.
  9. Akula replied to TonyE's topic in General
    The only one I'm having trouble checking is the sub forced surface. I'm having trouble setting up a scenario that leaves my sub only damaged instead of sunk. The mine idea did not pan out, 1 hit was not enough damage, 2 hits sank it. Any ideas anyone?
  10. Akula replied to TonyE's topic in General
    I'm going with the idea that I need to make a scen with probably the lowest level mines possible and purposely drive a big sub through them. that way I can assure damage and assure that it does surface. Once I prove I can do it that way I will post the test scen for everyone else to try it.
  11. Akula replied to TonyE's topic in General
    I'll take a look at if after lunch.
  12. Granted I'm not a coding type, but would a simple if>then statement work such as.. If Damage is >=50%, then submerge = no. But the question is how does the GE recognize the depth zones?
  13. Not bad at all.
  14. Akula replied to divefreak's topic in General
    When you play the pason scen from Blue, the subs have no starting speed. And I played it with the HCDB and my 80to95db, so it seems not to be a db issue... I´ll include the pason here in the post for other beta testers to play it... It contains Oberon, 206A, Rubis vs Victor II, Victor III, Oscar II, Charli II It can be played with HC-Euro-DB, HC-80to95-DB and HCDB. Region/Map: GUIK P.S the Effekt is the same if you play blue or red! I'm basically having the exact same problem. There doesn't seem to be any thing you can do different, the AI always seems to get contact and ability to fire first. Subs don't matter, side doesn't matter.
  15. Akula replied to divefreak's topic in General
    I got the same problems when I played through. The AI could nail me and never be seen. Made no difference if I played red or blue, same results either way. So its not just Rene experiencing it.
  16. From reading all this what I draw from it is that with a little more training and time to acclimate to the new aircraft, the IAF could hold their own against any air force in the world.
  17. Akula posted a topic in General
    OK guys...here it is...Scen-Zilla. I'm not releasing this in the general public forum yet because I really need to know a few things due to its size. This one needs a real, thourough test please, what I need you to look for are the following. 1. Scenario can run on your computer. If it does not RAM and processor speeds would be helpfull for tweaking decisions. 2. Obvioulsy that all victory conditions for the player can be met. I am personally going to play through as red to check the AI's conditions (they may get eased up some). 3. Do ships run aground? I've moved some of them and while I can't control how the AI uses its ships, I should at least have it where no blue units will run aground if they stay on their assigned courses. Also, give me a general impression of the feel of the scenario. Is it too hard? Too easy? Remember this is still beta, so I can always make changes based on your imput. thanks for checking this one guys. Frwl2.03.zip
  18. I've got one in the works, so here's a little teaser for you... Keep in mind I'm still tweaking this one some, and it is a HUGE scenario, meaning its a resource hog.
  19. Akula replied to TonyE's topic in General
    I should be able to check this one when I get home for lunch.
  20. Akula replied to Akula's topic in Wish Lists
    This one is going to #1 on my list. We need the ability in the SE to make sure a TF stays on its course when necessary. Example, SAG ZZS is supposed to be covering an amphibious operations but the AI has decided that it is better used chasing a single PT boat 1200 miles off its course. That is highly annoying, and not only that it has a tendacy to leave the AI trying to 'sail across land' and running aground. Solution: A Checkbox in the course editor that toggles this ability on or off. Should be off by default. __ TF may devate from assigned course if that is checked, the TF is free to chase, if not it stays on course no matter what.
  21. Akula replied to TonyE's topic in General
    Hmmm...that latest pic looks familiar for some reason.
  22. Akula replied to TonyE's topic in General
    Player controlled works well. The AI uses torpedos instead of guns, so going to have to make an all gun sub to test the AI use.

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