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Mgellis

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Everything posted by Mgellis

  1. I have to admit it was one of the things that really bugged me when I first started with H3 years ago...now, it is one of the things I really like because it is more realistic and makes the game more of a challenge. I have noticed that you can set a submarine to stay at periscope depth until you assign it to a specific mission--this gives you time to determine the full nature of the situation and design patrol areas accordingly, but once you do it, the submarine is out of your control.
  2. I'm not sure...I'm assuming it's just American forces flying out of the base in Sicily. Of course, they have the advantage that, if need be, you can land them on the carrier.
  3. The two classes of frigates used by the Mexican navy are former US ships, Bronstein- and Knox-class frigates. Did the Mexicans alter them in any significant way (i.e., do they need a separate listing in the database) or can they be used as is? I remember reading somewhere that some of the weapons had been removed from some of the ships, although I cannot find that source now. Thanks. Mark ANW HUD 4 1.1b7
  4. Andres Bonifacio class frigate http://en.wikipedia.org/wiki/Andres_Bonifacio_class_frigate ANW HUD 4 v 1.1 b7
  5. Not a problem. I just figure I might as well post requests for additions to the database as they occur to me. If they don't get added for six months, it's not a big deal. I know you'll get to it eventually (assuming it is something that should go in the database). Thanks again for all your work on the database. Mark
  6. Moudge class frigate http://en.wikipedia.org/wiki/Mowj_class_frigate Iran has a new frigate class...now that's interesting... ANW HUD 4 v 1.1 b7
  7. Part of my evil plan to sneak as many older platforms into Harpoon as possible... Anshan class destroyer http://en.wikipedia.org/wiki/Anshan_class_destroyer Chinese destroyer, build in Russia in the 1930s (!), sold to China in the 1950s, but still active in the 1980s... ANW HUD 4 v 1.1 b7
  8. A quick follow-up...at the very least, Marines and SEAL units can be added (and Ranger squads, along with platoons); while I'm sure they are used to capture ships, there are enough missions where they simply destroy a target that there is no reason not to use them right now. I suspect one limitation would be that, from aircraft, they have to be deployed at Low or Very Low altitudes? But that shouldn't be too hard to program into the database, would it?
  9. A quasi-fix in some cases is that you can fiddle with the weapon loads, using the Logistics command. Not all weapons are covered, but you can sometimes unload the default weapons and then add weapons used earlier or later. (Mind you, you cannot unload the MOUNTS, just the missiles, torpedoes, etc. that are being carried). For example, I was playing around with a scenario set in the early 1970s...with the ships I was using, I could do it (sort of) by removing the Harpoons (that is, changing the number loaded from 4 to 0) and switching the RIM-66C missiles to RIM-66B. This won't work all the time, but it's an option. And I imagine it's a LOT easier if you're setting the scenario in the actual scope of the database (1980-2015). I'm fascinated by the possibilities of the 60s and 70s for scenarios, so I'm often playing around with ideas (and trying to con Gunny into adding a few extra platforms), but it becomes progressively harder the further back before 1980 I go. I hope this helps. Mark
  10. Although the modified Knox has room for a helicopter, it does not seem to carry any torpedoes that they can use. This is unlike the other frigates (Knox, Garcia, etc.) that usually have 12 or 18 torpedoes stored and ready to be loaded. Was this deliberate or is it simply an error? When necessary, I can just use a Knox and rename it (that's what I've been doing, in fact) but I thought I should report the problem. Thanks. Mark ANW HUD 4 v1.1 b7
  11. Barbel class submarine "the last diesel-electric propelled attack submarines built by the United States Navy"...active through 1990! http://en.wikipedia.org/wiki/Barbel_class_submarine ANW HUD 4 v 1.1 b 7
  12. Mgellis posted a topic in Requests/Issues
    Skate class submarine http://en.wikipedia.org/wiki/Skate_class_submarine ANW HUD 4 v. 1.1 b 7
  13. Again, I'm posting a few knowing they won't be added for a while, but I figure I should do it now before I forget Franklin SSBN http://en.wikipedia.org/wiki/Benjamin_Fran...class_submarine http://en.wikipedia.org/wiki/USS_Benjamin_..._%28SSBN-640%29 We have a fictional SSN Franklin class, but not the real boomers. ANW HUD 4 v1.1 beta 7
  14. Some thoughts... I'm assuming one reason for holding off on adding actual boarding parties is that, in theory, they should not do damage but cause a vessel to change from Hostile to Friendly (i.e., capture it). I imagine this is probably a major headache to program and probably a lot more difficult than simply making a few additions or changes to the database. The HH-60G, HH-60J, and HH-65 all appear to have a 7.62 machine gun. Is there a way to give them a "door gunner" loadout, like the CSAR version of the Cougar? Perhaps in addition to a boarding party, helicopters used for law enforcement might have a Law Enforcement Team loadout that could "destroy" a target, but could only be used against INF (infantry) targets (e.g., Cartel Gunmen). This shouldn't be too hard to implement. Anyway, just a couple of ideas. Mark ANW HUD-4 v1.1 beta 7
  15. Overall, excellent. Wow. This is a thing of beauty. You could easily design thousands of scenarios with this database. My only "complaints" would be that we still cannot use Marines or SEALs and some other troops that I've mentioned in other postings. However, having US, UK, French, German, and Russian troops available is pretty nice. In addition, there isn't any place to "store" troops...most of the Ammunition Dumps do not have troops included (the Generic one does have paratroopers). I would just add the "mount" to the Barracks and list all available troop types there. Then, when one is planning a scenario, one simply adds a Barracks, adds the number of troops needed for the scenario (who are not already on ships) and you're ready to go. Also, as more troop loadouts are added, if troops are ONLY in the Barracks, it becomes easy to update the database. A few other suggestions will be made in separate threads.
  16. File Name: Mauritania Madness 2017 File Submitter: Mgellis File Submitted: 17 Jan 2012 File Updated: 27 Jul 2012 File Category: Scenarios DB Used: HUD 4.0 Official Release Authors: Mark Gellis Battleset: No Information China has armed a West African nation with ships and planes in return for oil. Now that nation is viewed as a threat to E.U. shipping... Click here to download this file
    • 152 downloads
    China has armed a West African nation with ships and planes in return for oil. Now that nation is viewed as a threat to E.U. shipping...
  17. The link mentioned weeks ago (acig, not agsi ): http://www.acig.info/CMS/index.php?option=...28&Itemid=1 The first scenario involves E.U. forces vs. Chinese-sold-to-Mauritania forces. I've revised it several times, so I think it will be a tough one when I'm done...among other things, I've deliberately limited air access (Gran Canaria is a long way from Mauritania...you can refuel at Cape Verde, but not re-arm...logistics are at full realism and I deliberately tweaked how many missiles and bombs are available so you only have so many sorties to rely on, and the only aircraft-carried long range missiles are SEADM loadouts, although it should be enough). I also had a realization that a country like Mauritania would probably employ its towed artillery (it already has a bunch of these) as shore defenses to keep those nasty E.U. ships from simply parking offshore and bombarding things...so that's something else people will have to deal with. For more "civil unrest" operations, I will have to wait, I think, until more troop loadouts are added to the database. The trouble with just aircraft vs. terrorists scenarios is that it is usually just too easy, at least in game terms. Even with auto-detect off, unless the terrorists have a zillion shoulder-carried SAMs, modern smart munitions and spy planes and drones and so on are just too much of an advantage. Realistically, the terrorists, etc. will simply disperse if you bomb them and come back later...you will get some of them, but to really seize control of an area and make sure they do not just come back a week later, you need troops on the ground to handle certain threats. Harpoon 3 models that to an extent right now, but it does not have all the options I want for certain scenarios. (We need more special forces, US Marines, boarding parties, maybe even a generic SWAT team, etc.) Eventually, they will be added, and I don't mind waiting. Mark
  18. Clase F-110 http://es.wikipedia.org/wiki/Clase_F-110 This also looks shiny, but the only source I could find is in Spanish...on the other hand, it's disturbing how of this I can read because I recognize the names of the weapons, etc. ANW 3.1 HUD 4 Official release
  19. Again, I know it will be awhile before this can be added, but I'm posting it now so I don't forget... BAM Meteoro (P-41) http://en.wikipedia.org/wiki/Buque_de_Acci...n_Mar%C3%ADtima Oooo...it looks shiny! ANW 3.1 HUD 4 Official version
  20. I apologize in advance if the following are silly questions, but I'm trying to figure out how to say certain things in a Harpoon orders text file. As I understand it, "Good luck and Godspeed" is the traditional closing salutation for American naval orders. Is it used in other English-speaking countries or is some other phrase used? If so, what are those phrases? (I'm guessing it might be "God save the Queen" in the U.K., but I honestly don't know, and I also don't know what Canada, Australia, and other Commonwealth nations use.) I would also be interested in the phrase used in other countries. I imagine that sometimes it is something that would translate fairly closely to "Good luck" but in other languages it might be a completely different phrase. I'm particularly interested in French (Is "Vive la France" still used? Am I using it properly?), Spanish, Italian, Greek, German, Russian, and Japanese, but I'd be interested in any others that anyone knows. Thanks. Mark
  21. This may be a bug in the software, but I have trouble setting up ferry missions unless the aircraft are moving to a base of their own side (as opposed to any friendly side). I suppose one way to do this would be... Add a side called Defection. Start the aircraft in the air and let them fly towards the one base they can land at, which is in Turkmenistan. Set them as neutral to the US. If the US simply shoots them down, they get a zing in the scenario analysis for "shooting at a neutral"...if they fly up to them and identify them; they will see that they are defectors (I guess the defector would radio the US planes and ask for asylum or something). However, the challenge is that, at first, the US (the player, I suppose) would not KNOW the plane was defecting...in fact, based on its flight path, one would think it was a hostile Iranian plane. So you end up with four sides... US <-- hostile to Iran, neutral to Turkemistan and to anyone identified as a Defector Iran <-- hostile to US, neutral to Turkemistan...I suppose Iran would be hostile to a defector once it realized that a defector was a defector and not Iranian? Defector <-- neutral to everyone Turkmenistan <-- neutral to everyone Anyway, I hope all this helps. Mark
  22. Again, I know it may be a while before these are implemented, but I figured I should post them now and get the process started... At this point, I think the single most important addition to the database would be to increase the number of functional troop loadouts. But I figured it might be helpful to make my suggestions about troop loadouts a little more specific. They are not in any particular order of preference, although the Boarding Team one is probably the most useful. 1) Please make the Boarding Team loadout functional. This is probably the most common troop loadout; it shows up on a LOT of helicopters, and just adding this would add a lot of possibilities for scenario design. 2) Either give the Barracks building facility or the Generic Ammo Dump facility the ability to hold ANY of the troop loadouts, so it is easy to add them to any base (and then load them onto aircraft). 3) Send the Marines! Please make the USMC Squad and USMC Platoon loadouts functional. 4) Send the SEALS! Please make the SEAL Platoon loadout functional. 5) Send the rest of the Americans...add the Ranger Squad and DEA Team loadouts. (The Ranger Platoon is already working, but not the Squad. Go figure.) 6) Oh, dear Lord, it's the Australians! Lock up your daughters! No, seriously, please add the SASR Team and RAR Section loadouts. 7) Add the Japanese Special Boarding Unit (see http://en.wikipedia.org/wiki/Special_Boarding_Unit) and Japanese SGS Platoon (see http://en.wikipedia.org/wiki/Special_Force...up_%28Japan%29) and appropriate aircraft like the UH-60J/JA and the JASDF C-130H 8) Add the Indian Para-Commandos (Platoon?) and Marine Commandos (Squad?) and add those loadouts to appropriate aircraft 9) Israeli Paratrooper Brigade (Platoon?) (see http://en.wikipedia.org/wiki/Paratroopers_Brigade) and Shayetet 13 (Team?) (see http://en.wikipedia.org/wiki/Shayetet_13) and add those loadouts to appropriate aircraft 10) Chinese paratroopers (Platoon?) (see http://en.wikipedia.org/wiki/15th_Airborne...ic_of_China%29) and add the loadout to appropriate aircraft
  23. Oh, yes, and many of them have been included already; I was thinking of the unarmed aircraft like the transports...do they have different enough sensors, engines, etc. that they need to be separate entries or can one just use the Russian ones?
  24. Quick question... Is there any way to set a ship in a scenario as being "damaged"--out of fuel, with 50% damage, etc.? I can edit the weapons down to the bullet, pretty much, with the Logistics menu, but I don't see anything to let me edit the amount of fuel a ship has, its damage percentage, etc. Any way to do this, short of creating a custom database with a damaged version of the ship? Thanks. (I suppose the other option for a disabled ship is to make it its own side, unplayable by a human player, and just give it orders that will make it act as if it is disabled--low speed, maybe setting a Nav zone all around it that it cannot penetrate, etc.--but I don't know how well that will work...) Mark

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