Posted: Sat Dec 29, 2012 9:23 pm Post subject: Re: GJS for LSA
Looks like Tigercub posted a picture of me (above) when I first started working on GJS. Ah, youth. Of course spending so much time indoors lightens your skin, and things have changes since that image was taken.
I'm very close, the new forcepool system is a bear to sort out and is key to the GC success, or at least a reasonable beta. A straight forcepool portage over to LSA is meaningless. This is the final hurdle and I'm over 70% finished. More previews and detailed info coming very soon.
Posted: Sun Dec 30, 2012 10:29 pm Post subject: Re: GJS for LSA
Another GJS video preview:
A Stug III is threatening a narrow lane. A CO commander unit is engaged in an overrun attack and is repeatedly directed to disengage (before they commit suicide). Meanwhile a PIAT unit attempts to get a shot. Before the command unit pulls completely away, one of the CO unit soldiers successfully hucks a gammon bomb. Note that the infantry overrun/assault is an issue with LSA, and is something that we have to live with unless a future final patch fixes.
Note that the infantry overrun/assault is an issue with LSA, and is something that we have to live with unless a future final patch fixes.
What the issue exactly?
infantry teams will almost always attempt to assault a close-topped tank by crawling around, trying to place grenades (with internal morale check), yet somehow avoid using relevant AT weapons like HHL or Gammon (whether available or not). End result: infantry crawl around, breaking, rallying, detonating occasional grenade, and generally running around in circles, sometimes in range of AFV MG or main gun, eventually committing suicide or getting hopelessly caught up in ridiculous behavior. This was noted and changed in betatesting for PitF.
infantry teams will almost always attempt to assault a close-topped tank by crawling around, trying to place grenades (with internal morale check), yet somehow avoid using relevant AT weapons like HHL or Gammon (whether available or not). End result: infantry crawl around, breaking, rallying, detonating occasional grenade, and generally running around in circles, sometimes in range of AFV MG or main gun, eventually committing suicide or getting hopelessly caught up in ridiculous behavior. This was noted and changed in betatesting for PitF.
That is bad. Really bad. Heavy infantry assaults on tanks is one of the most thrilling and enjoyable parts of the game.
I haven´t bought LSA yet, since I am waiting for your mod. But this sounds like a major bug to me. So I really, really, really hope this will be fixed in a patch.
Posted: Sun Jan 06, 2013 5:02 pm Post subject: Re: GJS for LSA
Quote:
That is bad. Really bad. Heavy infantry assaults on tanks is one of the most thrilling and enjoyable parts of the game.
I haven´t bought LSA yet, since I am waiting for your mod. But this sounds like a major bug to me. So I really, really, really hope this will be fixed in a patch.
In my experience it's annoying, but not a show-stopper. Troops will still fire panzerfausts, piats, AT grenades, etc. before assaulting if in ambush or directed to attack. Also, it's only large infantry and command teams that initiate this behavior--and only against tanks. Halftracks and open-topped AFVs don't provoke the behavior.
That is bad. Really bad. Heavy infantry assaults on tanks is one of the most thrilling and enjoyable parts of the game.
I haven´t bought LSA yet, since I am waiting for your mod. But this sounds like a major bug to me. So I really, really, really hope this will be fixed in a patch.
In my experience it's annoying, but not a show-stopper. Troops will still fire panzerfausts, piats, AT grenades, etc. before assaulting if in ambush or directed to attack. Also, it's only large infantry and command teams that initiate this behavior--and only against tanks. Halftracks and open-topped AFVs don't provoke the behavior.
Cathartes
i would open just one of the amor slots on the top of all AFV just to byepass this happering! there is 6 anyway?...
Posted: Mon Jan 07, 2013 9:23 pm Post subject: Re: GJS for LSA
thoughtful and interesting idea, but unfortunately doesn't work. You have to turn all the armor top values in the turret to "0" to change the infantry team's behavior. This then turns the tank into an open-topped AFV. Not what the crew signed up for.
Posted: Tue Jan 08, 2013 5:09 am Post subject: Re: GJS for LSA
You have to release the mod and get the Matrix/Slitherine developer playing and when he gets frustrated that he can not do a close assault of a tank it will get fixed
Posted: Sat Feb 09, 2013 4:40 pm Post subject: Re: GJS for LSA
always closer, but right now trying to resolve a CTD that came from h2h. Waiting for some feedback whether it was mod-related or LSA engine related. First CTD in test campaign, thus far.
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