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-   -   winSPMBT V11.01 upgrade for 2017 (http://forum.shrapnelgames.com/showthread.php?t=51494)

DRG February 6th, 2017 11:30 AM

winSPMBT V11.01 upgrade for 2017
 
Version 11.01 NOW AVAILABLE

( further information at the end of this post )




....
Quote:

As usual, we remind everyone that ongoing secure PBEM games WILL fail when a new patch is applied while they are being played.

WinSPMBT version 11.01 Upgrade patch

15 New Scenarios
6 Revised Scenarios
10 New or Revised Map files
77 New or Revised Photos
176 New or Revised vehicle / aircraft Icons
93 Updated OOB Files ** all revised in Ver 11.01
138 New or Revised Icon and Terrain Graphic files
6 New or Revised Text files
2 Revised picklist files
18 New or Revised sound files
10 Revised terrains
7 New terrains
updated cost calculator ver 11.01


There was a bug showing when off map batteries that were due to arrive later as reinforcements but the scenario designer had programmed them to fire in turn 0 pre-game bombardment that caused phantom fire missions. This has been fixed. Off map artillery that are plotted to fire before they arrive now properly clear down the illegal fire mission instead.

A bug whereby the early end of battle routine in a PBEM campaign was not engaging correctly and games that should have ended went on even when there was no enemy activity has been fixed.

Map sizes now increment/decrements by 5 hex increments, not 10 as before giving players more control over map size

The "phantom crews" bug in long campaigns has been fixed

A bug where the wrong observer may be used as the basis for scatter when the observer was retreating or worse was fixed.

The function to recombine split off crew with their vehicles (usually caused by loading the vehicle onto a cargo plane and then unloading again) had been inadvertently removed from the code. The "j" key functionality is restored to the deployment screen so if you have loaded a vehicle into a heavy air transport aircraft for a para drop. You can now unload it during the deployment phase for whatever reason and you can now re-join the crew and vehicle by pressing 'j' ( for "join" ). Previously you had no choice but to leave it behind

A scenario info button to the game play screen, this is helpful if you have forgotten what battle you were fighting or need to know the scenario battle location ( batloc # ) once the game is underway. Previously there was no way to know which map your battle was on after the game had commenced. Helpful if you like the map and want to generate a similar one again using the same batloc #.

HEAT and HESH guns had stopped firing reaction fire at infantry at <1000m or so due to a knock off effect when we coded for NLOS ATGM. This has now been corrected.

Long range SAMs with extremely long minimum ranges were not engaging incoming aircraft or those that were performing a stand-off attack. This has now been fixed. SAM minimum range is now irrelevant for a stand-off attack (that includes entry onto map). However these very long minimum range SAMs will not fire on the surviving planes as they then move across the map only upon entry and in stand-off attacks.

Post 2014, "What-If" battles involving NATO nations versus Russia will be in the Baltics

Any nation that signed the Ottawa land mine treaty will no longer be able to purchase and place mines in defence after 1999. Additionally, any nation that signed the Convention on Cluster Munitions will no longer have cluster munition weapons in their game OOB's after the date that nation put the convention ban into effect. Depending on the nation that could currently be any time between 2010 and 2016 as there is a wide range of dates the various nations covered by the game have put the convention into effect. Conversely any nation that IS NOT a signatory to the Ottawa Treaty will still be able to purchase and place mines in a defensive battle and any nation that DID NOT sign the Convention on Cluster Munitions will still have access to cluster munitions in the game. Hopefully that explanation will cut down on the amount of erroneous "bug" reports.

Units which manually turn to face a new hex may now draw opfire. This affects both infantry and vehicles at different ranges and there are random variables we tossed in to make in unpredictable but generally ( and the randoms we added really do mean "generally" ) in hex infantry movement could possibly attract opfire from enemy units up to 3 -5 hexes away (generally...). Vehicles shifting hull or turrets around could attract opfire from enemy units up to 10 hexes away ( and maybe a bit more... ). And all that depends on the enemy's training , morale, suppression level, vision rating and battle visibility etc. AS WELL AS your units training , morale, suppression level, visibility etc.. This new game feature was originally intended to stop players from turning their tanks in place to present their heaviest armour towards the most likely threat without attracting enemy attention. That was expanded to include swinging the turret as obviously that kind of movement if spotted by the enemy would naturally draw fire in a real battle situation and then that was expanded to include infantry as well. The bottom line is if you just want to "look around" to check your LOS use the } hotkey otherwise you risk drawing unwanted attention to your unit .

Players should see a reduction in the number of cases where ERA defeats large aircraft launched anti tank missiles.

There were very rare cases when palm trees were generated on winter maps and we *think* this is now fixed

26 pages of OOB suggestions were integrated into the game OOB's

Info on revised terrains for 2017

After a hiatus of many years we added more terrain and revised to varying degrees some of the old ones. All terrain will show up on generated maps at one time or another but this year only CD owners will have access to edit the new terrain and we have added new way to edit them into maps

Here's a list of revised terrain. The list of new terrains are in the New for CD holders section below
  • Summer trees are totally redone and more have been added to the base set
  • Ground level grass
  • Beach Sand has been totally redone ground level and hills
  • Autumn trees have been reworked a bit so they aren't as colourful
  • Winter trees have been reworked a bit as well. Not as much as the summer set but they have had a touch up
  • Summer, Autumn and Winter orchards have been reworked to make them a bit denser than before.
  • What was "winter grass" in the game is now "very light snow" because there is a new "light snow" set ( see below )
  • Short dry grass set has been totally redone ground level and hills
  • Impassible terrain has been totally redone ground level and hills
  • The green crop set has been totally redone ground level and hills


NEW for the extended CD version holders only


* The DLLs that Scenhack uses to sort scenarios have been included with this patch for the vast majority of players who don't have Borland Paradox installed on their Hard Drives for over a decade (and why we forgot everyone else needs them too :))

* CD / extended version holders will now get a warning message if they try to enter a building hex with a vehicle. You are now asked to confirm that you really want to do that. This is to stop you from inadvertently immobilising yourself as most cases involving building entry with vehicles is the result of a too long movement call through an urban built up area. The feature will also display on rough+slope combinations if you have travelled 3 or more hexes and thus are in danger of sticking. It's just a "friendly reminder."

* SAM and AAA will tend to save shots on low-probability to hit shots. Especially against Spotters (inc UAV) with less than about a 20% chance, other fliers at about 10%. AAA guns will hold fire at longer ranges (>1 KM) if to hit is under about 10% and wait for a better shot. This applies only to CD owners.

* We have introduced a new Formation sorting routine for the premium game. Over all the years these games have been developed, unit classes have expanded as required, but there was no logical order to the expansion as they were added on a need-it-now basis so the different infantry, armour and artillery unit classes that were used to build formations were spread all over the 256 unit class slots available and this meant that in some cases when buying formations you had to search though multiple pages of formations to find the ones you wanted. The new routine in place for CD holders only helps group unit types together and in a more intuitive and logical way. The caveat to that is that when sorting formations by unit class the unit class of the formation is still determined by the first unit in the formation and there is really no getting around that.

For example. with this new routine if you go into the artillery page you will generally find that Forward observers are the first formations listed then generally if there is consistency to the first unit in the formation you will find the light mortars, then the medium mortars then the heavy mortars then the AT guns, then the Hvy AT guns through field guns into rocket formations, off map guns and finally AA guns. Again...its all determined by the first unit in the formation but in the past ( and the free game will still use the original method ) you may have had a one type of infantry company with unitclass #1 infantry as the first unit but the second type of infantry company may have had a unitclass # 64 Medium Infantry unit leading to in some cases a dogs breakfast of the sort order. A good example of that was the winSPMBT Russian OOB in the years that the T-55 and T-62 unitclass #13" medium" tanks were active along with the T-64 and up unitclass #59 "MBT" formations but the lower end Mediums were on page one and the higher end MBT's were on page 2. With this they are all grouped on page one and we think this will help bring a bit more order to the game

* A new button has been added to the main screen that allows access to the premium map editor from inside the game


Info on new terrains added for 2017


* There is a new "scrub grass" ground and hills set in dark brown tones for ground and hill levels that would be useful on maps between November and March but also as an accent on any map type. In the map editor this can be accessed from the "add short grass" button which is on page 2 of the editor to the right of the add trench button. You will be prompted to " Press 1 for regular grass, 2 for scrub grass "

* There is a new bare field ground and hills set that represents either a freshly planted field or a freshly harvested one. These are also handy as a base for any orchard type. In the map editor this can be accessed from the green crop button. You will be prompted "Press 1 for Crops, 2 for Tilled "

* There is a new "light snow" ground and hills set that will show up in the game in place of the old "winter grass" which is now called " very light snow". The new "light snow" is used by the game as a base tile over which winter trees are placed. It can be accessed only on winter maps from the button on page one directly under trees. You will be prompted "Press 1 for light snow, 2 for very light snow"

* There are now pure coniferous sets for summer and winter and those will be auto-generated on maps. These represent "old growth" pine forests and have additional movement and sighting restrictions above regular mixed forests. This can be accessed from the Trees button and you will be prompted "Press 1 for mixed Trees, 2 for Pines "

* There are also new vineyards and coconut plantations/ groves for use in map making and these are also placed in small amounts on game generated maps. In the map editor this can be accessed from the Orchards button and you will be prompted "Press 1 for orchard, 2 for Vineyard, 3 for Coconut Grove "

* Deep water has been added ( ground level only naturally ). It is a very subtle change as it had to be . The water animation palette is fixed and not very big which limited my options and after two failed experiments I settled on what we have now as a compromise but as I said....it's subtle but sometimes subtle is best. The game palette was tweaked a bit to brighten up water....it's a bit more " Mediterranean" or "South Pacific" blue now.........a little less " dreary November " grey-blue.

We have also added an exciting new way to apply terrain to the map

Previous to this release the "Fill range" and "Fill" functions in the map editor were mainly used to flood and entire map with a base terrain that would follow the contours already on the map. If you tried to fill less area it placed whatever terrain you chose to use as a giant Hex shape block of terrain that was virtually useless for making maps so as a general rule anyone making a map avoided that control unless they were "skinning" and entire map. We have added a new dimension to the fill range controls that expands it's usefulness 10 fold or more

Now when pressing "Fill range" Extended game ( CD ) owners will see the following prompts:

First you will see "New Fill Range: " and you can enter any number you like. 255 will fill and entire map but you can choose any amount . After entering the number of hexes you wish to place your terrain onto the map, this new message will appear: "Enter 0 for Block fill, or 1-90 for a Splatter Effect ". "0 for Block fill" will give you what this feature has always given... a solid mass of terrain but entering 1-90 for a Splatter Effect controls what percentage is covered in the area you selected. Enter a high number and it will fill to that amount, Enter a low number and you have a much finer control over how much is placed on the map allowing you to build terrain gradually. It can almost be thought of as a spray gun. It is very useful when building up a forested area or when starting a map off after building the hill contours if you want to blend different types of grass.

AS WELL ( yes.... there's more ! and to anyone who builds maps this will be huge ) we have changed old SSI function of "right clicking" the mouse to add 7 hex clusters of terrain to the map at a time. Left clicking the mouse button will still give you single hex fine control but now right clicking the mouse utilises the same function as fill range so whatever range and density you have set you can now add by clicking the right mouse button. If you want to use it the "traditional" way simply set the range to 2 and 0 for Block fill and it will behave as it always has but now you can set whatever range you want to control the size of the fill but you can also adjust the splatter effect which GREATLY enhances the usefulness of the tool so adding terrain becomes quick and easy reducing the time it use to take to hand build a map by many hours..

This new tool has many uses but one thing you really want to avoid is mixing contrasting terrains together too much. A little is OK but it really depends on what you are mixing as too much is very distracting and can totally camouflage any contours on the map. What it's ideal for is blending similar colour densities together or placing forest. you can also use it to place hills but even a fast computer will take a few seconds to compute everything and place it on on a full sized map so be patient at first as slower computers may take a little longer to complete the command. We are after all, asking a 20 year old game to do a lot more than it used to but it will with sometimes spectacular results. I help design the feature and I'm still finding new ways to use it. We look forward to seeing the maps players design with this new feature.


***********************************
***********************************
EDIT.... MARCH 31/ 2017

A revised 11.01 version of this year's patch was released March 31. 2017. It was necessary to do this because this was a year we were pressing a new CD version for BOTH GAMES as well as releasing patches for both and after the 11.0 version was released we discovered a couple of glaring OOB errors and that the cost calculator was not working correctly for perhaps 5% of the units in the games......the problem is between both games 5% of the units is about 2400 units so we corrected both winSPMBT and winSPWW2 for the CD's and that meant we had to issue an updated 2017 patch once the CD's started being shipped so everyone's OOB's match for secure PBEM.

Anyone who DL'd the early March Ver 11.0 should also DL this new Ver 11.01 version. When installed and the game starts you will see the new 11.01 version number at the bottom of the screen



We regret that this had to be done....but it had to be done

More detailed PR HERE

Don

Wdll February 6th, 2017 12:21 PM

Re: winSPMBT V11 upgrade for 2017
 
Some very good additions/changes there.

1. The ghost crews...is this the same issue that I remember appearing in long PBEM campaigns when after a battle you had these crews filling slots? If yes, YES! Thank you!
2. I love the change of a chance of the enemy seeing your unit if you manually look around. This is going to be game changing (IMO) and for the better.

Any planned but not mentioned change to the IMO overpowered drones? Talking about how (IMO) very difficult they are to hit with modern air defenses.

Anyway, I admire your love for this game. I know it can't be just any money you make from the CD version of this, you continue to support the game. This is love.
And I thank you for it.

Suhiir February 6th, 2017 12:34 PM

Re: winSPMBT V11 upgrade for 2017
 
Now that you can rejoin crews to vehicles I can get back to work (slow tho it may be) on my campaign.
Yay!

DRG February 6th, 2017 12:41 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by Wdll (Post 837092)

Any planned but not mentioned change to the IMO overpowered drones? Talking about how (IMO) very difficult they are to hit with modern air defenses.

now included ( missed it from my notes )

scorpio_rocks February 6th, 2017 01:45 PM

Re: winSPMBT V11 upgrade for 2017
 
Thanks for the Ottawa land mine treaty and Convention on Cluster Munitions changes to the OOBs :)

DRG February 6th, 2017 09:17 PM

Re: winSPMBT V11 upgrade for 2017
 
REVISED AND NEW VEHICLE / AIRCRAFT ICON LIST FOR WINSPMBT V11


{7252,6976}, // 852. M548 (desert) (Israeli) ************** REV winSPMBT v11
{7253,6976}, // 853. M548 (green) ************** REV winSPMBT v11
{7541, -1}, //1141. Rockwell OV-10 Bronco Camo REVISED winspmbt V11
{7542, -1}, //1142. Rockwell OV-10 Bronco winter Camo REVISED winspmbt V11
{8266, 8267}, //1479. BTR-60 (green) *Revised WinSPMBT v11
{8280, 8281}, //1486. BTR-70 (green camo) ***********Revised WinSPMBTv11
{10290, 10291}, //3593. Namer w/remote weapon system ********NEW winSPMBT v5.5---REVISED to "Sinai Grey" winSPMBT v11
{10814, 10815}, //3855. BTR-82-Green ********REV winSPMBT v11
{10860, 10861}, //3878. JLTV AT Green ********NEW winSPMBT v7 Rev v11
{10862, 10863}, //3879. JLTV AT Desert ********NEW winSPMBT v7 Rev v11
{10916, 10917}, //3906. BMP-2M GREEN **NEW winSPMBT v8 REV V11
{11292, 11293}, //4093. USMC ACV Camo ******NEW winSPMBT v10 REV V11
{11294, 11295}, //4094. USMC ACV Winter Camo ********NEW winSPMBT v10 REV V11
{11296, 11297}, //4095. USMC ACV Desert Camo ********NEW winSPMBT v10 REV V11
{11300, 11301}, //4098. T-80UM Summer camo ********NEW winSPMBT v11
{11302, 11303}, //4099. T-80UM Desert Brown camo ********NEW winSPMBT v11
{11304, 11305}, //4100. T-80UM Desert Green camo ********NEW winSPMBT v11
{11306, 11307}, //4101. T-80UM Winter White camo ********NEW winSPMBT v11
{11308, 11309}, //4102. T-80UM Winter Green camo ********NEW winSPMBT v11
{11310, 11311}, //4103. Churchill VII Desert Tan ********NEW winSPMBT v11
{11312, 11313}, //4104. Churchill VII Winter White ********NEW winSPMBT v11
{11314, 11315}, //4105. Churchill VIII Desert ********NEW winSPMBT v11
{11316, 11317}, //4106. Churchill VIII winter camo ********NEW winSPMBT v11
{11318, 11319}, //4107. Comet Winter camo ********NEW winSPMBT v11
{11320, 11321}, //4108. Comet Winter white ********NEW winSPMBT v11
{11322, 11323}, //4109. Conqueror Mk 2 desert ********NEW winSPMBT v11
{11324, 11325}, //4110. Conqueror Mk 2 winter camo ********NEW winSPMBT v11
{11326, 11327}, //4111. Conqueror Mk 2 winter white ********NEW winSPMBT v11
{11328, 11329}, //4112. Desert Crocodile ********NEW winSPMBT v11
{11330, 11331}, //4113. Winter Crocodile ********NEW winSPMBT v11
{11332, 11333}, //4114. Cromwell winter camo ********NEW winSPMBT v11
{11334, 11335}, //4115. Cromwell winter white ********NEW winSPMBT v11
{11336, 11337}, //4116. Daimler AC desert ********NEW winSPMBT v11
{11338, 11339}, //4117. Daimler AC winter ********NEW winSPMBT v11
{11340, 11341}, //4118. Eitan- RWS - AC&GL ********NEW winSPMBT v11
{11342, 11343}, //4119. Eitan- RWS -MG ********NEW winSPMBT v11
{11344, 11345}, //4120. FV438 desert ********NEW winSPMBT v11
{11346, 11347}, //4121. FV438 winter ********NEW winSPMBT v11
{11348, 11349}, //4122. L6-40 - Green ********NEW winSPMBT v11
{11350, 11351}, //4123. M24 - desert ********NEW winSPMBT v11
{11352, 11353}, //4124. M24 - desert camo ********NEW winSPMBT v11
{11354, 11355}, //4125. M24 - Winter White ********NEW winSPMBT v11
{11356, 11357}, //4126. M41A1 winter ********NEW winSPMBT v11
{11358, 11359}, //4127. M42 Duster- winter ********NEW winSPMBT v11
{11360, 11361}, //4128. M46 winter ********NEW winSPMBT v11
{11362, 11363}, //4129. M47 winter ********NEW winSPMBT v11
{11364, 11365}, //4130. M48 winter ********NEW winSPMBT v11
{11366, 11367}, //4131. M48A3 winter ********NEW winSPMBT v11
{11368, 11369}, //4132. M48A5 winter ********NEW winSPMBT v11
{11370, 11371}, //4133. M53 desert ********NEW winSPMBT v11
{11372, 11373}, //4134. M53 winter ********NEW winSPMBT v11
{11374, 11375}, //4135. M55 desert ********NEW winSPMBT v11
{11376, 11377}, //4136. M55 winter ********NEW winSPMBT v11
{11378, 11379}, //4137. M60A2 desert ********NEW winSPMBT v11
{11380, 11381}, //4138. M60A2 winter ********NEW winSPMBT v11
{11382, 11383}, //4139. M108 winter ********NEW winSPMBT v11
{11384, 11385}, //4140. M150 desert ********NEW winSPMBT v11
{11386, 11387}, //4141. M150 winter ********NEW winSPMBT v11
{11388, 11389}, //4142. M901 winter ********NEW winSPMBT v11
{11390, 11391}, //4143. Sherman V winter ********NEW winSPMBT v11
{11392, 11393}, //4144. PT-76 winter white ********NEW winSPMBT v11
{11394, 11395}, //4145. PT-76 winter grey camo ********NEW winSPMBT v11
{11396, 11397}, //4146. PT-76 winter green/white camo ********NEW winSPMBT v11
{11400, 11401}, //4148. M-ATV Winter ********NEW winSPMBT v11
{11402, 11403}, //4149. M-ATV Winter ATGM ********NEW winSPMBT v11
{11404, 11405}, //4150. Striker Desert ********NEW winSPMBT v11
{11406, 11407}, //4151. Striker winter ********NEW winSPMBT v11
{11408, 11409}, //4152. T-54-1 Desert ********NEW winSPMBT v11
{11410, 11411}, //4153. T-54-1 Winter ********NEW winSPMBT v11
{11412, 11413}, //4154. Type 95 Ha-go green ********NEW winSPMBT v11
{11414, 11415}, //4155. Type 97 Chi-Kai- Green ********NEW winSPMBT v11
{11416, 11417}, //4156. Stryker Dragoon- Green ********NEW winSPMBT v11
{11418, 11419}, //4157. Stryker Dragoon- Camo ********NEW winSPMBT v11
{11420, 11421}, //4158. Stryker Dragoon- winter white ********NEW winSPMBT v11
{11422, 11423}, //4159. Stryker Dragoon- winter Camo ********NEW winSPMBT v11
{11424, 11425}, //4160. Stryker Dragoon- desert Camo ********NEW winSPMBT v11
{11426, 11427}, //4161. AAV-SU-summer camo ********NEW winSPMBT v11
{11428, 11429}, //4162. AAV-SU-winter camo ********NEW winSPMBT v11
{11430, 11431}, //4163. AAV-SU-desert camo ********NEW winSPMBT v11
{11432, 11433}, //4164. BTR-82A-winter camo ********NEW winSPMBT v11
{11434, 11435}, //4165. BTR-82A-desert camo ********NEW winSPMBT v11
{11436, 11437}, //4166. Gepard- winter camo ********NEW winSPMBT v11
{11438, 11439}, //4167. Greek BMP-1 FSV ********NEW winSPMBT v11
{11440, 11441}, //4168. T-90a-black camo ********NEW winSPMBT v11
{11442, 11443}, //4169. T-90a-desert camo ********NEW winSPMBT v11
{11444, 11445}, //4170. Turkish Leo 2A4 desert camo ********NEW winSPMBT v11
{11446, 11447}, //4171. Dug in tank turret- Charitoteer ********NEW winSPMBT v11
{11448, 11449}, //4172. Dug in tank turret- T-34-85 ********NEW winSPMBT v11
{11450, 11451}, //4173. Dug in tank turret- M47 ********NEW winSPMBT v11
{11452, 11453}, //4174. T-90a-winter camo ********NEW winSPMBT v11
{11454, 11455}, //4175. T-90-winter ********NEW winSPMBT v11
{11456, 11457}, //4176. Sryian T-62 anti-RPG ********NEW winSPMBT v11
{11458, 11459}, //4177. Merkava Mk 4M-EXP "Sinai Grey" ********NEW winSPMBT v11
{11460, 11461}, //4178. Merkava 3 LAHAT "Sinai Grey" ********NEW winSPMBT v11
{11462, 11463}, //4179. Iranian Karrar (-) ********NEW winSPMBT v11
{11464, 11465}, //4180. Iranian Updated Chieftan(Mobarez) ********NEW winSPMBT v11
{11466, 11467}, //4181. M19 Winter ********NEW winSPMBT v11
{11468, 11469}, //4182. M19 Desert ********NEW winSPMBT v11
{11470, 11471}, //4183. M45 Winter ********NEW winSPMBT v11
{11472, 11473}, //4184. Sabre Winter camo ********NEW winSPMBT v11
{11474, 11475}, //4185. Saladin Winter camo ********NEW winSPMBT v11
{11476, 11477}, //4186. M1A1HC TUSK Camo ********NEW winSPMBT v11
{11478, 11479}, //4187. M1A2 TUSK desert Camo ********NEW winSPMBT v11
{11480, 11481}, //4188. T-72B winter camo ********NEW winSPMBT v11
{11482, 11483}, //4189. T-72BM winter camo ********NEW winSPMBT v11
{11484, 11485}, //4190. T-55AM winter camo ********NEW winSPMBT v11
{11486, 11487}, //4191. USMC M60A1 RISE(ERA) camo ********NEW winSPMBT v11
{11488, 11489}, //4192. USMC M60A1 RISE(ERA) winter camo ********NEW winSPMBT v11
{11490, 11491}, //4193. USMC M60A1 RISE(ERA) desert camo ********NEW winSPMBT v11
{11492, 11493}, //4194. USMC M47 Desert Camo ********NEW winSPMBT v11
{11494, 11495}, //4195. LAV-AT with TOW turret winter camo ********NEW winSPMBT v11
{11496, 11497}, //4196. SPz 12-3 winter camo ********NEW winSPMBT v11
{11500, 11501}, //4198. ----GAZ Tigr Summer camo ATGM ********NEW winSPMBT v11
{11502, 11503}, //4199. ----GAZ Tigr winter ATGM ********NEW winSPMBT v11
{11504, 11505}, //4200. ----GAZ Tigr Desert camo ATGM ********NEW winSPMBT v11
{18342, 6976}, // 7742 BV 206 Mortar -green camo *****NEW winSPMBT v11
{18343, 6976}, // 7743 BV 206 Mortar -winter camo *****NEW winSPMBT v11
{18344, 6976}, // 7744 BV 206 Mortar -desert camo *****NEW winSPMBT v11
{18345, 6976}, // 7745 113 ammo carrier -winter *****NEW winSPMBT v11
{18346, 6976}, // 7746 113 ammo carrier -desert *****NEW winSPMBT v11
{18347, 6976}, // 7747 M-39 -winter *****NEW winSPMBT v11
{18348, 6976}, // 7748 M-39 -Desert *****NEW winSPMBT v11
{18349, 6976}, // 7749 BV 206 -winter camo *****NEW winSPMBT v11
{18350, 6976}, // 7750 BV 206 -desert camo *****NEW winSPMBT v11
{18351, 6976}, // 7751 Achzarit-Sinai grey *****NEW winSPMBT v11
{18352, 6976}, // 7752 Nagmachon-Sinai grey *****NEW winSPMBT v11
{18353, 6976}, // 7753 M113 Kasman Meshupar-Sinai grey *****NEW winSPMBT v11
{18354, 6976}, // 7754 Nagmachon Rllr-Sinai grey *****NEW winSPMBT v11
{18355, 6976}, // 7755 M548 winter white ****NEW winSPMBT v11
{18356, 6976}, // 7756 M114 Winter ****NEW winSPMBT v11
{18357, 6976}, // 7757 M114 desert camo ****NEW winSPMBT v11
{18358, 6976}, // 7758 GAZ Tigr Summer camo ****NEW winSPMBT v11
{18359, 6976}, // 7759 GAZ Tigr winter camo ****NEW winSPMBT v11
{18360, 6976}, // 7760 GAZ Tigr Desert camo ****NEW winSPMBT v11
{18579, -1}, //7979 An-2- Desert Camo 1 ********NEW winSPMBT v11
{18580, -1}, //7980 An-2- Desert Camo 2 ********NEW winSPMBT v11
{18581, -1}, //7981 An-2- Desert Camo 3 ********NEW winSPMBT v11
{18582, -1}, //7982 An-2- Desert Camo 4 ********NEW winSPMBT v11
{18583, -1}, //7983 An-2- Green Camo 1 ********NEW winSPMBT v11
{18584, -1}, //7984 An-2- Green Camo 2 ********NEW winSPMBT v11
{18585, -1}, //7985 An-2- Green Camo 3 ********NEW winSPMBT v11
{18586, -1}, //7986 An-2- Green Camo 4 ********NEW winSPMBT v11
{18587, -1}, //7987 An-2- Winter Camo 1 ********NEW winSPMBT v11
{18588, -1}, //7988 An-2- Winter Camo 2 ********NEW winSPMBT v11
{18589, -1}, //7989 Desert Tornado ********NEW winSPMBT v11
{18590, -1}, //7990 Desert Tornado IDS ********NEW winSPMBT v11
{18591, -1}, //7991 Winter Tornado ********NEW winSPMBT v11
{18592, -1}, //7992 Winter Tornado IDS ********NEW winSPMBT v11
{18593, -1}, //7993 Small simple UAV -1 ********NEW winSPMBT v11
{18594, -1}, //7994 Small simple UAV -2 ********NEW winSPMBT v11
{18595, -1}, //7995 Small simple UAV -3 ********NEW winSPMBT v11
{18596, -1}, //7996 Rockwell OV-10 Bronco Desert Camo ********NEW winspmbt V11
{18636, -1}, //8036 Land Rover- Winter ********NEW winSPMBT v11
{18637, -1}, //8037 Land Rover- Desert ********NEW winSPMBT v11
{18638, -1}, //8038 M12 GMC desert ********NEW winSPMBT v11.....
{18639, -1}, //8039 M12 GMC winter ********NEW winSPMBT v11
{18640, -1}, //8040 M40 GMC Desert ********NEW winSPMBT v11
{18641, -1}, //8041 M40 GMC winter ********NEW winSPMBT v11
{18642, -1}, //8042 M41 GMC Desert ********NEW winSPMBT v11
{18643, -1}, //8043 M41 GMC Winter ********NEW winSPMBT v11
{18644, -1}, //8044 M44 desert ********NEW winSPMBT v11
{18645, -1}, //8045 M44 winter ********NEW winSPMBT v11
{18646, -1}, //8046 M107 Winter ********NEW winSPMBT v11............
{18647, -1}, //8047 M110 Desert ********NEW winSPMBT v11
{18648, -1}, //8048 M110 Winter ********NEW winSPMBT v11
{18649, -1}, //8049 M110A2 Desert ********NEW winSPMBT v11
{18650, -1}, //8050 M110A2 Winter ********NEW winSPMBT v11
{18651, -1}, //8051 M125A1 Winter ********NEW winSPMBT v11
{18652, -1}, //8052 SU-100m Camo ********NEW winSPMBT v11
{18653, -1}, //8053 M1064A3 winter ********NEW winSPMBT v11

Imp February 7th, 2017 01:47 AM

Re: winSPMBT V11 upgrade for 2017
 
The refinments to the map sound great, 2 types of trees & extra candy plus the fill tool sounds brilliant. Already thinking though next year if possible could we have a second type of pattern for the fill tool producing lines ridges something like /////
Usefull for placing terrain like snowdrifts, soft sand or even possibly rolling hills. Not even out & already I am asking for more but I think the new fill tool will make producing maps so much quicker.

Also great to see long range SAMs have been addressed you had to check the ranges or on smaller maps they may not work.
In case its not occured to anyone buy these before your short, mid range SAMs. They will fire first vs fast air leaving the others to take on helos etc.
Additional opfire for facing change also sounds intresting.
Thanks for all your hard work & keeping this game constantly fresh.

Wdll February 7th, 2017 06:22 AM

Re: winSPMBT V11 upgrade for 2017
 
The more I think of this patch, the more excited I am.
When it is released I will do a Let's Play. My first ever for winSPMBT.

DRG February 7th, 2017 07:59 AM

Re: winSPMBT V11 upgrade for 2017
 
4 Attachment(s)
Quote:

Originally Posted by Imp (Post 837105)
The refinements to the map sound great, <SNIP>I think the new fill tool will make producing maps so much quicker.

They absolutely do. I've only begun to experiment as the right click linking to the new splat scatter code was only put in yesterday afternoon but it will make a HUGE impact on map making for these games. Especially adding terrain to the Venhola generated maps but the regular in-game maps as well because you can do things you simply could not do before or would have taken hours to do.... now minutes.. IF that long. It's like going from a flintlock to an AR15 or Bi-planes to jets in one step. You can set the size to fill the entire map or just one hex and you can adjust the density from 1% to 100% and everything in between and you control it with a right click of the mouse.

You can use it to blend different types of grass or place trees or houses or hills and I've seen hills created that I never imagined possible. Trust me....anyone who makes maps for this game will love these changes and I think it might open the door for people who have never built one before to give it a try.

Here's an example and really..this just scratches the surface

Lets say you want to create something like the Dakota Badlands

http://forum.shrapnelgames.com/attac...1&d=1486471993

that took about 10 seconds...

now lets say you want to scatter some pine trees over top

http://forum.shrapnelgames.com/attac...1&d=1486471105

That's 10 seconds more

now lets toss in some ponds just for fun

http://forum.shrapnelgames.com/attac...1&d=1486471716

another 10 seconds tops

add a bit of colour

http://forum.shrapnelgames.com/attac...1&d=1486822848

10 seconds more

:D

Don

IronDuke99 February 7th, 2017 09:33 AM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by scorpio_rocks (Post 837096)
Thanks for the Ottawa land mine treaty and Convention on Cluster Munitions changes to the OOBs :)

You do know that UK, for example, has not abandoned land mines fully?
Anti Tank mines are in no way banned and UK also retains stocks of other land mines that could be used in the event of a major war?

Whilst Britain destroyed some of its stocks of land mines in 2005, "some stocks were kept for use in exceptional circumstances"

http://news.bbc.co.uk/2/hi/special_r...ines/36075.stm

The whole anti land mine thing really was nonsense anyway, the only thing that caused problems was the indesciminate use of anti personnel mines without mapping where they were, something British forces never did. Sadly the late, very, very, far from great Princess of Wales got involved and feels took over from facts.

UK getting rid of cluster munitions was also done against the advice of all UK military advisors.

The idiots who support such bans can feel virtuous, while, as always, their own servicemen will do all the dying when push comes to shove.

DRG February 7th, 2017 10:06 AM

Re: winSPMBT V11 upgrade for 2017
 
I realise it was only antipersonnel mines that were affected. I originally wanted the code to check for weight which would have allowed them to only affect vehicles but getting that integrated and working properly would be more than just a "bit tricky"..given a mine is a mine is a mine and affects friend and foe equally. What we did was better than continuing to ignore it ( and truth be told I didn't like playing battles with the damn things anyway )

IronDuke99 February 7th, 2017 10:16 AM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by DRG (Post 837109)
I realise it was only antipersonnel mines that were affected. I originally wanted the code to check for weight which would have allowed them to only affect vehicles but getting that integrated and working properly would be more than just a "bit tricky"..given a mine is a mine is a mine and affects friend and foe equally. What we did was better than continuing to ignore it ( and truth be told I didn't like playing battles with the damn things anyway )

I do see what you mean, but UK has retained stocks of mines, of assorted types, "for use in exceptional circumstances" ie, a major war.

So if UK ends up fighting Russia or China or North Korea or, maybe even the likes of Iran, they will use mines if they need to.

IronDuke99 February 7th, 2017 10:28 AM

Re: winSPMBT V11 upgrade for 2017
 
PS,
out of those four nations, by far, the least likely for UK to fight is Russia, since neither side would really gain anything from having such a fight.

DRG February 7th, 2017 10:41 AM

Re: winSPMBT V11 upgrade for 2017
 
Fear not....in scenarios the British cannot lay mines but you can "hire" Koreans that can....

IronDuke99 February 7th, 2017 11:06 AM

Re: winSPMBT V11 upgrade for 2017
 
Thanks, I note the Saudis were fairly recently caught using UK Cluster Bombs. I have nothing whatever to say in favour of the Saudis and would merely note UK cluster bombs would be better, for all concerned, in UK hands...

DRG February 7th, 2017 11:10 AM

Re: winSPMBT V11 upgrade for 2017
 
Yes, we could have played this all wink-wink-nudge-nudge but we didn't...live with it

Airborne Rifles February 7th, 2017 07:35 PM

Re: winSPMBT V11 upgrade for 2017
 
Very excited for this guys. Thanks for your hard work yet again!

Mobhack February 8th, 2017 07:23 AM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Units which manually turn to face a new hex may now draw opfire. This affects both infantry and vehicles at different ranges and there are random variables we tossed in to make in unpredictable but generally ( and the randoms we added really do mean "generally" ) in hex infantry movement could possibly attract opfire from enemy units up to 3 -5 hexes away (generally...). Vehicles shifting hull or turrets around could attract opfire from enemy units up to 10 hexes away ( and maybe a bit more... ). And all that depends on the enemy's training , morale, suppression level, vision rating and battle visibility etc. AS WELL AS your units training , morale, suppression level, visibility etc.. This new game feature was originally intended to stop players from turning their tanks in place to present their heaviest armour towards the most likely threat without attracting enemy attention. That was expanded to include swinging the turret as obviously that kind of movement if spotted by the enemy would naturally draw fire in a real battle situation and then that was expanded to include infantry as well. The bottom line is if you just want to "look around" to check your LOS use the } hotkey otherwise you risk drawing unwanted attention to your unit .
I have now replaced the preference for "Move and Shoot" with a switch for this feature, for those few players who might prefer to play the old way.

"Move and shoot" option was not used by anyone - likely not even if they were letting their 5 year old play!. The bits of code for move/fire deductions that referenced that "feature" are removed now.

Its under test at the moment but there doesn't seem to be any problems with it.

Wdll February 8th, 2017 04:39 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by Mobhack (Post 837129)
Quote:

Units which manually turn to face a new hex may now draw opfire. This affects both infantry and vehicles at different ranges and there are random variables we tossed in to make in unpredictable but generally ( and the randoms we added really do mean "generally" ) in hex infantry movement could possibly attract opfire from enemy units up to 3 -5 hexes away (generally...). Vehicles shifting hull or turrets around could attract opfire from enemy units up to 10 hexes away ( and maybe a bit more... ). And all that depends on the enemy's training , morale, suppression level, vision rating and battle visibility etc. AS WELL AS your units training , morale, suppression level, visibility etc.. This new game feature was originally intended to stop players from turning their tanks in place to present their heaviest armour towards the most likely threat without attracting enemy attention. That was expanded to include swinging the turret as obviously that kind of movement if spotted by the enemy would naturally draw fire in a real battle situation and then that was expanded to include infantry as well. The bottom line is if you just want to "look around" to check your LOS use the } hotkey otherwise you risk drawing unwanted attention to your unit .
I have now replaced the preference for "Move and Shoot" with a switch for this feature, for those few players who might prefer to play the old way.

"Move and shoot" option was not used by anyone - likely not even if they were letting their 5 year old play!. The bits of code for move/fire deductions that referenced that "feature" are removed now.

Its under test at the moment but there doesn't seem to be any problems with it.

I am confused about the switch and what it does. Can you please explain, it looks like I am going through a phase.

Aeraaa February 8th, 2017 04:45 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by Wdll (Post 837138)
Quote:

Originally Posted by Mobhack (Post 837129)
Quote:

Units which manually turn to face a new hex may now draw opfire. This affects both infantry and vehicles at different ranges and there are random variables we tossed in to make in unpredictable but generally ( and the randoms we added really do mean "generally" ) in hex infantry movement could possibly attract opfire from enemy units up to 3 -5 hexes away (generally...). Vehicles shifting hull or turrets around could attract opfire from enemy units up to 10 hexes away ( and maybe a bit more... ). And all that depends on the enemy's training , morale, suppression level, vision rating and battle visibility etc. AS WELL AS your units training , morale, suppression level, visibility etc.. This new game feature was originally intended to stop players from turning their tanks in place to present their heaviest armour towards the most likely threat without attracting enemy attention. That was expanded to include swinging the turret as obviously that kind of movement if spotted by the enemy would naturally draw fire in a real battle situation and then that was expanded to include infantry as well. The bottom line is if you just want to "look around" to check your LOS use the } hotkey otherwise you risk drawing unwanted attention to your unit .
I have now replaced the preference for "Move and Shoot" with a switch for this feature, for those few players who might prefer to play the old way.

"Move and shoot" option was not used by anyone - likely not even if they were letting their 5 year old play!. The bits of code for move/fire deductions that referenced that "feature" are removed now.

Its under test at the moment but there doesn't seem to be any problems with it.

I am confused about the switch and what it does. Can you please explain, it looks like I am going through a phase.

IIRC, the "move and shoot" enabled vehicles and infantry to fire after movement with no penalty at all.

Mobhack February 8th, 2017 05:21 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by Wdll (Post 837138)
Quote:

Originally Posted by Mobhack (Post 837129)
Quote:

Units which manually turn to face a new hex may now draw opfire. This affects both infantry and vehicles at different ranges and there are random variables we tossed in to make in unpredictable but generally ( and the randoms we added really do mean "generally" ) in hex infantry movement could possibly attract opfire from enemy units up to 3 -5 hexes away (generally...). Vehicles shifting hull or turrets around could attract opfire from enemy units up to 10 hexes away ( and maybe a bit more... ). And all that depends on the enemy's training , morale, suppression level, vision rating and battle visibility etc. AS WELL AS your units training , morale, suppression level, visibility etc.. This new game feature was originally intended to stop players from turning their tanks in place to present their heaviest armour towards the most likely threat without attracting enemy attention. That was expanded to include swinging the turret as obviously that kind of movement if spotted by the enemy would naturally draw fire in a real battle situation and then that was expanded to include infantry as well. The bottom line is if you just want to "look around" to check your LOS use the } hotkey otherwise you risk drawing unwanted attention to your unit .
I have now replaced the preference for "Move and Shoot" with a switch for this feature, for those few players who might prefer to play the old way.

"Move and shoot" option was not used by anyone - likely not even if they were letting their 5 year old play!. The bits of code for move/fire deductions that referenced that "feature" are removed now.

Its under test at the moment but there doesn't seem to be any problems with it.

I am confused about the switch and what it does. Can you please explain, it looks like I am going through a phase.

Go to the Game Guide, press the "Preferences" link. Look at the picture of the Preferences screen supplied and spot the "Move and Shoot" button, then read the description provided in the box below entitled "Realism Preferences" for that function.

It should be familiar since Don had a thread asking if anyone ever used it in both game's main forums..

Anyway, it will now be the Opfire on Turn preferences switch as described in my post.

IronDuke99 February 8th, 2017 11:19 PM

Re: winSPMBT V11 upgrade for 2017
 
'Move and shoot' with no penalty is pure fiction, no matter how advanced your systems.

DRG February 12th, 2017 11:02 AM

Re: winSPMBT V11 upgrade for 2017
 
2 Attachment(s)
Here's a chance to give some feedback on a new feature you haven't tired yet :D

This question is for map makers only. If you haven't done any mapmaking the question is irrelevant.

The SP standard default for a right mouse click while map making has always been the target hex and every hex around it
http://forum.shrapnelgames.com/attac...1&d=1486910915

With the change we have made that now ties right click into fill range the default you get when you right click is the target hex and 4X the hexes around it
http://forum.shrapnelgames.com/attac...1&d=1486911033

which I have found can be a "surprise" after right click being a 7 hex cluster for 20+ years when you "forget" and right click on an area of the map and get 4x the area you expected.

We can easily set the default back to 2 hexes ( just as map makers could set it to 2 to start off ) and it can be increased using fill range but I'm interested in what other map makers think......leave it at the new big 5 hex splat or turn it back to what it's always been for a right click default ?

The thing to remember also is that once you set fill range it stays that range until you change it or exit the editor so the default only stays 2 or 5 until it's changed in fill range

Don

RecruitMonty February 12th, 2017 02:22 PM

Re: winSPMBT V11 upgrade for 2017
 
Wow!

Loads of content in the new update.

I'm especially chuffed to see that the idea regarding reactions to movement on the spot within the hex has now been implemented. I remember it was not quite practicable last time.

The enhancements to map making are also very welcome indeed.

I've noticed that icon files 183, 185 and 186 have had new icons added to them.

Would it be possible, at all, to add in some new empty files of this type for those of us with projects that make extensive use of them so that we can relocate those icons and stay up to date with the latest release, or is this not possible?

DRG February 12th, 2017 02:30 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by RecruitMonty (Post 837201)
Would it be possible, at all, to add in some new empty files of this type for those of us with projects that make extensive use of them so that we can relocate those icons and stay up to date with the latest release, or is this not possible?


not at this time. There's a bit more to it than it may appear and really, game mods are not my prime concern

RecruitMonty February 12th, 2017 02:50 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by DRG (Post 837202)
Quote:

Originally Posted by RecruitMonty (Post 837201)
Would it be possible, at all, to add in some new empty files of this type for those of us with projects that make extensive use of them so that we can relocate those icons and stay up to date with the latest release, or is this not possible?


not at this time. There's a bit more to it than it may appear and really, game mods are not my prime concern

Thanks for your speedy reply :).

Imp February 14th, 2017 01:09 AM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by DRG (Post 837195)
Here's a chance to give some feedback on a new feature you haven't tired yet :D

This question is for map makers only. If you haven't done any mapmaking the question is irrelevant.

The SP standard default for a right mouse click while map making has always been the target hex and every hex around it
http://forum.shrapnelgames.com/attac...1&d=1486910915

With the change we have made that now ties right click into fill range the default you get when you right click is the target hex and 4X the hexes around it
http://forum.shrapnelgames.com/attac...1&d=1486911033

which I have found can be a "surprise" after right click being a 7 hex cluster for 20+ years when you "forget" and right click on an area of the map and get 4x the area you expected.

We can easily set the default back to 2 hexes ( just as map makers could set it to 2 to start off ) and it can be increased using fill range but I'm interested in what other map makers think......leave it at the new big 5 hex splat or turn it back to what it's always been for a right click default ?

The thing to remember also is that once you set fill range it stays that range until you change it or exit the editor so the default only stays 2 or 5 until it's changed in fill range

Don

I would be happy with 5 mainly used fill tool because 2 was to small to bother much. With the new routines I would also think larger size makes more sense. Place a village here some woods there then refine etc.

rri970 February 16th, 2017 03:11 PM

Re: winSPMBT V11 upgrade for 2017
 
I'm looking forward to the update, and esp. the new terrain types! Thanks Don and Andy!

Don, I remember that over the summer you were contemplating moving to 800x600 default resolution to open up some more space for notifications (or, I presume, Encyclopedia entries and unit lists). Is that still something you're thinking about for the future, or did it prove not to be a practical approach?

Thanks for the continued work on the game!
Rado

DRG February 16th, 2017 04:37 PM

Re: winSPMBT V11 upgrade for 2017
 
640x480 still exists. We didn't need the message room at this time

DRG February 20th, 2017 12:28 PM

Re: winSPMBT V11 upgrade for 2017
 
MAP LIST for winSPMBTv11
MAPID- NAME
0 Northern Plain-Ochsendorf (1989) 100x160
1 Northern Plain-Schandelah (1989) 100x160
2 02 FSB 31, Laos (1971) 100x100
3 03 Cimoio, Mozambique (1977) 100x80
4 04 Nicaragua (1985) 100x40
5 05 Brragem, Mozambique (1979) 100x60
6 06 Al Faw Peninsula, Iraq (1986) 60x80
7 07 Syrian Front (10/73) 100x80
8 Panjshir Valley,Afghanistan(1982) 100x80
9 09 Cassinga, Angola (1978) 100x100
10 10 Chetequera, Angola (1978) 100x80
11 11 Iran-Iraq Border (1980) 100x80
12 12 Beirut, Lebanon (1982) 100x60
13 13 Bekaa Valley, Lebanon (1982) 100x80
14 14 Obong-Ni Ridge, Korea (1950) 100x60
15 15 Winter Crossroads 100x80
16 16 Rivers of Grass 100x40
17 17 Vietnam Countryside 100x80
18 18 Middle of Nowhere, SE Asia 100x60
19 19 Rice Paddies, SE Asia 100x80
20 20 Coastal City, SE Asia 100x80
21 21 Outer Mongolia 100x200
22 22 River City, SE Asia 100x80
23 23 Desert Ridge (E/W) 100x80
24 24 Earthen Fort, Vietnam 100x60
25 25 Korean Landscape 100x80
26 26 Tangled Jungle 100x40
27 An Thanh, USN Map 4345323b2 100x160
28 28 Ap Bac, Vietnam 100x60
29 29 Un poste, 100x60
30 30 Xa Long Tan, Vietnam 100x80
31 31 Durango Valley 160x100
32 32 Multi-River Refinery 100x40
33 33 Bosnia Mountains 100x80
34 34 Yugoslav Hills & Village 100x40
35 35 Tropical Marshes 200x160
36 36 Bay City II 100x80
37 37 Balkan Hills 100x40
38 Peru-Equador Border (V-Hexes)100x100
39 Cordillera del Condor, Equador 100x120
40 Abadan Peninsula/Island, Iran 100x200
41 41 South Lebanon Town 60x40
42 42 Rachidye Refugee Camp 100x80
43 43 LZ X-Ray, Ia Drang Valley 100x80
44 44 Asal Uttar (1965) 160x100
45 45 Goose Green, Darwin 150x120
46 46 Elegant Suburbs & Town 100x80
47 47 Finnish Winterscape 100x80
48 48 Nhi Ha, Vietnam (1968) 100x80
49 49 Small Desert Refinery 160x80
50 50 Route 226, Argentina 130x40
51 51 Pork Chop Hill, Korea 100x80
52 52 East Plateau, Dry Season 100x80
53 53 Mogadishu, Somalia 120x140
54 54 Farmland, Iraq 160x200
55 55 Desert, Iraq 160x200
56 56 Flooded River, Iraq 160x200
57 57 Titiova-Mitr. Kosovo 160x200
58 58 Poltava, Ukraine 160x200
59 59 Tingstade, Sweden 120x160
60 60 Bunge-Farosund, Swe. 160x200
61 61 Ahola, Finland 150x80
62 62 Uri, Kashmir 160x200
63 63 Chakothi, Kashmir 160x200
64 64 East of Lituf, Sinai 160x200
65 65 Jonova, Lithuania 160x200
66 66 Magelby, Denmark 160x200
67 67 Blahoj, Denmark 160x200
68 68 Nykobing, Denmark 160x200
69 69 Gross Oesingen, Ger 160x200
70 70 An Nasiriya, Iraq 2003 160x200
71 71 City on Tigris, Iraq 160x200
72 72 Srinagar, India 100x140
73 73 Berlin Mitte 2005 160x100
74 74 Large Desert Refinery 100x80
75 75 Eastern Europe (wntr) 120x200
76 Coastline, Eastern Korea (wntr) 120x200
77 77 Southeast USA 160x200
78 78 Trans-Siberian RR, Russia 60x40
79 79 Wuerselen, Germany 120x120
80 Braunschweig(-Altwiek),Germany 80x100
81 81 Detmold, Germany 80x100
82 82 Huenxe/Germany 120x120
83 83 Friedrichsfeld, Germany 80x100
84 84 Spellen (Rhine), Germany 80x100
85 85 Birk, Germany 80x100
86 86 Alsdorf, Germany 80x100
87 87 Grenada Island 160x200
88 88 Gdansk, Poland 1970 80x140
89 89 Kowel, Russia 100x120
90 Route 226, Argentina [130x40]
91 Wake Island -41 (140x140)
92 Radichye Refugee Camp [100x80]
93 South Lebanon Town [60x40]
94 Forested River Crossing [100x40]
95 Winter Crossroads
96 Solomons
97 Pork Chop Hill
98 Vietnam - Fortified
99 Desert River after Flooding
100 Early Spring Farmland [60x110]
101 Multi-River Refinery (Boris)
102 Asian River Cuty mod
103 Muenster in Westfalia 160x200
104 Muenster centre 40x40
105 Tyre
106 Rice Paddies (Boris)
107 160x25
108 Bosnia Mountains+ (Boris)
109 Bay City (Boris)
110 Desert Dry River
111 East Plateau, Drought Season
112 Ambleve River Valley (Boris)
113 Desert Ridge
114 Asian River City
115 Ambush Alley, VN [100x80]
116 River City
117 Highway 1, VN [100x40]
118 Vietnam - Fortified
119 An Thanh, U.S.N. Map 4345323b2
120 Generic Map
121 Viet Nam
122 Burma
123 Rice Fields
124 Thai Airfield
125 40x25
126 60x25
127 80x25
128 100x25
129 120x25
130 140x25
131 160x25
132 180x25
133 200x25
134 40x50
135 60x50
136 80x50
137 100x50
138 120x50
139 140x50
140 160x50
141 180x50
142 200x50
143 40x75
144 60x75
145 80x75
146 100x75
147 120x75
148 140x75
149 160x75
150 180x75
151 200x75
152 Vietnam Countryside
153 The Middle of Nowhere
154 Rice Paddies
155 Coastal Mtn Airfield [100x80]
156 River City - East/West
157 Asian River City - East/West
158 Desert Ridge - East/West
159 Earthen Fort - Vietnam
160 Pork Chop Hill - Korea
161 Jungle No Mans Land - Small
162 VN Countryside
163 Baghdad, Iraq
164 Empty Desert after rain
165 Dry Grassland [80x80]
166 Desert River with Agriculture
167 Desert city on River
168 Military Airbase near river
169 Tel Maschara [140x40]
170 Chinese Farm [100x60]
171 El Firdan [100x60]
172 Hushniye [100x60]
173 Jenin, Jordan [100x60]
174 Abu Agheila [100x60]
175 Inland Grenada [100x80]
176 Stavovrouni, Cyprus [100x80]
177 Grand Mal, Grenada [100x80]
178 Bay of Pigs, Cuba [100x80]
179 German Checkpoint [100x40]
180 Tyre, Lebanon [100x80]
181 Bir Gifgafa [100x60]
182 Tel Dan [100x80]
183 Um Butna [100x80]
184 Tel El-Hara [100x80]
185 Shadwan Island [100x80]
186 Yura-Nave Junction [100x60]
187 Mitle Breach [100x80]
188 Ru'effa Dam [100x60]
189 Ka'rame [100x80]
190 Desert SAM Battery [160x200]
191 Buq'atta [100x40]
192 Valley of Tears [100x80]
193 Tel Fa'cher [100x80]
194 Mitle Pass [100x80]
195 Al Za'afrana [100x80]
196 Abu Daragh [100x80]
197 Suez Channel [100x80]
198 Zamora River [100x60]
199 Libyan Airfield [100x80]
200 Coastal Oilfield River [100x80]
201 Southern Iran [100x80]
202 Radichye Refugee Camp [100x80]
203 Lomba River, Angola [100x60]
204 Mini Map (10x10)
205 Spring Farmland [60x110]
206 Spring Thaw [60x90]
207 Small Town (20x20)
208 Monastery Valley
209 Research Facility 13
210 Xavia,Vaencia,Spain (160x160)
211 SW Greece landscape (160x200)
212 Vietnam river (160x200)
213 Athens downtown (160x200)
214 214 Schelklingen, Germn. 200x160
215 215 Wuemme, Germany 120x120
216 216 Schellerten, Germany 100x100
217 217 Grosspetersdorf, AU 120x120
218 218 Dobbiaco, Italy 120x120
219 219 Kachanik, Kosovo 200x160
220 220 Gaj, Croatia 100x100
221 221 Palemetokho, Cyprus 100x100
222 222 Al Quanytirah, Syria 200x160
223 223 City, MidEast 130x130
224 224 Village, Africa 80x100
225 225 Lakselv, Norway 200x160
226 226 Farmland 100x120
227 227 Farmland W.Europe 150x120
228 228 German Countryside 80x100
229 229 Winter Farmland 180x160
230 230 Finsta, Sweden 160x160
231 231 Romeleaasen ridge, Swe. 160
232 232 Neuenkirchen, Ger. 160x160
233 233 Alsfeld, Germany 160x160
234 234 Lapptraesket, Sweden 160x160
235 235 Grevesmeuhlen, Ger. 150x150
236 236 Barendorf, Germany 150x150
237 237 Schmachthagen, Ger. 80x100
238 238 K. Mummendorf, Ger. 150x150
239 239 Grieben, Germany 100x100
240 240 Menzendorf, Germany 100x100
241 241 Prepow, Germany 130x130
242 242 Waddeweitz, Germany 160x160
243 243 German Countryside 80x100
244 244 Retzien, Germany 80x100
245 245 Urosevac, Kosovo 200x160
246 246 Sodankylae, Finland 130x130
247 247 Lohiniva, Finland 130x130
248 248 Pello, Finland 160x160
249 249 Farmland, Europe 80x100
250 250 Pirttiniemi, Sweden 160x160
251 251 Niemis, Sweden 140x140
252 Dam Al-Mukaiara -Iraq
253 Umm Qasr - Iraq 2003
254 Mina Al Bakr offshore terminal
255 Karbala suburbs - Iraq
256 Oil Tanker - Iraq 2003
257 Majdan Stary, SE Poland 90x90
258 Oil Tanker
259 Camp Babylon, Iraq
260 Imjin River 1951
261 Kladno-South 160x120 Summer
262 Lodherov 100x100 Summer
263 Hohenau (100x100)
264 Petrzalka [160x200] 1980 Comment
265 Petrzalka [160x200] 1980 Basic
266 VVP Libava 100x160 S
267 VVP Libava 100x160 damaged S
268 268 Bal, Gotland, Swe 200x160
269 269 Esmeraldas, Ecuador 160x160
270 270 Furth-im-W, Germany 160x160
271 271 Raenkam, Gemany 160x160
272 272 Klessing, Germany 160x160
273 273 Kitros, Greece 200x160
274 274 Nawa, Syria 200x160
275 275 Irrebach, Germany 200x160
276 276 Romrod, Germany 160x160
277 277 Slite, Gotland, Swe 200x160
278 278 Visby, Gotland, Swe 200x160
279 279 Visby AF, Gotl., Swe 200x160
280 280 Nova Bystrice 160x160 1970
281 281 Sederot, Near Gaza 200x160
282 282 Sederot, Near Gaza 2008 200x160
283 283 Meteor Crater, Arizona, 60x70
284 284 Javorna, CZK, 110x130
285 285 Abidjan, C-d'Ivoire 200x160
286 286 Besiny, CZK, 160x200
287 287 Bint Jbeil, Lebanon 120x120
288 288 Agricult.Flds, Korea 200x160
289 289 Over Jerstal, Dk 200x160
290 290 Funwwah, Yemen 200x160
291 291 Valtanen, Finland 140x140
292 292 Muurola, Finland 200x160
293 293 Myllakyllae, Finland 200x160
294 294 Tervala, Finland 200x160
295 295 Vanhala, Finland 200x160
296 296 Kiukoonemi, Finland 140x140
297 297 Susha, N-Karabach 200x160
298 298 Sao Domingos, G-Bis. 200x160
299 299 Northern G-Bissau 200x160
300 300 Bokel, Germany 140x140
301 301 Bornholm Airport, Dk 200x100
302 302 Port Said, Egypt 200x160
303 303 Komsomolskoye, Ru 100x100
304 304 Huleiqat, Israel 120x120
305 305 - Klatovy, CZK, 140x200
306 306 - Eisenstein, CZK/DEU
307 307 Andimeshk, Iran 140x140
308 308 Borujerd, Iran 80x120
309 309 Robat Karim, Iran 200x160
310 310 Gohar Shafa AF, Iran 140x140
311 311 Qom, Iran 110x110
312 312 Tehran, Iran 160x160
313 313 Salefegaj, Iran 200x160
314 314 Rickling, Germany 150x150
315 315 Kangwon-do region, Korea
316 316 Lemi, Finland 160x160
317 317 Cajova, Transnistria 200x160
318 318 Panjwai, Afganistan.
319 319 Winter Beach 200x100
320 320 Verrieres Ridge,Normandy 120x180
321 321 South of Vladivostock
322 322 Kraskino
323 323 West of Ussuryisk
324 324 South of Ussuryisk -Winter
325 A1 - NATO v WP (Done)
326 A2 - NATO v WP (Done)
327 A3 - NATO v WP (Done)
328 A4 - NATO v WP (Done)
329 A5 - NATO v WP (Done)
330 B1 - NATO v WP (Done)
331 B2 - NATO v WP (Done)
332 B3 - NATO v WP (Done)
333 B4 - NATO v WP (Done)
334 B5 - NATO v WP (Done)
335 C1 - NATO v WP (Done)
336 C2 - NATO v WP (Done)
337 C3 - NATO v WP (Done)
338 C4 - NATO v WP (Done)
339 C5 - NATO v WP (Done)
340 D1 - NATO v WP (Done)
341 D2 - NATO v WP (Done)
342 D3 - NATO v WP (Done)
343 D4 - NATO v WP (Done)
344 D5 - NATO v WP (Done)
345 Goldfeld Causway LARGE
346 Tower Hill 120 X 140
347 Wood - Rodles, Germany 120 X 120
348 Reuthof, Germany 120 X 120
349 Bastheim, Germany 120 x 120
350 350 Wollbach, Germany 120 x 120
351 351 Unsleben, Germany 120 x 120
352 352 Lohrieth, Germany 120 x 120
353 353 Damansky Island, PRC 50x50
354 354 Zhalanashkol, USSR 30x40
355 355 Hue City, S.Vietnam 200x160
356 356 Venhola contours 200x160
357 357 Team Yankee Map 60x60
358 358 Beirut Lebanon 1958 (200 x 160)
359 359 Dec farms and village 30x30
360 360 December Farmland 90x95
361 361 Desert Stream
362 362 Mountain Towns
363 363 December Farmland2 85x85
364 364 Summer Farmland 70x60
365 365 Slovenian Hills 200x160

DRG March 3rd, 2017 07:11 AM

Re: winSPMBT V11 upgrade for 2017
 
THE v11 UPGRADE IS NOW AVAILABLE !

http://www.shrapnelgames.com/Camo_Wo.../MBT_page.html

luigim March 3rd, 2017 07:30 AM

Re: winSPMBT V11 upgrade for 2017
 
Ehhm.. SKIF ATGM UKRAINE has 255 Penetration.. is it normal?

DRG March 3rd, 2017 07:47 AM

Re: winSPMBT V11 upgrade for 2017
 
Congratulations... the patch hasn't been out and hour and you found the first mistake in an obscure Ukrainian ATGM. That's quite a talent you have. :rolleyes:

I'm thinking that was supposed to be 90 ended up being a mistype 900 and the game "corrected" it the highest number allowed which is 255, Then we missed that in the final check

Warhero March 3rd, 2017 08:41 AM

Re: winSPMBT V11 upgrade for 2017
 
Thanks a lot Don & Andy:)!

DRG March 3rd, 2017 09:38 AM

Re: winSPMBT V11 upgrade for 2017
 
Both games by the numbers.....( March 2017 )



winSPMBT OOB's contain 36,555 units --winSPMBT units contain 68 individual unit data entries per unit
There are 16,539 formations in winSPMBT and each of those has 20 data points
There are 15,611 weapons listed in winSPMBT. ...each of those has 13 data points

winSPMBT DATA BITS

UNITS
36,555 X 68 = 2,485,740 bits of data
FORMATIONS
16,539 X 20 = 330,780 bits of data
WEAPONS
15,611 X 13 = 202,943 bits of data

TOTAL bits of data in winSPMBT's OOB's
2,485,740 + 330,780 + 202,943 = 3,019,463

Three Million, Nineteen Thousand, Four Hundred and Sixty Three



winSPWW2 OOB's contain 12,566 units
winSPWW2 contains 60 individual unit data entries per unit

There are 6,979 formations in winSPWW2 and each of those has 20 data points
There are 4,828 weapons listed in winSPWW2 ...each of those has 13 data points

winSPWW2 DATA BITS

UNITS
12,566 x 60 = 753,960
FORMATIONS
6,979 x 20= 139,580
WEAPONS
4,828 X 13 = 62,764

TOTAL bits of data in winSPWW2
753,960 + 139,580 + 62,764 = 956,304

Nine Hundred and Fifty-Six Thousand Three Hundred and Four

Total Data bits in both games


3,019,463 + 956,304 = 3,975,767

THREE MILLION NINE HUNDRED AND SEVENTY-FIVE THOUSAND SEVEN HUNDRED AND SIXTY-SEVEN

Wdll March 3rd, 2017 12:44 PM

Re: winSPMBT V11 upgrade for 2017
 
Quick question, according to the site the latest patch is for those who have v10b from 2016.
I double checked mine and while it is 10, it is from 2015, at least according to the info showing.
Are they the same versions?
The 10b consolidation patch says it is for several previous versions of the game but nothing about regular 10 (2015).
I am probably missing something so I rather ask here than do something which will damage the installation.

DRG March 3rd, 2017 02:04 PM

Re: winSPMBT V11 upgrade for 2017
 
Yes 10 = 10b\

the latest version is NOT a consolidation patch. If you have SPMBTv10 ( they all say 10 but but was the second version of 10 released a day or two after )

IF your game says it's V10 install the new V11

IF your version is < V10 install the V10b patch first THEN the V11

DRG March 3rd, 2017 02:18 PM

Re: winSPMBT V11 upgrade for 2017
 
1 Attachment(s)
Quote:

Originally Posted by luigim (Post 837533)
Ehhm.. SKIF ATGM UKRAINE has 255 Penetration.. is it normal?

These are the stats (and name) that weapon should be using.

http://forum.shrapnelgames.com/attac...1&d=1488564805

There are NO plans to pull the installer and re-issue everything for one minor Ukrainian ATGM so anyone who's really interested and doesn't PBEM can change it themselves with MOBHack. Then run the OOB ( obat079 ) through the cost calculator.

Anyone who's not interested can ignore this

IronDuke99 March 3rd, 2017 10:02 PM

Re: winSPMBT V11 upgrade for 2017
 
Many thanks for the latest patch and all the work that has gone into it. The new maps are a huge improvement, really very much better.

My own disappointments with it in regard to British Forces are:

Lack of the new marksmen's rifle in Royal Marine and Para Platoons (these blokes get everything first) and they got that ahead of the infantry too.

Perhaps the oddest one is the continuing use of the SA80 and LSW in SAS and SBS units (UK SF have never, ever, used either weapon and the LSW weapon is no longer used by any British regular Infantry, Para or Royal Marines units. It was always unpopular largely due to its magazine placement, under the weapon). Incidentally, while the thing about British Special Forces being strategic deep recce troops is true enough, in British campaigns (Falklands, Gulf 1 and 2, Sierra Leone, Afghan etc) some British Special Forces are normally made available to the British senior officer in theater, for local use. Examples being the pebble Island raid in 1982 and the joint British and Australian SAS raid on the Iraqi's in the second Iraq War. Would a Lt. Col. command them, probably not, but a Brig. Gen might, occasionally.

No increase from six to eight tubes on UK infantry mortar platoons.

No increase from one to two Warrior IFV in a Company HQ section in British Armoured Infantry Companies.

No 5 inch gun Naval Gunfire Support from C.2023 when the first type 26 Frigates will be available.

I actually put in a fair bit of effort to try to get this stuff right, so I am, myself, a bit disappointed, but, again, good patch, thanks for all the hard work. I will just have to get to work on mobhack.

DRG March 3rd, 2017 10:25 PM

Re: winSPMBT V11 upgrade for 2017
 
Those rifles are used in eight units, So sorry you're disappointed. This seems to be the "great patch BUT...." release.

I have no idea what you are referring to by "No 5 inch gun Naval Gunfire Support from C.2023" is supposed to mean, MAYBE the reasons some of these "concerns" of yours were passed over is because they are vague and unclear and SERIOUSLY...... the ONLY difference between an SA80 and whatever else you would use there is the name.....in game terms zero

The Brit OOB is Andys baby in any event.

IronDuke99 March 3rd, 2017 10:37 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by DRG (Post 837555)
Those rifles are used in eight units, So sorry you're disappointed. This seems to be the "great patch BUT...." release.

I have no idea what you are referring to by "No 5 inch gun Naval Gunfire Support from C.2023" is supposed to mean, MAYBE the reasons some of these "concerns" of yours were passed over is because they are vague and unclear and SERIOUSLY...... the ONLY difference between an SA80 and whatever else you would use there is the name.....in game terms zero

The Brit OOB is Andys baby in any event.


I did think it was a great pity Andy described the Type 26 Frigate as a "back of a napkin" idea, but then this is a land warfare game, and I assumed he really was genuinely confused with the Type 31 Frigate (that will not end up with a mere 76mm gun).

One of the reasons for Armoured Infantry Companies getting an extra IFV is that Warrior 2000 will only have 7 dismounts, not eight.

The extra pair of 81mm mortars is simply due to UK Defence cuts allowing this: Disband five infantry battalions and you have an extra 30 X 81mm mortar tubes you might as well use, only needs a few more men.

DRG March 3rd, 2017 10:59 PM

Re: winSPMBT V11 upgrade for 2017
 
So you STILL don't explain what "No 5 inch gun Naval Gunfire Support from C.2023" is supposed to mean....and you wonder why things were put off or ignore for now. I worked weeks on the OOB's...nearly 100 pages between the two game but miss a couple Brit units and we're a big disappointment

The IS a 5inch naval gun and unit in the OOB but it was renationalize as NOBODY presented a coherent answer about when it may or may not be in service so it went in as a placeholder until the unit was commissioned ...whenever that might be

IronDuke99 March 3rd, 2017 11:03 PM

Re: winSPMBT V11 upgrade for 2017
 
Last thing why can the Crab Air (RAF) C-130 Hercules carry more than the A400 Atlas that is actually a much bigger aircraft and the reason that British SF have got Crab Air to hang on to some C-130 Hercules for covert air drops?

Mobhack March 3rd, 2017 11:04 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by IronDuke99 (Post 837556)
Quote:

Originally Posted by DRG (Post 837555)
Those rifles are used in eight units, So sorry you're disappointed. This seems to be the "great patch BUT...." release.

I have no idea what you are referring to by "No 5 inch gun Naval Gunfire Support from C.2023" is supposed to mean, MAYBE the reasons some of these "concerns" of yours were passed over is because they are vague and unclear and SERIOUSLY...... the ONLY difference between an SA80 and whatever else you would use there is the name.....in game terms zero

The Brit OOB is Andys baby in any event.


I did think it was a great pity Andy described the Type 26 Frigate as a "back of a napkin" idea, but then this is a land warfare game, and I assumed he really was genuinely confused with the Type 31 Frigate (that will not end up with a mere 76mm gun).

One of the reasons for Armoured Infantry Companies getting an extra IFV is that Warrior 2000 will only have 7 dismounts, not eight.

The extra pair of 81mm mortars is simply due to UK Defence cuts allowing this: Disband five infantry battalions and you have an extra 30 X 81mm mortar tubes you might as well use, only needs a few more men.

I will bother with the 5 inch gun when we actually have some ships with such about to enter service.

As to the other ideas, you can discuss those in the OOB forums.

But they would need new formations, passengers in some cases, etc. And all of that means a new AI pick list, which is not a trivial item at all.

IronDuke99 March 3rd, 2017 11:07 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by DRG (Post 837557)
So you STILL don't explain what "No 5 inch gun Naval Gunfire Support from C.2023" is supposed to mean....and you wonder why things were put off or ignore for now. I worked weeks on the OOB's...nearly 100 pages between the two game but miss a couple Brit units and we're a big disappointment

The IS a 5inch naval gun and unit in the OOB but it was renationalize as NOBODY presented a coherent answer about when it may or may not be in service so it went in as a placeholder until the unit was commissioned ...whenever that might be

So far as I know first Type 26 Frigate, with 5 inch gun, will be with the RN in 2023. As always this is the most up to date and well informed naval website I know. http://www.savetheroyalnavy.org/

You will notice, I hope, I said not a word about Boxer 8X8 APC's, because UK MOD is going through a farce about these right now that will do nothing whatever but make them later in service and more expensive, ie, totally typical MOD...

DRG March 3rd, 2017 11:09 PM

Re: winSPMBT V11 upgrade for 2017
 
You ask that question because you only think you understand the game. This is newbie 101

The limit the numbers the game can use is 255 but 1 indicates a vehicle or aircraft can carry a gun..... a 2 indicated it can carry A VEHICLE and if an aircraft can carry a vehicle it is limited to 55 "passengers"..... the Atlas was set up the way it is so it can carry the larger paratroop load and the hercs can carry any vehicles that are applicable otherwise we would have had two aircraft with the same 255 capacity

OK?

IronDuke99 March 3rd, 2017 11:15 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by DRG (Post 837561)
You ask that question because you only think you understand the game. This is newbie 101

The limit the numbers the game can use is 255 but 1 indicates a vehicle or aircraft can carry a gun..... a 2 indicated it can carry A VEHICLE and if an aircraft can carry a vehicle it is limited to 55 "passengers"..... the Atlas was set up the way it is so it can carry the larger paratroop load and the hercs can carry any vehicles that are applicable otherwise we would have had two aircraft with the same 255 capacity

OK?

You lost me, sorry. In reality a Atlas can carry a lot more than a Hercules. odd, but does not worry me since if I'm doing a para scenario it does not include the drop, certainly not in MBT or, for me, in WWII either. I really think the maps in this game after the update are 100% better than ever.

DRG March 3rd, 2017 11:15 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by IronDuke99 (Post 837560)
So far as I know first Type 26 Frigate, with 5 inch gun, will be with the RN in 2023.

Se we are a "disappointment" because we didn't put a frigates gun in that MIGHT.....MAYBE......be put into service...if you are lucky and the British goverment doesn't decide "austerity" in the best option and it's put on hold... near the very end of OOB....Tell me....how many 2023 battles do you play and is this going to turn into one of those..."You have the Armata in" arguments

DRG March 3rd, 2017 11:23 PM

Re: winSPMBT V11 upgrade for 2017
 
Quote:

Originally Posted by IronDuke99 (Post 837562)
Quote:

Originally Posted by DRG (Post 837561)
You ask that question because you only think you understand the game. This is newbie 101

The limit the numbers the game can use is 255 but 1 indicates a vehicle or aircraft can carry a gun..... a 2 indicated it can carry A VEHICLE and if an aircraft can carry a vehicle it is limited to 55 "passengers"..... the Atlas was set up the way it is so it can carry the larger paratroop load and the hercs can carry any vehicles that are applicable otherwise we would have had two aircraft with the same 255 capacity

OK?

You lost me, sorry. In reality, an Atlas can carry a lot more than a Hercules. odd, but does not worry me since if I'm doing a para scenario it does not include the drop, certainly not in MBT or, for me, in WWII either. I really think the maps in this game after the update are 100% better than ever.

OK enlighten me..... at what point did I lose you? The Herc is set up to carry vehicles so get a '2' to start and that only leave '55'before you hit the game limit. The Atlas may be able to carry more than the Herc but the Herc been in the OOB since 1967 set up as 255. When we added the Atlas it was decided since it's bigger it should carry guns and men up to 99 and why it's 199.....99 men is the limit any aircraft or barge can carry in the game because 1xx means it carries guns and 2xx means it carries vehicles and if it carries vehicles it can only carry 55 men because 255 is the highest number allowed in that data field

IronDuke99 March 3rd, 2017 11:24 PM

Re: winSPMBT V11 upgrade for 2017
 
Most of the MBT games I play are around 2020-25. Great having the Armata in, I can use it or not.

I really like this game, just the not knowing what lies ahead makes it better than 90% of others. All the work the main people who run it do is extraordinary and brilliant. I salute them.

Inaccuracies annoy me and I try to weed them out, just the damn way I am. Please don't take it to heart.

All the best!


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