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  1. Today
  2. @Friar i think after all the effort that went into it, this campaign deserves to be finished. For me it became a superb experience once i found my place and knew where i could help to achieve our goals. Since you want to modify it anyways would you mind setting it up in a way that roughly resembles the state in which we last left it? It would be nice if Aleppo AB is free for the taking, Harim and.. 'the other town' under control and our forward auxiliary airfield in Hatay maybe fully stocked with weapons (unlimited) and a limited amount of various airframes available (so we still have to be careful but don't need to start the next session with ferrying all the planes over again). I think by that it wouldn't really feel like a restart and we could more our less simply continue our campaign. I have no idea how much work that would be for you though. This is a hobby after all so please don't feel obligated to invest too much time and burning yourself out 🙏 Also is it possible to make the A10A available? That would be great since i only have a limited set of airframes at hand and that would give me a proper platform for using mavericks + a bit of diversity. But please only bother with it if it's just a small change and can be done in mere minutes. I can totally live with only having the F-5 and AJS 37 available.
  3. @Squee7e -not at the moment I am afraid. The stock ED save feature seems to be lacking and the DML persistence also has some issues. The mission will need to revised (I think I need to do things differently with Ai who do not get shot down) and I was going to ask tonight how people feel about another re-start. If people are happy then I will set about reconstructing the mission, but if people are done with this scenario I might move to another campaign implementing the changes I need in this one.
  4. @Friar are there any news about the campaign? Could you make it work again? If not, please let me know if i can help in some way.
  5. Last week
  6. @Perfesser How are you adding the tanks? If you are adding them directly in the mission editor, then that seems to work for me as well. The problem with that is you can only generate a tank once, it can not re-spawn. If you are designing your mission where a player can get killed multiple times you will need to place enough tanks on the map to have enough supply. This then means that if the enemy could get to the the place where all the tanks are stored, they could be killed, if they do not have any AI protection. If you add AI to the mission you then run the risk of AI kills from amazing ranges and angles. A mission where a small number of players jump into tanks and attempt to take a town guarded by AI players and defences could be achieved however, but again you will need to provide enough stock for re-spawns. There is a feature called "late activation" where you could define triggers that state activate tank 2 when tank 1 gets killed and tank 3 when tank 2 gets killed and so on to prevent the map being littered with tanks not being used, that might be an option for your game play. That would half work to get round my problem but not when a town or zone could change hands a number of times. If you need to ask anything about building your mission please give me a shout.
  7. I recommend using something like loctite 222 if the bolts are smaller than M12 (don't use the higher grades for small bolts). This should keep the bolts in place but allows you to loosen the bolts if required.
  8. I just started building something on the Normandy map. Sound seems to work ok even when I start it as a server.... so far.
  9. I was installing a damper on the Crosswinds pedals today and while there I was going around checking bolt tightness. Every one of the 8 bolts holding the center pivot pedestals were loose. Only those. If you have a set I recommend checking those.
  10. It looks like my project may be dead in the water. It seems, for what ever reason, the way I create tanks when played on line gives them no sound, played off line they are fine. I have submitted my mission to cfrag for him to review to see if he gets the same issue.
  11. Dang! - No one is immobile, but some wheels are turnin' slower than others! :)
  12. From what I member is that DangerDogz went from UP 2.0 to HSFX 6. So we never used 5 me thinks...
  13. Doing some racing on the 352ndVfG Great Battles server last night, March 28, 2025. Wheels
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  14. Since this was so long ago here are some insights for you from the other side of the battlefield. The 352nd was Single crew in every ground vehicle. I do not think we ever knew that you were multi-crewing the tanks. I know I did not know until I read this thread. Makes total sense now why some of you were able to engage us so quickly when we spotted one another. By Single crewing the tanks we were able to cover more ground more quickly but left us vulnerable to your multi-crewed tanks. We normally had about 4 max in the air and the rest of us were on the ground. Since the battle was for taking ground we almost fully conceded the air war. I will guarantee it was just as chaotic on our side of the battlefield. Duckman was your main nemesis in those situations. He is deadly accurate with the Sherman and any of the German tank guns. I will guarantee you that Deacon was shocked that he took out so many so quickly. Normally his gunnery was and still is pretty suspect. Lol, I wish our tactics had been that well thought out !! I can not speak for the rest of the group but I did not know that external view had been enabled during any of our sessions. Wheels
  15. We have the HSFX History Mod Version 5.0 Hotfix 1 patch at Mission4Today in the HSFX: !nstallation Packages section but I have not been able to find a working link for the original v5.0 anywhere? Makes sense that the links are dead since the mod is so old but I would like to have all the files necessary for the mod packs so there will be a complete set at Mission4Today. Any chance that HSFX v5.0 is still in the vault or the long forgotten files of someone since I am not finding it in the publicly viewable downloads area. Wheels
  16. @Friar Sad to hear that you find so many bugs when trying to create missions for us but I'm sure this is something ED should look into and is not your fault. It's a pity that some functions of the game are so 'fragile'
  17. @Squee7e Many thanks to @Perfesser for rocking up and helping me test. Testing highlighted a couple of issue that I need to investigate but the absolute biggie was the fact there was no tank engine sound for either of us when played on the server. I did a repair this morning and still nothing. Works fine off line for both of us! UPDATE: I have just loaded up the Persian Gulf mission and jumped in a tank I have on there and the sounds work fine so it is something in my mission
  18. So how did the testing go? Did you successfully got to the point where you reached for each other's throats?
  19. @Perfesser - I have done a Normandy version previously with WWII tanks but requires obviously to have Normandy map and WWII Assets pack. This way I can test the concept as players only need CA. CA is not perfect and has it faults (tanks can go through stone walls but a shrub will stop it!) but I am hoping this concept will work and is popular. If so I can push it back to WWII which I actually think WOULD be a better scenario.
  20. Looks more like Command & Conquer than Tank Crew and only modern tanks.... other than maybe the Greyhound in Normandy. Easy to hit targets first shot with modern tanks. Still, plenty of scenarios possible if you know how to build missions.
  21. If anyone want to see what this map is about I will be be sitting on discord this evening and will put it on the server for you to try your hand.
  22. The main key binds that a player will need to play this (my defaults in brackets) Engines - Are running from start but could get stopped so a key for Stop / Start (Page-up) Positions Jump to Driver (numpad 1) Jump to Gunner (numpad 2) Outside view, called Iso-something? (numpad 0) When in outside view which is behind and slight above tank you can zoom in to position yourself in a "commanders" view. If you go to outside view from the driver position you can look around without the turret swinging all the time. Binoculars (B-toggles on and off) This function has its own pre defined buttons, like L for laser, N for NVG's, Z for IR view etc Zoom (scroll mouse wheel) Weapons Fire selected weapon (left mouse click) Ammo Selection (E). You may see some tanks showing "depleted" from the start. Just use E to select next ammo. I have tried to configure each tank to have similar loadouts with similar initial reload times. Some times the default weapon was not right for this. Tanks have primary and secondary stocks. Once the primary is used up the secondary is used but load times take longer. Weapon select for turret - main gun / heavy machine gun etc (Q) Gun Stabilizer (if fitted) (V) Gun Range Finder (if fitted) (L) Gun sight zoom (if fitted) (right mouse click and hold) Centre gun (when in gun sight view) (numpad 5) Target Lock (if fitted) (not sure what I have for this-doing this post from work computer) Movement Handbrake (H toggle on and off) Put tank in forward drive gear (X), gears change up and down automatically once moving Put tank in reverse drive gear (Z) Throttle up (W) Cruise Control (T) - useful when travelling across country. Just hit T then its hands free. Go Left (A) Go Right (D) Stop (S) - also clears cruise control You will also need a key for Comms menu (same as planes) to get to the F10 "Other" menus
  23. I do have it but haven't looked at it much. I'll do that.
  24. Earlier
  25. @Crash - I will try and work it to suit most people that want to try it. Sundays are getting a bit easier for me now so could try it on a week when Delta is not doing his Campaign? Failing that either a Friday or Saturday? For the tanks you only need about 6 buttons and can play it on the keyboard.
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