Search found 45 matches

by TarkError
Sun Jan 08, 2023 10:55 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Artillery algorithms need a tweak
Replies: 28
Views: 2539

Re: Artillery algorithms need a tweak

Under conditions of the enemy using modern weapons (and I suspect under effective fire from indirect fire means), the intervals between vehicles can increase to 100-150 meters

A company can deploy on line on a frontage as little as 500 meters, but usually on a frontage of 1,000 meters (the 500 ...
by TarkError
Wed Jan 04, 2023 6:55 am
Forum: Flashpoint Campaigns Southern Storm
Topic: Artillery algorithms need a tweak
Replies: 28
Views: 2539

Re: Artillery algorithms need a tweak


I believe your observation describes the WEGO system in Flashpoint:

Flashpoint Campaigns: Southern Storm has an innovative WEGO asynchronous turn resolution system
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In general, asynchronous is an adjective describing objects or events that are not coordinated in time.
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The ...
by TarkError
Sat Dec 17, 2022 1:18 am
Forum: Requested Features and Ideas
Topic: Split WP Co. into platoons
Replies: 8
Views: 1537

Re: Split WP Co. into platoons

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by TarkError
Wed Dec 14, 2022 2:05 am
Forum: Flashpoint Campaigns Southern Storm
Topic: Are WP Tanks cannon way too accurate and deadly in long range engagement?
Replies: 16
Views: 1868

Re: Are WP Tanks cannon way too accurate and deadly in long range engagement?

What gives me the most joy in FPC is having old rusty BMP-1s and T-62s under your command take on M1A1s and Bradleys--and win!!!!!
by TarkError
Sun Dec 11, 2022 5:58 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Unexpected behavior in Final Push
Replies: 21
Views: 1663

Re: Unexpected behavior in Final Push

I've had problems with helicopters if their SOP resupply threshold remains at the default 25%. Did the Cobras expend all of their rockets or not? How many TOWs remaining?
by TarkError
Wed Nov 30, 2022 3:39 pm
Forum: Requested Features and Ideas
Topic: Reconnaissance-fire complexes for Warsaw Pact forces
Replies: 11
Views: 2089

Re: Reconnaissance-fire complexes for Warsaw Pact forces

Thanks for the responses guys, I'll plan on experimenting once my new computer system (and a bigger monitor!) is up and running
by TarkError
Wed Nov 30, 2022 8:47 am
Forum: Flashpoint Campaigns Southern Storm
Topic: Wishlist
Replies: 61
Views: 5081

Re: Wishlist

Probably a confusion from the naval/air side of the forum, maybe a better term would be "expected to arrive/be in place at", but IMO a battalion commander would not be concerned about adding or subtracting minutes of delays for discrete maneuver units ("must be in place by X hours" rather than ...
by TarkError
Wed Nov 30, 2022 7:00 am
Forum: Flashpoint Campaigns Southern Storm
Topic: Wishlist
Replies: 61
Views: 5081

Re: Wishlist

Agree on the H-hour timing concept....but I was thinking of something like setting an overall time-on-target time, you "assign" the units you want to participate that TOT, and then already established or waypoints plotted after setting the TOT are automatically adjusted (with options for player ...
by TarkError
Sun Nov 27, 2022 11:11 pm
Forum: Requested Features and Ideas
Topic: Reconnaissance-fire complexes for Warsaw Pact forces
Replies: 11
Views: 2089

Reconnaissance-fire complexes for Warsaw Pact forces

This concept isn't well known in usual Cold War gone hot research sources for wargames, but it's worth throwing out there to forecast game implementation feasibility either through explicit depictions or abstraction at the developers' discretion.

Within the context of an FPC-type game, a ...
by TarkError
Mon Nov 21, 2022 8:09 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Shocked by Soviets Mot. Inf close combat efficiency
Replies: 19
Views: 2356

Re: Shocked by Soviets Mot. Inf close combat efficiency

Got any indirect fire assets? Motorized rifle companies in the game are very vulnerable to artillery strikes, or get your tanks working on them too
by TarkError
Mon Nov 21, 2022 8:08 am
Forum: Flashpoint Campaigns Southern Storm
Topic: Reference Materials
Replies: 4
Views: 465

Re: Reference Materials

There's a lot of stuff in varying quality and usefulness, and equipment/hardware is only one small part of a bigger picture--so it'll depend on specifying what you're looking for
by TarkError
Mon Nov 21, 2022 7:38 am
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

Updated with varied heavy and medium artillery strike sounds, revisions on the tank gun sounds, an additional autocannon sound (RARDEN 30mm from World in Conflict), and a fleshing-out of the med gun series sounds (which AFAIK are only used by SPG-9s so far--would love to see them used by the BMP-1's ...
by TarkError
Sun Nov 20, 2022 11:19 pm
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

Thanks for the support William, I'll experiment adding new artillery strike sounds and then push a new version out
by TarkError
Sun Nov 20, 2022 9:16 pm
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

The sound wavs themselves go into the Custom folder so that my mod never messes with the original sound files. The game will automatically prioritize any sound in the Custom folder to play over the vanilla ones
by TarkError
Sun Nov 20, 2022 8:50 pm
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

That's right, as in the original game the battle background sounds only play on turn execution.

I've also added some "lighter" battle ambience sounds as part of the 9 new ones, so it's also possible you got one of those playing on turn resolution too
by TarkError
Sun Nov 20, 2022 8:40 pm
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

Again another update with redone mortar1.wav, mortar3.wav, med arty4.wav, med arty5.wav, hvy arty6.wav, and hvy arty7.wav sounds
by TarkError
Sun Nov 20, 2022 6:38 pm
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

Updated again with 9 more ambient battle background sounds for your listening pleasure
by TarkError
Sun Nov 20, 2022 5:08 pm
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

Hi Jim,

I was messing around with the sound used by wheeled AFVs, armcar.wav. In the default game there's only armcar.wav. I tried putting additional files named armcar1.wav to armcar6.wav in the custom folder and the game does pick up the additional sounds! Now, I don't know if the game picks up ...
by TarkError
Sun Nov 20, 2022 8:50 am
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Re: Movement and weapons sound mod for FPC:CW

Updated with more variety in movement sounds
by TarkError
Fri Nov 18, 2022 2:45 am
Forum: Mods and Scenarios
Topic: Movement and weapons sound mod for FPC:CW
Replies: 21
Views: 4677

Movement and weapons sound mod for FPC:CW

Here's the second iteration of the sound mod I made for Red Storm a long while back using sounds from World in Conflict, Ghost Recon 1, Modern Campaigns, and WinSPMBT; now it's updated with sounds from Regiments.

https://drive.google.com/file/d/1HkjjSIpZje2KfxvHZ9HAhLOzAllzi78G/view?usp=share_link ...

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