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HercMighty
16 Aug 05, 20:41
http://www.hpssims.com/Pages/updates/up_POA2/Updates_POA2.html

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---------------- Version 2.2 beta (16 Aug 05) ----------------------------------

Added/Adjusted:
- Reduced size of call for CAS and Arty mission forms.
- Reduced size of DF, Engr, Gun/Ammo, and general targeting forms.
- Redid create detachment form & moved command to main right-click pop up menu.
- Added new MOE stats AJCN breakdowns, Defender last time on objective.
- Tightened up display on Scenario Checklist to keep FOW for opposing force size.

- Added button to scroll a unit’s move path in unit movement form.
- Added psgr list to Unit Info form Movement tab.
- Tweaked multi-select for loading paradrop passengers.
- Fixed asin domain error with AI CAS path determinations.
- Fixed objective move command issue - unit wasn’t always ending up at proper
final objective.
- Adjusted weapon max range calc - elev difference ignored if firing unit higher
than target (aircraft couldn’t drop bombs since their range was 1 meter but
they were at some greater elevation when dropping). Introduced in a previous
build.
- Added “Quit” button to player sign-in form.
- Adjusted changing FG qtys on Unit Info form - auto adjustment more in line with
expected.
- Adjusted assigning Engr missions from Unit Movement form.
- Updated DF fire form (when right-clicking on a map target) incl. changing ammo
results list box using colors and also now auto-set ROF when changing
weapons/ammo.
- Updated DF TRP form - easier to use, allows limiting to main gun/any gun (checking
flight paths instead of just LOS), also shows fire lines. Program saves your
option.
- Finalized message routines for combat orders (movement, engineering, etc.), incl.
jamming and interception.
- Added “Clear” button to Place Units on Map form to remove ALL of an object type or
TRP/PPD.
- Added TRP and PPD radio buttons to the Place Units on Map form for easier placement.
When the button is selected, click on a unit from the grid, then on a map location
to place to place the TRP or PPD target.
- Clicking on TRP radio button automatically generates map overlay.
- When units removed form map, or loaded as a psgr, all TRP’s for that unit are
erased.
- When moving a unit, now check TRP’s/PPD’s still valid, otherwise remove.
- In setup phase - the comm radius overlay now shows for the HQ of the unit being
placed.
- Added unit name ID suffix using “first part” of all units in chain of command:
“1st/2nd/A/1st/TF” for 1st Sqd, 2nd Plt, A Co, 1st Bn.
- Place units on map form - moved “autoload formation” checkbox to be more
intuitive. Also now only available if “place formation” is checked.
- Updated Loc. Info form command radius % val.
- Right clicking tree now ignores composite units (to give players better access).
- Updated “does unit have laser designator” routines for composite units
- Added guidance system info to notes in ammo selection form.
- Added laser painting requirements to Arty form calling unit info text.
- Updated arty form to revise info when vals changed. Also, shows more info for
calling units.
- Updated call for arty form to show info for guided ammunition.
- Updated “External Unit” text to “AWACS”, which is more correctly what it meant
(in ammo classes).
- Updated AI routines that select guiding/painting units to be more effective.
- Added option to show guiding units by effectiveness on form to select gun/ammo
(DF, IF and CAS).
- Form to set ammo now has size permanently saved between sessions.
- Main and pop-up menu options for Arty, CAS and airdrop grayed out if no units
of that type present.
- Removed flank arty units from player displays.
- Updated info msg when unit has no available arty/air units for support missions.
- Added new “Used by Countries” field to wpns sys data table.
- Added range delete for wpns sys, ammo, ammo types, and gu/launchers.
- Added “destroyed on firing” flag to wpn sys data. Can be used for controlled
mines, robotic/car bombs, hijacked aircraft, etc.
- Added warning msg when deleting ammo classes - shows what ammo models are
linked to it and will need to be edited.
- Added “Satellite” weapons system type.




Things that didn't work right:
- Fixed prohibited loc message display access error when setting move path
hex by hex.
- Fixed problem with multiple dayparts - for games that went into multiple days
the last day was never saved (from last build).
- Fixed auto-placement of formation when HQ is loaded and part of a comp. group.
- Fixed problem with obstacles not being reported to the friendly force after
completion if the constructing units immediately loaded on a carrier.
- Corrected a problem with form default sizes.
- Start line placement warning was sometimes one hex off.
- Fixed cosmetic text error on “Show prohibited locs” tool tip.

Don Maddox
17 Aug 05, 00:12
I haven't been keeping up with POA-2 lately. How have the last several versions been?

RobAPol
17 Aug 05, 11:47
I'm downloading the current build, but the previous seemed very good to me. Although I had one or two issues:

1. In the 1st scenario my American units didn't launch any TOWs throughout the 60 turn game(!) I thought that the TOWs had been broken again, but when I did scenario 3, the TOWs were flying thick and fast.

2. In the 1st scenario air support came once then was never made available throughout the 60 moves. Not sure if this is a problem though, as it could be realistic.

3. The default settings for infantry vs AFV engagement ranges is way off IMO. My American comrades were opening up with M16's at 1500 mtrs at BMPs(!). This leads to both a waste of ammo and it helps advertise the infantry positions to the enemy for zero gain. I don't know about the M16, but I have used the brit SA80 and although you can hit stuff out to 1500mtrs (if you are lucky), I'd put its effective combat range at nearer 400mtrs with most engagements taking place much closer.

Other than that its shaping up real good. Just wish some more official scenarios would get released for it....

RobP

Don Maddox
17 Aug 05, 12:40
The default settings for infantry vs AFV engagement ranges is way off IMO. My American comrades were opening up with M16's at 1500 mtrs at BMPs(!). This leads to both a waste of ammo and it helps advertise the infantry positions to the enemy for zero gain. I don't know about the M16, but I have used the brit SA80 and although you can hit stuff out to 1500mtrs (if you are lucky), I'd put its effective combat range at nearer 400mtrs with most engagements taking place much closer.With M16s only, 400m is too probably too far for anything except a bit of suppressive fire. The maximum range the Army trains on is 300m and I think the marines have ranges that go out to 400m. But that assumes the firer is stationary, firing single shot, and in a good prone supported position. It's impossible to hit man-sized targets on a regular basis past 400m for the average infantryman (although I've heard lots of soldiers boast of hitting things further out, which is mostly BS). Of course, hitting a target larger than a man--like a vehicle--is somewhat different.

Crew served weapons are a different story as the SAW and the M60 have a much longer effective range and can do significant damage to lighter vehicles. The question remains, at what range would an infantry squad engage? That's a hard question to answer and is dependant on a large number of hard-to-quantify variables. But it would almost certainly be less than 1500 meters! At that range it isn't easy to hit a vehicle.