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rynait

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Everything posted by rynait

  1. Hello, for those with statistic buffs; to fly across pacific ocean, (to touch down on nearest landmass), 5,000 miles. note of interest starting 1962/63 chinook (a) 1962 carry 7t, weighs 16.5t chinook © 1967 carry 7.5t, weigh 23t (difference is range) chinook (d) 1982 carry 12t, weigh 25t mfg model yr ; carry #ton (range) Antonv, An-12, 1957; 20t (5,700 miles) Antonv, An-22, 1965; 80t (5,000 miles) de Haviland, c-7, 1958; 3.6t ( 2,000 miles) douglas, C-47, 1943; 3t (2,600 miles) grumann, C-2, 1964; 4t (2,400 miles) fairchild, C-123, 1949; 11t (1,666 miles) lockheed C-5 1968; 122t (4,445 miles) lockheed c-130 1954; 20t (3,800 miles) lockheed c-141 1963; 45t (9,880 miles) Allianz c-160 1963; 16t (1,850 miles) with specs, clearest preference (due to time in service) to transport chinook is [modified] Antonov A-12, lockheed c130, lockheed c141. for smallest transport (not chinook.), would have to carry at least 3.5t without vechiles, de Haviliand from Canada, and would not cross pacific ocean safely. gruman c2, will have to do a island hop to cross pacific ocean safely.
  2. Hello, had the same "hey it is out there" and chinook pilot says nah, too far forget it.. scenarios. Reading the suggestions... i see few things would like to point out as potentials of choices... if i had my way. time to land, time to fuel chinook... should be same as occurr at hangar-base. drop tanks, I believe dont exist for chinooks. However historically in past with military choppers; they will consider to carry extra gas cans (land and refuelling), upon told of mission-plan. I suspect they would do the same with chinooks, carrying extra fuel drums. just sacrifice several square of space to do this. There are limits, cant land in ocean to do this thus cant cross major oceans. [have to add time to travel {to land, roll out drums, and fuel}] I would bet there might be some helicopter mechanic that could rig some kind of haphazard plumbing to hot-fuel the chinook. so once modified, chinook flying without extra tank/drum still have a lost space due to haphazard plumbing, but is ready for long distance travel, by loading on extra fuel tank/drum. I suspect ocean crossing is not possible either due to distance and the "space tradeoff" [this would require space 'for the plumbing', plus space for fuel tank/drum, plus time to fill up extra tank/drum] I also note, with smaller bases (ie radar), they would already have jeeps, truck lorries, construction equipment, generators, fuel tanks, some lone wazzoo guy's to work vechicle, etc (wait a minute did i say there fuel tanks for generator. Bingo!) Chinooks could land on a roadway and fuel up from the base' fuel tanks. I would imagine trade off here is moderate lost travel time {land nearest xeno's base, and time to refuel} and more time involving fuelling up extra tanks. This might might could do ocean crossing... if xeno base is on coast. [time taken to land, and fuel for normal tank, twice if extra tank.] if we went with leasing transport, loading chinoook method, there are drawback here, disassembly and reassembly is required, this cost huge huge amount of time (compared to filling up the tanks above). I note from various sources, usually takes like 1 to 2 weeks... (gahhh!!!) [fuel cost for transport, hangar space {loading for transport}, engineer taken from workshop, time to disassemble & reassemble, can do ocean crossing, fuel cost for chinook] own a transport (minus chinook) with smaller soldier-equpiment team, just commandeer for "paradrops" or ground "vechicles" from nearby city.this might cost least time, but I am sure politicians would prefer to spend 100,000 for that rather than launch a nuclear war head. (gahhh!!!) [hangar for transport, aircraft mainteance cost, paradropping/vechicle programming code, larger fuel cost for transport] so take your pick!!! or curse alien for dropping outside range. R
  3. Hello, Alien: what this, a tiny craft, big deal. whaa... that explosion, damn blew a hole in my hull! yahhhhh crashhh... Xeno: yes! gotcha, [radio] base, UFO craft 1 is permamently zero airborne, send clean up team Alien: dang it... those little buggers (xenonauts) sure know how to deconstruct my ship!!! Xeno: Roger, sending Alpha squad Alien: what is that. not the same tiny craft. oh shit! take cover... take cover... fix that damn radio fix it. Rookie: hey theres 1, fixing gizmo... [aim gun] bang. Alien: [death groan] Rookie: I bag one! I got one! R
  4. or just listen-read truck load of message from very very irate & screaming diplomats from country with cratered real estate. That is not an entertaining game!!! R
  5. Hello, been away doing other stuff. reading this about air support. I would point out the iceland incident, this should make 2 things.. those area is "blown out... vaporized". I suspect general-commander is not going to order air strikes or air support, lest risk wrath of the nation complaining, hey you knew the iceland, and you destroyed my people's prime estate. that money instead go to my country's counselors, civil engineering, working people to clean up your mess. the second, how do you know if alien is gonna trigger the "reaction". thus cheaper to send in or sneak in only 1 chinook, whereas we could have sent in 100 chinooks with 50 armored cars and 800 soldiers. Alien are smart fella (they built those ships; engineers, designers, test pilots. enuff said) well if they saw that many chinooks, wouldn't they just let go the safeties, at least they take out 100 and let next wave have clean "way" into invading the globe. R
  6. Hello, noticed i had same problem upon 2nd mission (not matter if saved or not), I decided to experiment, start new game, one clue that no one tried... decommission the hunters (not chinooks) right away before saving the game. R edit 1: (pure from start to 2nd mission), did save a few times... but no re-start from saves, on 2nd mission, no crash or errory.
  7. Hello, attempted this with the terror site save... A) launch chinook direct to terror (know is fine). B) half way, I click on chinook and re target terror, comes up with interception selection list, (this is a bug), cancel c) I click on ch inook again and pick a random land (for a waypoint target), is working ok. d) let move for 30 min, then click chinook again ... picked terror, same bug, cancel e) click on chinook, new waypoint. working ok f) waited for chinook to arrive at waypoint, clicked it picked terror (same bug) g) clicked chinook again and new waypoint. is working ok. oh nice... a ufo shows up nearby... i clicked chinook and targeted it, no problem. clearly bug is limited to or relates to terror site. (do you want my save file?) (and how do i post it here?) R
  8. Hello, only to the terror site. I still have that terror site saved... let me go and check with creating a waypoint launch and redirect to another waypoint. R
  9. Hello, read the suggestion. does the ETA specs in the intercept selection list proving capable to reach craft/waypoint and return? R
  10. Hello, not sure if this is related or should be in seperate thread. I used the mentioned "new game-jump to save game" to get more soldiers. I had 6 to start with... sent on standard scout mission (with 2 dead), no training. then I got terror mission, realized i needed more soldiers, repeated the trick. adding four. saved. loaded all "8"... shipped on terror mission then sucked at it (all 8 and hunter destroyed) hey is my first terror mission. anyway, reloaded. this is where I discovered 4 still on chinook and 4 is on unassigned. loaded up the four unassigned, tried again. This time I have "four sets of twins". and each same twin pairs standing on 1 spot in chinook. but on action bar, i have 8 soldiers (and moves seperately). (gives me heebies that I have four sets of matching soldiers & names.) R
  11. Hello, similiar to report... however two differences not sure if combined effect. i loaded up chinook with weirdest mix of soldier (reporting in seperate thread), and saved the game... proceed to the site. initally did badly because but did not like the night mission (and weirdness). I went back to save... sent chinook to a waypoint barely before the terror site, saved game before chinook arrived at waypoint. I used this method to wait for daylight... then discovered this bug, won't let me retarget the chinook to the terror site. but because I saved the game (chinook in midflight) while waiting for daylight. thought to try this again, reloading this save, came up with memory dump window. At least I went back to the "before chinook is launched" save... instead waited at base for daylight and moved out. R
  12. Hello, downloaded what i think is 12.1 via desura zip path, during night mission, grenades do not appear in hands (either equip or changing weapons). is visible in inventory screen, not in main combat screen. clicking on "invisible box" and the target cursors shows grenade selected. will not throw grenade at all (with plenty of ap's). [workaround], drop all of the flares, grenades will appear in the quick select box and is throwable, and exploding. R
  13. Hello, I ususaly start with three bases... alpha is the first base ya given. I put it on area where the radar range is barely touching the northwestern europe coast.. I use area around fertile crescent (that is malta/turkey/Iran/southern russia.) The second base, I usually locating at yucutan (sp?) pennisula. that is the land jutting out of the central america into Gulf of Mexico bay. That gives the most optimal land coverage (and of course the wasted area.. sea). I prefer that base to have two hangars, and radar. (later 2nd radar when fundings come in). the third base... is somewhere indiochina area... have not found optimal area yet. however is equipped with one hangar and one radar. not enough funding to put either 2nd hangar or a 3rd mig there on first month. so left base to one hangar... and when funding increases... it will get second hangar (and third mig). when the 2nd/3rd base completes... I usually install spare aircrafts there. at that time the mig research should be almost or already complete, immediate hire 5 extra workers, manufacture 2 migs (first stays at 1st base, thus can use chinook to collect extras). the 2nd mig go to 2nd base, using it for "shoot-interception'. I noticed ufos dont cause harm while being shadowed by any of our aircrafts, so those big ufo... better off shadow than shoot until you have more funding aircrafts. R
  14. Hello, well, i am not an soldier, but lets think bit of RL logistics and game balancing.... A) Quick to use, MG solider will pick location, setup the gun (to make Assault = to MG, ya need "Sylvester-Arnold" kind of soldier to handle the incredible recoil) B) The hurt-kill use, obviously Assault is less; smaller caliber. MG uses bigger caliber, thus heavy. C) Rate of fire, MG is a machine... as stated earlier... MG is going to eat up the ammo!!! D) accuracy... RL, MG soldier (not Arnold) will not aim to kill. just open fire in direction then move gun/barrel fire-aim to target. This game does not have that kind of "progressive" accuracy. is using 1 number accuracy thus make MG accuracy lower. so with above... I would use in game... A) in game, AP should be higher... at least twice the Assault. B) big... imagine twice the assault's damage capability C) rate of fire is kind of timing factor. first time would be like equal to assault. but second time (already set up) should be already firing twice or thrice.. so should not top out more than thrice the assault's rate. D) average... yeech... the first start fire would be terrible... probably 20% the fire-aim would bring it closer to 80%. averaging this is 30% to 40%. with respect to game balance. I would go for 30% and let the rate of fire offset the misses. R
  15. Hello, saw the bugs, mostly either with 0% or no "accuracy" stats eventhough have clean line of sight. Did not want premature crash. Instead i used grenade (does show % accuracy) on the alien (mostly sebillian). 50% chance get my % back with guns. if not getting it, no problem more grenades (noted two or three pineapples will take out a unarmored sebillian). This is with the xml suggested fix R noticed something else interesting. in same combat mission, two sebillians was found, with first sebillian, has 0% gun problem, then i found 2nd one inside light scout, and not show % with gun aimed. I lobbed total of five grenades (the 1st one was outdoor).
  16. actually before alien. the "beacon" warning signal was a match, thus the clue. Also I checked the Alien producer, is the same person producing prometheus. I only say. for the sake of discussion... A) close to ending, we know there is a "life boat" running. and in Alien movie, where is it?? wouldn't (I forget the name of the miner ship) detect that lifeboat first, not the horse-shoe ship? hey remember the beacon message, sounded the same as the ending of prometheus. B) in that prometheus, that 'bad robotti' (not using his name, nuff said) said there are few ships... (what the F*^%$), in the second alien movie storyline... they built a nuclear power reactor down there and what about the other few??? clearly worst disconnect here. C) if they went off in search for the original "creator"... would there be a second sequel (prior to alien) maybe creators attempt to clean up the mess?? (this assumption will make alien the 3rd sequel) D) remember star wars sequel being out of whack trick... this is the vibe i am getting. E) finally, someone need to rewatch alien movie... is Weyland Corporation owner of that mining ship??
  17. Hello, did update xenonauts (to v10), checked via option tab showing 4 may 2012. I noted the 10.21 is may 8th. I performed uninstall and install (install had troubles), upon completion says v10 and 4 may 2012. I guess I have to find the information about the zip download option. R
  18. Hello, read oRGy's long winded narratives.. on the scientist, is logical approach, even today, we have dual "microbiology and physics" scientist, suspect such person would favor one disclipine stronger than other. An example, We have already have Laser technology since slightly after WWII (study of XASER started with atomic bombs). Just the attempt to minaturization (sp?) has failed repeatedly until about late 80's [voila laser diodes]. I am also aware there was some 'difficulty in' manufacturing reliable "bulky-industrial" lasers in 1970's (some had high failure, terrible efficiency, and had to be repeatedly re-engineered or re-vamped). So this is more divided into two avenues; physics (which is already advanced by 1979), and engineering-manufacturing (regardless of minaturization; terrible in early 1970, thus probably poor at 1979.) so from your suggestion, sounds like we are talking following disciplines of sciences; quantum physics [for energy, fuel, plasma, lasers, nano-technology] warfare [weaponry, tactics, detectors] medicine [healing soldiers, soldier advancements, boost-enhancements] biology-chemistry (including microbiology) [organic analysis, alloys, exotic elements, nano-materials] material and engineering [manufacturing, fabrication, minuratization, assembly, and lab equipment] xenosciences [xenobiology, psonics, xenopsychology, xeno autopsy, maybe interrogation] astrophysics [aircrafts, missles, dogfighting, radar, hyperwave decoder, navigation] Personally, as I understand this is an indie game, with some contributions from the players-betatesters. So this become dependent on becoming "game x" (oRGy's dividing x-com programming), assuming this could be exploitable either by dev's game design or by modding. R
  19. Hello, just cows!!? This is a farm not a ranch, how about tossing in a few cuddly innocent rabbits to nibble on those cabbages? I say those are extras which is up to dev to decide, I would suspect not of an importance. R
  20. Hello, noticed twice with reaction-frozen... seems to be scout crash. I noted not frozen (yet) with corvettes. I noted Those aliens' reaction to froze is where alien is standing in the crash zone (where the dirt is already disturbed). Have not encountered reaction-freeze from inside the ship (scouts). I am now in 'lone corvettes' encounters. I restarted from a save (i usually save at beginning) and noted best solution is to "over-kill" those alien in the "R-F zone" R
  21. Hello, I would suspect civvies modded is a possibility, after all we could mod soldiers and aliens. Cow mods, well probability but making it look good would be a negative (cow graphic would involve 2 square spaces, like hunter taking 4). But you never know what the dev decide to code involving the NPC/civvies. R
  22. Hello, arturis, you are the "take everything" kind of guy. some player build up a team with minimal carry. I am kind of in between, ignoring extras (and if all of sudden,) my team goes s*&^ need the rocketlauncher... they will more likely find another way without a rl. This suprise element makes game more enjoyable. R
  23. Hello, mostly click on to shoot (see first aid problem). did not evaluate if accuracy click (right click... i know that one already) is affected. Roy
  24. Hello, similar result, however alien is visible, has not turned around, but reaction fire initated, then frozen. BTW the alien is standing between the ship wing and the edge of the map. R
  25. Hello, bug reporting when soldier has 1st aid in second hand... in sequence. A) soldier is in standing posistion, not facing injured soldier, does not heal the injured soldier B) had to rotate the soldier and face the injured soldier, encountered move bug reported earlier due to my first attempt to heal injury, used kneel then stand and re attempt facing and healing. (worked) C) noted can heal once, and did have plenty of AP for second heal attempt, not heal 2nd time (compared to v8.91) D) did stand/kneel again and reattempted 2nd heal, did heal 2nd time. R new information: after healing soldier from previous turn, the current solider (with first aid) will not move (have to kneel/stand to get it moving again).
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