Copyright © 2007 G A
This document is licensed under the BSD license at http://creativecommons.org/licenses/BSD/
| Revision History | ||
|---|---|---|
| Revision 2.3.5.7.11.13.17 | 2007-12-23 | gea |
added a question about possible installation problems | ||
| Revision 2.3.5.7.11.13 | 2007-12-02 | gea |
addedd excellent faq about using tanks | ||
| Revision 2.3.5.7.11 | 2007-11-25 | gea |
Info added about this FAQ and updated information on the TacOps mailing list | ||
| Revision 2.3.5.7 | 2007-11-25 | |
Marjor reorganzation done by Bernard Cousin. | ||
| Revision 2.3.5 | 2007-11-21 | |
Ok. Initial FAQ Done. Lots of minor clean up and waiting for comments at this point will be the next step | ||
| Revision 2.3 | 2007-11-20 | |
Keeping track of changes. Currently, it is good enough form to help some people so I'm putting a version number | ||
| Revision 2 | 2007-11-17 | |
Gazette PDF converted into txt files. | ||
Abstract
This is a Faq for TacOps.
Please keep this faq update by sending any and all comments to <dude.mung@gmail.com> Please let me if you are interested in mainting this FAQ.
The most updated version of this FAQ will be at http://mung.net/howto/TacOps.html.
The XML source file will be sent as requested to allow anyone intersted in editing this FAQ
Table of Contents
READ THE USER's GUIDE that MAJOR H has provided with the game. Read the whole thing, twice. I can not stress this enough.
| 1. | Does TacOps have a Mailing list? If so what is the name? If not how do I find out the latest about Tacops? |
The TacOps mailing is http://nxport.com/mailman/listinfo/. It is the best place to get your answers that this faq doesn't contain. The other site is for up to date infomration is the Battlefront webpage where you can buy TacOps. |
| 1. | could you give a small list of each weapon? For instance, "LAV 25: A light armored recon vehicle, used to outflank the enemy on the sides....." |
Will be in the TacOps Battle Book [1] when it is published this summer. Production costs and falling street price for wargames kept us from including detailed material like this in the printed user guide that comes with the game. Lots of people ask for such detailed info but most are unwilling to pay for it *g*. |
| 1. | I recall there was a way to sequentially select units in TacOps (by pushing a key). Do I remember right and if I do, which one is it? |
There is no such feature in TacOps.[1] |
| 1. | If I have a counter with 4 tanks, that counter makes one spotting check for all four tanks, correct? |
Yes and no. There is a gross spotting check that only happens once per friendly marker per 15 second pulse. This check has no random factors so there is no reason to repeat it for each strength point in the marker. If the gross spotting check reveals an enemy unit then there is a targeting or acquisition check that is done by each strength point in the marker. | |
| 2. | And if one tank fires at a target, that counts towards raising the chance of a hit for the remaining 3 tanks in the counter, correct? |
Yes but not until the next 15 second pulse. | |
| 3. | ... regarding spotting ... are vehicles more/less visible when on different terrain types, or are only terrain features taken into account here? |
The rougher the terrain the less visible are all units (more relevant before they start moving or firing, less relevant after) - also harder to spot, and harder to hit by direct fire. Woods or town adds an additional reduction to that provided by any present roughness level. | |
| 4. | In the limited number of scenarios I've played, I've noticed that troops at level one tend to treat ground at level zero as 'out of view'. Is this the sim, or just my inexperience? If not it tends to give the lie to 'Take the High Ground'! |
The outermost 100 meters of high ground, woods, and town terrain (ten pixels plus or minus a pixel or two) provide a dual spotting zone. In the case of high ground it relates to the ability to see from the high ground down to low ground. In the case of woods and town terrain it relates to seeing out. From the first or outermost 100 meters above the contour line a unit can see both all otherwise unblocked high ground and all otherwise unblocked low ground. If the unit backs away from this 100 meter buffer, then it will only be able to see units that are on high ground. If it crosses the contour - headed downhill - then it will only be able to see units that are either on low ground or that are themselves right next to a high ground contour. In the outermost 100 meters of woods and town terrain you can see and shoot out of the woods and town but your visibility to the enemy is greatly reduced (until you fire). For visualizing LOS, you need to key on the center point of the unit marker. If you are "in the zone" and if you are using one of the larger marker sets, a lot of the unit marker will appear to actually be out of the woods. Again, it is where the center point of the marker is that is important for LOS. | |
| 5. | One problem (bug perhaps Major?) is that if an OPFOR unit doesn't actually have smoke ON it, it will shoot at the helo's even if they don't really have an LOS. For example, I dropped smoke all across the "southern" side of the base and left the northern end open. Although the ZU's and SA-16 units had no LOS to the south, they still managed to take out my entire landing force. Be warned! |
Not a bug. (1) From point A to point B, LOS between a ground unit and a helicopter can be different from what it would be from a ground unit to a ground unit - depends on the altitude of the helicopter. The LOS tool only shows ground to ground LOS unless you pin it as originating from a helo unit. (2) Some weapons have thermal sights (ie. the SA-16 SAM) which see through smoke. | |
| 6. | I don't understand how to pin the LOS check to a unit. When you click on a unit to select it, the Unit Orders Window is displayed and the Map Menu containing the LOS check is "grayed out" making it inaccessible. What am I doing wrong? |
To "pin" the line of sight tool to a specific unit you must select the unit in a way that does not trigger the opening of its unit orders window. You can do this two ways. Hold down the shift key as you click on a unit marker - this will "highlight" the unit marker without opening its orders window. Now select the LOS tool menu item. Or ... Click on empty map some distance away from the marker, hold down the left mouse button, and "drag out" a selection rectangle that includes the unit - this will "highlight" the unit marker rather than open its orders window. Now select the LOS tool menu item. | |
| 7. | About LOS, how far can units see out of woods? I've had units that are right on the edge of a wood and yet they could still not see out of it and when I used the LOS tool, it showed a blocked LOS from the unit to the area outside of the woods. |
The outermost 100 meters of woods and town terrain (ten pixels plus or minus a pixel or two) provide the dual spotting zone - i.e. you can see and shoot out of the woods and town but your visibility to the enemy is greatly reduced (until you fire). For visualizing LOS, you need to key on the center point of the unit marker. If you are "in the zone" and if you are using one of the larger marker sets, a lot of the unit marker will appear to actually be out of the woods. A similar effect occurs in the outermost 100 meters of high ground terrain. In the first 100 meters above the contour line a unit can see both all otherwise unblocked high ground and all otherwise unblocked low ground. If the unit backs away from this 100 meter buffer, then it will only be able to see units that are on high ground. If it crosses the contour - headed downhill then it will only be able to see units that are either on low ground or that are themselves right next to a high ground contour. Again, it is where the center point of the marker is that is important for LOS. After a few games you will get used to the dual zones and you will find that you don't need to use the LOS tool so much to confirm things. | |
| 8. | LOS and Aircraft? |
Rule: A clear LOS from any anti air weapon is assumed to exist to a fixed wing airstrike or to a helicopter at medium altitude unless there is woods or town terrain or a smoke cloud within 125 meters of the SAM and that terrain or smoke cloud is directly between the SAM and the fixed wing or helo target. | |
| 9. | I placed a ZSU-23 on a terrain object {building} and I later fired at it from a NOE position behind a group of trees. The LOS checker found it to be out of LOS as did the Thermal LOS check. |
Not a bug. The helo that was doing the shooting was positioned over a cell of town terrain with the town terrain being at elevation 0. The helo was at NOE but NOE when over woods and town is one elevation level higher than that terrain. For LOS purposes the helo was actually at elevation 1. When you use the LOS tool in the normal fashion it doesn't know that you are clicking on a helo. It assumes that you are checking ground level to ground level. Therefore you got a result of blocked line of sight. Try selecting the helo unit before triggering the LOS check. This will pin the LOS check to the helo and you will get a true reading. | |
| 10. | On a related note, it would be nice if a single click on a unit concurrent with a depressed "L" key would initiate a LOS check for a particular unit. I have gotten burned by missing a unit's center pixel, and then wrongly believing that that unit could cover a part of my operation. I know that I should be more careful, but when dealing with so many unit markers over a period of 120 scale minutes such a feature would be neat. |
Hold down the shift key with your left hand, click on a unit with your right hand - the unit will be selected/highlighted - release the shift key, release the mouse button and do a Command L you will get a LOS cross hair that is pinned as originating from the exact center point of the selected unit. | |
| 11. | Highlight all places on the map that are visible from that unit. |
The last time I tried to code this, the number crunching involved slowed the function so much on most Macs that I didn't feel anyone would use the feature more than once *grin*.[2] |