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Everything posted by MikeyD

  1. In CM game engine 1 there was something termed the 'death clock'. Which means you may know your guy is dead but it takes a few moments for the other guy to realize it so they keep shooting. There's also a difference between gravely wounded (bright red base) and dead-as-a-doornail (dark red base). Though I'd be shocked if BFC coded in war crimes. Were your 'guys' German, Italian or allied? Now that I think of it, back in CMBO SS units weren't above shooting surrendered prisoners.
  2. MikeyD

    Demo Feedback

    I'm sorry, but I just got a big chuckle reading that. My own experience with Syrian tanks is they're usually half-blind! Its been my experience (across all the titles) that relying on 'Maybe they won't see me' as a tactic rarely works. Because they ALWAYS see you. At the MOST inconvenient moment. Every time. Its somewhat related to the "buttered-toast phenomenon" that says if you drop your toast it will land butter side down. If there's a chance of a good outcome and a bad outcome expect the bad outcome.
  3. MikeyD

    Draw distance

    My trick is turning off 'high detail trees' (which appears to just be branches blowing in the wind). I'm not sure what you mean by 'optimal settings', do you mean optimized to get the best framerate or optimized for highest detail? Turning everything up to max often has the opposite effect of what you'd want. Backing things off a bit to 'better' 3-D model quality (for instance) means the graphics card is struggling less and so will be able to render trees further out.
  4. MikeyD

    Canadian Forces Composition

    Interesting factiod about Leopard C2. When Canada found themselves in need of additional tanks they went so far as to pull a number of old Leopard 1s from 'gate guardian' duty, basically oversized lawn ornaments. These were Leopard 1A3s whose welded turrets as been replaced by surplus cast German Leopard 1a5 turrets. For Afghanistan duty a small number received a hefty MEXAS armor upgrade performed by the German firm IBD Deisenroth Engineering. So the C2s in the game are not your typical Leopard C2 but the rare bulked-up fancy version. I didn't realize before now that MEXAS is a German product! I am surprised!
  5. MikeyD

    Canadian Forces Composition

    Leopard 2A4+ is no longer in the game. It got pulled and replaced. What had been in CMSF1 was (mistaken) conjecture. The real world Leopard 2A4M CAN is about 2009-10 timeframe so outside of CMSF2's scope. There's a CMSF strategic map floating around somewhere that shows the Canadian's zone of operation. The Canadian campaign is centered around Tall Tamir and As Hasakah, the far northeast corner of Syria. The area of much ISIS fighting this past year.
  6. MikeyD

    Main page content

    Well, at least they've finally taken down the notice: "New Site coming Soon!"
  7. MikeyD

    Dutch forces information

    Hah, whenever I'm watching a Youtube vid of a battle my hands instinctively go to the keyboard to make game commands. I have to literally sit on my hands to watch a video.
  8. Turkey crossing the Syrian border last January brought Leopard 2A4 onto the front page. I'm quickly whipping up a Turkish mod for the German vehicle for CMSF2. I haven't uploaded a mod since before Repository went away. I'll have to pick a spot to upload to after CMSF2 comes out. It might possibly fit the CMSF1 model too, though I haven't tried.
  9. Here's the Turkish G3 rifle in Dutch hands. the model borrowed from CM:Afghanistan and the texture reworked. It replaces the plain Dutch C7A1 (Canadian-made M16)
  10. MikeyD

    New Schmuck in need of advice

    US Army infantry squads in CMBS carry the M4A1 carbine with x4 magnification ACOG sight and a 'full auto' option. In CMSF2 they carry an M4 carbine with x1 magnification sight and no 'full auto', just single shot or 3 round burst. The distinction is subtle but its enough to lower unit effectiveness compared to CMBS. Plus, in CMBS a squad gets a dedicated sharpshooter carrying some serous hardware. In CMSF2 the squad marksman maybe gets assigned an ACOG scope for his M4 if he's lucky. In CMSF2 the 800 pound gorilla in the game is the Marines. Long-barreled M16A4 with x4 ACOG and full auto capability, full 13 man squad. You can feel the firepower difference playing Marines versus Army.
  11. MikeyD

    CMSF irregular thoughts

    I'm reminded of an old comment from the CMBO board, something along the lines of 'newbies tend to play Tigers versus IS-2s while veterans tend to play Italian infantry vs Finns' (or something like that). Its tempting to always include the 'Big Guns' in a fight but the 'Big Guns' tend to skew the results. If a scenario is just Blue guys with gun versus Red guys with guns victory becomes far less certain. Titles like CMBN or CMRT aren't afraid to do infantry-dominant battles. In CMSF you need that same mindset. Not every combat patrol is going to have an M1A2 Abrams acting as close infantry support. Not every Syrian defensive position is going to have a T90 and Kornet ATGM team backing them up.
  12. MikeyD

    Bradly fire power

    Playing CMFB awhile ago I noticed something unexpected. An M16 AA halftrack had run itself out of ammo so I moved it back away from the action. When I returned to it awhile later it had .50 cal ammo again. I never got an explanation of what happened. Was the M16 'borrowing' .50 cal from surrounding vehicles? I can't explain it and never saw a plausible explanation for it.
  13. MikeyD

    Bradly fire power

    I think BFC has a dread of giving the game 'health crystals'. You know, those gamey early computer game power-ups often hidden under waterfalls
  14. MikeyD

    modded buildings cmsf2

    Nope. Or at least, I wouldn't advise it. CM buildings are designed around the base 'action square' grid. If you monkey with building shapes, heights, window placement, etc. something's bound to go wrong. If you want try to swap out modular building .mdr models from the European titles there may be hell to pay with window and door coding, accessible roofs, balconies, etc. You won't break the game if you try. If it doesn't work you can just discard the contents of your mod folder and return to normal. Some other titles have a 'fuel pump' flavor object. You could substitute the model of an underused flavor object with that model. Like rename the borrowed fuel pump model 'rock6.mdr' so when you place rock 6 on a map the fuel pump will appear.
  15. MikeyD

    New Missions?

    The problem with BMPs and LAV-25 is their guns are just too powerful. Your opponent gets sunk from the far side of the map (I know 'cause I tried). You need a gun with a limited range and marginal penetration abilities to make it interesting.
  16. MikeyD

    New Missions?

    Haw haw! I did my 'Dreadnaught' scenario as a joke but I'm having much too much fun playing it. I think I'll expand the map, increase the force size and turn it into a proper 3rd party scenario for upload. The clincher was when I killed a BTR 'battleship' and it slowly sank beneath the waves and disappeared. That was hilarious. The premise is the forces start out of weapons range so must maneuver to close the gap and hold an advantage, just like in old-timey naval warfare.
  17. MikeyD

    New Missions?

    CMSF2 comes with a full up-to-date Quick Battle generator and the number of new high quality maps continue to grow daily. That should take care of any 'new scenario' needs for quite awhile. If you want to play a night battle between Canadian infantry and Syrian airborne or a mountain battle between Syrian mech infantry and uncon rebels the battle is just a couple mouse clicks away. Heck, if you want you can go into the editor and make a huge water map then have your amphib vehicles attack each other like dreadnoughts! ...That last comment inspired me. 5 minutes work and I whipped up a quick 'dreadnaught' island-hopping scenario just for fun.
  18. MikeyD

    Vehicle reaction time

    Most battles, even on larger maps, take place at what might be called 'knife fight' ranges. You don't even have to calculate range because the round trajectory's basically flat for the first 1200 meters. I'm not saying this for certain because it happens so rarely, but engagement times above 2300m might take longer, especially against not-moving targets. You can sit there and sit there and slowly [?] icons start popping up and eventually resolve themselves into targets. Its at these longer ranges that having many eyes scouting for trouble (and a strong command link) shows its advantage.
  19. MikeyD

    New Schmuck in need of advice

    I have this same problem playing WWII titles. I select Tigers to play and wind up greatly over-estimating my invulnerability. Which always gets me into trouble. Someone once said that (real world) battlefields look uninhabited. Because everyone is doing their best to be concealed, camouflaged, behind terrain features, generally not get noticed. Because if you get noticed someone's going to clobber you,
  20. I'll go first. I was successfully assaulting an American position with my Italians (to my great surprise) when I snapped these screenshots. The classic Breda "Red Devil" aluminum body hand grenade in action.
  21. MikeyD

    Autocannon / Javelin Stryker?

    What 30mm round is that? I would expect the NATO standard 30x173mm.
  22. Just this week Steve finally added Stinger AA units to the TO&E of various Blue Force armies. CMSF2 Red force has always had SA-16 / SA-18 Igla AA missiles. The Shilka AAA vehicle, which comes with the NATO module, can now (very effectively) target aircraft, as can the ZU-23-2 pickup 'technical', also in the NATO module.
  23. MikeyD

    Bradley's fire TOWs?

    Real world TOW 2B doesn't even have a contact fuse, as near as I can tell. I don't think it should get fired at buildings even as a low-ammo last resort.
  24. MikeyD

    Bradley's fire TOWs?

    From what little I know, there are two 'skeet' platter charges in the (real world) TOW body so when it fires downward it doubles the chance of maybe hitting something vital. Which means there's always the chance it won't hit something vital, like the fenders over the tracks. In my experience I've never seen TOW in CMBS fail to destroy the vehicle if it manages to make it to the target. Sound's like you've been lucky.
  25. MikeyD

    Bradley's fire TOWs?

    In CMBS they're fielding the overflight TOW 2B missile which is utterly useless against anything except armor. A pair of downward firing platter charges. 2008 timeframe CMSF2 Bradleys are firing the TOW 2A missile with a standard HEAT warhead so they get used against non-armor targets much more frequently. But, to answer your question, the crew decides which weapon to first. The player has no control over it.