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Erwin

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Posts posted by Erwin


  1. Passengers usually dismount from a tank if it receives fire, (but not from an intact carrier) and if they have a destination waypoint will attempt to move there.  If the carrier is disabled/immobilized or killed, passengers will disembark, and if they have a destination waypoint will attempt to move there.

    Am not sure passengers will dismount from a tank if the tank stops and fires it gun(s).  Will not dismount from a carrier that stops to fire.


  2. There is no easy answer to that question.  You'll have to look at what mods are available and select the ones that you like the most for the game you want to play.  After that comes madness as you have to select from literally thousands of mods that are available.

    Maybe select a scenario you want to play, then make a list of the units in that scenario, then go look for mods for those units.  Of course there are many UI, FX, SOUNDS, and TERRAIN mods that will work with all scenarios.  


  3. Yes there is a mod that gives full color small arms and options for range and/or calibre as well.  Also, more detailed defensive properties of vehicles and penetration data for weapons.  AFAIR Marco Bergman made them.  I sent all these to Bootie for CMMODS IV.


  4. On 9/10/2019 at 6:25 PM, xacto said:

    Now that I finished the logo, I started working on the design for the Heaven and Earth User Manual [ work in progress ]. Thoughts on which direction I should continue to develop?
    Once the cover is set, the inside will reflect the tone and mood of the cover.

    Cheers,
    Xacto

     

     

     

    Mockup_UserManual_A1.jpg.1d00613a0d31bb9068d7e4e65503d92a.jpg

    I like the 2nd as it's more "Apocalypse Now" looking and says "Vietnam" more immediately than the greyed out first image which doesn't immediately scream any theatre.


  5. On 9/8/2019 at 10:56 AM, IICptMillerII said:

    Sensitive items such as documents, hard drives and portable electronics such as laptops are recovered. All other electronics (printers, scanners, shredders, etc) are destroyed in place, and the consulate is officially declared secured and sanitized.

    Was this process similar to what MOS did re the radio broadcast and destruction of transmitter concept in Coup?  I like the idea that one can actually destroy items like this (abstracted of course as in Coup) but that this action can trigger other events.


  6. On 9/11/2019 at 9:41 AM, danfrodo said:

    Aren't you curious to find out who'd win in a duel between an M47 MBT and a T54?

    Not really, cos after that one or two games, then what...?   Would much prefer to see a CM:Afrika Korps game.  Not only got many different weapons systems but also different terrain (pretty much already done for CMSF) and larger maps allowing for new tactics for WW2 maneuver (as well as longer range combat than the current WW2 titles).


  7. On 9/12/2019 at 12:35 PM, RockinHarry said:

    have pixeltroopers loaded with maybe 50 to 100 % extra loads, but thus far I haven´t seen them tiring faster or making odd choices from buddy aid. Is there some known hard data on that?

    Haver read apocryphal stories in these forums that there is some statistical degradation in movement.  But, as you say the degradation is so small as to be not noticeable in the game.  Have often wondered if there should be a lower limit on the amount of ammo and support weapons that can be carried.  Loading up a two man team with thousands of rounds should result in a big difference in movement/fatigue.


  8. On 9/6/2019 at 11:56 AM, landser said:

    Are campaigns so time-absorbing and difficult to make that few even attempt it?

    That's about it.  Like you I prefer Campaigns, and there are a few really good ones.  But, have always said that we should be prepared to pay for modules that consist solely of professionally made campaigns due to the enormous amount of work required to make a good campaign. ie: A campaign that features branching storylines as well as requiring resource conservation of men and ammo.  Recently it seems that campaign have been made in which every mission starts with a full complement of troops and ammo.  Much easier to make, but it's like playing a bunch of disconnected scenarios one after the other and much less satisfying.


  9. This is interesting although most of the time due to smaller maps not so useful until one gets huge maps that require movement for at least half a mile b4 needing to deploy.  While it makes sense to lead with the toughest unit - ie a tank, in CM, it seems that whatever is first on point will get killed in its recon role as scenarios are nearly always designed for a guaranteed deadly ambush.  Ditto if in a H2H battle.  The oppo knows that you will be coming down a certain direction and If there is scenario balance, he will almost certainly have something nasty covering that approach.

    Now I try to lead with a less valuable vehicle (eg halftrack) with a small team on point as they can spot better than a tank.  And it's less traumatic if they get blown up.


  10. These are some of the charts I found:

    German Artillery Characteristics (CMBN)

     

    GERMAN LIGHT/MEDIUM ARTILLERY

    81mm Mortar

    120mm Mortar

    75mm Inf Gun

    150mm Inf Gun

    75mm Howitzer

    105mm Howitzer

    150mm Howitzer

    Barrels

    2

    2

    2

    2

    4

    4

    4

    HE Rounds

    100

    60

    70

    50

    140

    140

    120

    Smoke Rounds

    8

    0

    20

    10

    40

    40

    40

    FAO Response Time (mins)

    Normal

    6

    6

    8

    8

    8

    8

    8

    TRP

    3

    3

    4

    4

    5

    5

    5

    HQ Response Time (mins)

    Normal

    8

    8

    13

    13

    13

    13

    13

    TRP

    4

    4

    8

    8

    9

    9

    9

    Mission

    Harassrnds/min

    p/Barrel

    3.3

    2.1

    1.8

    0.9

    1.8

    1.3

    0.9

    p/Unit

    6.7

    4.1

    3.6

    1.8

    7.2

    5.4

    3.6

    Max

    15min

    15min

    20min

    18min

    20min

    26min

    34min

    Shortrnds/min

    p/Barrel

    10.0

    4.0

    2.7

    1.4

    2.7

    2.0

    1.3

    p/Unit

    20.0

    8.0

    5.4

    2.7

    10.8

    8.1

    5.4

    Max

    5min

    8min

    13min

    19min

    13min

    17min

    22min

    Mediumrnds/min

    p/Barrel

    20.0

    5.0

    4.4

    2.2

    4.4

    3.2

    2.1

    p/Unit

    40.0

    10.0

    8.8

    4.3

    17.5

    12.7

    8.4

    Max

    2.5mins

    5mins

    8min

    12min

    8min

    11min

    14min

    Heavyrnds/min

    p/Barrel

    25.0

    5.0

    4.4

    2.2

    4.4

    3.2

    2.1

    p/Unit

    50.0

    10.0

    8.8

    4.3

    17.5

    12.7

    8.4

    Max

    2min

    5min

    8min

    12min

    8min

    11min

    14min

    Duration

    Quick

    p/barrel

    4-7

    3-4

    2-3

    2-3

    2-3

    2-3

    2-3

    Short

    p/barrel

    11-16

    8-11

    5-10

    5-8

    5-10

    5-10

    5-8

    Medium

    p/barrel

    27-32

    14-17

    11-16

    8-11

    11-16

    9-14

    8-11

    Long

    p/barrel

    41-53

    23-30

    20-28

    15-18

    22-28

    19-24

    15-18

    Maximum

    p/barrel

    100

    60

    70

    50

    140

    140

    120

                       

    GERMAN HEAVY ARTILLERY

    210mm Howitzer

    170mm Gun

    159mm Nbwfr

    215mm Nbwfr

    280mm Nbwfr

    301mm Nbwfr

    88mm Flak

    Barrels

    4

    4

    6x6

    6x5

    6x5

    6x5

    4

    HE Rounds

    80

    100

    180

    150

    108

    108

    80

    Smoke Rounds

    0

    0

    72

    0

    0

    0

    0

    FAO Response Time (mins)

    Normal

    21

    12

    12

    12

    12

    12

    12

    TRP

    17

    9

    9

    9

    9

    9

    9

    HQ Response Time (mins)

    Normal

    n/a

    n/a

    n/a

    n/a

    n/a

    n/a

    n/a

    TRP

    n/a

    n/a

    n/a

    n/a

    n/a

    n/a

    n/a

    Mission

    Harassrnds/min

    p/Barrel

    0.2

    0.4

    1.0

    0.8

    0.6

    0.6

    1.1

    p/Unit

    0.9

    1.6

    5.8

    4.5

    3.6

    3.6

    4.2

    Max

    89min

    62min

    31min

    33min

    30min

    30min

    19min

    Shortrnds/min

    p/Barrel

    0.3

    0.6

    1.5

    1.1

    0.9

    0.9

    1.6

    p/Unit

    1.4

    2.4

    8.8

    6.8

    5.4

    5.4

    6.3

    Max

    59min

    41min

    21min

    22min

    20min

    20min

    13min

    Mediumrnds/min

    p/Barrel

    0.6

    1.3

    4.4

    3.4

    2.7

    2.7

    3.0

    p/Unit

    2.5

    5.1

    26.3

    20.5

    16.2

    16.2

    11.9

    Max

    32min

    20min

    7min

    7min

    7min

    7min

    7min

    Heavyrnds/min

    p/Barrel

    0.6

    1.3

    4.4

    3.4

    2.7

    2.7

    3.0

    p/Unit

    2.5

    5.1

    26.3

    20.5

    16.2

    16.2

    11.9

    Max

    32min

    20min

    7min

    7min

    7min

    7min

    7min

    Duration

    Quick

    p/barrel

    1

    1

    6

    6

    6

    6

    2

    Short

    p/barrel

       

    36

           

    Medium

    p/barrel

       

    36-72

           

    Long

    p/barrel

       

    72

           

    Maximum

    p/barrel

    80

    100

    180

    150

    108

    108

    80

    NOTES:

    MISSION = RATE OF FIRE

    · p/barrel = rounds fired per min per single barrel at selected rate of fire i.e. Harass

     

     

    · p/unit = rounds fired per complete unit i.e. all barrels in action

    · Max = time to expend all rounds when firing all barrels at selected rate of fire

    · Apart from 81mm Mortar then all other weapons appear to have the same rate of fire for Medium and Heavy... Maybe further testing needed

    DURATION = TOTAL ROUNDS PER MISSION

    · p/barrel = rounds fired per barrel over duration of mission. Nebelwerfers fire by multiples of its salvo.

     

    CMBN US Artillery Characteristics

    Rate of fire is 1 round per x seconds.

    Duration is in rounds, or minutes if m suffix.

     

    US 60mm M2 mortar onmap

    Mission:             Harass     |     Light      |     Medium     |     Heavy

    Rate of fire:          18       |       6        |       3        |       2

    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  

    Rounds:           6    7    7m  |  3    20   30  |  3    19   24  |  3    16

     

    US 81mm M1 mortar onmap

    Mission:             Harass     |     Light      |     Medium     |     Heavy

    Rate of fire:          18       |       6        |       3        |       2

    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  

    Rounds:           5    10   15  |  6    10   28  |  3    10   25  |  6    12   22+

     

    US 105mm M2A1 Howitzer

    Mission:             Harass     |     Light      |     Medium     |     Heavy

    Rate of fire:        46-48      |     28-32      |     16-19      |     10-12

    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  

    Rounds:           3    6    14  |  2    7    12  |  3    6    12  |  2    6    12

     

    There is more.  But, everything I have was sent to Bootie for CMMODS IV.


  11. 7 hours ago, Mord said:

    Frency is correct, its an SF1 mod. Not gonna show up in SF2. If you rename the bmps they still propbaly won't display correctly because the models are different between the two versions.

     

    Mord.

    What a shame.  I also loved the short-sleeved Brits.  


  12. Have found friendly fire casualties can be fairly common - caused mostly when a friendly "big gun" (50 cal and larger) fires on an enemy that is close to or in line of fire of a friendly - the friendly can easily get killed by proximity - eg: fire grazing the ground where the friendly inf is lying.

    Care has to be taken using arcs etc and relative placement of friendly inf and vehicles to avoid the above (as much as possible).  Generally, you want to avoid having any friendly to be along the fire line of a "big" gun.


  13. Been watching this.  It's been amusing to see sometimes, the F35 is so advanced that its computer locks out the pilot and it takes an hour for the techies to figure out how to start it.  I suppose one has to send a message to the oppos - "Please wait before attacking, we can't start our aircraft."   

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