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nik mond

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Posts posted by nik mond

  1. Without viewing the elevations that were specified within the editor, I can only guess that a value, or cluster was set at the top of the hill and one at the bottom. If the designer does not designate specific elevations on each tile in that area, this leaves the area in-between to populate its own slope. I've seen this when I've created maps and had to work around it by handpicking specific elevations along the way to override what the editor would have filled in. It takes time to do this, trial and error, but you get the end result you want.

    I probably didn't tell you anything you didn't already know. Yes it would be an improvement to have a consistent slope, I don't know how it is designed, coprocessor dependent🤔 . Spent a lot of time camera surfing terrain and exiting back to editor, repeat and repeat.

    Also, any elevation changes made anywhere on the map can cause a ripple effect, because now the editor has to recalculate even the most minute slope changes for all open pathed tiles. I'm assuming that is not the case here because you made no changes.

     

  2. So at what level does corruption run in the Russian army. I am assuming its divisional. A division submits a budget and gets funding for its running costs. Rations are expired. Tires are expired. Budget for basic upkeep pocketed?

    Budgets for training maneuvers are expunged  too? Even the most remfy of the REMFs know how to respond in an ambush. So are we expected to believe the Russian SOP is for the the first tank to get blowed up, the second tank freezes, the 3rd vehicle a BTR dumps its troops who run to the opposite ditch, the 4th vehicle backs and collides with the 5th? Obviously these troops don't perform drills. What invading army does that?

  3. There is one detriment I experienced occasionally using blind area fire. That is the unit firing getting sniped by an AT gun. I'm not sure if that is because the unit conducting the recce is viewed as a sound contact or visually obscured then suddenly lights itself up as it starts firing. But I find blind area fire a risky endeavor at times.

  4. If the player suffered losses, gets a bloody nose, while an enemy remnant sneaks off and allows its morale to recover this can happen rarely.

    Also if obj points are acquired by the ai for your units killed it can contribute to it hanging on.  I've tested this but can't find the tipping point.

  5. 19 hours ago, dbsapp said:

    Yes, it was H vs AI game. 

    Never played H2H, so really don't know if it's balanced for it or not. I would bet not, 'cause it's pretty big and assymetric.

    Grieshof is pretty big for a H2H game, its a broad front map. But the force and unit types are comparable in number. The asymmetric factors could balance out. US weaponry is a little better, Soviets have a slight advantage for deployment position.

  6. Yep it can penetrate armor 11-14 inches, really, wow. The HE has to be loaded by hand with the weapon returned to a neutral orientation. My impression, in game I've seen it use HE on supply trucks, but it will follow up with the MG after, I've also seen it follow up again and use heat on soft targets. 

  7. This may have something to do with the target vehicle moving, it might have shifted chassis position, or rotated its turret while the closer vehicle remained motionless.

    Having been on the receiving end of something like this in game. If I had sites on a tank and rotated facing I got spotted while crews were still preparing to launch while other vehicles nearby were not spotted.  This doesn't answer the question why the closer vehicle was not seen, but rather why the further tank was.

     

  8. There was that one engagement in Vietnam where 2 PT76 faced off against US M48's. (Ben Het). One M48 took a direct hit to the turret killing two crewman. So I guess the 76 gets credit for taking out an M48. But they too were short lived and all PT76 in that battle were destroyed.

  9. Sometimes a knife will work in a gunfight if you blindside your opponent. Here's an M20. Every time the tac AI survival would try to reverse it, I hit the cancel order and gave a target order on the Stug. Repeat and rinse. Eventually the Stug stopped. And never moved again. I checked after the battle and only the driver was left and he was in panic. This is from the Battle for Collecchio scenario.

     

     

    Stucolleccio2.jpg

    stucolleccio1.jpg

  10. 5 minutes ago, mjkerner said:

    "Honey, would you mind making some more eggnog while I load up the Daraya Tank Raid AAR? Don't worry, that's the better one from CMSF2, the one with that awesome, nearly impossible RPG hit on a T-72AV. You know, the one that didn't have a TURMS-T fire control system.  I'll explain that system to everyone while the first turn is loading."

    Sounds better than the tri-state quilting fair slideshow I have to sit through.

  11. There are interesting characteristics to observe in scenario author mode. For example experiment with a single AI group of 4 tanks with just a normal advance move. Have this tank platoon go to the first location and wait for an exit time condition to be reached.  And set all the subsequent locations to some time past, or zero. The vehicles will still advance as alternating bounding teams, at first. But with the time condition already met, the tanks will proceed to the next location, the last tank will lag further behind as more moves are added. Eventually they get strung out due to normal terrain effects one vehicle may experience over another.  Once the lead tank is two locations ahead of the trailing tank (typically the HQ trails behind) the tardy tank in the group will skip its next destination, and head directly to the same destination the rest of the AI group is going. 

    You would expect that to happen, its just nice to see it does.

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