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pnzrldr

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pnzrldr last won the day on January 18 2015

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About pnzrldr

  • Birthday 08/04/1968

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    Male
  • Location:
    Yorktown, VA - Birthplace of a Nation
  • Interests
    Wargaming (obviously), fishing, rugby, poker, reading, chasing the kids, chasing the wife.

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    scott.a.coulson

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  • Biography
    LTC US Army
  • Location
    Yorktown, VA
  • Interests
    Wargaming (obviously), Rugby, Fishing, Poker
  • Occupation
    Staff puke

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  1. Sure. DCS models a variety of factors not seen in IL2. Take a look at the modeling of wake turbulence for example, https://www.youtube.com/watch?v=82Q3kd4v3bw&t=62s. This impacts formation flight too, as well as the stuff near the ground depicted. Their actual flight modeling is more rigorous, and - according to a few I know who have flown real warbirds, DCS and IL2 - closer to reality. Another point of significance to us gamers - the ground handling for taxi in DCS is also closer. IL2 taxiing is actually harder than IRL. Also, DCS has recently (last 8 weeks?) begun releasing aircraft with their updated full damage model. Started with the FW-190A8 and I believe they have done their entire WWII warbirds lineup now (double check me). Level of systems detail is even higher than IL2, with full effects of virtually everything. You can, for example, lose your O2 bottles and wind up passing out at altitude, among other potential mishaps. IL2, not to be outdone, also released a full damage model upgrade recently as well (again, last 6 weeks or so?) that focused revising on the modeling of damage from HE versus solid shot (.50 cal) and the delta between skin damage and structural damage, as well as pass through to systems. It diminished the previously high probability of seeing a wing separate from an enemy after a burst or two, and increased pass through damage to engines and incidence of fire. Also, you see increased aerodynamic issues with major HE skin damage and greater damage to engines from penetrating .50 cal fire. They also redid bomb blast damage to more closely model blast and fragmentation radii. @mjkerner, I currently use a Saitek X56 HOTAS, a Track IR with the LED clip, the intro level Thrustmaster rudder pedals, and a 35" ACER Predator monitor. The Saitek is IMHO the best bang for the buck short of going overseas for Virpil or other snazzy Euro control solutions. Given the price points, I would not even look at Thrustmaster. For IL2 BoX the most exciting release has been Battle of Bodenplatte that has significant US / British late war aircraft fighting P-51D, P-47D, Spit Mk IX, P-38, Tempest, against German 109 K4 / G14, FW-190D9 / A8 and of course ME-262. Battle of Normandy is in pre-order and the first aircraft due out is the P-47D 'Razorback'. This 1944 focused release will also include the Typhoon, Spit Mk XIV, Mosquito, B-26 (AI only) and on the German side, a late-war 109 G6 variant, 190A6, ME-410 and AR-234 plus a few other planes on both sides. They haven't put out a BoN trailer yet, but here's a very recent fantastic vid of BoBP. If this doesn't make you want to play it nothing will. All footage is in-game. No cinematic that I can detect. https://www.youtube.com/watch?v=9i1gF-gFa_Y&t=5s And, as an alternate path on the sim in between 46 and BoX, here's the Cliffs of Dover (CLoD) Tobruk trailer: If any are interested in this stuff, ensure you take advantage of the sale going on now - or wait for the next one! Entry level right now for Battle of Stalingrad for example is just $20 for the Premium pack with bonus a/c and BoBP is $40. BF please forgive me for posting other folk's stuff, but should not be in direct competition w/ you guys. You know I love you!
  2. So - haven't played CM in literally years, but was beta tester and wrote some of the missions on CMRT and CMBS. However, I am now a die-hard IL2 addict, playing the latest IL-2 Great Battles series (IL2 BoX ie. Battle of X - Stalingrad, Moscow, Kuban, Bodenplatte and the upcoming Normandy). IL2 BoX has some issues, but to say that the visuals are astounding is an understatement. Flight models and damage models are a very close second to DCS for realism. Online multiplayer is superb. With head tracking and HOTAS, it is completely immersive, and I am only awaiting the right VR headset to take that plunge. FWIW I believe the summer sale is still on, with most of the titles (minus the brand new ones) available at 50-75% off. Note: IL2 also built "Flying Circus" onto the base of "Rise of Flight" to simulate WWI aviation and it is an amazing sime and lots of fun as well. Also of note, the IL2 Cliffs of Dover - the Battle of Britain sim that was the immediate predecessor of IL2 BoX (came after IL2 1946) is coming out very soon with IL2 Tobruk, which will feature a truly incredible level of aircraft, both existing and new, modded for the North Africa campaign. If you are into flight sims at all you should check it out. Cliffs and Tobruk are only on Steam (I bought BoX direct from 1C Games, to ensure the devs got all my dollars). I think Cliffs of Dover is currently $6 and change. For a taste of IL2 BoX look up either Der Sheriff https://www.youtube.com/c/SheriffsSimShack or iFlyCentral https://www.youtube.com/channel/UCg6U2wqGyO2APRoFJwOoztA- both Youtubers - who post great content. Not a cheap hobby, but I am consistently amazed at the quality of the community and sometimes have fun just flying formation or doing acrobatics - its that realistic and beautiful.
  3. Army cleaning up for Marine Corps again!  Doing some final adjustments on Anti-landing Actions for you.  Hope your overall experience with Threattec is going well!

    1. Imperial Grunt

      Imperial Grunt

      LOL. Well, somebody has to pick up all that brass laying on the ground after the battle!

      And yeah, my PPT skills fairly blow. I freely admit. Thank you for the final adjustments, hopefuly they are not major dope changes!

       

  4. Actual true capacity of Bradley in extreme situation = one more. Same answer as 'how many Afghans can you fit in that Bongo van?'
  5. For all those feeling sorry for Bil, please rest assured he is taking out all the angst he worked up here in the game he is playing against me.
  6. Bil, I figured you would regret not buying any artillery. Now I know I was right. Hell, it would have at least covered your withdrawal. Barring that, if you run far enough, fast enough, that JT will run out of gas before you do!
  7. Folks, Stephen was a good friend and helped bring me into the CM crowd. Though he lived half a world away, we chatted often and shared quite a bit. I miss him. The following piece is from his family: Stephen Hilla (deceased) With a lifetime background in Business and Security – Stephens other interests included working with bands, grid iron, computers, aviation, military history and tactics – Stephen could be a formidable opponent in many tactical strategy games whether they were played on a board or a computer and he was always ready to be a part of any interesting discussion, tale or story. He was recently awarded the credit of being a beta tester and scenario designer for the BattleFront - Combat Mission - Black Sea series… Unfortunately, Stephen has recently left us far earlier than expected in his early 50’s after a sudden heart attack. Stephens lady partner and family would like to thank all those who Stephen interacted with as he called you all his friends and you enriched his world while he moved across the various military, gaming, general interest, forums and sites that he was so active on. Thank you on behalf of us all.
  8. Bil - My primary comment is echoed above by Bulletpoint - this type of system could be effectively hard-coded into the game (with significant effort no doubt) to create a realism level above those currently offered. As such, I view it as an 'alpha' build that could form the basis for an add-on system, but until/unless you/we convince Steve and Co. to pursue it, I doubt it will gain much traction. In assessing its marketability, it would make a substantial upgrade for tactical grognards, but might only appeal to them - I don't have a marketing assessment of the overall audience, so cannot say whether you could argue for its development from a profitability standpoint. Without coded-in development, I doubt many will do much more than tinker with it briefly, despite the effort and thought you are applying. One thing that such a system might allow would be expanding the actions of the TAC AI somewhat. For example, adding in movement to cover as an automatic reaction to enemy fire independent of any player input, with direction of movement based upon current task. Perhaps even with an 'auto-split' for squads taken under fire, half returning fire and half bounding to cover. Player takes over control again once unit completes immediate action. Actual reaction (run for cover, ground in place, return fire, bound to cover w/or w/o covering fire) could depend upon unit type, morale, training, etc... Would automate some of your system as TAC AI actions, and place other aspects under player control. Highlights one glaring issue to me in CM C3 rules and that is prevalence of sound powered phones on WWII battlefield. Could easily be simulated under your system by designating locations that HQ units start scenario in on defense as having phone hookups - anyone who goes there for a turn is 'in C3' like radio comms. Would also note that when we look at CMRT it highlights the need to apply your settings based on nationality as well as other factors. Russian doctrine obviously/famously allowed for infinitely less initiative than other nations. German and US were not identical either, though more similar. Just initial thoughts - I'll keep percolating.
  9. I will put a note in the developer's 'to do' box to address this problem. Quite likely that ENG generated 'damage' from blast is not recognized as 'damage/destruction' for VPs. No guarantee, but possible it gets addressed in a patch. Suspect you've found an issue common across CM, but won't know w/o further test.
  10. If there are any on the forum from this storied outfit, please shoot me a PM. IG invited me and other Betas to help develop a post-release campaign to highlight your unit, and would appreciate any first-hand experience and insight. Not an invite to participate in development (yet), but would like to at least open dialogue. No, lotsa love for you All American folks, but this is specifically a request to make contact with the Vicenza crowd. PM me and/or Imperial Grunt. Thanks. To all non-173d types, expect a new campaign on the repository as fast as we can get it done. Hopefully this post-release beta-developed content will enhance your pleasure with the game! IG / Pnzr
  11. Beaten? What is that? Oh, you mean like when you play UKR BMP-2s against Bil's BMP-3s and T90s! Oh, no I haven't seen any of that against the AI!
  12. H2H or otherwise, I move INF over long distances using a jog/walk or 'quick'/'move' combination. Trick is picking the correct distances. Move paths look like candy stripes, but it gets them there fairly rapidly, frequently without being below 'ready' upon arrival. Not sure if this is my real world preference bleeding over into the game or not, but it seems to work.
  13. Nah, just found out it didn't make the release. I am working w/ Bil to modify each side a tad. Then have to cut up the AI somewhat. Map is the same. Probably take a little bit though. Will keep you posted.
  14. Whereas I tried to suppress them w/ 30mm fire and burned through a good 150 rounds to get the job done. Mortars would have been a much better solution!
  15. *** Spoilers *** Didn't get to this during Beta, but just played it through as RUS and liked it a lot. Restarted after misunderstanding a note in the briefing so I had a little intel, but played honest otherwise. My only gripe is that I strongly dislike small maps that have usable/critical terrain right on the boundary. The road on the left (from RUS perspective) is a critical avenue of approach, but the attacking Russian player has no concern for his security to the left side of it as that is all off map! Introduces an artificiality that is just never there in real life, esp. in urban combat where 360 security is a constant issue. Other than that, the AI plan was obviously very well thought out, the forces were fairly well balanced, and I got ground up pretty good before winning. Key to victory was direct-fire 30mm support from the BTRs. Their autocannon is so bloody destructive it hurts. In one instance I meant to target/briefly, but screwed up and used target, when suppressing a small UKR element. Wound up dropping the whole top floor of the building, a vantage point I had actually wanted to use! **spoiler** I was also lucky in that I anticipated the sniper team in the church and guessed right on the floor they were on. They got a face full of 30mm from my setup zone before ever firing a shot. Never did get the mortar mission into play, which is silly as I could really have used the smoke, but was fixated on just the limited HE ammo and trying to conserve until needed. I used a LOT of the BTR and INF laid smoke. Critical factor. Wound up killing the tank from behind with a BTR's 30mm, after running out of ATGMs and missing several times with RPGs. It had counterattacked (painfully) to a point overwatching the bridge, but then lost morale and tried to run away, right past a BTR I had maneuvered around the whole back side of the map. Overall a fun game, good small fairly fast scenario, that rewards good reconnaissance and methodical urban combat techniques.
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