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AtheistDane

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  1. I know it's a bit off-topic but why do Canadian mech infantry only get a single HE-rocket as opposed to THREE AT-rockets, for the Carl Gustav? I realize the Carl Gustav is the "heavy" (making the M72s "light") AT-weapon of Canadian mech infantry but the Carl Gustav is famous for its versatility and therefore it seems a bit weird that they only get a single HE-rocket per vehicle/section.
  2. The fact that the IS-2 was able to knock out tanks with HE-rounds during WW2 should serve as evidence of the power of large caliber high explosive shells, and especially coming from above and hitting the weaker top armor. Personally, I find it highly unlikely that a 47 kilogram (103 lb) M795 155mm projectile would just plink off a tank, even the mighty Abrams. Even if such a projectile wouldn't penetrate the armour, the sheer shock force should cause serious damage to subsystems and potentially cause internal pieces of equipment to become secondary projectiles, injuring or killing the crew.
  3. Thank you for conveying my meaning. It was indeed about grenade launchers on the Garand. According to the manual, they are supposed to show up on "excellent" equipment setting beginning in March 1944.
  4. Just installed the latest patch and fired up CM:FI/CM:GL and the M1 Garand (w/ M7 Rifle Grenade Launcher) is still missing. Can anyone confirm this?
  5. I know Falaise correctly pointed to it, but here it is directly from the manual: From CM Engine Manual v4.00, page 53: "Note: Virtually every bullet in CMx2 is tracked from muzzle to target. This applies to both small arms as well as heavy calibers. The principle of “what you see is what you get” applies: if only part of a vehicle is visible (e.g. behind a wall or partially concealed by a slope in the terrain) then only that part can be hit by direct fire. The only exception to this is that vehicles are NOT shielded by hiding behind knocked-out armored vehicles; however, infantry does gain cover in this situation. In fact, infantry also receives a blast protection bonus when an armored vehicle (live or knocked out) is between them and a very large explosion." But why is this? Why wouldn't knocked-out vehicles provide cover for other vehicles?
  6. What explosion mod are you using if you don't mind me asking?
  7. In the Danish army, and a number of other European armies', they have transitioned to dehydrated/freeze-dried meals. Supposedly it was done to reduce the weight a soldier has to carry around and allow for more variation in the meals.
  8. It's not just the Chally 2, all British vehicles have peculiarly low HE loadouts. HESH rounds are supposedly multi-purpose, meaning they can defeat all but the most heavily armored vehicles, thus they ought to be the majority of the rounds carried in a Challenger 2.
  9. Damn. The crews do reappear and spawn in the trucks on scenario start.
  10. The crews aren't separate in the editor, so this is what I did: Dismount the drivers in preview mode and replace them with UNCONs (triggermen). Any other way to do it?
  11. Wow! That's a nice workaround. Thanks for sharing Edit: Can't really use US supply HMMWVs as ammo dumps for REDFOR units though, as they don't carry the right ammo.
  12. I see. That is a shame though, ammo dumps were quite useful in long/large missions where units often run out of ammo.
  13. Hello, Are dismounted trucks/ammo dumps missing? The "dismounted" setting from the "vehicle status" drop-down menu is grayed-out/unselectable in the editor.
  14. Very interesting thread domfluff Personally, I tend to use OPFOR ATGMs at ranges under 1000 meters (unless they have the Kornet, then its 1500 meters), as I find that they tend to miss at longer ranges than that. What do you guys find to be the optimal engagement range for OPFOR ATGMs? And do you manually target enemy vehicles or use target arcs?
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