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AtheistDane

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  1. 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?
  2. What explosion mod are you using if you don't mind me asking?
  3. 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.
  4. 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.
  5. Damn. The crews do reappear and spawn in the trucks on scenario start.
  6. 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?
  7. 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.
  8. I see. That is a shame though, ammo dumps were quite useful in long/large missions where units often run out of ammo.
  9. Hello, Are dismounted trucks/ammo dumps missing? The "dismounted" setting from the "vehicle status" drop-down menu is grayed-out/unselectable in the editor.
  10. 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?
  11. My biggest problem in this scenario is the lack of HE ammo in my vehicles (iirc my Challenger 2s only have 10 HE rounds and my IFVs only have 30). Wouldn't British army units who know they are going into a MOUT operation stock up on HE?
  12. We need a target co-axial command, or a weapons toggle system like the one in the Wargame series (you click on the weapon icon to toggle it on/off). It shouldn't be too hard to program the AI to use such a toggle system.
  13. Great news! So will we still be able to buy the base game and all modules at release, and have access to British and NATO units?
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