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Drifter Man

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Drifter Man last won the day on January 7 2018

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  1. Amazing. This just shows how good Combat Mission is, and how it is more than just a game. Keep up the good work - on all fronts!
  2. True... and often I give an area target order to a unit (usually MG or AFV) for a target it can barely see - only for it to spend an entire turn in an aiming/firing/waiting cycle without actually firing a shot. One should only go for targets that are clearly in sight, but one also wants to keep own units out of harm's way, so these things inevitably happen.
  3. Resolved - not a bug. The two soldiers were, by coincidence, in a position from which they could not see the target whereas the rest of their teams could.
  4. I've got several German infantry squads/teams in action in an QB email game. Two of them each have a soldier with MP44 in their ranks who will not fire his weapon - even though everyone else is shooting at the opponent's infantry at around 120-160 m range, including targets without cover, and even with an area target fire order. The MP44 soldiers pose with their hands as if they were holding a gun but the gun remains on their back. It is easy to tell that they haven't fired a shot because they their ammo supply hasn't changed since the start of the battle (210 rounds of 7.92K). (CMBN 4.02; I can share e-mail files and password with staff to allow them to investigate - I don't want to give away too much intel here as the battle is ongoing).
  5. I found it - it's the "display size" file the installation directory. Setting it to 2560 1440 60 fixed my problem, or at least made it imperceptible. Thanks for the help!
  6. Hi, I've just installed CMBN 4.02 on my new-ish Win 10 PC with an Nvidia GeForce GTX 1660. I'm running it in "Desktop" resolution, which should be 3840 x 2160 - any other choice in the Options menu produces an incorrect aspect ratio for the whole game. There appears to be no antialiasing - smaller text is hardly legible, UI looks ugly and the 3D scene is not antialiased either. Since I don't really understand this stuff, in the end I copied Ken's video settings (shared in IanL's FAQ thread - thanks for compiling this!), but it didn't solve the issue. No tinkering with the NVidia control panel's antialiasing settings did. (Notes: I have antialiasing set on in the Options; I tried to set that off, too - no effect; other resolutions produce those bad aspect ratios but are not antialiased either). Amazingly, when I took a screeenshot to document the problem (with Fraps in the game and both with Fraps and printscreen in the menu), I got a perfect picture with everything antialiased and all text legible. Interestingly the image produced was 2560 x 1140, so that's probably the resolution I'm actually running. It could also look this good precisely because it was downsampled, but I still think it looked too good for that. Anyway. Has anyone encountered this before/know a fix? Thanks! - Drifter
  7. Force structure is considered but sometimes the difference is too small to show on minute scale. What's important at the end of the day is the delay between your order and the moment shells start falling, and the declared delivery time you get for the mission in minutes is a good indication of that.
  8. Thanks both for digging out these references. One of the matters discussed in that thread is how match-up between the spotter and the firing unit affects response times. I did a bunch of tests with on-map organic 60 mm mortars and off-map 155 mm howitzers, with the following spotters: Battalion HQ Mortar Section HQ (the lowliest HQ but in direct command of the 60mm mortars) FO, assigned to the Battalion FO, assigned to the 60mm mortar section (tested for mortars only). All were regular, no leadership or motivation modifiers, and the missions were point-target medium duration/medium intensity approximately to the same spot on the map, with perfect LOS. I measured: "Receiving" phase duration - until the fire mission request is confirmed by the firing unit "Preparing" phase duration - until the first spotting round falls on the map (not applicable for on-map mortars, where I've included this phase in "Spotting" "Spotting" phase duration - until "fire for effect" order is given "Delivery" phase duration - until the first for effect round hits the map (for on-map mortars, until the round is fired) Below are the averages of (only) 3 tests for each case. It appears that Mortar Section HQ can reach its own mortars by about 1 minute faster than Battalion HQ, but in the three tests I did, it needed more spotting rounds (4-5) than Battalion HQ (3 in all three cases), so the delivery time was 6-7 minutes. Declared delivery times were 6 minutes for Battalion HQ and 5 minutes for Mortar Section HQ. Matchup with respect to force structure matters for on-map mortars, but not much. The FOs had a short receiving phase and needed between 2-4 spotting rounds. I can't say if it matters where in the Battalion the FO is attached. Force structure matters but not much. For the 155 mm Howitzers, there doesn't seem to be a big difference between Battalion HQ or low-level Mortar Section HQ in response times. Both have declared 13 minutes and achieved between 11:20 and 14:32. Battalion HQ needed 2, 7 and 4 spotting rounds, Mortar Section HQ needed 5, 5 and 3. The FO cut both communication time and spotting time by about a half, his performance matching the declared 8 minute delivery time. 2, 3 and 3 spotting rounds were needed.
  9. Thanks, and I can respond in kind that I enjoyed your AAR and other CM videos - excellent work.
  10. I'll take note that FO can land the shells on target faster than HQ, rather than communicating the orders to fire faster. It's a guy specifically trained to do this, unlike say Company HQ team who are trained to do this and a thousand other things. Has anyone tried to compile data on artillery response time vs type of the spotting unit, its experience and position in force structure in relation to the battery? I found this, there are response time data for German artillery in CMBN, in addition to rate of fire and mission duration info, which is also useful.
  11. I'm not criticizing the game or the work of the development team - I like all they've done. I know I am nitpicking and also don't insist that anything I "find" is automatically wrong and must be fixed. More than that I want to understand certain things work the way they do. If anyone doesn't like it, feel free to ignore me. I played CMAK and CMBB for 6-7 years, then started with CMBN in 2013 and played it for about a year. After that I took a break before coming back to it a month ago. I am kind of rediscovering it. It's pretty complex so I think if you want to play it well, you need to understand the details. Yes, I've played a few scenarios all the way through - not the big ones though, they tend to jam up my computer anyway Maybe I misunderstood the role of the FO, he is just efficient at spotting for and directing artillery rather than using some special communication channels. My idea was that by having an FO on the map, I somehow get more direct access to off-map artillery.
  12. I tried typical, poor and excellent, and also June and September 1944. I have a feeling that I've seen it with an AT gun crew or in a vehicle but can't remember where. Maybe it is more common in CMFI or CMFB?
  13. So, right now I have a situation when I want to direct 60mm mortar fire on an enemy target. If the spotter is Weapons Platoon HQ, to which the mortar teams are directly subordinated: 4th mortar team, within voice communication range (but not visual - it's in woods) ... 5 minutes 3rd team, a bit farther in the woods ... out of contact 2nd team, far away but positioned next to Company HQ (right now out of radio contact with the Weapons Platoon HQ but the game probably brushes over these short-time radio failures) ... the same 5 minutes. So the Weapons Platoon HQ has to confirm with the Company HQ before ordering its own team to fire. Hmm, I was hoping he will just shout orders over his shoulder and save time. If the spotter is Company HQ or its XO Team, again, 5 minutes. So the delay due to Weapons Platoon HQ calling Company HQ first is small, if any. If the spotter is an FO ... 4 minutes. What? Doesn't the FO have to contact Company HQ and the Weapons Platoon HQ anyway? He has no other way of getting through to the 4th team in the woods. I understand that FO is good at coordinating large-caliber off-map artillery, but how can he help with the Company's organic, on-map support?
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