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Aquila-SmartWargames

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Everything posted by Aquila-SmartWargames

  1. - It seems the bug is limited to tanks with infantry ride capability - while you can bring in soldiers/other crews into the tank in the scenario editor aswell, they reset once you leave the editor deployment mode. - this bug works for all scenarios involving these tanks when done in the setup phase. So if for some reason you ever wished to operate your tanks with infantry this might be your opportunity before it will be fixed. Once the scenario commences it is not possible anymore. - trees are destructible
  2. Great idea by @wgbn1968 uzilizing the underground cover mod to simulate basements:
  3. I am curious aswell on how the probability of CM tank gun destructions compare to reality. Never digged into that. I´ve also noticed that deploying specific tanks into an hull down position might drastically raise the chance to end up with a firepower/mission killed (i. e. gun destroyed) tank.
  4. I didn´t know that this campaign existed. Not that bad as I can play the conversion without any knowledge about what is awaiting.
  5. This is the typical symptom you get across all CM2 titles when a mod with an outdated strings.txt is used. From the cmmods page: "If you start to see really odd equipment and vehicle names, then this mod is out of date and must be updated."
  6. We´ll see if it is really nope and a bad reason to give: 1st Test Run: BMP-2 is not given any orders. TacAI decides to use ATGM and takes out Bradley 2nd Test Run BMP-2 is given a Light Target Command (which is claimed to be not working). The BMP-2 engages the Bradley (No ERA) with the AC. In contrast to the screenshot situation the Bradley turned away from the BMP is in the utmost worst situation, still the Bradley is not penetrated by the 30mm and manages to turn and takes out the BMP-2. The BMP-2 wether was able to pen the flank nor the front of the Bradley (which is claimed to get shredded) It would be the better option to use the ATGM. As I said penetration is possible to achieve and sometimes I even prefer the gunner not to use the ATGM for example when trying to "blind" with fire and because the gunner loves to immediately reload under fire but again its a "tough call" and at least the screenshot incident is far from the description "ingame issue". But I guess some ask questions while solely interested in approval of what they assume to be exclusively true, so I leave it to be as it is.
  7. Now you´re just missing a "bmp-1 weapon choice" thread to complete your collection. - In the screenshot you´re using a "target" command. Give the BMP-2 a "light target" one and it will use its AC - I don´t think this has something to do with LOS. - It is true that the BMP-2 TacAI might use the ATGM even at closer ranges against a frontal Bradley. The ingame A2 Bradley comes with upgraded frontal armor with the goal to make it resistant to 30mm APDS and it is definitely not easily "shredded" as I have seen in numerous encounters. The ERA ones are even worse. You can definitely take them out with the 30mm in this circumstances but for me it is rather a tough call for the TacAI and not a strange one. However again by issuing a target command instead of a light one you´re enforcing it to use its ATGM.
  8. Thanks, the linked thread and the manual it contains (https://docs.google.com/document/d/1YZ39BeorPrMA5TM9V1DeQIIsHaMS9qIdFMLFQTbTea4/edit) was exactly what I was looking for. The idea to give players the choice to go either for a more historical or a more exotic/diverse OOB is very welcome. Looking forward to play Alarmeinheiten and maintain 2nd Bn’s CP.
  9. If you provide me a link directly to a upload page, I can uplink the files and share it to you
  10. That is possible. I can´t remember exactly how the testing played out in the video but if I recall correctly the skirted Pz4 was very hard to damage/knock out while the Panther at some point showed result which then brought up the idea that it might have something to do with individual differences, weaknesses, or what spot on the tank the liquid manages to make contact with. However with such a small sample size all of this could be coincidental.
  11. In the description of the Panther/Flamethrower Youtube video is a link to the full testing footage
  12. These botched models where for example metadata was missed to be imported or exported bug out as soon as they "move" in some sort this can be start driving or when a AT gun starts to turn/adjust its gun. I think that is the reason why it was perceived here by some that the gun bugs out when an enemy vehicle or unit is present on the map: because it then targets something. It here however it is 800mb big and my dropbox is full so if you want it you need to organize something where I can upload it
  13. It could depend on the tank model, I just did testing on a limited sample of attempts and vehicles but some seemed to be almost impenetrable for flamethrowers When I did the full testing video I remember that I did some research out of curiosity on this topic. I recall that I´ve read an article that prior the war there was some testing done on using flamethrowers in a primary AT fashion and results were achieved with the burning liquid penetrating into the inner compartment through niches. However it seems that this method never developed into something serious compared to the wide-spread use of launchers and (DIY) throwables which might utilize on the flame/flare effect aswell in order to stun, immobilize, or entirely disable tanks. In short: possible but likely not viable. Concluding upon this limited and short research it seems that the CM simulation nailed it pretty authentic again.
  14. Yes the flamethrower vs tank, an interesting situation. In the video situation it was indeed hit by a Stummel HEAT round the same time. It deemed me when I checked the casualty statistics afterwards. Depends, if for you "useless against tanks" equals there is no way to harm a tank with flamethrowers in CM than no this is not the case. If you define it by being absolutely not reliable when dealing with tanks than yes as achieving an effect on a tank with a flamethrower might be a matter of luck with low chance. The flamethrower fired at the tank. I did an experiment video ago and possible effects on a Panther tank can be seen condensed here. The chance to achieve such effects in this specific Panther case was low. The chance might depend on factors like vehicle model, engagement angle etc.
  15. It is the last scenario of dragonwynn´s campaign "Thunder Over Ponyri"
  16. There is no need for you to fear anything as CM will look exactly like how the individual players pleases to setup their graphics. Look I know that you follow me around with your banter because I can imagine that you´ve by now noticed that you got banned from commenting on my Youtube channel for multiple rude and almost identical spam-like comments and now look for a way to air your steam. Perhaps it helps to settle this when I let you know that I am absolutely not interested in your opinion about my things, won´t change my decision, and whatsoever want the least have to do with you. Furthermore it would be also utmost pleasing if you stop stalking my place and simply spent your time elsewhere with something that suits your preference. Despite this I have nothing to discuss with you and do not wish you derail that thread for this further. Thanks, they´re by Mord and they are a must-have for me. Looking forward for Fire & Rubble
  17. Some Material in order to get hyped for the upcoming Fire and Rubble release:
  18. Thanks but I´m fine as I already have it with the same timestamp as you guys
  19. I´m into CMBN since release but sailed along with V4 right from the bat to this very day across all titles and never payed that much attention to the difference in this regard. I forgot how things were back then. To most extent I´m happy with it even when playing hedgerow warfare and older campaigns. Is the retreat mechanic for low morale/quality troops very different between v3/v4? Playing some of the very huge campaigns with troops that waver quick the sometimes erratic retreat mechanic can make it quite work intensive at times for me.
  20. Good idea, same here. So I guess the recent CMBN install files ship with the updated campaign as the thread about the update was created in 2015
  21. The only thing that I incorporated into considerations is vehicle hulls or at least the turret facing should point into the direction of presumed enemy contact, despite the obivous reasons my experience indicates to me that they spot less good on flanks and rear, especially in the distance and also close-by when the cmdr is not opened up which would naturally make sense aswell. But I never payed attention to arc sizes and also perceived them to do no/little difference in spotting and often use circular ones and just the arcs when facing is needed but with @Bulletpoint´s and @Erwin´s additions taken into account it makes me wonder. About this "target arcing" enemy contacts, I also sometimes had this impression but dismissed them as being coincidental. If true this could mean you could "focus beam" attention on tentative contacts or suspected enemy positions in order to quicker get results or get them at all. At lot of scenario styles like ones emphasizing reconnaissance would get a complete different meaning for me. Although to some extent I do hope it practically makes little difference as I am not sure if I would welcome the additional micromanagement of always keeping target arcs in shape. Nevertheless you never done learning in CM and I will pay more attention to this. This reminds me somewhat of the testing I did with the BMP-3 radar in order to locate concealed infantry units. I´ve made a video about it: https://www.youtube.com/watch?v=unTyMNPIGLc
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