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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them
weapon2010

Is there Validity to these Observations?

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16 hours ago, Sgt.Squarehead said:

A great big chunk of metal travelling at several multiples of the speed of sound is a much trickier prospect to disable than a guided missile; a single 1mm fragment through the liner of a shaped charge will render it ineffective

That's a fascinating fact. Do you have a source?

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Posted (edited)

Yep and I've posted it here before, I'll see if I can find it again.....To summarize, (IIRC) the formation of the jet requires a very precisely timed detonation of a very precisely shaped charge, a hole in the liner messes with the formation of the jet reducing its penetration massively.

After some trawling I found it again.....You'll find the relevant diagrams and sourcing in this thread (dealing with ERA):  http://sturgeonshouse.ipbhost.com/topic/1528-no-nozh-doesnt-work-as-advertised/

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My mistake though, the fragment modelled was 5mm in diameter not 1mm as I erroneously stated.

 

Edited by Sgt.Squarehead

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8 hours ago, Sgt.Squarehead said:

My mistake though, the fragment modelled was 5mm in diameter not 1mm as I erroneously stated.

Yes I thought that sounded a little bit too small, but I'm no expert. This stuff always boggles my mind. Thanks for digging up the source and the pics, I appreciate it.

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Posted (edited)

I've been trying to locate similar information on the effects of damage on EFP/MEFPs, thus far without notable success.....If anyone has anything on this subject I'd be very keen to see it.  B)

Edited by Sgt.Squarehead

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Posted (edited)
On 28.12.2017 at 11:40 PM, IICptMillerII said:

It’s a whole lot more complicated than just pointing the gun in the right direction. And even that is easier said than done. There is a reason most modern armies abandoned the ATG promptly after WWII ended.

There is exists a term "readiness time for firing from the march" or "readiness time for firing from unprepared position". Exactly by this situation is measuring time of AT guns deployment. For example, in CMBS initialy MT-12 has 5 minutes of readiness and 7 minutes of limbering. But official army normatives say about 1 minute of preparing to fire from the march for "good" mark. In real, trained crews are easy reducing this time to 45 seconds. Thanks, now this fixed. I remember my angry, when in CMBB soviet 45 mm AT gun must spend about 2 minutes each time after it was moved even on 10 meters, though this gun allowed to fire almost at once.  

Here is for example of UKR MT-12 deployment from the march: 

 

Edited by Haiduk

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The thing to remember about AT guns in-game is that they are always pushed at the same speed in every situation and condition. So yes, it's slower than in reality in some conditions but faster in others. You can push a 76mm gun up a muddy hill with half the crew hors de combat.

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I've always been of the opinion that if you are moving/deploying AT guns in sight of the enemy, you are using them wrong.....This isn't the Battle of Waterloo! 

just saying.  ;)

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3 hours ago, Sgt.Squarehead said:

I've always been of the opinion that if you are moving/deploying AT guns in sight of the enemy, you are using them wrong.....

Mid to late war I think I would agree with you. Early war...maybe not so sure. If the germans wanted to set up blocking position they might move into position, deploy quickly, and begin firing.

Michael

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18 hours ago, akd said:

Not disagreeing, but LOTS of cuts in that footage, and all they were doing was unlimbering on a road.

Of course, cuts are present, but normative is 1 minute. 

 

MT-12.jpg

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6 hours ago, Sgt.Squarehead said:

I've always been of the opinion that if you are moving/deploying AT guns in sight of the enemy, you are using them wrong.....This isn't the Battle of Waterloo! 

just saying.  ;)

45 mm gun is battalion level weapon, so its anyway will be operate in sight of the enemy. As you know, crews of these guns called its "goodbuy, Motherland", because a chanse to survive was too low. 

In summer 2014 happened ineterst fight between MT-12 and T-72B mod.1989 in Luhansk area. Our checkpoint was attacked with enemy armor and MT-12 have time to make 11 shots and at last hit the tank in lower front hull (the tank was decomissioned after the battle). Next close explosion from other tank badly damaged the gun and crew abandoned it. Some later In Ilovaisk area MT-12 gun, deployed aside a road and masked like a bush shot out Russian 8th brigade convoy and destroyed rare MTLB-6MA and two usual MTLBs.

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Well, in documents you can see a lot of examples when Soviet infantry assault was supported by artillery "on wheels", when guns followed infantry. There were no STUGs in Soviet rifle division. In CM it is impossible, crews are decimated from 800m, as they just walk and don't hide behind gun shields...

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39 minutes ago, DMS said:

Well, in documents you can see a lot of examples when Soviet infantry assault was supported by artillery "on wheels", when guns followed infantry. There were no STUGs in Soviet rifle division. In CM it is impossible, crews are decimated from 800m, as they just walk and don't hide behind gun shields...

I suppose AT guns were used in much more flexible ways in real life, but I guess they are sluggish in the game mainly for gameplay reasons.

Edited by Bulletpoint

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4 hours ago, DMS said:

Well, in documents you can see a lot of examples when Soviet infantry assault was supported by artillery "on wheels", when guns followed infantry. There were no STUGs in Soviet rifle division. In CM it is impossible, crews are decimated from 800m, as they just walk and don't hide behind gun shields...

+

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