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Showing content with the highest reputation on 05/16/2020 in all areas

  1. Well of course it was so rare and amazing that people took pics and here are 3... not hundreds. Look at the troops' faces. It was like winning the lottery is all am saying.
    2 points
  2. It looks like after the initial ranging shots the gun essentially is only ever off by its own inherent accuracy. As the gun fires and the gunner corrects you should likely see some amount of drift on the point of aim. Especially at long ranges. Since you are now dealing the the gun's recoil, any vehicle recoil/settling, and possibly the gunner moving the point of aim to reacquire the target. Now like I said this is the one I'm most unsure about, but the current results feel a little bit too robotic.
    1 point
  3. I'm not sure what the capabilities of the Nvidia controls are, but I was able to achieve it all via Reshade, you can see in the linked video. It's a number of effects like (off the top of my head) ambient light, depth haze, a levels adjustment, a colour lookup table to get the film look, film grain, and SSAO, plus (depending on the screenshot) a depth of field shader to blur out things out of the focus plane. https://i.imgur.com/XTow0Iq.gifv If there's a stubborn enemy position, but you're the reconnaissance company of the main effort, you can just blow it to smithereens. Also a sn
    1 point
  4. ... if you play as the Germans! Don't think I've ever had an Allied tank with a destroyed main gun. Obviously this has a lot to do with German anti-tank weapons slicing through Allied armour like a knife through hot butter but acknowledging your tanks are fragile makes you play them better. On the other hand, the mythic allure of superior German armour might encourage people to play more aggressively and recieve a face full of subverted expectations when they inevitably get damaged.
    1 point
  5. Just imagine the letters if he was on the eastern front... in fact... I’ll post one in the F&R thread...
    1 point
  6. MOS:96B2P

    breaching

    This comes up sometimes. The below workaround may help. If your first BLAST command turns into a QUICK move on placement, select the waypoint and hit the BLAST command again. It should change and stay a BLAST command.
    1 point
  7. Howler

    Bug with HMG carrier?

    The .50cals, TOWs, and GLs mounted on humvees in CMSF2 have always been portable. As soon as you bailout - you're stuck with them even after you run out of ammo for them. I assumed it was the same in CMBS and never noticed what you're reporting. I'll keep an eye out for it the next time I play CMBS. Until then I'd say that was a bug and you should report it. As for CMFI, load up the 'R2V Casili Road' scenario and give it a go. The MG team will only show one weapon while the carrier shows none. Embarking the MG team will again provide an MG to that carrier until the team dismounts. Other
    1 point
  8. Been away for a while... Decided to drop back into CM:BS with the excellent Wrong Turn at Albuquerque scenario. Dragged the Russians into a real slug-fest since I didn't get my Javelins into good covering positions. I found my M136s far more useful. Though a Bradley at close range is a real threat to T-72s!
    1 point
  9. Howler

    Bug with HMG carrier?

    The MG comes back. You lose it again when the MG team dismounts. Seems like the carrier permanently loses it's weapon insofar as "R2V Casili Road" is concerned (my test case). The MG does not come back when another unit embarks... once it's lost - it's gone.
    1 point
  10. Howler

    Bug with HMG carrier?

    Just checked a MMG carrier in "R2V Casili Road" and it does this whenever an MG detachment disembarks. It retains it's weapon when other units are used.
    1 point
  11. I second the request for 'interesting' rural terrain. I'm a big fan of 'heavy rocks' to impede tanks, often tagged as [rubble] for blocked city streets. I also liberally use 'heavy woods' terrain tiles to create no-go areas for tanks. Lately, for CMRT scenarios, I've gotten into mixing up hedges, bocage, light woods tiles and trees to make strips of dense roadside foliage. And yeh, either slightly raised or depressed roads. You really do need to build in the 'mircoterrain'.
    1 point
  12. marklaker

    The outpost

    Currently reading the book, authored by Jake Tapper. Story of COP Keating. Very good read. My son spent 15 miserable months in that AOR with the 173rd, a year prior to the main event. We were just discussing the book a couple nights ago and he told a story of sitting atop a cold windswept mountain watching the COP get pounded with mortars. Said they were only a short trek away as the crow flies, but given the terrain it would've taken them hours to reach it. Ironically, he found himself in nearly the same situation a short time later when on what was supposed to be his last few nights in
    1 point
  13. Looking into this issue!
    1 point
  14. Oh geez. I will check this today. I have all of the scenarios.
    1 point
  15. JohnO

    Stryker campaign

    Been busy testing on the modules. I will see what I can do.
    1 point
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