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gunnersman

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Everything posted by gunnersman

  1. Are you sure it was a bazooka? Could it have been another AT weapon your units may have not spotted yet? 220m Is a heck of along shot for a bazooka. Very long. Not that they wont try. CMx1 and 2 are known for lucky/frustrated/amazing shots. Such is life.
  2. Outstanding Martin Krejcirik! Thank you. Just to clarify, in the 60mm Mission: Harrass ROF = 1 round every 18 seconds Quick = Max of 6 rounds What is "7m"? 7 or more?
  3. So true. What I like to do is self impose restrictions to make it interesting and fair (if I'm up against the AI). I treat all of my units as if they do not have the benefit of me (the God like being who knows all and sees all ) If I select a unit and that unit does not have any contact reports that other units might have then I will not do commands such as area fire on a location where a contact report has been handed via word of mouth or radio.
  4. I remember conversations in the CMBO forum about armor not being accurate enough. Or at least the misses counted way more than the hits in ranges around the 500-1000 meter mark. The reasons given were because of bad visibility (trees, smoke, dust) as it should. I made the argument, and I think it applies here as well, that with the muzzle velocities of AP shot at around half a mile a second, the trajectory would be very flat at these distances. Unless there is a 500mph cross wind (804Kph for the European folk ) I would imagine the hits would be more than the misses. The only serious reading I have done as far as armor combat is Wittman's book. I forget the name. But it stands out to me how many one shot hits his crews had at distances greater than 500m. And against ATGs on the eastern front, no less. (But as far as I can tell it could be written that way for brevity's sake) As I read these accounts I remember thinking to myself, "Why the hell can't the Shermans get hits like this in CMBO?" Back to the West front: And then there are the large number of losses of Panthers and Tigers when reading after action reports of large engagements. I know I'm speaking in generalizations here. But the point is it occurred to me that if Shermans fought in WW2 like they did in CMBO, it is amazes me that Panthers and Tigers had any losses at all! (if it werent for air support of course). When compared to CMx1 one always had the impression that the Sherman was damn near impotent. Not so much in CMBN.
  5. You are trying to shoot the Panther with a WP round? Or are you trying shoot in front of the Panther? If you are trying to shoot at and hit the Panther with the idea being to make the Panther crew bail out then that sounds like something that needs extra code. Sounds like extra work. But would be cool to see. But doubtful.
  6. That's about the limit of it. However I do believe there are some models that have damage skirts and such built in as part of the model. But not as a result of damage that occurs during the game.
  7. Of all the things that were also in CMSF, visible damage is also NOT in CMBN. The "Theater of War" series of games have it. But not CMSF or CMBN. There is a tab on the GUI showing which component of a vehicle is damaged or destroyed. But there are no graphic representations showing damage on the actual vehicles. None. Nada. Zilch.
  8. The thing about any building is the windows the occupants shoot out of are going to be the same windows soldiers are aiming at and shooting into from the outside. That is the downside of using buildings as cover. Windows are bullet magnets / funnels. Of course if prepared properly before hand any building can be a fortress. There is a link around here somewhere to a video of post WW2 German/NATO(?) soldiers prepping a building for defense from an attack. Interesting.
  9. I've been getting this too. The only way I found to solve it for now is to delete some saved games. That seems to work. Don't know how or why. All that I know is the problem started when I attempted to save a game during "Bloody Dawn". I had already saved 24 times and was on my 25th attempt (+1 from a prior scenario) when I received the out of virtual memory report. I restarted the game and attempted to restart the saved game from the 25th save file but it did not work. I tried to restart the same 25th save file twice. I noticed the last saved file (25th file) was half as large as the the rest of the saved files from the same scenario. So I assumed it did not save properly. I then erased that last saved file. I restarted the game and restarted the 24th save file and all worked fine...for a while. I would momentarily get another out of virtual memory report after another 10 save games or so...there about. I would then erase the 5 save game files from the top of the save list. It would work after that. I had run that same evolution once more, until I beat the scenario. I normally try to save after every turn. I might forget once in a while, but I usually get most turns saved. I have started at the top of the scenario list and gone down starting with "A Delaying Action" and skipping "Barkmann's Corner". I did not play the tutorial. I have only experienced this with "Bloody Dawn" so far. I plan on starting "Bois de Baugin" soon. HP Pavilion Laptop dv6 AMD Phenom II N620 Dual-Core 2.8GHz Win 7 64 bit 4 GB Ram Hope this helps.
  10. And there you have it. I was thinking there was more to it. But that's about it. What you quoted does ring correct with me. When I play the AI i make it a self rule I cannot area fire with one friendly unit at an any given area unless that unit has a contact report from a friendly showing the faded contact report. Unless in circumstances of areas where I suspect the enemy may be such as during the beginning of a scenario when there are no reports to begin with.
  11. what the hell am I thinking. The main difference is contact reports. I can't pull up the manual on my phone. I'm at work. But I think it has to do with all contacts basically looking the same. Instead if a MG team getting an MG icon, they get an infantry icon. Same with AT guns, mortar teams and such. But it's kind of pointless when the unit info window tells you what the unit is when selected. I think that's about it. I may have left another feature out.
  12. I don't understand why you would need to do this. It's simple enough to click anywhere on the map that does not have a unit in it and as long as you do not have a command selected. The current unit selected is de-selected and all other units pop into view ( of the player). I exclusively play Iron. The difference is at the unit level. The units do not receive spotting information (or other) as quickly through the chain of command (radio, audio, hand signal). When I say spotting I mean to say enemy contacts, not spotting rounds.
  13. I'll second what Jaws said. I look at it as one of those features in the list that is good enough without spending too much programmer resources that could be used somewhere else. I've employed all that is said here. I'd make a couple of more suggestion; On long straight aways, it seems to keep the vehicles on track if you put another way point midway. And turns; don't make sharp turns, but round them out with a couple of way points; one before the turn in the road and one after. I've never fully tested. But it SEEMS to help.
  14. Oh man I thought I was slow! I have to admit my game play is measured in hours. Many many hours. I played the second scenario last night and it took me a better part of 5 hours. That is a one hour scenario.
  15. I have to admit, when framed against past posts, I thought Steve came on a little strong myself. Didn't strike me as very diplomatic. That doesnt mean you have to kiss butt. But I guess it's a matter of perception. But then again...It's friggin' Normandy! Of course it's hard! I have no problems with path finding myself. On another note, print screen does not work for me either. It only takes pictures of my desk top or another open window. I can never take screen shots of CMSF. Although I have not tried it with CMBN as I have Fraps now. Windows 7.
  16. I know it's a pain in the butt and a roundabout way of solving things, but it looks like the editor would be a good place to start. Looks like a job for some talent to take pictures of what is what and make a cheat sheet for the player.
  17. To add to Lanzfeld, its redundant. The whole point of the assault command is when your squad is not split. Otherwise, if they are split you can attempt an assault leap frog on your own using the pause command. Otherwise the assault command handles the split teams for you automatically, but with out splitting them with the split command.
  18. Are engineers suppose to be able to clear hedgehogs? I've set up a little test to see what engineers can clear or blast. I've tested them with bunkers, barbed wire, mines and hedgehogs. And I have not been able to get them to do anything with hedgehogs. I have attempted to blast them. I have left the engineers in place in the same tile with hedgehogs for several minutes to see if anything happens. Nothing. I take it hedgehogs were not that easily removed?
  19. The ping is there! It's faint, but it's there! And beautiful!
  20. In regards to timing, that is something you find through experience. There is nothing that says X event will happen at this time. But as bodkin says, you are able to pause your units to try to coordinate events to happen. For instance, you may pause your Sherman so that it does not start area fire until 30 seconds has passed. Same for movement of your units. You may also pause at waypoints; lets say you have 4 different waypoints, you can give a pause command at each waypoint. There are many possibilities all in an attempt to get as complicated coordination as you want.
  21. Fun read! I was surprised to hear the outcome as well. Thanks!
  22. Using my iphone as a hotspot + flashget. I started about 30 mins ago and I'm halfway there.
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