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gunnersman

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Everything posted by gunnersman

  1. Yes, it is ashame. I wish there were iron sights or a view looking down the barrel at least.
  2. I just popped in the cd and played the second campaing mission again. That SU100 is real pain in the butt. At long ranges it seems to be able to take a pounding from 85mm AP rounds. But there is only one SU100. A tough one at that.
  3. Yea, seen it. Looks too arcade-ish for me. Anytime you play from strictly 3rd person view = arcade = no fun for me.
  4. I still like to play. I just dont play as often. Got other things to do as well. Id play more if there were more custom missions. I still havent mastered the mission editor yet. I tried, but got frustrated and put it away for now. I will try again later.
  5. Daskal: Finally had a chance to view the videos. Its nice to be able to see cool Russian equipment ever since the Iron Curtain came down. They really like the "Mission: Impossible" theme. Hehe. It was interesting to hear the "Hawaii 5-0" theme song for the T-80 as well. :cool: Thanks for the link! Great Stuff. I still havent mastered the mission editor. Havnet had much time with some of my studies and all. I would love to play your custom missions. I always wanted to make a mission with just T-34's , Su100's, Super Shermans, and riflemen. I would maybe put some light armored vehicles as well, for good measure. A quasi WW2 mission...I guy can dream!
  6. Heheh..I can see some of the old farts here squirming. Wait....that includes me...ah hell...
  7. Oh cool! Thanks Tankski. I was not aware of this mod for Operation Flashpoint. I havent played OF in forever. I will have to check it out. Is it the same game with Eastern Front figures or is totally different, different scripts, different objects. Is it a game all its own with the OF engine?
  8. Yea 2 mins is very very VERY unrealistic but it sucks when you are out of the fight too. Its a game! There has to be some give and take. At least they made the repair time adjustable.
  9. What do you mean? Do you mean as in try to save them? If so, why not have something setup in the code to where a random "roll of the dice" (for lack of a better term) has a brave soldier try to save the wounded, drag them to safety, etc.
  10. First...dont ram buildings. There is a setting in the configuration that allows you to adjust the time it takes to repair your tracks. I think it is default to 2 mins. So it takes 2 mins to repair your tracks. All you need to do is sit there and wait. You dont need to actively do anything like push a button really fast. You can increase that time or decrease it if you would like.
  11. Bloodybucket, I think they DO believe there are AND will be "niche players". That is part of the idea of CMx2. The way I understand it, CMx2 will not have modules just to extend the Combat Mission name and give it more life, BUT, to have something for everyone to play and enjoy their particular niche. The whole CM "expirience" is a result of some guys who were interested in WW2 battles and wanted a good computer game that modeled WW2 battles on the company level in the ETO. Coniencidentally that is why you will never see the PTO as far as CMX1 goes. I think CMAK was even made because of popular demand. In the case of CMBB there are those who loved to play the Finns against the Russians, or the Hungarians, Italians...what have you. With CMx2, instead of giving you the whole Eastern Front, you get a specific battle of Finnish/Russian front (on the compnay level) or a specific battle of the Hungarian/Russian front etc, etc. Ooooorrr, instead of all of Vietnam you get the Tet Offensive or the battle at Ia Drang valley...(to keep in the spirit of Steve's misdirection ) The modul aspect of CMx2 can be also be partially sumed up like this...The F/A-18E Superhornet is designed to be easily upgraded to accept new and better software/hardware for weapons systems that do not exist yet. That might be a bit too much. The point is "Forward thinking". So yea, in the case of your enchilada metaphor...they will be taking small bites instead of REALLY, REALLY, REALLY,REALLY,REALLY ...... REALLY big ones. So, in short, CMx2 will attempt to scratch everybody's itch over time and let the developers keep some of their hair...except Matt. Did you read some of the post Aka-tom-w(?) reposted of Steve's bones about CMx2? if you havent, you might want to check it out. It explains the philosohpy behind CMx2.
  12. Like who? "Steele Beasts" is as close as it gets. And they dont model penetration like BoF does. SB does model interiors, and accurate mechanics of the M1A2 and the Leopard 2 as well as ballistics. But their emphasis is more on AFV tactics. The SB battlefield is totaly different than BoF and is optimized for that. You also dont get smoke and dust that obscure vision in SB like you do in BoF. You can alleviate the AI gunner problem by hitting "2" key. That will tell your AI gunner to hold fire. It can be turned off. I think it is "T". All can be adjusted to your liking. The cloud shadows or other shadows? In any case I think they are well done. Thats opinion. Treelines need work, yes. I think that would be cpu intensive. I agree. It seems to me you are just looking for things to complain about...and thats ok. You dont have to like it. To each his own. [ September 06, 2005, 05:37 PM: Message edited by: gunnersman ]
  13. I never played the demo and I have the full game. Yes, the driver AI leaves ALOT to be desired, but that is easily overcome by driving the tank yourself from the driver's seat OR using the driver command keys from the gunner or TC position. If you use driver command keys the driver is not as...shall we say... epileptic? It is much easier to use. The whole line of sight thing is a bit annoying as well but its not that bad. There really are hardly any situations in the game where that presents itself, with the exception of the foliage. But you can remove that. As I said in another post, I think its pretty good for a game that came from a small indy developer. Plus...ITS THE T72! Id really love it if they made a WW2 version. It would be perfect.
  14. Pg 37 in the Manual that came with the game, at the bottom. Yellow = Hollow Charge (Im assuming this includes the HEAT and ATGM) Red = Armor Piercing Blue = HE Offwhite= Kill shot (the shot that destroys the vehicle) Green = non-penetrating hit
  15. Red = AP shots Yellow = HEAT shots Blue = HE (Usually fragmentation from the shell) Purple = ATGM ( I think) Offwhite = Killshot (The shot that actually completely destroys the vehicle.) The length of the colored line is the extent of the penetration. So a short line means there was a hit but the missile/fragment/AP shot did not make complete penetration. Where as a long line means complete penetration. And if the line goes completely through the vehicle then the round went completely through the vehicle or that particular part of the vehicle. The circle shows actual point of entry. (In case you didnt figure that out for yourself already)
  16. Thats not always necesarily the case. The maps in this game dont get much bigger than 2Km anyway. At any rate the terrain depicted in this game makes it difficult to allow for engagements too far beyond 1500m. Not to mention the average rig wont be able to handle the graphics needed to depict the territory needed to fight at those ranges.
  17. For ammunition identification, from top to bottom on the ammo selector in the gunner position: AP, HE, HEAT, ATGM, MG.
  18. I'll do my best to explain here. I am going to assume you know nothing just to cover everything, so please dont be insulted. I will explain two possible ways to determine range manually. Here is one way. Below is the Tank Commander's binocular view. Circled is the graduated range finder. Each number is the range in hudreds of meters. 8=800 meters 12=1200 meters etc, etc. How the range finder is suppose to work is you place your target on the bottom line that runs across the bottom of the binoculars (right above the 2.7 that is circled). Your target must fit in between the bottom line and one of the dashed lines on top with a number above it. Where your target fits best, is the range. Now, notice the circled "2.7". That means the space between the bottom line and the dashed lines on the range finder is for an average height target of 2.7 meters. So if your target is 2.7 meters in height, your range will match exactly the distance to that target. I In other words, if your target is exactly 2.7 meters in height and it fits exactly between the bottom line and the first dashed line with the "8" above it, then your target is exactly 800 meters away. This pic is of the T72's main gunners site. This is what you would normally use when your laser range finder is working. In this particular pic the sight is zoomed in to maximum magnification. The range finder for this site is circled. It works the same way as the TC's binocular range finder. The problem with this sight is, if your laser range finder does not work, you get only the range marks for the HE (on the left) and the MG (on the right). That is the bottom vertical line. This particular site is the back up site for the HE and MG. There are two other sights just like this one except they are for AP/MG and HEAT/MG. You can cycle through the different sights by pressing the "Page up" and "Page down" keys. How do you actually adjust range you ask? The way to do that is first, press "Ctrl-W". What that does is make so you can manualy raise and lower the barrel without changing the view of the sight itself. In short, the barrel will move independently of the sight. Here are the steps you will need to take to hit your target. 1) Find your range using the manual range finder in your sight. 2)switch to the appropriate sight to the shell you want to fire at your target. 3)press "Ctrl-W" 4)You can now use "U" and "I" to raise and lower the barrel to the range you need. But you have to press "Ctrl-W" to do that. 5) You can set the site to the range you need with the numbers on the side. The horizontal line above the letter of the shell you are using is the line you will set the barrel elevation to. 6) Now place the tip of the triangle on your target and your round should hit....theoretically. That being said, it never seems to work for me. Soooo, the other way to find range is to simply use your MG. 1)Choose the sight of the shell you want to fire at your target. 2)Press "Ctrl-W" 3) Use the MG range elevation numbers on the right hand side to walk your tracer bullets from the MG to your target to find the proper range. When your bullets from the MG start hitting your target, you have found your range. 4) Now all you have to do is go back to the left side of sight and input the proper range using the "U" and "I" keys. This pic is the same as above. The Russian Cyrillic letter for "MG" is circled. It looks like an upside down English "U". I hope this helps.
  19. Well, the game was not designed as just eye candy. That eye candy came with alot of emphasis on physics, penetration models and attention to detail to the vehicle models to give the game a certain level of realism not found in any other modern tank sim today (with the very close exception of Steele Beasts, that put more emphasis on tank tactics though. Not to mention the fact you get to play with a T34, T55 and a T72!). Which I think is one of its biggest short comings. If you put alot of emphasis in one area you will subtract from other areas, like a decent campaign engine. A campaign engine is what seems to give a game a certain level a replay-ability. That being said, what can you expect from a small Russian, independent gameing company without alot of resources to give the game that certain depth? I think they did a damn good job, considering they didnt have the resources of, say, Blizzard, or some other large company that does it just for the money. Then again, Im an outsider looking in. That being said, thanks for keeping the forum alive.
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