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aka_tom_w

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Posts posted by aka_tom_w

  1. This was written a few years back by a guy who used to post here years ago. I don't know where he got his numbers from, but he is very knowledgeable on the subject:

    ***

    Up until the late 1930s the standard way to make lenses employed a series of concave and convex mirrors usually two back to back pairs.Each lens lost ~ 10% clarity with the limit being around 40% reduction before clarity became seriously impinged. Also the more lenses the more restricted the field of view. In 1938 the Ziess company pioneered a technique for introducing Argon gass coating over the lenses that cut this per less loss to about 3-4%. What that meant was that german sighting systems with 4 lenses were as clear as western sights with 1-2 lenses. You can see it in the comparison between maginfication and field of view. For the same magnification they achieved twice the field of view...thus making it much easier to detect and acquire the targets in the first place.

    No other country did this until after the war. The germans shared this technology with the Japanese who turned around after the war to make such bloody good camaras

    -- Paul Lakowski

    Excellent, thanks for sharing. Great information. :)

  2. Don't get me started on German Zeiss optics.

    I would just like to say one thing, in Toronto Canada when I went to get a root canal done on my sore tooth, the dentist looked through a large mobile dental microscope device, and on the side of it is boldly stated "Zeiss Optics" and when I mentioned the Zeiss name to the dentist he said they were they absolute best optics for dental root canals and he would have no other kinds of optics in his practice.

    http://www.meditec.zeiss.com/C1256CAC0038CEFF/ContainerTitel/Dental/$File/optics.html

    pico-banner.jpg

    Of course everyone knows the WW II German tank optics were made by Zeiss (right?)

  3. Acting like a... Terminator tank (after spotting my Sherman, it quickly rotated turret - with maximum possible speed - and then a quick, precise shot just split of second after the turret stopped rotating).

    If this is something that other folks are seeing perhaps it needs its own thread as an issue to be looked at, but if its just an isolated incident then that's the way it goes I guess.

  4. Badgerdog would be the person to ask. But the few personal accounts I have read indicate there was a significant difference.

    *

    There was always a lot of talk about the effectiveness of the German tank guns against us. It is true that they had to stop to fire, but they started firing from 1,200 to 1,500 yards (1,096 to 1,371 meters). Their first shot was always a hit. We, on the other hand, had to get within 500 to 600 yards (457 to 548 meters) to be within effective firing distance, and even our best gunners needed at least two shots before they could score a hit.

    Our CO (commanding officer), Captain Jimmy Leach, sent the platoon sergeant down to my tank during one of the lulls between German artillery barrages, and he hollered up, 'Hey Sator, you speak German?' 'Yeah, why?' I answered. 'The radio in that abandoned German tank (Pz.Kpfw.IV) back there is alive. Captain wants you to listen and see what they are talking about'. So, I went with him. Sure enough, when we got there, you could hear the radio squawking. I climbed in and put the gunner's earphones on. It was difficult to hear, and because the guy was talking in a strange dialect, I could understand only a few words here and there. Then I saw the gun-sight and I figured I might as well look through it while I was there, and as soon as I did, almost immediately, the realization came to me why the German tank gunners were so accurate. 'Shyte, I wanna go home' is the only thing I could think of at the moment. Their sights were so far superior to ours that we didn't stand a chance."

    -- Tom Sator, US 4th Armored Division

    EXCELLENT Quote.

  5. Yes, I think Vinnart is on to something good here. :D

    Lt Bull, I think the problem may be in how you are navigating the game. TRUST me if you take my advice you will be navigating, and finding units VERY fast! I have played TOW and other RTS games, and I navigate just as fast in CM. I played in international RTS leagues with a game called Sudden Strike, and was undefeated in all my team games with many times being the key guy to break through the line. I was a “professional” RTS player in that game so I know that speed of command and control is key to victory. Part of why I won so much was because I was faster than my opponent in controlling my units.

    First, you need the right equipment. Not only for this game, but any others you may play. Look at it like baseball. If you want to play you need to have a glove even though you can catch the ball with your bare hands. If you want to play games efficiently invest in a mouse with as many programmable buttons (mine has 9), and a Nostromo52 speedpad. I know you are all saying why should I have to buy these extra things? See my baseball analogy. With these things any game can be made to control fast, and they can overcome poor keyboard control layouts.

    How I navigate and find units efficiently: All my buttons on the mouse are for camera controls except the forward/back buttons. These are for cycling forward and backwards through units (+-). Center mouse key is the “Tab” key to center over unit. The rest of the keys are preset camera control 1-6. I usually keep the camera around the 3-4 positions. From there to find a unit I select the unit icon and hit my button to center camera over unit. The camera immediately flies to being centered over the selected unit, and I can see the bases light up showing the exact location. If I want to drop to ground level I hit a button. To go back to 4 for more of a overview I hit another button. It is as easy as that, and you are immediately where ever you want to on the battlefield to find units with NO problems. Just select an icon, and hit the “tab” button and the selected unit is center on the screen.

    Ordering efficiently, and more camera controls: The rest of the game ( or any game) controls go on the Nostromo52. Here I have all the most common commands tied to the hotkeys. I have the zoom in/out tied to the N52 scroll wheel. Another IMPORTANT camera hotkey that is tied is F12. This key allows you to select the previous unit selected different than cycling, which is in formation order. With this you can jump between controlling two units very quickly. You can also use it to jump back to your friendly if you have an enemy selected. Also use this key if you accidentally deselect your previously selected unit.

    Take my advice and you will be controlling this game with complete ease. FAST, and efficient! It takes a bit of upfront experimenting in how you want to set up the hotkeys for the devises, but once you do you will see a BIG difference in how you control a game. Hope this helps because I have no problems finding units any differently from TOW. Could the icon be improved, and overall situational awareness? Yes probably, but it is in no way a game breaker especially if one navigates as I have suggested.

  6. That sounds and looks somewhat like the flight plan characteristics of the modern day Javelin Anti tank missile, except that is only available in CM:SF.

    And here we see the round take gentle arc instead a sharp turn up then quick dive down on to the top armour of the tank. (correct?)

    The chances of that kind of top rear deck hit must (I hope) be much much higher than 1 in 100, I would hope that was a 1 in 1000 freak hit. IMHO FWIW

  7. I hope everyone here will understand Steve is on top of this issue, Phil gets it and so does Steve, without compromising the NDA the beta testers have been ALL over it, but like every thing else it takes time, LOS OF TIME, and testing and Steve mentioned it's an issue and with new work and improvements on the entire UI it could/might/should be addressed in the a future release or patch.

    Please trust me [ fanboy mode on] they get it, but the solution will not be fast or easy and a kluge or ANY FORM of kluge, (meaning quick and easy fix or faking it") is OUT OF THE QUESTION.

    Please trust me Steve and Phil really get it and the solution is not easy, but they are working on behind the scenes..... FWIW, IMHO..etc.

  8. The problem with QB maps is that the designer doesn't have the luxury of knowing force-composition beforehand. There are multitudes of subtle factors to take into account when putting a defense together with the forces at hand.

    My point is that human, context-sensitive deployment is best, and you get this in pre-baked scenarios. If it were solely up to AI, deployments would be routinely bad, we have seen it game after game.

    Good Comment, this point sort of highlites the root cause of the problem here, that is the UNREALISTICALLY high expectation of the ability of the game to make you happy playing QBs. Quick Battles and quick battle set ups SIMPLY CANNOT be the same as a competent human, context-sensitive deployment, PERIOD. The game has plenty of fantastic pre-baked scenario's. These scenario definitely showcase the games talent and potential and all its strengths with respect to how the AI can be scripted by the designer, with the MAP features and the strengths and weakness of the units (one each side usually) in mind, in a thoughtful and context sensitive manner.

    Why criticize the game for what it is perceived to be lacking while focusing only on playing QBs?? Why not try one of the campaigns or play test a few pre-baked scenarios OR better yet why not try to design your own scenario and try your hand at scripting the AI yourself to see how its done, THEN play the battle against your own AI plan? FWIW

  9. I have played both Carbide Carbide and Huzzar! and without a doubt the quality of detail and depth of map work and AI planning in both are superb. Excellent work!

    Thanks George! They are two FANTASTIC scenarios! (I am sure Busting the Bocage is spectacular as well, but I have not played it yet.)

  10. akd is correct, you can't really talk about this in any meaningful way unless you start by stating what Fog of War level you are referring to.

    These not generic "AI Difficulty levels" as some have incorrectly assumed.

    They are Different levels of Fog Of War (or spotting and communication and timing of recovery) that become more realistic the higher you go.

    akd is correct in his post

  11. CMBN17.jpg

    CMBN21.jpg

    Do you see him ? Well, this cracky Commander did !

    CMBN08.jpg

    They almost made it but an incoming Panther took the shot...unfortunate seconds later they were taken out by an unseen pineapple thrower.

    Very Nice

    You are Good at this!!!

    Show us some more, maybe in the sunset or sunrise to spice things up a bit with silhouettes. hint hint. ;)

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