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aka_tom_w

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Posts posted by aka_tom_w

  1. There is a wonderful look at this issue in an article called

    `Mastering Gunnery in Panzer Elite`

    You can find a downloadable copy of it here:

    (its old)

    http://www.gog.com/en/forum/panzer_elite_special_edition/anyone_elses_main_gun_aim_seem_off you will find a link in a post called:

    panzer_elite_gun.jpeg (420 Kb)

    That's the name of the file, its NOT a .jpeg, its zipped (so unzip it) and in it is a file that will open in word, once you edit the name to end in .doc

    Down load the file and CHANGE .jpeg to .zip to open the file

    and PRESTO

    you will have a very in depth look at how WWII tank gunnery optics work!

    There are good pictures screen grabs and examples. (It was a GREAT Game to practice German Tank gunnery as the Tank gunner!)

  2. one factor here might be the Fog of War setting

    Basic FOW says somewhere they "heal" back to fighting condition unrealistically quicker

    Veteran FOW is not a realistic time and it is still "enhanced" but not as quick as Basic

    Elite FOW was supposed to be a much more realistic measure of time meaning they almost never heal or recover from anything but the slightest shock or panic or just a scratch or something like that.

    FOW level is a factor here in recovery times for sure.

    When posting about your alleged recovery times you should always state what FOW level you were using at the time.

    smile.gif

    FWIW

  3. Originally posted by Martyr:

    The only problem I have seen so far with 1.08 is too much friendly fire at night. It's almost ridiculous: bounding overwatch is pretty funny when the covering squad opens up on the men they're supposed to be covering.

    This is not a new problem, of course. It has been with the engine from the beginning.

    I'm just curious but how would you suggest the game be modified so as not to see "too much friendly fire at night"?

    Maybe friendly fire at night is really that heavy? :confused:

    Since the small arms fire does not effect friendlies it would really only be a cosmetic fix any ways wouldn't it? (unless I am confused and they have changed that aspect of the simulation lately and I was unaware of the change.)

    smile.gif

  4. Originally posted by Martyr:

    The only problem I have seen so far with 1.08 is too much friendly fire at night. It's almost ridiculous: bounding overwatch is pretty funny when the covering squad opens up on the men they're supposed to be covering.

    This is not a new problem, of course. It has been with the engine from the beginning.

    I'm just curious but how would you suggest the game be modified so as not to see "too much friendly fire at night"?

    Maybe friendly fire at night is really that heavy? :confused:

    Since the small arms fire does not effect friendlies it would really only be a cosmetic fix any ways wouldn't it? (unless I am confused and they have changed that aspect of the simulation lately and I was unaware of the change.)

    smile.gif

  5. Originally posted by Martyr:

    The only problem I have seen so far with 1.08 is too much friendly fire at night. It's almost ridiculous: bounding overwatch is pretty funny when the covering squad opens up on the men they're supposed to be covering.

    This is not a new problem, of course. It has been with the engine from the beginning.

    I'm just curious but how would you suggest the game be modified so as not to see "too much friendly fire at night"?

    Maybe friendly fire at night is really that heavy? :confused:

    Since the small arms fire does not effect friendlies it would really only be a cosmetic fix any ways wouldn't it? (unless I am confused and they have changed that aspect of the simulation lately and I was unaware of the change.)

    smile.gif

  6. Originally posted by Law&Order:

    Just spend 3 hours straight playing varies scenarios. Really incredible difference, somehow Im doing much better and it just feels sooo much more natural and real, congratulations BF!

    Now on to more challenging stuff, hammertime here I come...

    If you just played Hammertime as the Blue side for the first time in V1.06 would you let us know how it went? smile.gif

    How about an After Action Report? (AAR)

    I would be interested to read a complete and detailed AAR from a good "juicy" battle in v1.06 you know, something substantial like Riesburg where the Red AI gave you are real good tough battle!.

    Anyone?

  7. this book is almost famous and there should be some old thread's about in the old old CMBO forum archives.

    May I suggest for more respsonse to your thread and enquiry here you might put the author and/or book title in the heading of the thread.

    Many folks on this forum should have a copy of that book

    I tried my favourite source and there were no copies available:

    Alibris Used Books

    web page the book is in a bibliography on this page

  8. Originally posted by Stingray:

    Love the 106 patch... the pop up menu (shift key) is really nice. :D

    Some mods may cause the game to hang up with this message "CMSF has encountered a problem and needs to close..." :eek:

    When I deleted my Z file the problem went away.

    I am slowly adding the old mods to find out which mod has a conflict. So far I have added most of my old mods with no problem. tongue.gif

    interesting...

    its possible someone (like you ;) ) may want to post that to the tech support forum with a new thread about mod issues and crashing...

    (maybe)

  9. this time the patch does not overwrite the hotkeys.txt file due to a suggestion (assumption?) that it would be better if it did not.

    I believe it is Charles' intention that your existing hotkeys.txt file NOT be over written by the patch. smile.gif

    (That's a good thing right?)

    smile.gif :cool:

    [ February 04, 2008, 07:30 PM: Message edited by: aka_tom_w ]

  10. You can bet the beta testers will be working (I mean playing) all weekend. (Its that close).

    The beta testers take the NDA thing very seriously, (thus the silence), but when The Creator says:

    "We're getting close. It won't be ready for this weekend, unfortunately, but I'd say mid next week looks pretty certain.

    -Steve"

    ....you can probably count on that.

    [ January 25, 2008, 06:28 PM: Message edited by: aka_tom_w ]

  11. Originally posted by Battlefront.com:

    When I said "weeks" I wasn't counting the week of Christmas :D So it's been about 2 weeks or so by my count.

    We had a "hotfix" patch and rejected it for reasons that will become clearer when v1.06 is released. Don't worry, we aren't going to get into another prolonged kitchensink patch. Testing is going very well so far.

    Steve

    May I humbly suggest that in my experience here, Steve would not make this claim (or post) if it was not true and relevant.

    Don't worry, we aren't going to get into another prolonged kitchensink patch. Testing is going very well so far.
    That note should be greeted as good news by most.

    My guess is the patience will be rewarded.

    ...remember, the patches are free, but when one is available for download, someone has to "pay the freight" on the bandwidth (unless someone out there knows how to get that much bandwidth delievery for free that I don't know about, :rolleyes: so maybe (just a guess) Steve and Charles are just looking for good "bang for their buck" once the final v1.06 patch is ready for prime time. smile.gif )

  12. Originally posted by Bigduke6:

    Yeah Adam, you're right about that, and that reminds me of another one to put in your list.

    If they can't do replay, at minimum they should somehow give players some kind of cue when something critical happens. You know, crew members yelling "****! RPG!" or "Missile! Missile! Missile!" or "Medevac, we've got a gunshot injury!" Should be easy enough to program, it's just more .wav files tied to simple game cues. Because as it is, stuff happens and you have no friggen' idea what, and even though most of your command is left alive all you have for feedback is an enemy marker somewhere. It would increase immersion too.

    I could not agree more.

    This is not unreasonable request with respect to the desire for more user feedback from the game in an easy way to understand, (audio or something flashing or blinking or something) in RealTime play.

    A good point to be sure.

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