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Posts
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Joined
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Days Won
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Everything posted by Bil Hardenberger
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Good job Julio, a very good presentation. I think you did a good job with your tactics, however I would have used my Bradleys in a more standoff manner, to keep them at longer range for the ever present RPG threat. I also would have used area fire on any immediate buildings with LOF to the buildings my infantry were clearing... rather than the covered arc technique you used. Better IMO to keep any potential heads down than to be surprised and then have to "react" to any fire that could cost you unnecessary casualties. I would also expect more smoke usage, from both infantry and your vehicles to block LOS and to cover movement. I only rememeber seeing you use smoke at the ABF position. Look forward to your next AAR. Bil
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Are we all playing the same game??
Bil Hardenberger replied to The_Capt's topic in Combat Mission Shock Force 1
Welcome back Warren Bil -
Why moving cloud shadows, but no terrain shading?
Bil Hardenberger replied to Thomm's topic in Combat Mission Shock Force 1
Here you go: -
Why moving cloud shadows, but no terrain shading?
Bil Hardenberger replied to Thomm's topic in Combat Mission Shock Force 1
Hmmm... I have terrain modelling. I believe it has to do with the time of day the scenario take place at. If it is the middle of the day then the sun will be directly overhead and the terrain flattens out. These shots are from an NTC map I created, and are taken with morning light: -
Elevations - scenario editor
Bil Hardenberger replied to bat's topic in Combat Mission Shock Force 1
The elevation controls in the map maker are one of the best additions to the game IMO. If you are using a US Topo as a guide, don't forget to convert feet to meters! Bil -
You can also select multiple units one by one by shift-left clicking on each. Bil
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Scenario design - Real Time v's WeGo
Bil Hardenberger replied to Melnibone's topic in Combat Mission Shock Force 1
Well, I play RT for Platoon sized engagements only. That is the perfect size for RT.. anythng larger and you quickly get overwhelmed, and it is tough to maintain situational awareness over the entire map. So for me... Platoon size = RT, which is a blast, and Company(+) = WEGO. Bil -
It's called Plunging Fire and I learned the technique when I was trained on the M-60 back in the 80's... I've seen it referenced in more than a few current US Army FM's also. It is still a very valid and important tool to the MG gunner. Here is an example: Other terms to be aware of are searching fire: ..and firing from defilade: Bil [ July 19, 2007, 09:51 AM: Message edited by: Bil Hardenberger ]
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John Osborne? If so: Hey John! How are things? Still doing the AATF thing? If no: Hey dude, what they said. Bil
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Works great for me on my 24" wide screen at 1920x.... Bil
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USMC module before Christmas?
Bil Hardenberger replied to Sequoia's topic in Combat Mission Shock Force 1
Errr.... hate to argue with Steve.. but 8 months x 3 modules = 24 months which is two years Actually I love to argue with Steve, but that is none of your business. Bil -
Reading list/links for CMSF.
Bil Hardenberger replied to kipanderson's topic in Combat Mission Shock Force 1
John, I can't get that link to work... any tips? Bil -
New CMSF screenshots. Urban warfare
Bil Hardenberger replied to Haplo_Patryn's topic in Combat Mission Shock Force 1
Steve, I see you still have the diamond shape for blue icons. I believe the guns should be rotated in different orientations depending on where the vehicle is in the formation... frontal should not necessarily be the default. Looking real good BTW! Bil -
Interesting.. what is US v Syria other than alternate history (or alternate reality)? I understand the why though... the military contracts would be more likely with this game than a Cold War game. From a gaming perspective though I would find the Cold War game more enticing and interesting for the long term; but that's just me.. I grew up and served during that era so it's embedded in my psyche. Bil
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An example of Artillery in Action
Bil Hardenberger replied to Battlefront.com's topic in Combat Mission Shock Force 1
Great minds think alike I guess... guess I falied to read the entire thread before I posted -
An example of Artillery in Action
Bil Hardenberger replied to Battlefront.com's topic in Combat Mission Shock Force 1
If you are looking for better accuracy the red icons should have the diamond shape while friendly (blue) should be round. Looks very interesting, can't wait to see a movie of the gameplay, or better yet the game itself. Bil -
AAR's and Unit Gallery added to the Theatre of War website
Bil Hardenberger replied to Madmatt's topic in Theatre of War
I notice in your tank gallery that you have the M4A2 (75 and 76) under USA.. wasn't the M4A2 a lend lease only variant? Should be under Russia. -
Will Syria be able to crack SINCGARS?
Bil Hardenberger replied to Finnius Mack's topic in Combat Mission Shock Force 1
I agree Steve, without the encryption key there is no way they could match the freq changing order being used by a SINCGARS radio. Even if they were recording individually every potential frequency and then combining the intercept into coherent conversations via some advanced computer programming (troublesome that as there would be very many micro pieces of audio, not all of which would be from the same source), then as Schrullenhaft says, the intelligence being tactical, is very perishable and would not be able to be analyzed in real time... as perishable intelligence it would be worthless (tactically) unless the enemy force was very static. Even when I was in Intelligence we could intercept SINCGARS traffic, but only if the target unit was not using encrytion but was broadcasting in the clear.. which back then was not unusual for tactical units. Bil -
Will the graphics be moddable like CM?
Bil Hardenberger replied to ColumbusOHGamer's topic in Theatre of War
Why would you want to? -
Our soldier's got company!
Bil Hardenberger replied to MikeyD's topic in Combat Mission Shock Force 1
Hey Kwazydog, those guys look awful shiny, can't you cut down on the specular a bit? -
Couldn't agree more. I don't really care if certain systems aren't in the game's initial release... eventually they will be there. They are getting the data right, to me that was my main beef with this game as that is the basis for whether it is going to behave realistically or not. A missing system here and there isn't a problem IMO. Get the game out, if it is a huge hit, which I am thinking it most likely will be, then they can then afford to hire another animator or two for the next iteration. Even then I'm sure they won't be able to please everybody (me included). Bil
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Thanks Martin!
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Seeing as replies in the other thread are overwhelming any good questions... perhaps starting another will see some action from the men in the know. </font> On map guns... can these be dug in at all? They are pretty obvious and open targets set up as they are in this AAR. I haven't seen any dug in guns in the screenshot secton either...</font>What does "Engines" refer to in the AAR at battle end?</font>On map mortars... I understand these will not be included in the game, just registering my complaint here. At least the small mortars that were organic to certain Infantry Platoons should be included. </font>Tank Platoons 1... I noticed that you had several mixed Platoons there... that looked quite odd, I'm guessing that this was a scenario designer thing, or can we expect a mix of equipment like this across the board?</font> More later as I think of them... Bil