Dschugaschwili
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Posts posted by Dschugaschwili
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Two players play a scenario double blind if none of them has taken a look at it before the game. (And none of them has a second look from the other side during the game).
Dschugaschwili
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Hull-down in CM means that the entire lower hull and a part of the upper hull is hidden. IIRC hits against a hull-down target are about 75% turret hits and 25% upper hull hits in CM.
Dschugaschwili
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For CM armor "curved" basically means "variable slope". The angle distribution table most often found in this forum is ok for armor plates that are basically vertical, which is often ok for turret fronts with a rounded gun mantlet.
But for vehicles like the Hetzer or Jagdpanzer, we have front upper hull slopes of somewhere between 45° and 60° depending on the exact model. So we have a default slope of 45° to 60°, and this value is varied for some hits (close to the gun). So even if the Hetzer front plate is listed as curved, most of it is angled at 60°, which will bounce your 75mm shells.
So you have to take a look at the slope value of a certain plate, too.
Dschugaschwili
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How much of the hull-down tank is assumed to be exposed in your calculation? Half the height? Only the turret? Unfortunately, without that information your numbers are meaningless.
Dschugaschwili
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Must be indirect. Otherwise redwolf's statement makes no sense and would be wrong anyway.
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I think the game also raises the penetration values slightly for autocannons since there's a chance of more than one hit per burst, so the chance to get at least one penetration rises.
Dschugaschwili
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I searched the archives, too, but couldn't find anything. And I don't need the German registry keys anymore because I'm perfectly happy with my English version.
Dschugaschwili
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Another thing: What's wrong with the search? I know I started a thread on this topic a while back, but it's not found on any CM forum...
Dschugaschwili
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I just took a look at my registry, but I don't know how the CMBB keys looked like before I changed them to match the English version. So, if somebody else with a real German CDV version could search his registry for Combat Mission and post the keys and values under CDV Entertainment software (or something like that), that would be nice. My harddisk is full, so I can't reinstall CMBB without losing all mods.
Dschugaschwili
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I have the CDV version running on an English system. Originally the game was the German version, but I changed it to English with a multi-language update patch and a few registry tweaks. You probably could do the same in reverse if the version number of your CD is lower than 1.02.
The steps to carry out would be:
1. Install CMBB from the CD (hopefully version 1.0).
2. Adjust one or two registry keys. You could try to find the thread where I asked this question some time ago, or you'd have to wait until I get home and have a chance to look at it.
3. Download and install a multi-language update patch.
4. Copy language specific bitmaps and mods to your bmp directory as needed.
I hope this helps.
Dschugaschwili
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So, give your tanks some extra space to maneuver. Keeping a safety distance of 10-20m from the map edge should prevent these accidents from happening.
Dschugaschwili
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I think flexible doesn't work either.Originally posted by redwolf:</font><blockquote>quote:</font><hr />Originally posted by Sergei:
To be more specific, co-axial MG doesn't work after gun damage. Other MG's are fine.
Only hull MGs continue to fire. But they are hard to use. </font>
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I usually play with trees off. Easier on my graphics card and less likely to overlook something.
Dschugaschwili
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It can be done with +1/2 command HQs. A regular HQ with +2 command has a command range of 50m without LOS, so you can keep the mortar further back. I agree that it's difficult though.Originally posted by Ogiwan:[QBEven the 60mm ones have that 60m minimum range or whatever, which means that even if you send them as far back as possible while still remaining in command range of the HQ, the bad guys will be just SLIGHTLY too close. [/QB]
Dschugaschwili
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Playing a couple of games against the AI is good to get a feel for the game. Start with small scenarios (to not get overwhelmed) playing as the attacker against the AI sticking to the default placement unless otherwise noted in the scenario description (to minimize the AI's weaknesses).
Dschugaschwili
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I second that.
Dschugaschwili
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If a tank is immobilized, the morale effect of hits against it is greatly amplified, even if it's only hit by small shells. So what you experienced doesn't look all that surprising.
Dschugaschwili
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Perhaps because with laser guided bombs, you don't have to fly so low that you can be shot down with a slingshot...Originally posted by tools4fools:Those Flyboys do really hit with their bombs, makes me wonder why they invented laser guided ones since WWII...
Dschugaschwili
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I remember tests being made with an ammoless tank racing down a road with different units placed on it, and there never was any damage to infantry squads. This was done in CMBB I think, but I have not heard that this was changed for CMAK. Maybe your squad was killed by something else?Originally posted by Alexei:Dschugaschwili, can you confirm that tanks cannot run over ennemy troops? I remember a battle where one of my Stugs apparently ran over an ennemy plt, don't know if it was intentional or not.
The stug was out of ammo and inf was approaching, instead of reverse movement, it went fast to the squad then back. And the squad was eliminated.
Dschugaschwili
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If my memory serves me correct, weak spot hits are 1% of all hits and the effective armor thickness is reduced by about 30% for them. For tanks with shot traps the probability of hitting a weak spot is increased (may be up to 10%).
Dschugaschwili
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Was fixed in CMBB.Originally posted by Gen. J-sun:an arty/mortar crew doesn't have small arns to fight back with when inf gets close
Running over guns (if they can be knocked out) is in, running over squad infantry is not.or tanks cannot ram/run over enemy guns or troops
I guess the rest did not have any. At least this is the first time in years that I hear this complaint.German tanks aren't equiped with flexibke MGs(from what I have seen 1/3 had them)
This is intentional. The game would have to check if the shell's trajectory doesn't hit anything in the path to determine if it's possible to fire indirect, which isn't in the game as far as I know.or last but not least on a large maps on map arty such as 75&105s cannot indirectly fire.Dschugaschwili
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Junk2drive, I don't think you know what you're talking about here. BFC has always put a lot of effort into modelling the infantry. Actually, I think that there were bigger changes to the infantry than to the armor part of the game going from CMBO to CMBB. IIRC, the priorities for developing CM were infantry first, then armor, with arty and air support a distant third.
Dschugaschwili
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And the LMG is less likely to be lost in CM because usually someone else will pick it up at the expense of his own weapon. I find this logic believable. Actually, I am under the impression that the LMG is more likely to be lost if the squad is running.
Dschugaschwili
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Infantry heavy: 700-1500 points
Armor heavy: 1000-2000 points
Dschugaschwili
Exposure and Firepower
in Combat Mission: Afrika Korps
Posted
The firepower that really reaches the target can be estimated by
(firepower rating) * (exposure rating)
So going from 14% to 15% exposure would increase your firepower by about 7%. Of course, you also have to take the increased morale effect when shot from the back into account when making your decision.
Dschugaschwili