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Mattias

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Everything posted by Mattias

  1. Suggested at least fifty times on this forum... Very effective one stop source on German armour: Chamberlain&Doyle "Encyclopedia Of German Tanks Of World War Two" M.
  2. Thanks for all the suggestions! Turned out it was a DRL (Deutsches Reichsabzeichen für Leibesübungen) sports badge in bronze. Nothing fancy, just a decoration for having done your duty by exercising well enough the last year. She had a Gebiergsjäger cap Edelweiss and a few Russian decorations as well, will look them up later, if possible. Apparently had picked up the stuff while he served in the Swedish army up north during the war. Again, thanks. M.
  3. Andreas you, or indeed somebody else, wouldn't happen to have a link for an extensive site covering German NS period medals and decorations, military and political? Turns out one of my co-workers, a mild mannered woman of some years, found something with a swastika on it in a box of junk that had collected over the years. I promised to help her identifying it. Who knows, it could be one of Adolf Gallands knights crosses with diamonds, thought to have been lost in a bombing raid M.
  4. It worked the same way for my Cranky.. If the Tiger was "pre-targeted" the T-34´s went through with the attack, if not they would cower. (100x100 patch of woods, Tiger at base, the T34's running down the sides) The Tiger was destroyed. M.
  5. From: Lexikon der Wehrmacht "Verschossen werden konnte außerdem die 0,37 kg schwere Panzergranate 40 mit Wolframkern" Pz. granate 40 with tungsten core... "Von der wirkungsvollen Pzgr. 40 sind die ersten 59 700 Stück erst im Juli 1940 geliefert worden. Obwohl dieser Bestand bis zum 1. Juli 1941 auf 982.300 angestiegen war, wurde auch diese Waffen/Munition-Kombination mit Beginn des Ostfeldzuges bei der Truppe zum »Heeresanklopfgerät« degradiert." The first 59.700 rounds were delivered by July 1940. In June the number of rounds produced had increased to 982.300 but by that time the gun was already insufficient for the task assigned to it. M.
  6. Thank you BFC and make that two! Just arrived in Sweden. One of the advantages of being home sick I guess M. [ May 02, 2003, 07:04 AM: Message edited by: Mattias ]
  7. Personally I tend to prefer the model "H", perhaps because it was the most numerous Pz IV model (I thought until I found out that Chamberlain & Doyle might actually have the wrong production numbers for model H and J in Encyclopedia of German tanks of WWII) and it doesn’t have that air of late war contingency over it, not sure.. From a pure game standpoint the model "H" is, arguably, a better buy by virtue of it's "fast" turret (as opposed to the turret motorless "J"). You get a Nahverteidigungswaffe and a few millimetres of roof armour, but it is still a poor exchange, unless your hobby is driving very close to infantry As for other big players you have, in no particular order, the Hetzer, the Panther, StuG IIIG, all being produced in well over 2000 units each. the StuG IIIG in the lead with almost 8000 produced. M. [ May 01, 2003, 06:32 AM: Message edited by: Mattias ]
  8. Excelent work! Can't seem to extract the options.zip correctly though. Anyone else having trouble? Error: invalid compressed data to explode. Cheers! M.
  9. I set up an elite Pak40 covering the end of a ridgeline from behind which a platoon of T34s appeared, one after the other, at an interval of about 15-20 seconds. The gun expended 24 rounds in order to destroy the 4 T34s. The high ROF meant that quite a lot of ammunition was expended since a lot of rounds went into ”dead” tanks but I would much rather have it that way than the opposite, ”too” few hitting home in time. And hey, four tanks at the price of 24 AP rounds is a terrific exchange no matter how you look at it. Now, as for the AI’s behaviour in a target rich environment I can only say it conducted itself splendidly, I don’t think I could not have done it better had I manned the gun myself. At one point there was three ”alive” (not knocked out or abandoned) tanks in LOS and the AI cycled through them expertly, concentrating on those showing signs of life and then going back through the line using some kind of logic that, if anything, seemed to be based on better information than that readily available to the player. (The last observation is not based on scientific study, nor is it intended as an inflammatory remark) All in all I was very happy with the way the AI performed. M [ April 21, 2003, 08:09 AM: Message edited by: Mattias ]
  10. Thanks for replying Red! Though the problem is not a show stopper for me, it does feels a little odd to constantly have to remind oneself to think about it (as the consequences can be quite "fatal"). M
  11. Speaking of which, has anybody else had problems with vehicles starting to ”overturn” after being give a short last waypoint? To clarify. Often, very much so in fact, when I give my units a string of waypoints that end with a short change of direction, for example, a long straight move followed by a short move ”dogleg” to make it face, say, 45 degrees right from the original direction travelled, the unit will begin to rotate in the direction it was turning, seemingly standing on the last waypoint. And it just goes on rotating, if it’s fast enough it will be standing with it’s rear facing the enemy by the end of the turn… In fact they usually end up standing 180 degrees beyond, or exactly opposite, of the direction intended in the ”long move, short direction change move” sequence, as if they have somehow driven beyond the last waypoint and decide to turn back. I would be surprised if this hasn’t been discussed already but I couldn’t find anything on the matter. It is definitely an annoyance when you, like me, like to move around at full speed and I don’t recall this being an issue in CM:BO. So, a bug.. Has it been reported? Cheers M.
  12. Very impressive! Happy to hear the old spirit is alive Thank you! M. [ December 23, 2002, 02:47 PM: Message edited by: Mattias ]
  13. Well, here I am, sorry for being no good opponent and dropping off. I was legitimately off line for a week or two while my ISP moved my account to the new address but after that I have no excuse, apart from having had pretty much no fun at all with my computer since There has been absolutely no time to sit down and for a good while I actually forgot about the tournament. But, now that we are here I am open for all suggestions.. I spotted the thread by chance but I'll be coming back. Cheers M.
  14. Add me to the line of grateful Europeans! Apparently the game arrived last Friday but I was out. But here it is now in all it's 262 page glory, installing as I type this. Thanks and thanks again Keith, it has been a pleasure to make your acquaintance this way Cheers! M.
  15. Suffice to say that there are a number of players out there who liked and used the backspace/waypoint delete function in CM:BO. Now that it's gone there is a slight feeling of being, well, handicapped in the every day use of the interface. Pretty much the bottom line. M.
  16. Early morning here, and I assume it has been said before but I missed it... What does the fifth crewman in a KV do, if he is not working in the turret that is? M.
  17. I second this heartily! I loved that feature and though it's not anything like a disaster that it is not included in CM:BB, it is nevertheless a loss that is not directly replaced by some other interface improvement (as far as I have seen). If possible, it would be great to have it back M.
  18. I don't have the exact quotes in front of me but I have definitely come across references where the Soviet side expresses great concern over StuG's, to the point of ordering their units to avoid engagements with them whenever possible. M.
  19. At the time there were a lot of discussions about increasing production of StuG type vehicles at the cost of tanks. Though it wasn't deemed a great idea, the tank still retaining the best offensive capacity, sheer necessity forced the AFV production in this direction. The need to keep up production and lack of resources meant that the most cost effective weapon systems were kept on line. And the StuG's definitely was among those, especially considering the now defensive nature of the fighting for the Germans. If deployed correctly they were indeed that effective. In the early days of Barbarossa it was fair to say that it was the best tank killer among all German (production) AFV's, and that's with the short 75mm gun. Thicker armour, low signature and ambush tactics all played a part... The long 75mm gun was powerful enough to kill a T-34 as seen in the game and the Russian 76 mm guns was perhaps the principal threat envisioned when upgrading the armour. As for it's availability... No other German, gun carrying, AFV was produced in greater numbers than the StuG III. Almost 8000 of the "G" model was produced, for example. On any day in 44 and 45 the StuG is likely to be the most numerous vehicle in service. M. [ October 05, 2002, 05:42 PM: Message edited by: Mattias ]
  20. If you are using a Nvidia graphics card your drivers might need to be updated. Pick one later than, correct me if I'm wrong, 27.20 and you should be fine. The easiest thing to do is probably to just waltz over to this site and pick up the latest official driver that would be, eh, 30.82. In any event that should cure your problem. If not, check out the excellent tech support forum, Right here. M.
  21. I have! Looking slightly to the left I see the velvet green box containing an, as of yet, unopened bottle of 15 Year. To sample it to the sound of the first human wave... mmm.. M.
  22. Well, that was after you went away for even longer, wasn't it Really though, we should get this one done. You'll get the next turn tomorrow. M.
  23. Damn, now I have to dig out that old video again One of my "old" favourites.. M. [ September 11, 2002, 01:14 PM: Message edited by: Mattias ]
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