Jump to content

Oddball_E8

Members
  • Posts

    2,871
  • Joined

  • Last visited

Posts posted by Oddball_E8

  1. Right now I'm in a discussion with some morons who are outraged (as in OUTRAGED!!1!!) because there is a video showing two king tigers, firing at a T-34 from around 200 meters, and it doesn't die on the first impact.

    In fact, it takes 9 hits to kill it.

    And I would totally understand the outrage... if it wasn't for the fact that these two nimwits are shooting at the engine of the tank, from the side.

    So the only thing they are doing is putting more and more holes in the engine.

    They're not going to knock out the crew or hit the ammo by doing that, and yet they still say that "one shot from an 88 should knock out a T-34".

    It's enfuriating to try and argue with them. They're completely unaware of some of the more basic physics and what actually happens when a shell hits a tank.

    Hell, one of them even said that shooting a T-50 with a solid shell from an SU-152 should flip the tank over... (well, he was talking about anti-concrete shells, but for some reason he has gotten it into his head that they are made of solid concrete...)

    Say what?

    Eh... sorry... just had to vent a bit.

  2. I'm making a small arms comparison video too right now.

    I'll upload it soon.

    I might actually make a version of my mod using some of Waclaws' small arms sounds because there's quite a few I like, but they don't mesh well with my sounds (in my opinion), so unless he has enough sounds to fill up the entire spectrum of weapons for me, I'll have to look for more sounds to flesh out such a mod.

    Oh and another thing that's pretty important when you pick your mod, is the system you play on.

    Waclaws' mod is pretty heavy on the system. So if you feel that the game slows down or stutters a bit (easily checked by looking away from the map and listening to a machinegun firing, if you notice that it seems to fire faster if you look away, it's slowing you down), then my soundmod is probably the safest bet as my sounds are shorter and use the built-in shot-trail system to add echo/reverb to the sounds.

    And even that is too much, you might want to consider my Lightweight soundmod that uses only the original game sounds, but sorts them by caliber instead of nation/weapon type (so you can more easily distinguish weapons from eachother)

  3. MINE!

    MINE IS THE BEST ONE!

    :P

    Seriously tho, Raptor is right.

    Try them all out (it's pretty easy the way CM handles mods) and decide for yourself.

    Usually I say that if you want the hollywood "OMG this is WAR" type experience, go for Waclaws HQ mod. My mod is more tailored to make it easier to distinguish different weapons from their sound and still have them sound cool.

  4. I am one of the people who have the annoying one story building bug in CMRT. I have been waiting since April for a fix. Apparently, the bug has been fixed in the 3.0 versions of CMBN and CMFI. Why am I still waiting for this to be fixed in CMRT?

    Because there's more fixes to be included in the 3.0 for CMRT than there were for CMBN and CMFI since CMRT is new and still has alot of bugs, while CMBN and CMFI had most of their bugs fixed already.

  5. Here's another thing that I find hard: when I have armoured infantry, I realize it's good to tell my infantry to grab a healthy share of the ammo carried by their halftracks. Though because ammo acquires are final I like to leave some ammo back, depending on what I plan for them, so either the halftrack's MG can burn it in a support role or I can give them later to a platoon that has been engaged in hard combat.

    Just too many times I drive those halftracks into mines or lines of fire and their ammo reserves go to waste. It always pains me to lose a vehicle with full ammo complement, too bad you can't acquire ammo from non-burning wrecks.

    Hahaha I'm completely the opposite... I constantly overload my troops with ammo that I'll never use.

    I've gotten better at just putting ammo on the units that'll need it (MG's that I'll use for supression or SMG squads that'll be used in multiple assaults) but I suspect most of my troops get fatigued long before they should :P

  6. "A flamethrower attack from a forest against a passing tank set fire to the forest, which panicked some friendly troops."

    Can forest be set on fire in this game?

    No, that's just a misunderstanding of the reviewer.

    Probably due to the small tufts of fire that can appear in the game after a flamethrower attack, but the forests are definately never set on fire.

  7. Sailor Malan2,

    Full marks for using "fora" rather than the more common (am guilty and ought to do things correctly) "forums." Study Latin? Just today a housemate brought me a quote I'd not seen before: Nemo me inpune lacessit. You might like it. There are quite a few Latin translation sites which can sort it out for you. Had to use one myself. Latin taken in high school, even four years of it, doesn't hold up well when unused for decades.

    Oddball_E8,

    Here's an acoustic benchmark--in the form of a superb quality Hi-Def clip with the beast on close-in display.

    Quite distinct when compared to the classic Browning M2 HMG.

    https://www.youtube.com/watch?v=iW6tLG-XFT4

    Regards,

    John Kettler

    I'm subscribed to forgotten weapons, so I've seen that one :)

    But I still want to test my sound in-game (since my sound mod isn't supposed to be an extremely accurate representation of how the guns sound in real life, but more to have distinct sounds for all weapons that still sound realistic and fit together)

  8. This question came up a couple of months ago, and the answer provided was that it was accidentally left out of the final compiling of the code, an oversight that will be corrected in the upcoming patch.

    :)

    Michael

    Are you talking about the Dshk or both?

    Because this is the first I've heard of the GAZ AA trucks being left out "by mistake"...

  9. You should pretty much always forget about flanking when it comes to a scenario that simulates a prepared defensive line since they usually prevent that with mines and the likes to represent that the defensive line carries on for alot farther than the scenario shows, thus making an actual flanking maneuver impossible.

    What I usually do is to pick a point in the line and try to penetrate that with armour and my best troops while laying down as much supressive fire as possible on the rest of the line (and usually my tanks have to stay behind due to prepared anti-tank defenses like mines and tank ditches and the likes)

  10. No, that's nonsense. The flight time is 2 seconds (MV is 935 m/s with plain AP rather than APCR) so the shell is arcing through a 16 foot climb and a 16 foot fall when properly aimed at that distance. That is more than the height of a typical target.

    The actual sight was graded for target distance in 100 meter increments; you can see a picture of what those increments look like in terms of the amount of adjustment to the point of aim about halfway down the following page -

    http://www.oocities.org/desertfox1891/pzpanther/pzpanther-Charakteristics.html

    The arc of circles to the upper right of the sight center are for the KwK firing HE or for the coaxial MG, both a little under 800 m/s. The ones on the lower left are for firing AP, the PzGr 39 entries, 935 m/s. So you can see visually how the fall of shot goes as a function of range, for the two different muzzle velocities.

    By the way, the muzzle velocity of the 5.56 round from an M-16 (or AR-15), using the standard 55 grain bullet, is higher than the velocity of the Panther's main gun - the two are close. With a 62 grain, you are a little under the Panther firing AP, so really the two are comparable. You can challenge the person making the assertion to try to hit a target at 1.8 kilometers with an AR-15 without any adjustment for the range.

    I hope this helps.

    Thanks!

    I'm sure it'll help! :D<

    EDIT: I really wish some of you guys got in on the discussions on the War Thunder Ground Forces forums... players there need alot of schooling... Most of them are dead sure the game is russian biased because T-34/85's can take out Tiger I's from a distance farther than 100 meters :(

    And other idiotic stuff like that.

    In simulation mode the game is actually relatively realistic.

  11. That's the problem, to much is allowed to happen in CM in "a short minute"...even small Platoon level engagements need alittle more time to develope, let alone anything bigger.

    Joe

    But it does simulate the delay of orders pretty well.

    It's quite unrealistic for a force commander to be able to give his forces new and complicated orders instantly without delay.

    In realtime you can just pause and give your entire force new orders without any sort of delay, allowing you to react instantly to any threat or altered situation.

    In real life that would take some time.

    WeGo simulates that pretty well if you ask me.

  12. I'm in a discussion on another forum right now, and someone is claiming that the panthers trajectory was so flat that the gunner did not have to adjust aim when shooting at a tank up to 1800 meters.

    He claims to be quoting this: had such a flat trajectory, that the gunner did not even had to change his elevation setting until he begann engaging enemy targets at ranges greater than 1,8 km....., Panther: Germany's Quest for Combat Dominance, pg 59

    Is there any truth to this?

    I know the panther shells had a muzzle velocity of almost 1000m/s so hitting a target 1.8km out would still take 1.8 seconds at least, which would give the projectile plenty of time to drop.

×
×
  • Create New...