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:USERNAME:

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  1. The T34 front hull also had the huge driver hatch throughout its design. It wa, of course, needed to get out by the driver since there was no overhead hatch. This same visor type hatch was eliminated from later panthers because it compromises the armor plate. This is a weak spot and should be modeled in CM2.

    I wonder if the T34 lower side hull armor is going to be a weak spot in CM2. It was not sloped as well as the upper side hull armor or the turret sides. Weapons like the 37mm PAK and short 50mml42 and 75mmL24 should be able to penetrate it.

  2. I remember being very young and all the fuss was about the waste of money on the moon shots.

    Anyway, during science class the teacher encouraged questions about what we would like to ask about the astronauts lives in space and what they needed to bring along.

    My arm shot up and I almost blew out of my seat when I asked about:

    "What kind of weapons are they bringing along?"

    After that, I remember speaking to some creepy guy with a beard and he wrote down notes and looked at me quizically. He asked me how I felt about my mother but I just told him about my theorys about dinosaurs that used to wear armored clothing. Man, I was so ahead of the times. Could this have been the emergence of me as a weapons genius? I think it was...

  3. I remember being very young and all the fuss was about the waste of money on the moon shots.

    Anyway, during science class the teacher encouraged questions about what we would like to ask about the astronauts lives in space and what they needed to bring along.

    My arm shot up and I almost blew out of my seat when I asked about:

    "What kind of weapons are they bringing along?"

    After that, I remember speaking to some creepy guy with a beard and he wrote down notes and looked at me quizically. He asked me how I felt about my mother but I just told him about my theorys about dinosaurs that used to wear armored clothing. Man, I was so ahead of the times. Could this have been the emergence of me as a weapons genius? I think it was...

  4. Initially it was even worse when CM came out. You could just bum rush any old MG position. BTS then adjusted the firepower/ and/or the effect of moving in the open against said firepower.

    I still say that troops (not involved in some sort of organized charge) would more than likely be pinned in many of the actions that CM models. The phenomena of troops running into the cover that protects the offending weapon is also odd.

  5. Originally posted by Paul Lakowski:

    A similar problem was encountered with HEAT rounds fired from the 75L24 , the answer may be very simple.

    HEAT rounds in order to penetrate properly have to hit the target straight on and who knows how many fail to detonate due to a realistic impact....do you know that the ricochet chance of a RPG type warhead is 50% @ 30-40° impact angle?If nothing else these HEAT jets are probably cutting a swath across the armor unless they hit dead on with out YAW.

    I would agree about the HEAT fired from rifled weapons. Since the front part of the shell is hollow, it would have a tendency to fall into procession and nutation. This would of course make it inaccurate but it would also have the efffect you are describing where its jet is not in line with its translational motion.

    These HC shells werent very good beyond 500 meters or so. They therefore gave up one of the advantages of heat warheads, That is, heat is range independant.

    The ricochet chance you describe with the rpg is because the piezo electric fuze does not hit first but the body of the shell does.

  6. Originally posted by Michael Dorosh:

    And only a complete moron would simply pick the thing up without checking for an obstruction such as you describe.

    Are you saying that he has to inspect it without picking it up? He is going to get down on all fours and shine a flashlight up its tube? Do you think he can open the breech to look in? I am pretty sure there isnt a breech to see into like your gustuv weapon. Its alot more plausible than you are dismissing.

    But enough of this. Its just a bad thread. Jason is like obsessed with his 4 function calculator applied to WWII.

  7. No need to roll dies or to make confustibated guesses.

    In Panzertruppen 2 they show graphs of Inventory, gains and losses for Panzer Iv, panther and Tigers. The Panther clearly had more runners than Panzer IV towards the last 6 months of the war.

    There nver seemed to be more than a couple hundred Tiger IIs running around at one time. And this only at the very end of the war. Panthers had around 2000 runners from May44 till the end of the war. In this period the Panzer IV was decreasing. In battles like the bulge, the panther was the majority tank.

  8. Ive seen drawings for PF booby traps. The PF is tied up into a tree pointing at a point in the road. A string or wire runs across the road along the spot that is targeted and is secured to the trigger mechanism.

    It would certainly be a nice use of old PF30 and the klein version.

    The germans had a 9mm cheap smg version of this. It is on display at Aberdeen. This gun is nailed to a log and pointed at a trail/path/road. Same deal with a string running to the trigger. It probably as effective at night scaring patrols into thinking they found the enemy main line of resistance.

  9. Another aspect is that theres a tendancy for overkill. Unless a tank was a flaming hellhole, shooting PF might not stop at these close quarters. A tank that recieved a hit that did not find ammo/fuel might be abandoned and the german infantry (always pulling back) might keep shooting till it went Ronson.

    The other point is that they really are more in line with ammo. Left in the rain/mud/sleet/etc might make it a good candidate to be shot off at anything promising as soon as possible. This is a fact. Old ammo is discarded/burned up if you can. I think I read that only 10 percent of a nations ammo output gets expended in front line battle. This is higher for ammo that is used in the rear like howitzers/guns but front line ammo is like food. No one likes a jam or a hang fire.

    You wouldnt eat old chow would you? Well. maybe some of you..

  10. An alternative is the box command. Thats when individual units cant be given effective squad level orders (cause of delays) but you box off a bunch off them and point them towards the enemy (charge). The trick would be to line up everyone about right (taking a few turns to prepare) and then giving them the order. If the units had a command line (black or red) they would go (the black line might be delayed a bit). Units beyond any line wont.

    It models the situation nicely. I think I mentioned it once before.

  11. Originally posted by jasoncawley@ameritech.net:

    If not, then just what exactly are people arguing for? Please state it clearly.

    I am OK with the 60 and 100. But the 30 is useless and again I will hammer in the point into your head that the game has uber sharing of spotting and tanks that have cameras mounted outside to cover dead zones they couldnt possibly see.

    Since the damn faust can be (in my mind) anywhere the squad takes up area on the board, then it would not be so gamey but rather a nice abstraction to have the "least range rule" where the game engine figures range from the nearest "squad member".

  12. What is needed is a convertible armored vehicle. It can be air shipped light, so that a fast, heavily armed weapon system can get to where its needed, and then converted with armor packs that can arrive after. The suspension has to be adaptable for each role.

    The initial armor is just bullet proof with reactive armor on the front. Add on slabs give protection with chobham/uranium armor later to the front and the reactive armor is moved to the sides.

    Without the add-on armor, the vehicle has great speed/acceleration. This gives it the ability to out manuver to survive and to get to where it is needed (without sucking down all the fuel). Its basically a hot rod cannon that can be made into a miniM1 later. A drop weight of 20 tons and 15 tons of add-ons.

    [This message has been edited by :USERNAME: (edited 03-20-2001).]

  13. While I do miss Steves "Thats it, Lewis this is absolutely the second to last time before I kick you out of here" rants, I think that BTS may be playing things closer to their chests on CM2.

    A bigger staffed game company could just skip the CM level and jump in with a competitive product along the lines of CM2. I cant imagine BTS releasing a CM2 demo so far in advance or openly discussing the radical changes they are planning.

    They already have a good customer base and hopefully will expand the coding staff to excellerate things.

    At one point I would have bought a late war eatern front version of CM1 but have reconsidered. The spotting, armored warfare and AI need to be revamped.

  14. Jason

    I think everyone went light on you in spite of the fact you made a goofy post. You compound that error by continuing with the factorys divided by the fleets non sense.

    You are just too blind to see the game the way it is. Its an abstraction. Its a function of the modeling that was discussed. You wont get it cause maybe you cant get it.

    The faust is modeled no where on the board. No one guy is holding it. It is in the area defined by the holder squad In suitable terrain, a firer could easily double the range of the weapon by running for a short burst. Now pay attention, the squad is not going to run, our hero is going to run. Big difference.

    The tanks have a hundred fifty sets of eyeballs helping them. Even when buttoned up. They are too effective. Not the fausts.

    Now your shorts are too tight. Go lossen em.

    Lewuis

  15. Originally posted by The Commissar:

    Athalon T-Bird 1 GHz

    256 PC133 RAM

    TNT2, 32MB card

    30 Gig HD

    The game runs superbly well, and I havent seen a single slow down despite running many large scenarios.

    Unfortunately, I must report that AI calculations dont change pace in the least. That is, when you finish planning a turn and you wait for the AI to finish planing. Quite annoying with big maps. Is there any way to speed this up?

    I cant believe that moving from a pentII system to a 1Ghz wouldnt speed up this part of the game. Is that what you are saying?

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