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thomasj

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Everything posted by thomasj

  1. Please send a copy this way also: james.d.thomas@us.army.mil Thanks, James
  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by ntg84: The bears almost killed the vikings, so watch it. Go Bears Go Bears<HR></BLOCKQUOTE> Thats what I'm talking about! I mean when was the last time we (Bear fans) had a team with an offense!?!? It's great to see.
  3. For all those wanting more information on the ZEISS Optics please go to the following link: http://www.wingssimulations.com/zeiss/zeiss.html This also has a nice clip from a tiger training manual.
  4. Ari Maenpaa, Great post. Thanks for digging out the game stats on the guns, and for pointing out the optics issue also.
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by Simon Fox: Firstly, How do British tank optics compare in the quality stakes? I imagine they were a bit more on the ball with regard to longer engagement ranges with the desert experience. Also they had the 17pdr which falls into the category of "flat trajectory/high velocity" that you guys are alluding to.<HR></BLOCKQUOTE> I believe that using the desert "Africa Korp" as an example only helps to prove my specualtions even further about the gun sights and accuracy being better on the AXIS tanks. Where most tank engagments were well out of the range of the Allied armor, and where a force of around no more then 275 pieces of armor constantly pushed a force of over 1,100 pieces of armor all the way back to Egypt, and held them there unit their number reached over 1,500 pieces of armor and also recieved a massive fighter bomber increase. Which again as many others battles of the 2nd WW end with air power pounding AXIS tanks and troops into nothingness.
  6. Thanks for the supprt Tom-W. I have ran over 50 ranges now and am now in the process of running the range by vehicle type, one on one through all the tanks that are currently in CM. I know, it's a huge project, but hey! I do believe, though i have no detailed information about it, that neutral steering would prove to be a huge issue when talking about fixed gun tanks like the stug turning on targets, since chasis movement is their aiming when more then a 11 degree turn is required. Maybe this could be modeled by giving them an increased turning rate? Dunno, only a thought.
  7. Just throwing in my post to support the idea and bounce it back up top. Come on your graphics wizards!
  8. Still running the range, experience levels of the crew seems to only affect the outcome of 2000 meters plus gunnery to a very small degree. Still in the process of collecting more data though. On another note the flatter a guns trajectory and the higher the velocity of the round the more accurate and more punch the round has. Not to mention that with a flatter flight pattern, the less you have to move the gun for aiming purposes. It think that the major reason for this thread is that in these ramges that are being ran, by many of us, that there is clearly a higher hit and kill rate leaning to the allied guns at ranges around 2400 meters. The only time this seems to not be the case is when the Allied armor on the range is the straight up M4, but still even then the gunnery of the AXIS tanks is rather poor. Also to this is the fact that the AXIS tanks had sights that had magnification up to 5x on most and up to 6x on a few and that these sights had range clicks built in them for finding proper range to target without giving away position by firing marking rounds. No allied tanks had these to my knowledge and that the allied armor relied heavely on firing COAX MGs to get range information wihtout wasting main gun ammo. As always though these are my observations and knowledge and if I am off the mark I welcome information on these isues for I think we all want to expand our knowldge.
  9. Just to keep this one alive a bit longer. Some things I would like to hear more on.
  10. I have ran about 30 gunnery range test so far. The largest concern that I have is that the ALLIED tanks seem to me to have more hits and knock outs then the AXIS tanks at long rage. I have used a multitude of tanks on each side, and usually they start fireing at one another around 2400 meters, where to my experience the ALLIED tanks score more hits and knock outs then the AXIS tanks. I am still runing more test runs to narrow the data to more specific tanks and numbers.
  11. I have to side with the idea that manable defenses would be a very good thing to add. Example would be you had an AT/MG bunker that the gun/team was destroyed/abandoned. Why couldn't a squad/team move in and use it for a fighting position. On to the expantion pack for CM, I have heard many a rumor on this. Aynone know if there is any truth to it?
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by L4Pilot: ON TO BERLIN!!!!<HR></BLOCKQUOTE> Really so soon? I guess I should have planned more police to escort the surrendered troops, but I didn't realize you were going to throw in the towel that fast. Lets be honest. The only way the allies will see Berlin is as they are marched through the city towards a POW camp. Unless of course they are capitulating, in that case we may have positions for them in the coal mines.
  13. Great site Pillar! Hats off to you and OsinO on an excellent job. One question though? Is that German engineering I see in the design? Hmmmm?
  14. That is an awesome idea Teach. I wonder what spawned it? Really though, good thinking! [This message has been edited by thomasj (edited 08-15-2000).]
  15. When i ran the test, I unsed every Halftrack and armored car that had the 20mm gun. Problem goes around all. They will however use the 20mm when they run our of MG ammo, but that is too late if you ask me when engaging other tracks, and some troops.
  16. I have read this acrticle and thought well, one person has run a test on this. So I decided to throw a scenario together and test it to the max. I ran the test 20 times, it was a small map, flat, not much in the way terrain features to block LOS and each time the the vehicle with the 20mm main gun would not enages HT, or lower units with the 20mm unless ordred to do so. they did not have this problem engaging large targets though. I believe this may be an issue for review, whether an easy fix or not I do not know nor would I pretend to, but would be nice for them to engage any vehicle with the 20mm without having to order them.
  17. WWW.AVAULT.COM They posted the gold demo and they had a fairly high write up about the demo, so I looked, played, cursed a lot, and ordered in about the span of 2 hours. One choice I will never regret either!
  18. One very interesting thing I am looking forward to that the TCP/IP patch will add is that direct play. Some of us American or not are stationed overseas where is cost every second/unit/click you are dialed into your ISP, and instead of waiting and waiting with our email open to see a PBEM file come in you can coodinate a date and time with another player and get online to play via TCP/IP. Then there is the advantage of being able to process more turns in one setting verses PBEM. Just my positive looks at it. I can't wait for my Cable-modem or ADSL connection to come but that won't be until DEC or maybe even next March. Phone rates in Europe suck. No offense to anyone, but I would love to be able to dial in like back home and sit on the net for hours and not worry about a $500 phone bill for doing it. Bottom line, local calls in Europe are timed and cost, that cost does varying though on the time of day you are online. [This message has been edited by thomasj (edited 08-10-2000).]
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