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Bruno Weiss

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Everything posted by Bruno Weiss

  1. Ooo Ooo, will it have them lil Arab teepee for doodads?
  2. Who's gonna do the partnering on this one? Afrika is awite. China-Burma would be nice, but I'll take AK.
  3. Frunze wrote: I find the FT much easier to use on the offense in BB also. With the move-to-contact order, an FT can root out fortified units in woods or other covered terrain. Use an infantry squad or MG to provide cover fire, and an FT with move-to-contact orders to flank the position. Make sure the FT is in contact with a good morale boosting HQ unit. Gives em a little stiffer wood.
  4. Yeah, what he said. And my Mom said I hafta set the PG filter so there ain't no blood n gore. But I can't find no PG filter, plus, where are the hidden spells and magic items? How am I supposed to kill the enemy tanks they keep shooting my guys. There ain't no magicians.
  5. Gamey is defined as; "Anything the opponent might do to defeat you."
  6. Now ya got me. I was thinking about executing the lil blighters to keep em from escaping, but now you went and found a good use for em. I'll have ta send out a patrol and round me up some human shields. Alfred E. Newman meets CMBB. "What, me Gamey?"
  7. Peering into my crystal ball... Wait, somefink is developing, it's a lil hazy yet, but yes, yes there it is, I see it now, it isn't clear when this will happen of course but there's no doubt about it. We've crossed over and ... yes BTS will suddenly begin to answer questions again. It's all right there. The ball doesn't lie.
  8. Be positive now. "I think I can, I think I can, I think I can, I -- think -- I -- canananan, IknewIcould IknewIcould IknewIcould..." Now, if ya hold the pipe in yer mouth and puff smoke while saying that it kinda looks and sounds like a train.
  9. I just never did agree with the whole idea of mandated hull rotations in the first place so I guess all I can say is "see!"
  10. Now yesterday I noted on thread that I had just watched an opponent run a whole platoon head long smack through the center of an AP mine field without so much as a bird stop singing. Today, I watched in curiosity as two of my opponents tanks roll right through AT mines sitting in a road that cuts through a forest. So there is no clear area to the left or right, and the road is AT mined. Two tanks go blazing right through and nothing, nada, zippo happens. I'm wondering if someone could maybe mod some Burma Shave slogans on the mine signs for decorative purposes. Kinda give the enemy crews something to read as they go whizzing through the mine fields. :confused: [ February 22, 2003, 03:46 PM: Message edited by: Bruno Weiss ]
  11. Andrew, I d/l the newcap file, and when I unzipped it nothing would read the bmp's. Got some error about an unsupported graphics type? Ooo Ooo update. I downloaded them again, and this time they were fine. Must ave been a corrupted download. These look real nice Andrew. [ February 22, 2003, 12:04 AM: Message edited by: Bruno Weiss ]
  12. A hellova feller ain't he... He's a mod animal I tell ya. Thanks Gautrek.
  13. These particular models were just great Noob. The snow effect is ultra nice. You really did a splendid job.
  14. Oh Christ Winston, we'll never shut him up now...
  15. Precisely the distance traversed by the Kitty Hawk!
  16. What would happen if you upgraded to 1.02, and selected pure armor, but your opponent drops it into v1.01?
  17. "Speed between turns?" You mean the calculations that the AI runs then. Right? That might depend on a number of things. The size of the scenario/game, the number of units on the field, and their activity at that moment. Also, I've noted over the years in CMBO/CMBB both that when Arty spotters are targeting, it tends to add a lot to the AI calculation routine. And finally, what type of processor chip your using in your PC. So I guess the answer is it depends. But yes the calculations can and sometimes do take a little while.
  18. jwxspoon wrote: Okay, someone answered aready. V1.01, and V1.02, run different outcome calculations, far as I know. They also utilize some slightly different rules I wager, at least where fixes have been made. Ergo, a feller who drops a 1.2 file into 1.1, might get a better result on something (even if only slight), than running that same turn in 1.2. Question is, as has been asked a dozen times now, what are the compatibility issues raised by all this? Not just whether or not the files will run as cross versions, but what sort of differences and variables are involved in so doing. The reason why it might happen that different versions are used doesn't matter, the question is what the devil is the AI doing during all those outcome calculations run under different rules, or run with and without the fixes on each succeeding turn? IOW, a rather nefarious type might take a quick glance at the fixes in 1.2, and on a given turn where he then wants a slight advantage where something is no longer allowed, or calculated differently, just drop the ole game file back into v1.1 to get that quick lil advantage, and off he goes, while his opponent has no way of knowing the ole sneakeroo has taken place. To answer your last question, why not make sure your opponent is in the same version? Nothing wrong with that and commen sense says to do so, but the idea here is you end up not really knowing which version it was last run in apparently. [ February 21, 2003, 11:05 AM: Message edited by: Bruno Weiss ]
  19. By speed, do you mean the video frame rate, or the speed of the movie?
  20. Right you are! You see, the wind played a major role in calulations governing the aiming of artillery, mortars, rockets, aircraft, and other optically dependent mechanisms. Now, those same aerodynamic forces, would apply with equal importance to the tossing of a bottle of vodka, or in this case a molotov cocktail. That is why they gave them a long cloth fuze. Right. The same principle used in kite flying, it stablizes the object while traveling through the air, provides a stabilizer drag rougly equivilent to the tail on an aircraft. Try flying a kite without a tail, watch a squirrel try to jump without a tail, even the name of the projectile itself provides a clue. (Molotove cock-TAIL). Remember lads, here at the forum we don't just study history, we create it! [ February 21, 2003, 10:30 AM: Message edited by: Bruno Weiss ]
  21. There is another aspect and possible explanation I do not see mentioned. This was discussed in previous threads. Which way was the wind blowing? Is it not possible that a high wind or gust provided enough tail lift to the bottle that it became airborne just long enough to carry it that distance. I mean, them things happen so fast you know, and in the dark it is hard to distinguish anything except the tracer from the flaming cork. Is there any smoke on the map to indicate which way the wind is blowing? Remember, wind comes from the direction that anyone otherwise would presume it was blowing to, depending upon the weather indicator. Some say NNE is where it is going, and some way NNE is where it is coming from. That's why they have windsocks at the airport, on account of no one can remember what NNE, SSE, SSW, and all that means. Check for smoke to aid in this determination. Now, to ascertain the viability of this theory, you should first play the movie and time the molotov toss from the time of liftoff, to the time of impact. You will need this figure later on to verify your final result accuracy. Now, one must take the average weight of a molotov cocktail, (we don't really know, but let's assume the bottle is equal to your normal Stolichnaya fifth, weighing in at about 1-lb), and estimate the average speed of a tossed bottle of Stolichnaya, (an MLB pitcher can toss a baseball at about 90-100 mph), but that is a professional. A better measure might be your typical wife who can toss a rolling pin at approximately 78 mph, and weighing in at about the same size of a fifth. So that now we have the weight and the inertia of force. (To properly calculate this we need an estimate of the wind speed). The inertia of force must be multiplied by the wind speed, minus the weight drag (1-lb multiplied by the distance thrown), in order to establish the probable distance of travel possible by an average bottle of Stolichnaya. (Assuming ofcourse the launcher did not lighten the weight by taste testing the projectile prior to its launch). Finally then, compare the end result of this calculation against the time it took in the movie for the molotov to travel from launch to impact. This will provide the rate of speed for the projectile by dividing the distance traveled by the time it took to reach it destination. Simple really. The final figures should demonstrate by comparison whether or not the toss rate for a molotov has been modeled correctly. [ February 21, 2003, 08:25 AM: Message edited by: Bruno Weiss ]
  22. Excellent chart. Now by these standards, Andrew's Platoon Cmdr above is displaying a shameless demonstration of unabashed joy.
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