Jump to content

Bruno Weiss

Members
  • Posts

    2,621
  • Joined

  • Last visited

    Never

Posts posted by Bruno Weiss

  1. Frunze wrote:

    It was very hard to use flamethrowers on offense in CMBO, but a little easier in CMBB. In games with dense terrain - lots of woods or cities - they can be useful.
    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.
  2. 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 ]

  3. "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.

  4. jwxspoon wrote:

    So where is the problem? Why would someone want to continue playing in 1.01 when 1.02 is out and there are no problems created by the use of the patch?
    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 ]

  5. 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 ]

  6. 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 ]

×
×
  • Create New...