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robo

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Everything posted by robo

  1. I think that absolute spotting is really the only way to go. The problem with relative spotting is that the game would have very inconsistent gameplay since the player already has absolute spotting once a minute when plotting orders. You'd have alternating relative (during the turn) and absolute spotting in the game. No, I think that absolute spotting, unfortunately, is a requirement for a game of this type. It's a side effect of the unrealistic control a player has over his forces.
  2. If it runs fine for a week before it slows down you've most likely got a memory leak in one of the programs running on your server. Just reboot once or twice a week.
  3. What computer are you using? Processors? Memory? Need more info. If you're just running out of memory so that you're paging too much simply getting more memory would fix the problem. What's the process table look like? How many perl processes are running at the same time and what's their size? If you're running any sort of UNIX box I can help but I need more specific info. I help run email/web/news for more than 20K users. My services to you would of course be free.
  4. You'll get a speed boost if you precompile your perl cgi scripts, if you're not doing that already.
  5. I was going to say T28 before I saw the T35. Reminds me of one of the old dreadnoughts with gun turrets placed wherever they'd fit.
  6. I've worked with 21" monitors and I don't like them, way too big. You need to move your head to view different parts of the screen. I think 19" is the perfect size.
  7. If after the Florida recount it's still too close we might have to wait 10 more days so that all the absentee/overseas ballots are given time to arrive! They just need to be postmarked by Nov 7.
  8. How about an LOS overlay feature for CM2? Click on a unit and visible sections of the map are displayed in blue.
  9. In a recent game had some 60mm and 81mm mortars firing at AFVs. They took out a StGIII on the first shot but vs the JpZIVs they got about 12 hits with no effect. I noticed that the StGII has 15mm top armor while the JpZIVs have 20mm top armor.
  10. Weren't scouting teams often led by an officer? I read a story from WWI where a 2nd lieutenant would usually lead a 2 man team and it sounded like this was standard practice. I used a platoon command unit with a good command radius to scout in my last game with 2 60mm mortars not far behind. He spotted the enemy foxholes (not the enemy itself) and was able to call effective mortar strikes. As for split squads, I think it's best to split Green squads since they rout so easily. I really hate it how when two split squads (one with a ! mark the other without) rejoin the ! mark carries over to the entire squad, especially since you can't control when split squads rejoin when they are relatively close to each other.
  11. This URL contains info regarding the formation of Polish units after the Fall of Poland: http://www.zem.co.uk/polinuk/fed/contrib.htm
  12. Interesting to compare the US 57mm RR with the German 75mm RR. Don't have the CM numbers in front of me but it seemed like the 57mm has much better pentration values than the 75mm though with a very small blast radius. The 75mm however has a blast radius equal to the Panther's 75mm!
  13. So why are the penetration values for the reckless rifles nearly the same at all ranges? What's at work here?
  14. Why would you need to see prior turns - what difference does it make? Yes indeed the vehicle was spotted earlier - in fact that is always the case when I see this bug. Are you saying that the spotting distance is increased for units that have aleady been spotted? Correct me if I'm wrong but during the day when a tank disappears from view behind a building it is replaced with a nationality marker. It's grapichal representation is only displayed when the tank reappears within LOS. However, with thick fog at night the max LOS range is 30m (or something like that) so it should not be possible to see the tank (a graphical representation) until it gets within that range. Why should I be able to see a tank at 60m (supposedly out of LOS) rotating in place when it's beyond visible range? I can use this info to sneak up one my own tanks behind it when it's facing away.
  15. To clarify by "spotted", I mean a physical graphical representation of an assault gun is displayed when said assault gun starts moving even though the nearest unit is over 60 meters away. As I understand the rules of the game, a graphical representation of a unit should only appear when the unit can be seen by an enemy unit. I tried duplicating this effect with just plain fog, etc and did not see this behavior - in those cases a sound contact marker would remain in play until the AFV actually entered LOS at which point the graphical representation would appear - as expected. This bug allows me to, among other things, know the exact facing/orientation of an enemy AFV even though it is not within LOS of any of my units.
  16. Hello, I think I've found a bug. In this save there is a German Assault Gun in the middle of the screen (marked with a German Cross) which is out of LOS at the beginning of the turn. Hit GO and when the AFV in question starts moving it is *immediately* spotted even though it is over 60m away from the closest friendly unit. I see this kind of thing *all the time* with Thick Fog at Night. This is using version 1.5. Thanks! save game: http://www.suba.com/~robo/TFNBug3.cmb Oddly, some people have tried the save and do not see this behavior.
  17. Try these Dell drivers: http://www.suba.com/~robo/6624t.zip I spent a really long time trying to solve the problem with my Nvidia on Win2K. This is the only driver that cleaned up all of my text problems.
  18. So could anyone verify this bug? I mean it's big enough that you really should never play a game with thick fog and night.
  19. Matt, not that you said it would but these new drivers don't fix the Win2K Text problem.
  20. Matt, but you're not running Win2K right?
  21. Sounds like the Win2K problem; there're a few threads in here about this already.
  22. Regarding BORG-like spotting comments: Huh? This term is meant to be applied to the player, not to the units in the game. The player can manipulate all his units with a coordination that could never be achieved in reality. That's what is meant by associating the BORG with the game. The player represents the mastermind computer having near total control over all his minions while he plots their orders for the next turn. This has nothing to do with the TAC-AI.
  23. On a more serious related note; It seems mortar fire is done very differently than tank fire. I mean I can place a mortar right next to a building and have it fire over the building - this shouldn't be. The angle of fire does not appear to be taken into account for mortars.
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