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Mord

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Everything posted by Mord

  1. I was gritting my teeth waiting for the inevitable. Interesting that the dude up front got completely laid out instantly. Don't back blasts in general liquefy your organs? Mord.
  2. You didn't buy the Battle Pack by accident, did you? Mord.
  3. That's actually what I thought the thread was gonna be about when I first saw the title—that stupid sliding. Sometimes I see it in TW Rome II and Attila, as well. I hate it! Mord.
  4. All you can eat buffet, right here: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=select&id=2 And here: http://www.thefewgoodmen.com/tsd3/shock-force/ Have fun. I recommend trying FGM first. Mord.
  5. Actually, it has everything to do with the tiles. Lay down a row of heavy forest tiles (without trees) and try and drive a vehicle through it. Yeah, the bushes (sticks, rocks, and all the foresty detritus) are slowing them down but it's the tile they are reacting to in code terms. Snow and mud are separate as they are settings within the data for the scenario. You can set the scenario ground conditions to muddy and vehicles will have a bigger chance of bogging even on grass not just mud tiles. Think of it as an over all effect on most terrain. To make sure my memory wasn't failing me I just ran a test in CMBS with the ground set to muddy. I had a Bradley drive at regular speed all over the grass, on the second turn it managed to bog itself. It sat for over a minute spinning its tracks forward and back, eventually it managed to extricate itself from the muck. Pretty cool. Mord.
  6. Yeah, I wasn't approaching any of this as your personal opinion. For the most part I was approaching it as you using his outline to critique and argue the game mechanics, with a dash of opinion thrown in. It's the happy medium. I mean the player could easily work around it by not viewing the subsystem's tab for a turn. The default setting is whatever you viewed last. Or Ammo. If you keep it on Ammo you won't know. PROBLEM SOLVED! Damn, I am good! Back to "GETS IT RIGHT" column! 10-4, brother!
  7. Not in the editor drop down, but you could mod tag it for specific scenarios. smod_russian_ratnik_soldier_uniform [digital] but then it would be applied to ALL uniforms. As of now I don't think there is a way to assure any Russian unit will use a specific uniform BMP. BFC would have to add an option in the editor. Mord.
  8. Yeah, the new installers are a godsend, especially for CMBN. LOL. CMSF is a PIA with its convoluted patch structure. It'll be great to get a one shot deal with SF2. Mord.
  9. This part is a bit more complicated but doesn't matter unless you are trying to completely overwrite the stock uniform. Uniforms have to be in numerical order or the one that breaks the sequence will not show up. The first uniform always starts with a blank at the end of the file name, "smod_russian_ratnik_soldier_uniform". There is no "1", your next BMP in the sequence will be numbered "2". "smod_russian_ratnik_soldier_uniform 2". Make sure you leave a space between "uniform" and the number. You just repeat this in numerical sequence for how ever many uniforms you want to add. 3, 4, 5, etc. Very simple once you know. Mord.
  10. As it stands now there are no uniform options in the editor for the Russians so if you want a mix you would have to manually rename and install the uniform mod into your mod/z folder. Take the uniform BMP you wish to use and name it "smod_russian_ratnik_soldier_uniform 2" without the quotes. That will give you a mix of ratnik plus your new uniform. If you want to add more just keep naming them sequentially; "smod_russian_ratnik_soldier_uniform 3", "smod_russian_ratnik_soldier_uniform 4" etc. This will give you a mix within all your squads. You will not be able to designate which squad gets what. It will be random. Mord.
  11. You are gonna owe me a keyboard if I puke on it... Well, this is what they have said so far: " The map will feature the southern portion of the Battle of Kursk with the village of Prokhorovka and town of Belgorod included. The map will also be built somewhat differently giving tank players a better ground environment then our current large maps." I guess we'll know more in 2018. Mord.
  12. Ok. I'll meet you half way. We'll call this one neutral. We should also note that: A.) We can get details on hits. But that can be turned off, so again, neutral. B.) If a vehicle is knocked out you will never know what happened to it if the crew is all killed or they bail before you can pause to check. Or you forward the turn before pausing to check. I think CM's system for dealing with this is really good and in this case I think game play and enjoyment trumps realism. Though maybe waiting a turn before you know what was damaged wouldn't be a bad idea, I just don't know if it could be implemented or if it would have any real impact on game play. And in the case of part "B.)" you would never find out what happened. I'll remove him from the "I don't like him anymore" column to the glorious and magical "I like him" column when he apologizes for being mean to you! Mord.
  13. According to them the map is gonna be 100KmX100Km, not even Erwin could bitch about that being too small for maneuvering. LOL. But yeah, not that big a deal. I'd rather have them completely concentrate on the tank VS tank, infantry and other vehicle fidelity. I could careless if there are planes. They are the guys that could really get this right. Mord.
  14. I think I got it wrong. I was under the impression that this would be a part of the flight sim except on the ground but it may be a stand alone, just using the same engine. Mord.
  15. You deserve it for changing your profile pic and screwing with my reality. Mord.
  16. They are using the same engine as the IL2 games (I believe it basically will "plug-in") and are gonna expand the fidelity of the ground map for tank warfare, above what they already have in the flight sim. So, it will definitely be one to look out for. I hope they'll allow skins like they do for the planes. Mord.
  17. I don't agree with this one, my friend. The info we are actually given when something is damaged is pretty generic and would be known pretty quickly by the crew. These guys eat, sleep and live in these vehicles. It'd be no different than you noticing a weird ticking in your car the minute you start it because you deal with it everyday. A passenger might not notice, but you will because you live with that car and are trained through your use of it. You won't know exactly what is wrong but you'll know it isn't normal. For instance some of the subsystems on a vehicle would be: Engine Radio Wheels/Tracks Weapon Controls Gyrostabilizer When something is damaged we get an indicator from light green all the way to dark red (which measures severity). Lets pretend the engine takes a minor hit that results in yellow. This indicator is not saying; "That last round partially penetrated the engine compartment and we have some minor damage to the radiator". it's telling us maybe the driver notices that the engine isn't responding exactly as it should, maybe some dings, pings, and knocks alert him when he tries to reverse that something is wrong. Or if the radio is knocked out (red), the TC notices 'cause when he speaks into it he gets no reaction or it's sparking and smoking, or whatever. If the weapon controls are damaged (yellow), the gunner is gonna know 'cause he can't get the the weapons to react the way he'd like. And with specific weapons it would be the same thing; (red) "Sgt. the 50 cal won't fire, must be knocked out!" (red) "Hey, I can't load the HE round, the breach is bent, the main gun must be knocked out!" Or with the tracks, (yellow) "Hey Sgt, the tank is shuttering when I turn, the tracks must've took a hit." Etc. See, the genius of the CM vehicle damage system is that it isn't specific but leaves open to interpretation what actually happened. The green, yellow, red squares are just guides. Therefore, I nominate with this post, that vehicle damage be removed from the "Gets It Wrong" column and placed in the glorious and magical "Gets It Right" column! Mord. P.S. I still don't like that guy anymore.
  18. Tank Crew: Clash At Prokhorovka was announced recently. Tentative Vehicles: T-34-76 STZ KV-1s M4A2 SU-122 SU-152 GAZ-MM + 72K PzKpfw III Ausf.L PzKpfw IV Ausf.G PzKpfw V Ausf.D PzKpfw VI Ausf.H1 Sd. Kfz. 184 Sd. Kfz. 10 + Flak38 Prokhorovka - Belgorod Map {100x100 km Approx.) Mord.
  19. They will and are. It's called Tank Crew: Clash At Prokhorovka. They announced it recently. It's going to be a part of the IL2 family. Tentative Vehicles: T-34-76 STZ KV-1s M4A2 SU-122 SU-152 GAZ-MM + 72K PzKpfw III Ausf.L PzKpfw IV Ausf.G PzKpfw V Ausf.D PzKpfw VI Ausf.H1 Sd. Kfz. 184 Sd. Kfz. 10 + Flak38 Prokhorovka - Belgorod Map {100x100 km Approx.) I am PSYCHED! If it's anything like the flight sims they'll probably add more vehicles with DLC if it's popular. Mord.
  20. Yeah, I have always understood the whole HQ C2 keeping the subordinate units calmer and the like. That was the easy part of C2 that I carried with me from CMBO+. Being in C2 is better than NOT being in C2, especially during firefights. So, it does give them a leg up on spotting it themselves. Basically they get a heads up on what to look out for and where. That's cool! Thanks for the clarification. Mord.
  21. Actually, My dad, Mord Patton Rommel Sr. was an executive officer in a Toilettenreiniger battalion during the Great War. He was heartbroken when I didn't follow the military tradition he established under the Kaiser. But how could he understand that I had to go into halftrack gunnery so I could write books about it, and prove Emrys wrong 70+ years later? Mord.
  22. Ok. So, now that they are all aware that there is a tank in the vicinity of that building will that increase their spotting ability once they approach the area? Give them a bonus say, in getting LOS on it? Outside of the coolness of all that information being shared between teams and HQs and tanks (and it is cool), what is the benefit in game playing terms? How does it translate? Mord.
  23. Computer Ambush. I can remember my brother raving about and playing it on a Commodore 64, I believe. I'd say it's close to the start of WEGO. https://www.rockpapershotgun.com/2015/06/26/the-flare-path-computer-ambush/#more-297731 Mord.
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