Jump to content

Radar

Members
  • Posts

    237
  • Joined

  • Last visited

    Never

Everything posted by Radar

  1. Also if you don't have full tanks there's a good possobility for condensation forming in the gas tank. When the tempurature falls it can freeze..
  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by Doug Beman: Chad, a tank engine at idle runs only slightly cooler than a tank engine at full-out. To wit: a tank engine which is running, regardless of RPM, will not suddenly freeze up. DjB<HR></BLOCKQUOTE> Yes but the radiator can form ice in the fluid and get blocked by the thermostat causing the engine to overheat...it can happen in very cold weather...it can happen while the engine is running too...
  3. Well, do you have infantry/scouts out in front? Are you advancing to contact? IMHO, use the move command instead of the hunt, your units will have better sighting and will fire on the move with fairly good accuracy. Going over the crest of a hill might put your AFV's in jepardy from units all over the map.
  4. Ahh, but the terrain was at a training center. A scenario game would be 'the real thing', IMHO. Its one thing to pull up TOE and work 'em to get experience on handling your force, but it would be like reading the punch line of a joke before it was told to go through a scenario with no question of what was going to happen.
  5. Ya, I agree with Von Shrad in that one. There's nothing like being treated with the unexpected.
  6. I once had a paintball fly down the muzzle of my barrel and burst in the chamber. I couldn't find any hit, so I kept on firing. Thats when I discovered my buddies paint shell fragments inside of my paint gun. What a surprise! I think you've had some bad luck is all. The gun isn't impregnal like the armor on the Churchill VIII.
  7. Did your tank lose LOS (was either the target or the AFV moving)? I've noted that more times than not if there is a loss of sight that a weapon platform (inclusive) with a smoke loadout given a target order will likely switch to smoke rounds for the remainder of the fire order.
  8. I believe the animation is only an abstraction..(not nessesarily THROWING but a member in the squad close assaulting the AVF.
  9. In real life things can get hairy like that... ya I've seen a round go off right in front of the tube...a slight rise to the front during a direct fire...scary too.. :eek: Well as for the Marder firing...well it could be that the recoil from the first round changed the pitch of the gun slightly and then after adjustment the following round followed the trajectory of the first...Actually there could be many other resons for it too. [ 07-12-2001: Message edited by: Radar ]
  10. Well I've found that good leadership (morale+, and stealth+,etc..)in situations like this is a thing ya want to have. I've had no luck using teams like you've suggested, redeker, it just throws men away and you'll still have to face the enemy pos with less forces. Move and sneak forward, even crawl if you suspect you're near an enemy strongpoint. Try and advance to a suspected enemy stronghold from a flank direction to help offset any set ambush.
  11. Hey thanks..I like the little 3 season cottage to to use when I spend time on the river..hehe
  12. yer off board assets(heavy mortors esp) can really help as you can plot unsighted fire.
  13. Firstly the command Radius is determined by the overall experience of each HQ. Then its further modified by the bonuses. I don't have any hard numbers in this respect, however.
  14. Well Colonel Klink, as far as I understand, an untraced LOS doesn't effect the command range of the HQ to its subordinate units. Command bonuses, the star and the squared star(+1 & +2 respectively), will increase the overall command radius of the HQ.
  15. I would like the Smoke command to be more flexable. I think smoke fire would be better if their was an option of setting how many rounds are to be fired. Or else I think any round landing within 10m or so to be a hit (its used only to make a smoke screen, nothing else)and the units to cease their fire. As it is units can unload their smoke all in one turn, with the rounds masking each other for no real benefit, other than denying their use at a later time.
  16. I think that FO's should be able to place their own TRPs during the game. Once a mission is calced and rounds are falling, just save that info and reuse it as a known point.
  17. Well, IMHO the map would have to less abstracted too, to make gun depression accountable, don't ya think?
  18. Well for just overall I use x1 or x2. For setups I like x3 or better to quickly sort out the units and quick placement. Realistic is my choice with critical plots.
  19. Ahh, I see..I was playing in a TCP/Ip game and yazowwee..Ping..screen freeze and CM just crashes. Reload..and I miss setting my turns orders. Next turn..works fine, as does the next. Then it goes again..I miss the video but my turns orders are carried out. Next turn goes fine..but the following turn and from then on..the game will get the the download part to only ding, freeze screen and crash...I had to finish via PBEM..hmm..hmm..hmm..
  20. I've tried a search for this info but I'm hitting a wall. I remember somewhere in the past seeing this information. Does anyone know a link or have an answer?
  21. Thank you Zamo..I think the hardest would be the lead and wind adgustment for a man sized target at 500 meters. Its not hard at all to hit a stationary target.
  22. Hey Scipio, Thanks for all of your hard work. Those sound mods are great!
×
×
  • Create New...