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CMplayer

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Everything posted by CMplayer

  1. This only applies when firing HE, not when firing AP at an armored target. When firing at an armored target, the engine calculates a probability for a hit, then it just decides whether you hit or not. The time taken for the shell to arrive doesn't matter, and even if the target drives behind a LOF block, such as a building, then path of the shell will still be drawn to show a hit. There were a bunch of threads about this a while back. So you're misinterpreting what you're seeing. You are right though, that when firing HE at a moving target, the tac AI fails to lead the target. The difference is probably that in this case the 'target' is actually a patch of ground, rather than a unit. So even if it gets a 'hit' on the right patch of ground, it misses the target which has moved away.
  2. The tac ops system works really well. There you choose whether you are calling in spotting rounds, or FFEs. Every time a spotting round or FFE lands in LOS of an observer, the accuracy level of the strike goes up (from 0-5) . You can choose to switch over to FFE whenever you wish. Also, you can convert the targetted point to a TRP at any time (and said TRP will have the current accuracy level ) Frankly, I don't see why CM can't view their project like academic research and apply the best results developed by others (in this case Major H) until such time as they come up with something better. As it is, it certainly is much worse.
  3. That is supposed to be a 'feature' afaik. It is one of the worst design decisions ever made by the CM team and should never have been introduced.
  4. I'm far from convinced that all that math adds realism to the game. It could very well be like calculating beyond the number of sigificant digits. Also, since other factors of the game are left with weaker models, in order to have a very strong armor penetration model, the overall result isn't necessarily any better.
  5. Before any of this will matter a whit, they need to make faces that don't look like they're whittled from an apple.
  6. Also, I'm pretty sure that the total range from firer to target should influence LOS through dust. What I mean is that there could be cases where two LOS go through the exact same dust cloud, that LOS would be blocked if the total range is 1000 meters, but relatively clear if they're only 50 meters from each other. The longer the total range, the more that half-transparant dustclouds become totally obscurant. Especially the farther the cloud is from the viewer. (this could actually lead to cases where LOS is NOT two way, i.e. one can see out of some things that the other guy has a harder time seeing into)
  7. This reminds me of how humorous it is when adjacent tiles are on fire. You can shoot between all the separate columns of smoke.
  8. This was discussed at length in the CMBO days, and I think your criticism is right. The damage to buildings should be based on the squares of the blast values (with correspondingly increased 'hit points' for each building). Or perhaps some other equation would work.
  9. I hope you also turned down the sound of tank engine noises, and increased the sound of artillery rounds exploding.
  10. Taking a screenshot works for me. It leads to the same result you've got: the pointer is visible with the black box trailing after it.
  11. PeterX, nice AAR. Notice how the riflemen are placed two men to a house. This can hardly be modelled in CM at present. Also, the attacking German tanks went 'belly up' coming over the railroad tracks. Another thing that simply must make it into the next engine.
  12. Not that Schrullenhaft needs backup, but my experience was exactly the same as what he describes. Crash right after someone was captured. Again, to repeat what he said: Open the autosave file. Choose pbem, instead of tcp. Play a few turns by mail. Resume tcp.
  13. I'd say 2 for 3. The CM:BO Beta Demo was bootylicious. Only the BB demo swung and missed so far in my opinion. </font>
  14. I think he means the faces in the lower left corner in the interface screen. Right? Those are moddable. You could put rank insignia there, or whatever you'd like.
  15. Who is he? I have a question about Finding Nemo. Were they modelling (invisible) water currents? For example, if a fish uses its fins, were the effects the fin has on the water (such as little vortexes, pressure changes etc) factored in, even though it's not directly visible? (in order to lead to its effects on vegetation, sand, or other fishes' movements). Everything hung together too well to believe they just 'drew' everything. [ November 23, 2003, 08:37 AM: Message edited by: CMplayer ]
  16. It means start out just trying things the way you would try it in real life. Don't try tactics or techniques according to game-specific things you may have learned in ASL or CC. If a tank bogs, give it a short reverse order, for example. There's a lot more in the game than you might think at first.
  17. We hates you, we hates you all, you nasssty finnsssesss!
  18. I would, but they've gone into fits of obsequiousnes in there since their lovely Queen Emma returned from a sojourn in real life®. I can't stand to see them standing in line to rub themselves on her leg like my neighbor's dog, so I'm staying away for the time being.
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