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SlowMotion

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  1. I see this same thing in Windows7. Even though the activation says "Unlock Success", it doesn't remember this. I have reactivate. And pressing Play does nothing. Edit: my problem was that I had activated CMSF2, but not CMSF base game. Once I activated CMSF base game then starting CMSF2 became possible.
  2. That was the point of this thead: real weapons have abilities that the game engine may not support yet. ps. this kind of missiles will become more common in future: https://www.mbda-systems.com/press-releases/mbda-mmp-missile-endorsed-eu/
  3. I think what you wrote could be possible. Some other units might have spotted that there are some vehicles behind a hill. Then the AT missile team would launch a missile to that area and AI would decide which target to attack. Are you saying this area fire for some existing CMSF2 missile is already in the game? Which missiles?
  4. Another perspective: most countries of the world are almost NEVER included in war games. So people from those countries are very used to playing with units of other countries. Otherwise they wouldn't play any war games.
  5. Yes, there are also versions of Spike which can be used against targets the launcher team cannot see. "The long and extended range versions of the Spike also have the capability of "Fire, Observe and Update" operating mode. The missile is connected by a fiber-optical wire that is spooled out between the launch position and the missile. With this, the operator can obtain a target if it is not in the line of sight of the operator at launch, switch targets in flight, or compensate for the movement of the target if the missile is not tracking the target for some reason. Hence, the missile can be fired speculatively for a target of opportunity, or to provide observation on the other side of an obstacle" Spike-NLOS "the British Army was hastily equipped with the missile, drawn directly from IDF inventory after being exposed to increasing insurgent attacks in Iraq and Afghanistan beginning in 2007. The UK initially acquired 600 missiles, which it designated EXACTOR-1 in British service, later procuring a more advanced variant designated EXACTOR-2"
  6. One hour may be good for quick battles. Bigger scenarios should have 1.5 - 2.5 hours.
  7. If I understand correctly this kind of missile also offers a brief peek at areas the AT team doesn't necessarily see. Like a short view of what's behind a hill. Much faster than using a recon drone.
  8. An anti-tank weapon that can be fired beyond line of sight and retargeted while the missile is flying. MBDA MMP. It wouldn't work properly in current CM game engine. I don't know how this kind of behaviour could be modeled in turn based playing modes, because AFAIK turn movie events are precalculated and user interaction is allowed only every 60 seconds when you plan next turn. https://www.youtube.com/watch?v=-JaUrsGGGos
  9. If you create a Quick Battle and select attacker to be Random Blue, then in Combat force selection list Mech Infantry is listed twice.
  10. And one of the best improvements of CMSF2 is that you can create great imaginary quick battles when there are so many countries included, all with different kind of units.
  11. I was surprised that the approaching RPG is destroyed so close from the vehicle. I'd thought this would happen several meters away. It seems to happen similarly in Arena, but further away in Trophy. Arena: https://www.youtube.com/watch?v=YpmcmKwWzYo Trophy: https://www.youtube.com/watch?v=2VB3VpSxMXs
  12. from Rheinmetall https://www.youtube.com/watch?v=gHiqrgac1Ak
  13. Just a small note about why modern tanks can spot things so much faster than older. I watched a short video about Lynx - a new armored vehicle that is one of the competitors to replace current Bradley. That new vehicle has 20 cameras. 12 in turret and 8 in chassis.
  14. Such game would be an interesting thing to try. I notice this spotting speed more in modern games - CMSF2 and Black Sea - because tank turrets rotate so much faster than in WW2 tanks.
  15. I agree that most things are modeled accurately enough - for me at least. But I think these delays make things look as if there are human crews inside vehicles. It takes time for people to spot, think etc. If all those things happen in a fraction of a second it seems like it's a robot army. IMO these human delays make battles look more interesting, even if events progressed alittle slower.
  16. Interestingly I saw this spotting information sharing happening in a recent Syria footage video. There were 2 old tanks shooting at rebel infantry in urban area. Then some distance behind those tanks there was infantry observing the battle area. If these soldiers saw something happening in nearby buildings they shared the info to tank crews using a radio. They could also order which targets to fire next.
  17. I've seen similar night time hunting videos and they clearly show how darkness doesn't give much protection to soldiers these days: https://www.youtube.com/watch?v=lVnA-BYUdes I agree that sensors can help, especially noticing threats from long distance. But my original problem case was in daylight. Soldiers entering a building from a door. Before even half of the squad had entered the building (less than 100m from the armored vehicle) the turret was already turning. I should have recorded a video from the situation.
  18. I think map dimensions may be compressed because map makers are trying to create a map for interesting battles for gamers more than simulate real terrain. And since this is a game I can fully understand that. Although I do know there are very realistic maps (as far this is possible using current CM technology), mostly included in stock scenarios of some WW2 CM games. As for time, players won't play battles that last too long. Also they can take much higher risks because there is no benefit from saving your units to next battle, like it was in CMx1 operations. In a way the whole war lasts just one battle. That's why casualty rates are enormous.
  19. Yes, playing a 3 day battle using one minute turns would make gamers fall asleep Despite this time compression, I think CMSF2 and the other newer CM games are a great gaming experience.
  20. It seems to me that because of this lethality most wars/conflicts on this century have been such where the other side is clearly weaker. Older gear, worse training etc. Whether it's air warfare or land based, the good gear rarely meet. So we have little actual experience of how well those things really work against same level opponent. BTW: Syria's situation may be changing now that Russia has brought newer technology. Anti-aircraft, electronic warfare etc.
  21. I understand that simulation is different from real battle. I just get impression that some things happen too quickly and too reliably in the game. Human like behavior must be really difficult to simulate. I watched some Youtube footage from current Syrian conflicts and things seemed to evolve much more slowly than in the game. Of course real battles may take several days instead of an hour or two. here's one example https://www.youtube.com/watch?v=Wb1M1wbEj0U&t=30s
  22. I've been playing Breaking the bank scenario as Syrians. Near the central square of the map there are some tall buildings with several destroyed civilian cars near the buildings. I assume they are supposed to be Syrian, not western cars. If I choose a unit near the top of those buildings that does not have line of sight to those cars, it shows them as ?-symbols to show them as unknown vehicles I think. But the icons are blue as if they were British cars.
  23. Interesting as well. That APC case seemed to take about 10 seconds. If the target had not moved maybe 5 seconds. BTW: I was surprised to see how curved the shell trajectory to 2.3 km was.
  24. Thanks! Great examples. What about this situation I encountered while playing CMSF2 demo: A vehicle like CV9030 is stopped on street in urban environment (might be a bad idea, but that's how the scenario is). Buildings on both sides of the vehicle. Gun pointing forward. Then someone else than gunner or commander spots enemy infantry moving in one of the buildings on the right side. Maybe 2 o'clock. How much slower would things go when the gunner didn't spot, but he has to hear it from someone else and then spot it himself before he can fire. Can you give some estimate how many seconds it might take from the moment someone spots enemy infantry to when the gunner can open fire?
  25. When playing CMSF2 and maybe earlier modern time CM games also I've noticed that especially western tanks and vehicles can have very rapid reaction times. I've seen cases where an enemy unit moves on map and opposite side's armored vehicle seems to spot it immediately and also act on this without ANY delay. I have no real life experience of such vehicles, but I assume that crew members have to communicate when they spot something and shout orders so each crew member knows what to do. IMO it seems that often no such communication delay is involved, but things happen as if everything was controlled by a computer in a fraction of a second. Any comments? Especially from people with real experience from tanks etc. How long does it take from the moment when a crew member spots an enemy let's say on the right side of the vehicle to the moment that the vehicle has turned its hull (like happens in CM) and turret and is ready to fire at the enemy?
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