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PantherGunner

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  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software: Warren Peace: The bigger the target, the greater the chance that a near miss is going to cause problems. Many times what I see happening is that the AT gun doesn't get knocked out, directly, but instead gets hammered so much that the crew buggers off or remains unable to return fire (Pinned) until something does actually finish it off. Steve<HR></BLOCKQUOTE> Steve, Talking about AT crews buggering off..are there plans for the ability to "re-crew" abandoned guns? Thanks for all the responses.
  2. Having the same problem. Try this url www.combat-missions.net [ 06-27-2001: Message edited by: PantherGunner ]
  3. Damn Dude, You've got some great stuff there! Keep up the good work...us mod sluts love it.
  4. MAJ H, Thanks. Wasn't sure if CM copied anything in the registry when it installed the first time.
  5. I want to re-install CM in another directory so I can install the DFDR mod over top of it (having two distinctly different directories) so I won't have to keep changing files when I want to play the other game. When I try another install, the only three options are to Modify (which doesn't do anything), Repair (which reinstalls the game in the same directory with no options to change the directory, or Remove. Can someone please tell me how to install into another directory so I have two CMBO directories? Thanks.
  6. pretty good mod. it's good to see a new modder out there! I like my tanks with a mix of colors though; my favorites are tri-color ambush mods. Keep up the good work.
  7. Great site. Needs to be the average total though otherwise it won't be relevant once you get a few people to review it (e.g if the average is 7 then we know it is a half way decent average but if the sum is 59.6 then I don't know what that really means unless I know how many reviewed it and then did the math myself...which might turn out to be an average of 2.4 which means it is a lousy scenario). I'm starting to download more scenarios, since I download a batch at a time and only place them in my CMBO directory when I'm ready to play, and your site is a great help.
  8. I agree; get the articles out as early as possible! Not only will this "feed" us regular CMBOers with much needed info, it will get the word out early to people who have not heard of CMBO/CMBB and thus get more recruits.
  9. Trying to find the Scenario Database Harv had which shows all the scens, operations, etc. Did a search which said it was on the Boots & Tracks page but couldn't find it on the new site, tried to email Harv but was blocked. Anybody know where it is? Thanks.
  10. Mojo, I see a black background with white and red text, your three links with pictures and two links with words,the DFDR screenshot of desert uniforms and then your updates. Hope this helps.
  11. Excellent Mod! I'd surely use it if you changed the hot key font color from white to something else. It is hard to see in winter scenarios. I rarely use the menu because I know most of the hotkeys but when you do use the menu..the one you have is a beauty.
  12. I HATE Combat Mission! It has ruined my life. I find myself leaving work early just so I can rush home and play it late into the night, then I drag in the morning because I don't get enough sleep. It's a continuous DO loop. I can't take it anymore. I vow NEVER to play CM again........well, at least for the next couple of hours! Can't wait for CM2.
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by Tank Man: . Never have I seen a tank get knocked out by a sound contact so many times. [ 05-02-2001: Message edited by: Tank Man ]<HR></BLOCKQUOTE> A sound contact is just that...you hear engine noises (for a vehicle) in a general direction. The M4 might have been (obviously it was) in a good concealed position. Just because the sound contact symbol was in a location which only offered a slim chance to hit or even see you, it might have been a location which let it track you for a long distance and get a reasonable shot. Sound contacts do this all the time.
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by Amedeo: OK let me rephrase my point in a (hopefully!) better way. I'm under the impression that actual field practice in WW2 was to fire always from short halts when you had to deliver aimed fire while advancing. Since in the game you can only 1. advance firing on the move 2. advance stopping to fire but remaining still until the 'duel' is resolved, I was wondering whether there was a mean to reproduce what I assume was a common practice. This was intended as a realism issue and not a request for more micromanagement (in fact I wanted a way to do this avoiding mircomanaging the unit involved!). For what concernes the number of times they would actually stop in a minute, well IIRC standard practice was to move after each shot, at least for the Soviets (but for the very slow ROF of the bigger calibres this should amount to stop onli once or twice in a minute anyway ) Regards, Amedeo<HR></BLOCKQUOTE> You are correct about the standard practice of shooting from the short halt. I think the reason this was not modeled in CMBO is to prevent the micromanagement of individual tanks and the consequences of the command. For instance if you plot a hunt from point A to point B and get ambushed by an AT gun firing from the side, the hunt command would let you stop, rotate your frontal armor towards the gun, and continue to fire. If you used a short halt command, from the time you were ambushed until the time you finally got to point B, your side would be exposed to the gun while you moved, halted to fire, moved, etc. In this instance I would much rather pivot my front towards the enemy. I know there are other factors involved but this is just a simplistic approach.
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