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PantherGunner

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Everything posted by PantherGunner

  1. Mine is an internal and I think 32X (I'm at work now). I changed my defaults so I shouldn't have any problems now (at least I hope). Thanks.
  2. When I was a platoon leader in the 3/73rd Armor in the 82nd ABN Div, we were issued two grease guns per track as well. M1 Tank crews are going/have gone to the M4 carbine.
  3. All this talk about burning CDs made me try to burn a CD last night. First time I tried with ADAPTEC all went well until the very end and then kicked out the CD with an error. Pissed me off so I did it again...same thing. Third time I went into the advanced setup for the program, changed the copy speed from 4X to 2X AND unchecked a box that said something to the extent of "copy entire CD at one time" and it worked fine. The box that I unchecked did numerous read/writes instead of a continuous read/write. That might be your problem. Hope this helps. Let me know if you need more info.
  4. Actually it is fairly easy for a tank crew to get into a hull down position in respect TO A CERTAIN POINT, depending upon the terrain of course. The reason is that the optics (the auxiliary sight in MBTs) are in line with the main gun. The tank commander gets the tank to the relative position and then has the driver slowly creep forward. The gunner then takes over and tells the driver when to stop when the he sees the target. This ensures the gun tube has cleared any intervening terrain. As was pointed earlier, the best way to engage other AFVs is to be in a turret down (hide) position so only the tank commander can see the area and once a target comes into view, the tank moves forward into a hull down position. This is how we did it when i commanded Sheridans and M1s. Of course, we had engineers construct the positions with dozers so it was easy to get into a hull down position relative to a point. I think the best way to obtain a HD position in CM is making a test scenario and practice, practice, practice.
  5. Ability to "join" two maps together would be nice. Maybe not in the editor but the ability to play a campaign game where the player would set a base number of points then the computer would generate quick battles (maybe from 1-4 per month randomly) and give you a number of points (depending if it was a ME or attk/def) based on the "base number" of points. Depending on how well you do, your leader stats can increase and units can turn from regular to vets to green, etc. (very similar to Michael Dorosh's Campaign system)
  6. 109G-Thanks for the info. MC-Yes you get the final kill screen (AAR screen) at the end which lists all the kills for the game, but if you look at individual units and add up the kills they don't equal. An easy to see this is your mortar/arty spotters who drop rounds on enemy in the open or in trees. You can click on the enemy and see their numbers dwindling but when you bring up the individual arty spotter kill screen it says no casualties. I just wish it would break it down for me to assist in my campaign game.
  7. When I was a tank platoon leader the platoon leader and platoon sergeant had radios with dual net capability (one on the platoon frequency and the other on the company command frequency) while the other tanks had single net capability and were just on the platoon net. The FO was on the company freq. Any tank could talk to the other tanks without "cluttering" up the net however in war you're going to be saying everything over the net anyway, whether it be contact right, action left, troops in the treeline direct front 800m, or whatever.
  8. First, let me say this is an excellent scenario that is one of my favorites. The briefing was a little vague for me as well but I won't try to spoil it with the info you requested. A new map does not generate as you get close to the edge of the map. Fight the battle for the Victory Locations that are on the map when you first start. Read the scenario briefing for hints.
  9. Well I've never "daisy chained" any AT mines in my life but I have emplaced a hasty minefield (where you just put the mines on top of the ground). When doing a hasty minefield you have to take the mines out of the wooden crate, take out the shipping plug, insert the fuse, place the mine, etc. Even though this can be done rather "quickly" it is a slow process. Add on that the fact the personnel are/might be getting shot at is something that probably wouldn't happen in the scope of the game.
  10. This is definately a keeper! Please email this to me at chooker111@msn.com. Let me know as soon as you do anymore because I immediately want them as well. I can't host but if you look back a couple of days on this forum there are numerous people asking for scenarios and/or mods to put on their new web pages.
  11. OK, OK. It's great to see women out there playing this game...in fact more power to them. The more people as whole playing the game means essentially more mods, scenarios, support by BTS, etc. BTW, any women from NC who want to date/marry a CMaholic?
  12. Is there a way to determine how many kills/casualties are inflicted by a particular mortar/observer? When I bring up the kill screen it always shows no kills, however after a battle I go through each unit to see how many kills they (for campaign game purposes) and after subtracting the sum of these totals from the victory screen at the end of the game there is always a difference. I'd like to find out how many kills my mortars are getting so I can give my "Leader" proper credit for the kills to increase his stats. Thanks.
  13. As a former Sheridan tanker in the 82nd ABN Div I feel a little qualified to talk about the Sheridan "beehive" round. It is basically a 152mm shotgun shell. The casing is made of a paper/burnable material that totally consumes itself in the firing of the round so there is no casing left after firing. It has small darts as projectiles and not round shot. It was intended to be fired out to a max (and I mean max...not max effective) range of 800 meters. Hope this clears up any confusion about the Sheridan rounds.
  14. CM1 is still soooooo much fun I wouldn't mind if CM2 got pushed back a bit so it would be an almost pristine game when it came out.
  15. Great! Now we can officially start drooling over CM2 since CM1 is no longer any kind of a work in progress. Can't wait to squash some T34s at super long ranges!!
  16. "Another thing to remember is that the battlefield is rarely a level surface. If your armor slopes back 55 degrees but your tank is on a forward slanting hill which slopes at 55 degrees then you are actually presenting a 0 degree surface to your enemy. I realize a 55 degree slope is pretty steep but the point is still valid. Your armor slope is relative to a level surface. " Does CM model slope this way?
  17. Yes we're low on 9mm ammo but it has nothing to do with Tungsten, it is a money problem.
  18. In the US SOP stands for Standing Operating Procedures.
  19. Actually the "6-4" is in favor of the axis. The number two result (axis player) is the "6" and the number one result (allied player) is "5". It's more fun to play as the Germans anyway!!
  20. WRX, I too was sceptical at the price and online only sales. I played the beta demo a long time ago and wasn't too impressed; I tried it again after reading some of the posts and downloaded the gold demo. It changed my mind. If you love WWII, Squad Leader, or tactical games then you can't go wrong by getting this game. In fact, the price doesn't bother me because I know BTS is working on CM2 and the more money we pump into them means a bigger operating budget which means a better end product. Spend the money, order today, and you'll have a game that will stay on your hard drive EVEN AFTER the sequel (East Front action) is released!
  21. Wow! The first Axis only player. 1) 3 2) 1 3) 17 4) 5 5) 3
  22. Great job but yes tone down the damage some. Make holes similar to shell diameters (i.e 57mm, 75mm), smaller pock marks for richochts, and the bottom/top corners being bent. Do that and I WILL definately use this mod. Am eagerly awaiting your Panther Mod...hopefully that'll be your next one.
  23. I thought I read in a post somewhere that a unit can't embark/debark while the vehicle has a move command. If this is the case then you'd have to cancel all move commands, order the passenger to embark/debark, then on the next turn start moving the vehicle. This is what I do now and don't have any problems. Yes, the pause command can only be used at the beginning of the turn.
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