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c3k

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Everything posted by c3k

  1. It does seem that sometimes tanks can spot unusually well. However, the times they spot so well versus normal spotting are hard to pin down. There's talk about that issue, but nothing definitive. Regarding the ammo loadout, that's been talked about a lot. The answer is that the round in the tube is whichever round is needed for the target. It is assumed that the crew has loaded a round. There are so many worms in the can of doctrine for loading the gun vs. what would MY crew load in the gun, that BF.C has programmed the tank to always have the "right" round ready. Think about it: most doctrine would have the default round be AP. After all, an enemy tank is USUALLY more of a threat than soft targets. Okay, fine. So you move your tank into the woods and start clearing out infantry. Hmm, do you REALLY want an armor piercing round to be loaded as soon as the tank stops spotting known infantry? Or, after shooting half a dozen HE rounds at infantry, while still in the woods, wouldn't HE in the tube make more sense than AP? The conundrum revolves around the IMMEDIATE tactical situation vs. doctrine. The crews should/would invoke the more appropriate tactical response rather than doctrine. Hence, the round in the tube morphs into whatever is most appropriate. A fudge, but it works well. After that round is fired, the reload delay and known target determine what will be loaded next and how long it will take. Ken
  2. Did I just hear "flares"? http://www.battlefront.com/community/showthread.php?t=92544
  3. I can't tell. The soldier in question may be mistakenly shooting at friendlies. (The screenshot did not show enough at my screen size/resolution for me to tell.) I don't know if CMSF incorporates friendly fire for night-time action. I _think_ it does. Meaning, at night, it's easy to get confused and shoot at your own men. This could be an example of that.
  4. Well, just to toss out a bit of math, if it's a geometric progression (I'm not saying it is...), a 25% reduction in dimension would be greater than a 25% decrease in size. Yes, I know you've said "size" not "dimension". But, lets say it's every action spot times every action spot. 3/4's of the action spots times 3/4's of the actions spots gives 9/16's of the original action spot relationships. If there are higher power's than mere squaring involved, increase your savings as needed. An interesting set of information would be to let us know what happens if you reduce the size by 25%, 33%, 50%. The same if you reduce the DIMENSIONS by the same ratios. Ken
  5. I'm interested. But only if you use "mit" everytime "with" should be there! "Ya, ein hotdog mit mustard."
  6. There is an issue (reported) about SAVING an OUTBOUND email turn which then prevents the CREATION of said outbound email turn. Frustrating is correct. More information is always welcome...in the Tech Support area. Please.
  7. And worse, while energetically penetrating a hardwood or pine trunk, there is a possibility of the round causing wounding due to the splinters. (Minor, but there nonetheless.)
  8. Edited because I see that Tread Head has posted over in tech support. Good luck resolving it.
  9. CTL-left click jumps the camera to that position. It helps if you're on a very large map to make a few hops and then revert to normal camera scroll.
  10. (All parenthetical due to the nature of the post. A military unit - to remain nameless - sent out an email to everyone under the Commander's name. He was in charge of 4,500 personnel. In a later debrief session, one young female said she was offended due to the "impersonal nature of the communication". This is your modern US armed forces, reflecting your mores and values. I'll stop here before I begin a rant...)
  11. Looks like nicely aged copper ridging to me. The same stuff the Statue of Liberty is made out of. It's called verdigris.
  12. A bit of apples to oranges, but I wanted to post this anecdote to show that certain assumptions can be wrong, vis a vis the 2400ft mentioned above. Outside an airbase, at a crowded sandwich shop, an old guy asked to join me at my table. Ends up he was a B25 pilot in WWII in ETO. He told me he once lost an engine while exiting the bombing zone. (They'd bomb, then drop low and empty their .50's at anything they could. The lower you go, the more difficult it is for an enemy fighter to get a gun shot on you. They've got to dive down - the ground can be unforgiving about diving down on a target.) Anyway, they lost an engine. I asked if it was due to flak or a fighter. His response was, "No, nothing like that. We hit a cow." That's low flying. Certainly not conducive to air to ground spotting, but the idea of a calm orbit at 2,400 ft (or so) may not correlate to actuality.
  13. A strafing run will usually keep the impacts in a fairly tight zone with dispersion at either end, mostly on the trailing edge. The aircraft cannot move along the ground with machineguns firing along beneath it. The guns impact where the aircraft is pointing. (Mostly... any divergence can be debated, but will not affect the overall point of this description.) So, where the plane points is where the bullets hit. To hit a ground target, the plane points at the ground. It'll hold that "point" and dump a lot of rounds right there. As the pilot pulls the nose up (required to avoid creating unintended cratering, also known as a "crash"), the rounds will walk forward. The amount of "walk forward" is obviously dependent upon the rate of angular change, the range, the rate of fire, and how quickly firing is stopped. Planes cannot fly parallel to ground with their nose (and wing-mounted machineguns) pionted at the ground. The initial dive angle, range, altitude, etc., all have a role. Regardless, the hollywood image of a 300 yard long zone of bullet impacts, each inches away, is unrealistic. The choices are a long impact zone with widely dispersed impacts (ineffective mostly), or a much shorter impact zone with a fairly tight impact spacing.
  14. LOL! I feel your pain. Well, not me, but my men. I've finally learned not to send HE over the top of my men if there are trees nearby. I've lost count of the friendlies I've killed by having my supporting tanks explode their shells on a limb right over a squad. On the other hand, I've learned how effective airbursts can be.
  15. Well, it's certainly a characteristic of the game. I've collapsed 4 story buildings on men and had the survivors fire, and kill, seconds later. Now I use general target type to collapse the building (artillery) and follow up with airbursts. Of course, the rubble gives the survivors a lot of shelter. It's frustrating.
  16. Not necessarily. They may just have the grenade launcher and a single anti-tank round. They are considered trained in infantry anti-tank weapons, so they can use the bazooka (better than others can). If they already have a bazooka (some squads do have them equipped that way), then, indeed, use a different team. Yes they have effects against infantry in the open. Not much.
  17. Use your admin command tab. It's the one with the movement, combat, and special tabs. They're the M,C,A,S, tabs on the right of UI. It can only be active when the unit is has no movement orders. (The clerk can't give you the admin orders if you're running away?) Anyhoo... select "Admin", the "A" tab. Depending on the squad size, command status, training, etc, you should see 4 commands. They are Scout Team, Split Teams, Assault Team, and Anti-Tank Team. You need to break off one of the teams so it'll be small enough to get in the jeep and Acquire the bazooka. (Don't forget to grab the ammo, too.) The best team would probably be the anti-tank team. They are two men in size, as are the scout teams. The squad will recombine if the teams are in the same action spot for half a minute or so. Give it go. Experiment. Each team has strengths and weaknesses compared to the others. Ken
  18. Um, about .3mm bigger? A very quick check, with all the appropriate warning inherent to internet skimmings, shows that the 7.92x57mm round (also called the 8x57), seems to be very similar to the .30-06. A 181gr round shows 2700fps. (The .30-06 showed 180gr at 2700fps.) That would be...1/2 of 1% more energy at the muzzle. Oddly, the same source (okay, you caught me; it's friggin' wikipedia. Gah.), shows a 187gr round ALSO at 2700fps. My rough take on this is that the German and US rifle rounds were quite comparable. End effects, ballistics, etc., should be close enough that other factors would be the bigger difference (round characteristics, rifling, sights, etc.) in how well one or the other worked. Both these WWII rifle rounds had a bit more energy than the modern NATO round. (That's been a consistent trend in firearms development for some time: reducing mass and/or energy. Older rounds - think 1890's - could drop an elephant. Men don't need so much ballistic performance to kill. After each conflict, the main rifle ammo has been reduced in power. We're down to .22 carbines now. Although, there is a lot of argument that a bit more oomph is now needed. That's grist for another thread...) Ken
  19. Hell, imagine if someone came along asking for unit ability sliders or somesuch to be in the game? Yeah, that'd be something...
  20. Modern 7.62x51mm NATO ammo compares favorably, but lesser, than the .30 '06 used in the Garand. (It's modern nomenclature would be something like 7.62x63mm.) The Garand cartridge case is longer, but more narrow, than the modern NATO round. The case size has various effects on burn front, etc., beyond just volume. Roughly speaking, the .30-06 can push a 180gr bullet at 2700fps while the same weight round out of a 7.62 NATO cartridge would go 2580fps. That gives the .30-06 about a 10% increase in muzzle energy. Increase your penetration figures as needed. (Please, oh, please, let's not get into the minutia of how certain 7.62 rounds can have higher velocity, handloads, different rifling effects, etc., etc. Please. This is a rough cut post only.) Ken
  21. I don't know. In the movie you posted (nice), the suppression meter MAY be a clue. I can't read their morale state. There are lots of ideas to improve the BLAST functionality. It exists on the border between movement and combat. Personally, I loved the CMx1 command with which you could target a tank and have your infantry hunt it down, even if it moved. I'd think pinning the BLAST point to an enemy unit could be fun. A game of pin-the-tail-on-the-donkey with cool consequences.
  22. Adding on to Michael Emry's post: In the example you've just posted, you STILL have that movement segment selected. If you change movement orders from Quick to, as you state, Hunt, that means you want to change THAT movement segment. The computer doesn't know you're done changing that segment or adding combat orders to it. De-select that segment, then all will be good.
  23. So THAT'S where the zombie nazis got their start.
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