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c3k

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Everything posted by c3k

  1. Steve, Thank you! Um, does "Noted!" mean that it'll be fixed? AND that I'll receive a lifetime of free BF.C games? Thanks, Ken
  2. Steve, If I can replicate it in a scenario setup, 100% of the time, would you be interested? Regards, Ken
  3. Gents, Bug report: as in my thread "Icon problem in v1.04", the "?" icon does not scale with zoom. Hence, the "?" shrinks as the camera approaches its location, eventually rendering it smaller than a 1 level, 1 tile building. It eventually reduces to a game size equal to a boot length. Let's call that a "game-foot". Anyone else see this? 1.06, Ken
  4. Gents, This has been reported by others, as well as me. I'm making it a new thread to ensure it gets attention. MMG teams leave their M240 behind if it sets up deployed. It then fires from its unmanned location if the team moves. However, I HAVE been able to get the left-behind weapon to disappear from its erroneous location and reappear with the team. I need to do more testing to reliably replicate what action causes the MMG to snap-to the correct location. 1.06, Ken
  5. BF.C, v1.05 has me playing this game. THAT is quite an achievement. Is there more tweaking needed? Absolutely. But right now CMSFv1.05 is a playable game. Thanks. 1.06, Ken
  6. Umm, it wasn't the window. It was the wall. If they can poke the barrel through 2' of reinforced concrete (based on the level of protection those houses give them!), I'd be a bit leery of demanding pushups. Regards, Ken
  7. Umm, it wasn't the window. It was the wall. If they can poke the barrel through 2' of reinforced concrete (based on the level of protection those houses give them!), I'd be a bit leery of demanding pushups. Regards, Ken
  8. Umm, it wasn't the window. It was the wall. If they can poke the barrel through 2' of reinforced concrete (based on the level of protection those houses give them!), I'd be a bit leery of demanding pushups. Regards, Ken
  9. Agreed. On paper, it's amazing how accurate weapons are. Then reality strikes. (This is when JasonC wades in with production stats vice casualties.) Off the top of my head I seem to recall a stat that the US fired 10,000 rounds of small arms ammo for every casualty inflicted in Vietnam. Go ahead and argue training, optics, fire-discipline, professional force versus draft, etc., etc. The M-4/M-16 family today has very similar accuracy as the models used in Vietnam. Would Green US forces, unmotivated, with no optics/lasers need that level of ammo consumption in CMSF? (Toss out an order of magnitude for wastage, pilfering, mad-minutes, etc. That would leave 1,000 rounds/casualty in a firefight. Would CMSF's model show that? Keeping it all within an order of magnitude or so.) So, using BALLISTICS as the touchstone upon which to base a firefight model seems, prima facia, wrong. The bullet and gun are important, but only as much as the sights, the user, the motivation and the environment. Those are the areas that seem to be in need of adjustment. As to my earlier tests, I downgraded the Syrians from veteran to green and that produced what I thought was a better result regarding accuracy in a firefight. Regards, Ken
  10. Gents, Just playing a simple home-made scenario. In it, I have Syrian reserve platoon HQ in a single tile house. Their RPK barrel protrudes through the wall. If this simulates a loophole - FANTASTIC JOB! If this is a graphics error, well, oops. Thanks, Ken
  11. Gents, Just playing a simple home-made scenario. In it, I have Syrian reserve platoon HQ in a single tile house. Their RPK barrel protrudes through the wall. If this simulates a loophole - FANTASTIC JOB! If this is a graphics error, well, oops. Thanks, Ken
  12. Gents, Just playing a simple home-made scenario. In it, I have Syrian reserve platoon HQ in a single tile house. Their RPK barrel protrudes through the wall. If this simulates a loophole - FANTASTIC JOB! If this is a graphics error, well, oops. Thanks, Ken
  13. Okay, This icon error exists in v1.05. Do I need to change the title of the thread? Thanks, Ken
  14. Per the situation I posted above, the 170 meter headshot by a reserve Syrian squad versus a US soldier in motion with only his head visible: the first shot is a kill far too often. "Sergeant! I see a head bobbing behind that berm at 170 meters!" "Khalid, the prophet be praised, fire!" Bang, bang, bang. "Sergeant! I killed the immoral western imperialist. Allah be praised." Rinse, lather, repeat. C'mon. Once in a while? Sure. But this is repeatable. It's NOT 100%, but the first shot resulting in a kill at that range against that size target is ridiculous. This reminds me of the bots in the first of the Rainbow 6 games. Regards, Ken
  15. Thank you for the responses to the "deploying" status messages. I will look for them. How about adding DEPLOYED or DISMANTLED (MOBILE?) as a PERMANENT message? That way I don't have to watch for a fleeting comment in an out of the way location? Or, change the DEPLOY command to its opposite if the unit has or is DEPLOYING? That way I know the status? Thanks, Ken
  16. NOT FIXED!! The deployed mmg still fires unmanned from original location. Mark it as a bug. Savegames, screenies, scenario available. Regards, Ken
  17. Range 170 meters, US soldier behind a 2 meter berm, Syrian Reserve in a building unknown to moving US soldier. US soldier AT MOST only has head visible (and through camera positioning is actually UNDER the crestline, hence hidden). First shot by Syrian: kill. WAY, WAY, WAY overmodelled. Regards, Ken
  18. Thanks guys. Wouldn't it be EASIER to see a unit performing a DEPLOY if the unit status message said that's what it was doing? Instead of "spotting" or "targeting" or whatnot? Regards, Ken
  19. Small arms accuracy is WAY overmodelled in this game. Regards, Ken
  20. Gents, Is there ANY friggin' way to get the DEPLOY option to be a toggle? You know, so I can actually tell if my guys are deploying something? Shadow box the button, or better yet, make that green status message on the lower left of the screen say "deploying M240" or "dismantling M240" instead of spotting. Thanks, Ken
  21. Hmmm, Whatever happened to showing the AI waypoints AFTER the player waypoints are selected? So, I plot my FAST move Stryker to go 100m, then take a 90 degree left for another 100m. That's two waypoints. As soon as I deselect the Stryker, the AI waypoints appear: all 245 of them that plot the various turns, backups, move-ups, pivots, etc. Is that any sort of possibility? Or is the AI totally suspended in RT? In WEGO it should be possible to see the AI plotted paths BEFORE you click "go". Regards, Ken
  22. Steve, Your understanding seems correct. It _is_ only taking a second or so to layer in all the graphics. The "glitch" is that the enemy tank is drawn in during that span, then disappears. I'll play with the new patch (congratulations and thanks for 1.05) and continue this thread afterwards. Thanks, Ken
  23. How about a specific bug FORUM? Much like we now have Tactics, Tech Help, and General fora? Individual bugs can be broken out by threads. Organized to your heart's content. Regards, Ken
  24. stikkypixie, Thanks for posting that. I, for one, do not visit the blogfront on any kind of regular basis. Regards, Ken
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