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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. For infantry only, according to the Wiki. But that minefield was green.
  2. You can have both at the same time. Just make a copy of your CMBN directory and upgrade that. I have 2.01 and 1.10 on my computer at the moment.
  3. Tanks used to do this all the time with trees. They would pump a dozen consecutive rounds into an ironwood tree 100m meter in front of it. BFC put in some code a while back to make it less likely IIRC. Maybe they could do the same with destroyed vehicles.
  4. A very common condition for buildings in warzones. Not that it really matters. We also have video of similar weapons being fired from buildings with roof intact.
  5. 13 posts in 2 years. A quick survey shows 4 of them calling people names, most of the other 9 involve asking for help on something that you can't figure out for yourself. +1
  6. Alt-R. If they are not working you probably either forgot to install the 1.11 patch, or you installed 1.11 over the top of 2.0. IMO the shaders make little difference in how the game looks and are not worth the performance hit, so I just leave them off most of the time. The new commands, movable waypoints and machine gun beefiness in 2.01 are a bigger deal.
  7. You are actually testing that? There is hope.
  8. He's still alive? Our government's ineptitude is astounding.
  9. That would be a reasonable guess. Do we know that it will? Drones are not really a high intensity war platform. For any first-world military with a modern air force and air defense system they would be fairly easy to shoot down. But if they were included I would think that it would function similar to any other airstrike except probably more precise.
  10. Probably shoot down a few Israeli jets. Or at least try.
  11. My pet peeve with shadows and shaders is how they cancel out dynamic light. Shadows cancel dynamic light from fire and muzzle flash on the ground, shaders cancel it out on vehicles and buildings, and some terrain features like bocage.
  12. The first hit is from a projectile of some sort. You can clearly see it fly in from the right side of the screen. No way could it be a mine unless some rebel has one hell of a strong throwing arm.
  13. Does snow decrease the effectiveness of artillery to any extent? I know mud does (in real life, not in the game unfortunately).
  14. The second RPG comes in from the upper left side of the screen at :23 and :24 and strikes the deck to the right of the turret. There is no smoke grenade that I can see. The second round may have been a dud. It appears to have failed to explode.
  15. It's called an "Allahu Akbar", apparently. Looks like a Puppchen.
  16. I'm not sure how to test. We don't know where the thrower was in relation to the wall or how he even had LOS to the other side to know anyone was there. For that matter we don't know if that squad was even the intended target.
  17. So any grenade thrown at a squad behind a wall should just be assumed to go over it. No chance the guy throwing it may misjudge the distance or just have a bad throw? Since when did grenade throwing soldiers become infallible? If it's a good throw and the game intends for the grenade to go over the wall then it should show the grenade going over the wall. I know for a fact I have seen grenades tossed over bocage so it's not like the game engine is incapable of showing a grenade flying over other objects.
  18. Unless otherwise specified when I say something can or cannot penetrate something else I'm assuming equal altitude and head-on facing. But it's not a bad idea to point out that significant elevation differences can have a major impact on armor resistance since it changes the angle of impact. So can differences in facing along the horizontal axis.
  19. I never used 2.0 1920 x 1080 Vsync on 3d models Improved Textures Best AA On x2 Shadows and shaders off: 39 fps Shadows on: 26 fps Shaders on: 28 fps Shadows and Shaders on: 23 fps
  20. Shaders cause a significant frame rate hit on my 3 year old laptop ( Win7 64, Nvidia 260M), but I assume that is expected. With shaders off I don't notice much difference with 1.10 except for longer load times.
  21. Bullets don't go through brick walls. Grenades shouldn't either. Looks like a bug to me.
  22. If the snow is deep it could significantly increase the chance of vehicle bogging. Hopefully they will fix the vehicle off-road ratings.
  23. From the Panther? Yes because he's right up next to the fense. But from the Stuart's position you would not see the ground, just the tank. This is true both when targeting from the Stuart's waypoint... ... and when using Vulture's method of placing a waypoint for the Panther at the enemy's location and targeting back at the Panther's own position. This was an interesting little test to do because I just learned that my earlier uncertainly about the meaning of "reverse slope - no aimpoint" was justified. What it actually seems to mean is that you have LOS/LOF to the area directly above the ground you are targeting but not on the ground itself. In other words, that if an enemy unit moves there, there is a chance -- depending on how tall it is -- that you will have LOS/LOF on it and vice versa, whereas if it says "No line of sight" there is no chance of seeing anything there from the position you are looking from.
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