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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. Yeah the DP was never affected. That is in no small part why I've been playing Red Thunder almost exclusively for the past year
  2. Well that is very strange. I've logging it in BFCs bug tracker. No promises on what becomes of it. My guess is that in actual gameplay this is rarely of any consequence but a bug is a bug. Nice job catching it!
  3. Got the Window 10 update last night that I presume contains the "fix" for this. Then I got my first ever BSOD on this machine a few hours later.
  4. Interesting find. I don't know if that is intended behavior but it does not strike me as unrealistic. I imagine a large number of enemy weapons firing at once would make most exposed infantry nervous. The amount of suppression various from almost none to moderate but no one is getting pinned or panicking.
  5. I don't believe so. As for the website, it's data is almost certainly derived from World War II Ballistics: Armor and Gunnery which is also one of if not the primary source for Combat Mission. But in addition to not factoring rounded armor the website does not consider armor quality.
  6. You're welcome! As for the panzerfausts, I don't see an issue here. Yes, you lose some panzerfausts if you delete the halftracks, but since the cost of the panzerfausts is also split between the infantry and the halftracks you get what you pay for either way (on average). If you want all the panzerfausts but no halftracks just buy the 9-man dismounted formation.
  7. Look closer. Dismounted squads tend to carry more panzerfausts. In a mounted platoon the fausts are split between halftracks and squads.
  8. It's been so long I don't remember anymore.
  9. Issuing a Hull Down command is a two-step process. The first step is plotting the movement. Using the Hull Down Command you plot a movement path usually a short distance past where you want to be hull down because you have to be able to trace direct line of sight from the end of the movement line to wherever you want to be hull down to. That lets you do the second step which is clicking on the waypoint at the end of the movement line and Targeting (or Target Briefly, doesn't matter) the spot you want to be hull down to, same as if you were plotting area fire but in this context the tank won't shoot, it's just how you tell the game where you want to be hull down relative to. The tank will then stop moving when it is hull down to that spot or it reaches the end of the movement line, whichever comes first, but if you do it correctly it should almost always stop prior to the end. But if you don't Target from the endpoint the tank will treat the Hull Down movement command like a normal movement order and drive the full distance every time.
  10. I don't know about the Stummel in particular, but in general I assume the properties of each shell are modeled if for no other reason than because they were modeled in the CM1 games.
  11. That may be it. I ran the saved game for a while until the Panther re-spotted the TD on the right, but still could not fire even when I Targeted manually. The TD never fired on the Panther either. Then I ran a pioneer squad up and blew a hole in the bocage directly in front of the Panther, which immediately opened up on the TD.
  12. Perhaps, but if the gunner does not have LOS I am surprised it let you Target the TD. If you still have my email send me the save game file. Once I know the map and location it won't be difficult to test if bocage is to blame.
  13. Are there trees between them, not just bushes but full-sized trees? Also, you said the target line was grey. Were you able to Target the TD manually or did it say No Line of Sight?
  14. It's there under German Army, but the 18 Sturmtigers built all served in the Heer so they are not in the SS.
  15. Part of the problem is that the APFSDS ammunition Ukraine uses is old Soviet stock from the 80s that performs poorly against the latest Russian tanks. The ATGM has better penetration. It shouldn't be using missiles against soft skinned vehicles, however.
  16. I vaguely remember a discussion in which it was mentioned that Iron Mode originally did work as stated in the manual but was changed very early on for WEGO. I think most people prefer it this way anyways. Note that there is another undocumented feature of Iron Mode vs Elite: line of sight between friendly units is strictly enforced in Iron but very forgiving in Elite. In Elite mode friendly units can maintain visual C2 when slightly out LOS of each other, such as separated by a low wall. Also, in Elite darkness and weather effects limiting LOS have no effect on visual C2. They do in Iron mode.
  17. 12 games reported in the last 7 days at The Blitz. Let me guess: you didn't look before writing that.
  18. You are correct but it's quite easy for the 2nd player to get around this. He just starts a single player game on the same map.
  19. There is a random factor in each soldier's stance. If you change a squad's facing on flat ground you'll notice that different soldiers will be prone or kneeling. Terrain also has some effect. Soldiers on a slope facing uphill are more likely to kneel and may even stand up.
  20. The Pause + move command thing does work with the caveat that the unit must be already moving when the pause order is applied, which obviously limits its utility in WEGO.
  21. I'm not a dev but I can tell you it's not a bug. As others have mentioned, Excalibur precision was rolled back in the last patch, and the precision of laser-guided munitions such as Krasnopol was bumped up. I'm not sure what the CEP for Excalibur is presumed to be in the game right now, but based on my own testing and discussions during beta testing I'd estimate 4 or 5 meters*, which is in-line with most sources I have seen. Keep in mind that Excalibur was not designed as an anti-armor munition like Copperhead. * One of the Battlefront devs told me that a CEP of 3 would hit a T-72 roughly one third of the time.
  22. It's a mystery why they ever claimed that ridiculous number. No one believed it. The Russians themselves pushed the date back to 2025 last year but even that is well beyond Uralvagonzavod's production capacity, which is probably somewhere between 150 to 200 tanks per year. The British estimated 120 per year once full serial production is begun.
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