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Tripps

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About Tripps

  • Birthday 11/02/1974

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  • Location
    Hamilton - NZ
  • Occupation
    Systems Engineer

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  1. From the old CMx1 charts im not sure if i can post links but google chris's cm database hosted at xtreemhost
  2. Roughly 700 meters Tiger should be having issues Tiger armour Numbers denote millimeters and angle of armour Turret Upper Hull Lower Hull Front Side Rear Front Side Rear Front Side Rear 102+/8 82/0 82/0 102/10 82/0 82/8 102/24 62/0 82/8 T34/85 85/L55 ZiS S-53 AP(lg) Velocity 800 m/sec (Jan43-Mar44) 100m 500m 1000m 2000m (range) 0 30 60 0 30 60 0 30 60 0 30 60 (armour angle) 133 104 45 114 90 43 100 80 38 68 57 30 (mm penetration) After March 44, the 85/L55 had a APBC round, which was slightly better than AP for hitting angled armour, but a little worse than AP for flat.
  3. In the old CMBB I had a chart, Russian 9 man SMG squad firepower: 40m 100m 250m 500m 450 99 4 0 From what I have seen in RT so far, I wouldnt be wasting ammo shooting past 75m, unless the enemy is sitting in the complete open. Also, I wouldnt put a lot of rounds at a building either, Rifles penetrate a lot better - if you are *in* the building, thats a complete different story
  4. Potentially, if you were to look at what I am replying to, you might have a clue as to why I put an "if" there...
  5. CaptHawkeye, on 19 Feb 2015 - 3:11 PM, said: I was answering the quote about 'potential' strength, not what actually happened - I believe people think Russia had like a 3-1, 4-1 manpower greatness throughout the war (mainly due to Russia's stronger mobilisation) - but after Germany capture much of Russia's west, thats a huge chunk of Russia's manpower gone. IF Germany had utilised those resources properly, they would have almost, if not equal, Russia's manpower reserves - IMO
  6. Potentially Germany would have almost matched Russia in regards to manpower as well if they had utilized the resentment towards Stalin in the occupied territories
  7. Yes i can totally see that now, still makes for awkward viewing when the sniper team looks to run 5m or so in the totally opposite direction from what you have plotted - but at least i can see why this can happen in game... not much we as players can do with it, since we cant see at a glance which terrain is lined up better to the orders grid...
  8. I think this sums it up very nicely, and as long as i did not have a brain fart and plot the wrong door in the very first instance - we can leave this until i run some more tests! Ideas on the Hq and fence, and Hq radio?
  9. I still maintain my orders were similar, if not 99% the same as my second test, I will run it a few more times and see if i can replicate the result.
  10. ahah, thats why your grid lines were (what I thought) off center a little
  11. Ah, my bad, looks like cabbages from here but they just trees!
  12. Kieme, I really do appreciate your replies, I understand your point, from looking at the screenshot in the scenario editor from my point of view, I see the door touching the immediate corner of a square, so an order from A - to C, using your pictures, wouldnt run through D or B (might touch both briefly tho) Following that logic then, when a unit runs diagonally from the center of one square to another, it will cross a point of 4 squares,its exit square, and 3 others - at that point - TacAi can change the square you are running to? See my cool paint drawing I do notice however, that in the scenario editor, the little cabbage garden is directly level with the house, however, in game it is off to one side... is that what is causing all this, the replication of the scenario into 3D?
  13. Ok, I went into scenario editor, fired up the scenario, and found the building in particular, all the buildings in this map are on an angle. http://i1381.photobucket.com/albums/ah202/jonniedeboer/scenedit_zpsccc7b72a.jpg I think you are on the right track, altho "when going out of it they find themselves hanging among two squares" - isnt quite right now because the middle is pretty much where I put the way point...
  14. Well, since we have finished the game and my opponent has generously given me his password, I can test some things. First up was the HQ - and here are his orders: As you can see, one direct order, no way points or anything - and the turn played out almost identical, this time they lost sight for a second or two longer: http://vid1381.photobucket.com/albums/ah202/jonniedeboer/hq%20take%202_zpsdg96gvfl.mp4 So lets look at the sniper team, orders screen: http://i1381.photobucket.com/albums/ah202/jonniedeboer/sniperorders_zps05958883.jpg And this time, they dont even try and take the shortest route... http://vid1381.photobucket.com/albums/ah202/jonniedeboer/sniper%20take%202_zpsgfhskatr.mp4 This is just my first time replicating the orders...
  15. I want to add more to this, as I believe you are on the right track as to why my guys didnt follow orders. I will be doing some tests tonight myself - but another part to the equation is the location of the door in the building, the left hand door is further back than the right hand side. Your last screenshot probably gives the best example, from us looking down, the shortest point from the building to the end waypoint is the right hand side, BUT, if the door on the left hand side is lower, its probably a 50-50 call as to which way is faster (as in total distance travelled) When they get outside there is a couple fences to jump over, but maybe they didnt know that at the time.. Keep in mind my guys were just inside the right hand side door at the start of the turn as well. I dont want to have to embrace the suck, as was mentioned, but i dont want to have to micromanage over several turns either (first turn, give them orders to exit right, completely next turn go back 20 m, next turn go left etc)
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