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Puff the Magic Dragon

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Everything posted by Puff the Magic Dragon

  1. Sitzkrieg, please excuse, but - only from my personal point of view of course - thruth is: we all make morons of ourselfs. Scipio because of his pure existence, you and some others because you take something of his blabla serious, me because I post this, and Gordon (please excuse) because he indeed sounds personal insulted because someone has expressed a bad opinion about his prog, justified or not. Beside that, I think Scipio has made the absolute best sound mods ever, and I love his uniforms mods. Who cares if he is an asshole? Well, can someone lock this, or shall we found a religion? Oh Saint Scipio, Oh Saint Gordon [ March 27, 2002, 02:04 PM: Message edited by: Puff the Magic Dragon ]
  2. Another question: There is a clear difference between deep snow (where tanks can bog easier) and light snow, where tanks will not bog, depending how strong the ground under the snow is frozen. In other words, the snow cover and the ground conditions are in princip two different things. Will CM:BB take care of this - or does CM:BO already? And BTW, is it possible that the QB player get more informations about the conditions? Ground conditions, view range etc, all those things that are obvious for the soldier on the battlefield, but hard or impossible to find out for the player.
  3. Hey, can we have it in CM, too??? (imagine a graemlin for 'long for' here) [ March 27, 2002, 04:06 AM: Message edited by: Puff the Magic Dragon ]
  4. Can somone call the board admin to lock this threat? Publicity for non-CM games must be posted on the general forum, not on the CM board
  5. You should also check WarfareHQ for mods. Especially for Scipio's sounds and uniforms and some excellent tanks by various people.
  6. What happens when armor is penetrated? AP-shells (a) hits on the armor with very high power, penetrates and (depending of the type of AP ammo) maybe a small charge explodes. This sounds not very spectacularly. If you want to know how it feels inside of a tank, try this: take a .460 Weatherby Magnum, go into a very small room and shot with the gun, the muzzle close to your ear. Now you understand what is meant with 'the crew is a bit deaf'. Additional of course the damgage by fragmentation etc. HEAT-shells © penetrates the armor (in very simple words) with a lance of extreme heat. The penetration is relativ small, the effect in the tank is extreme heat that can ignite everything that can burn: cloth, ammo, human flesh etc. The crew isn't amused. AFAIK (I can be wrong here) is the death rate much higher by HEAT penetrations then by AP penetrations.
  7. This is something that I really hate! It seems that everything that happens on my computer interrupts CM and and brings me back to Windows. The game does not crash! I'm just back on the desktop and can continue the game, but it sucks! This does not happen with any other program or game. Isn't it possible to avaoid this? Or am I the only one?
  8. BTS, this is something that I really hate! It seems that everything that happens on my computer interrupts CM and and brings me back to Windows. :mad: Isn't it possible to avaoid this? Or am I the only one?
  9. Mh - silly me. Now I understand . But if it's possible to 'paste' a hardcoded 'damage crown' on the undamaged building texture, maybe it's possible to use a painted 'damage crown'?. In other words - what we need is - the 'removed' area - the 'undamaged' area - the 'border' Why not use a bit of everything? The undamaged area is in the VRAM anyway, the 'removed' area can be hardcoded, and the 'border' can be an additional bmp that can be pasted 'between' the two other areas - I think this don't need to be a full rectangel. A form like an L or a broad line, sized only a quarter of the full rectangle, can be used. And maybe it doesn't need to be different for each building, it only must look damaged and burned enough to fit on each building texture. I guess this should limit the needed VRAM. [ March 12, 2002, 12:37 PM: Message edited by: Puff the Magic Dragon ]
  10. Madmatt, that's what I meant :cool: ! Revising the textures - just repainting the edges with a bit pink color...
  11. RUMMMS (Dragon felt on his back with a lucky grin) :cool: Regarding the sharp edges - can't we mod this? [ March 11, 2002, 10:37 AM: Message edited by: Puff the Magic Dragon ]
  12. I can only second what has been said above. Both Wehrmacht and SS had no plan which camo was used and when. They just worn what was available. Beside that, depending on the production year, facilities and available rawmaterial, even the pattern types itself looked different. The only known constat was that the SS and the Wehrmacht did not share their camo patterns. The Wehrmacht used the 'Splinter' & 'Swamp (AKA Tan&Water)' patterns, the SS various types of 'Oak' pattern, several 'Pea' or 'Dot' types, an 'Italian' called pattern and at last the 'Leibermuster'. The Fallschirmjäger has worn both Wehrmacht and SS camos. I recomment to visit the CM mod section of WarfareHQ. Scipio has made a set with all Wehrmacht camos - I still hope a set for the SS will follow - and JorgeMC shows a few others, too. [ March 09, 2002, 11:02 AM: Message edited by: Puff the Magic Dragon ]
  13. After thinking about it for a while, how about this: - The player can purchase a special FO for on-map artillery. I guess the 30pp - the victory points value of a normal FO - would be sensefull. - This FO can guide up to four on-map artillery guns of the same type per round, like 1-4 81mm mortars, but the type can change each round. This is not 100% realistic, but I guess the 81mm is anyway the most represented on-map indirect fire weapon. Howitzers are available, but more expensive then the off-map versions (I assume because they have more ammo per gun). Not to speak about there vulnarabilty against an enemy breakthrough... So much about the possibility to guide on-map artillery. Regarding the mentioned range problem... realistic would be when the player can only cover as much of the map with the artillery as the maximum range of the weapon allows, measured from the mapborder of his own setup zone. The affected units are mentioned somewhere above. Alternative he should be allowed to purchase them for on-map usage. No problem for the mortars, but maybe for the Nebelwerfer-HTs. How about it, BTS?
  14. John D Salt - isn't some of this in the game already, at least abstracted by the TacAI? And how ould it help against the borgs? Call me stupid, but I have missed it - please excuse it's bed time here .
  15. CMplayer I agree, my thoughts were going into the complete wrong direction. It is of course only your fault. I agree, the game would be not playable if it would go that direction. But it was not the core thinking. The core is : possible communiction between the units on battlefield & spotting. Indeed it doesn't matter which role the player has. It's excactly what you've said in your forelast email. I repeat with my words: The sniper spots an enemy unit. He is the only one who can see it, and he is not able to report it to someone else. But in the same moment, each other unit that is able to have LOS has LOS. This is simply wrong and unrealistic. It's still difficult if we assume communication between units. We all know this: 'Hey, look at that girl in the red skirt.' 'Where?' 'There, over the street' 'Where???'..... So, indeed it would be necessary to calculate spotting for each single unit. A report from another unit is maybe available - and this only with (abstracted?) delay - and may rise the chance of spotting, but doesn't guarantee a spotting, depending on the natural ability to spot something - buttoned tanks for example are nearly bind. An unspotted unit can't be targeted. Now how would that look in CM practice: My Unit-A spot an enemy AT-gun. Only this unit can see it directly. 1)Display on scrren -When Unit-A is selected, the player can give a target order for Unit-A. -When no unit is selected, the player is in 'god-mode' and can see all spotted enemy units. -When Unit-B is selected, the enemy AT-gun is not visible and can't be selected as direct target by this unit. 2)Communictation -Is Unit-A able to tell Unit-B about the enemy? If yes, how can it communicate? How long will it take to inform Unit-B? Both is important. To decribe the position via radio is fast, but difficult. A runner is slow, but can show the position exact. The chance for Unit-B to spot the enemy rises with the given delay and depending from the way of communication. If no, Unit-B has the same chance to spot the enemy as it has to spot any other currently unspotted enemy. 3)Indirect Fire - The TacAI is AFAIK not able to order indirect fire somewhere on the map. The god-like player is. Well, that's a possible problem I see. -Why should a unit fire somewhere where it can't spot an enemy? But I think this is secondary. I think an order like 'Fire on the edge of this wood, someone has reported an enemy there' is not so far away from reality as the current borg-spotting. 4)The 'gamey scouts' -What about the crew/jeep/sniper behind enemy lines, out of chance to report back to somewhere else? As player, I can still order artillery, or order my other units to move somewhere, based on informations I wouldn't have in reality. This is a very difficult question. The only idea I currently have are control zones, like they are calculated after an operation battle. Well, I guess it's not a real good idea, but anyway. A unit within the friendly controled zone is always full available. If a unit is far away from the control zone, then I can only give movement orders, but I can't see what this unit can spot. Once it reached the friendly controlled zone, it can report all enemy spotted units as generic markers at the last known position. Okay, rip me to shreds :cool: [ March 03, 2002, 11:08 AM: Message edited by: Puff the Magic Dragon ]
  16. JAK Yes, of course is the 81mm mortar able to fire on targets without LOS. That's why it's called an indirect fire weapon . The standart SOP (thanks for explanation) for indirect artillery fire is (AFAIK) that a 'fire by map coordinates' is something that does not excist in reality. But that is the reason why an FO was needed, why target coordinates were prepared before the battle (in CM represented by TRPs) and why results of fire were always watched/corrected by an FO. You won't believe what a medium wind do with your mortar shells, for example. Anyway, I would also be interested in some infos about the SOP of artillery. What was for example done when LOS was impossible - in night or fog etc.
  17. CMplayer P.S.: it is beside that completly missunderstood that this gun is unable to report. If it is really left somewhere in the field, totally out of command range - what is in princip an unrealistic situation, IMO - it could still send out messengers. So it can report - but with delay. While it can still fight under AI control. Indeed this would be a realistic situation: 'Herr Oberst - the AT reports that it has started to fight against enemy tanks...two minutes ago'. Now you understand why it is stupid to leave guns alone in the area... [ March 02, 2002, 06:28 PM: Message edited by: Puff the Magic Dragon ]
  18. JAK I don't know the meaning of 'SOP', but about the ranges: USSR: 50-PM-40 (50mm) - 800m 82-PM 41 (82mm) - 3100m 107-PBHM 38 (107mm) - 6300m 120-HM 38 (120mm) - 6000m UK: 2-inch Mk II (50.8mm) - 450m 3-inch MK II (76.2mm) - 2500m 4.2inch - 3750m Germany: leGrW 36 (50mm) - 520m sGrW 34 (81mm) - 2400m sGr 42 (120mm) - 6050m US: M2 (60mm) - 1800m M1 (81mm) - 3000m and the Werfer/Rockets: Germany: 15cm Wurfgranate 41 - 7050m 21cm Wurfgranate 42 - 7850m 28cm Wurfkörper - 2030m 32cm Wurfkörper - 2140m 30cm Wurfkörper 42 - 4550m USSR: 82mm M-8 - 5900m 132mm M-13 - 8500m 300mm M-30/M-31 - ?? USA 4-5inch M-8 - 4205m UK: Land Mattress (127mm) - 7225m
  19. ...except the player can give an order 'engage at will' - in CMBB he can with covering arcs. BTW, how can a gun spot an enemy out of LOS - LOS is = firing spot, isn't it? And when the player is a single unit, why a delay anyway? Then the command delay would be always the same and depends only on this unitleaders abilites how fast he can execute the order, independent from any HQ. [ March 02, 2002, 04:33 PM: Message edited by: Puff the Magic Dragon ]
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