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Robert Isenberg

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Posts posted by Robert Isenberg

  1. oops sorry on the specs

    1 CMBO BFC

    2 nvida 440mx g4

    3 windows xp home

    no perfs file has been made

    I do get the chose what screen rs you want

    I have a copy of fighting steel(ww2 surface naval sim)

    that has indeo codec on it(before the reformat both games where on this computer)

    2.61 gig celeron

    1x40 gig hd

    1x80 gig hd

    768 meg ram pc 2100 ddr

  2. I just reformatted my hard drives and reloaded all

    my programs and all the latest drivers

    about the only thing I can see that is different is that I downloaded the latest quick time that also had Itunes player attached

    the game is not getting to the movie it just hangs on the opening pic

    anybody got any ideas

  3. one program that I have found that helps keep your disks from getting scratched is Game Drive

    it makes a copy of your disk on your hard drive and when the program does a disk check this program fools the disk check

    It does take up a lot of space(what ever the disk size is)but it does save your game disks

  4. it is a jacket arounnd the ammo bin with water under pressure when the ammo bin is penatrated the water floods in helping to stop ammo from detonating

    Originally posted by Entrecote:

    Does anyone here know how the wet storage system works physically ?

    after reading this thread, i kinda got to wondering, and couldnt think of anything that would stop bullets exploding.

  5. you could simulate the japanese

    use Italians(their tanks would be the closest),raise the fanatic level to say 50 to 75 percent

    most maps are going to just be covered in forests

    use large buildings and lots of bunkers to simulate tunnel complexes

    Originally posted by Mailer:

    If they only would make a pacific front, then we would have the entire war.

    We have the west, we have the east, and soon we have Africa.

    But I can not feel complete until my men take Hernderson field at Guadalcanal.

    Yes, it is true that I can enjoy the entire war with Talonsoft's excellent campaign series, but these games seem to have lost their lustre after Combat Mission.

    Why can't it be?

    I read an interview with the boys down at Battlefront at Wargamer.com. They said the Combat Mission engine just didn't suit the Pacific because of all the Naval action and Island hopping.

    But I disagree.

    See, at the Batallion, Division level that CM simulates, there were TONS of infantry/armor engagements. And you wouldn't really be doing "island hopping" at this scale any more than you would have to make sure Patton stayed supplied during Operation Cobra in Beyond Overlord.

    I guess what I'm saying, is that on the tactical scale, things in the Pacific aren't all that different than things in Europe.

    It's like this. The West Front has kind of become the Brittany Spears of Computer Wargamming. We have thousands of games that put us right on Omaha Beach--and it's all because of Tom Hanks and Saving Private Ryan.

    Now don't get me wrong here, I love gaming on the West Front, but with so little coverage of the Pacific Front, I just wish my favorite WW2 Wargame of all time would cover it.

    So don't think I'm harshing on Battlefront, because the boys can make a damn fine game, but let us not forget the sacrafices of our brothers who fought in the Pacific, where EVERY DAY was like landing on the Beeches of Normandy. I mean, how many beeches did the Marines storm in the south pacific? Yet I haven't once seen Tom Hanks wading to shore on one of these tropical hell holes.

    Anyway, is there anyway we can talk you into it?

    Mailer

    --------------------

    Mailer

    --------------------------------------------------------------------------------

  6. On what you have said I feel much of it is true

    I'm 41 yrs old and have been gaming since I was 15

    I play RPG's,miniture wargames,board games,&computer games(CCG are the the devil's work tongue.gif

    Heck I even co-run security at the Stratigicon gaming cons out here in L.A. 3 times a year

    QUOTE]That may have something to do with it. Some other factors that may contribute...

    There was already a thriving community here long before the game even came out.

    The average age group for the board is older than generally seen on game forums. While there may be older posters over at IL2's forum, I'd be willing to bet that the average age is much younger than here.

    I suspect that the solid core of posters here can trace their gaming roots back to miniatures or board games rather than just computer games. They are, by their nature, more social than computer games. [/QB]

  7. I was thinking more of a radius effect

    from the landing point you force would radiate out covering all terrain 1 mile from the beach since no major German force would attempt to counter attack from sea(too many ships in the area)so this becomes a pi equation

    with a 1 mile inland beach head producing a 3.14 mile perimeter,2 miles in a 6.28 mile perimeter and so forth

    Of course this assumes the beach head is a straight line and you are able form your perimeter with no bulges or alcoves

    Originally posted by Dook:

    Guys, I'm no mathematician, but it seems to me that some additional information is needed to get definitive answers to your questions regarding how much the perimeter increased for each mile of advance. The most obvious bits of info lacking is the width of the beachhead and the width of the advance.

    If you assume the beachhead is 1 mile wide (picked for mathematical convenience) and the initial advance is straight inland from the center of the beachhead, you could think of the perimeter as a triangle with a base of 1 mile and a height of 1 mile. The length of one side of the triange would be the square roote of two (1.414). The perimeter, not including the beach behind you, would be 2 x 1.414 = 2.828, or pretty close to three.

    Things get a lot more complicated after that depending on the width of the frontage and the evenness of advance.

  8. Panzer war is good set of rules for miniture warfare for WWII

    and there free now

    you might have to redo the scale since it was designed for 1/285th scale minis

    I started using these rules back around 1985 and they have been updated a few times

    the designer still runs games at the L.A. gaming conventions

    http://panzer-war.com/

    Originally posted by Obibun:

    Howdy, everyone.

    Been playing CMBO/CMBB compulsively since I got them a while back, and I've always enjoyed the level of detail in the games.

    My friend recently showed me a huge collection of well-painted 15mm figures/tanks he's been working on, and I've convinced him to base them so we can get a nice wargame started.

    The problem is finding a suitable set of rules.

    We're looking for a company/platoon level scale, where a base of figures = a squad, special support weapon, command section (Like in CM) and a vehicle = 1 or 2 vehicles.

    Being a CM player, I find a lot of the rule sets out there unappealing. They treat infantry units in squad levels, but once a squad is hit, the entire squad is basically wiped out. For me, I find that a bit too bloody/unrealistic.

    Does anyone know of any set of rules available where squad casualties are actually considered? Where infantry aren't just tacked on to armor combat? Heh.

    We've got an entire unfinished basement (he just moved into a new house) to play on, which means about 20' x 20' playing area. Very nice for a 15mm scale. smile.gif

    Thanks,

    Adam

  9. HEAT rounds only use something like under 20% of it's energy to form the jet that pushes the armor out of the way and causes the armor to flow like a liquid out of the jets way into the vehicle

    the rest of the energy still acts as an HE round less the energy for the jet

    also velocity does effect the penatration of a Heat round the faster it travels the more it disrupts the jet so HEAT rounds are shot at lower velocities and arc more their flight characteristics are very different from a long rod penatrators to the point of there being different setting for the gunner to use

    luckly it is just the flip of a switch

    and the loader says what round he loaded is up

    HESH was primarily designed to punch holes in fortified structures causing the spalling to injure or kill the defenders it also works well against vehicles that do not have spaced armor like earlier soviet tanks

    Originally posted by urefinger:

    Just recently i picked up a copy of jane's guide to AFV's or something similair and it struck me just how many modern MBT's still carry HEAT rounds...now i had assumed that the only use for heat rounds was in tanks with very low muzzle velocities (e.g. infantry support halftracks (german) or MBT's like the churchill) as the muzzle velocity makes very little difference to a HEAT shell - if any at all - but it would appear that comparitivly modern MBT's like the german leopard still carry it. the ammo storage is something like 12 HE 18 APFSDS-T (armour-piercing-fin-stabilised-discarding-sabot-tracer) and 6 HEAT

    now, the ONLY possible reason I can think of for these MBT's to be carrying around HEAT rounds when they've got APFSDS to fire out of there nice 6 metre long 120mm guns is that APFSDS sabot rounds lose their momentum quite quickly over long distances (im sure we all know the equasion M=WxV) and so when firing at the maximum range of the gun, the gunner might choose to load heat knkowing that the amount of energy lost from the tungsten projectile would be so great it would fail to penentrate the armour. What do you think? any other theories (my friend suggested that seeing as HEAT rounds effectivly melt armour (they burn through it) if you hit an enemy tank that was inpenentrable to normal kinetic energy rounds twice in the same place with HEAT you might get through seeing as the metal is already very weakend)

    also - I've noticed a lot of tanks including right-up-to-the-minute ones e.g. the brittish challenger tank (and possibly the american abrahams - but information on that little bugger is still clasified) carry HESH rounds (high-explosive-squash-head) that - and im not entirely sure here can someone check this out? - supposedly STICK to the armour, or splatter against it if you prefer. And then detonate blowing chunks off the internal armour which then bounces around the crew cabin...but why carry this round? is it effective against the armour that the tanks rounds could'nt penentrate with the idea being "if you cant get through it's armour then you can at least try and kill its crew" i imagine it'd take a bloody big shell to pentrate 200mm of armour but i can imagine about 5 pounds of shaped charge blowing bits of metal off the inside wall (especially if the armour was thick but brittle)

    any thoughts on anything i just raised - try to put it in laymans terms plz tongue.gif

    also - has ANYBODY made or is working on a mod to allow us to use modern untis (especially MBT's) in cmbb battles or is this not possible due to a lot of countries still having the armour of their tanks classified an so on? i can imagine nothing better than cmbb EXCEPT cmbb with t72's, challengers, leopards, abrahams etc etc etc tongue.gif

    thanks in advance for taking the time to read and to reply.

  10. Doodle bug there are a few good naval sims out there

    Fight Steel(SSI 1999)has been upgraded for the past 3 years by Naval Warfare Simulations(NWS)

    they have added later war ships,French & Italians

    they are adding the USSR & Dutch soon along with some of the 1920's BC's that where converted to aircraft carriers

    along with adding more ships that can be in play from 20 to 28

    This could easily cover any surface raider action or sallying forth all the major surface ships to stop D-Day

    Silent Hunter and Destroyer Command also have gotten upgraded so more players can play

    this can simulate convoys with escorts vs subs

    about the only thing you would need is a GM to determine who intercepts who with what

    Originally posted by Doodlebug:

    Ok. So explain why it's so unlikely? There ain't a decent naval simulator out there that I know of. I can imagine plotting moves and then watching the turn replay as the salvoes splash and the flak goes up against Kamikazes and just occasionally a magazine explodes and the burning wreck slips below the waves. If BFC stands for anything it's the underlying accuracy of the mathematical modelling. Trajectories, armour penetration, buoyancy and stability are all capable of mathematical calculation. I would have thought that the wireframes for ships would have been fairly straight forward compared to the difficulties of animating whole units of infantry and cavalry. There are copycats of the highly original plot-replay system of CM appearing and I would have thought that a shift to an entirely new theatre, the sea, would prove a profitable diversification for the team. Clear weather, storms or night engagements it could look spectacular. Plotting squadron manoeuvres,gunnery salvoes, torpedo attacks, air strikes, damage control of damaged ships sure is appealling. Isn't it? And just think what the modders could do. You want the Lexington in '44. You got it.

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