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Fly Pusher

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Posts posted by Fly Pusher

  1. Originally posted by Panzer76:

    Im getting pretty fed up with tanks that shoot in the ground a couple of meters in front of them. This typically happnes when the tank is in a hull down pos.

    Isnt it possible for BTS to patch this? I would hope so...

    This is a known and very annoying 'problem' that seems to crop up on a regular basis and has been discussed at length in various threads. As far as I know without eliciting any official response....

    Fingers crossed that it'll be patched soon.

  2. Originally posted by Doodlebug:

    It is my understanding in the widest sense that "strange" calibre sizes have historical roots going back centuries. In the days of black powder and muzzle loading cannons pretty much everything was judged by weight of cannon ball. Cannons could be typically 4lb,6lb,8 or 9lb or the big 12lb of French Napoleonic and ACW fame. Calibre was not so important. Naval guns were likewise measured but much bigger, 24lb or 36lb. The British AT guns, 2,6 and 17lb,and the 18lb of WW1 and 25lb field guns are hang overs in terminology. As gun technology developed in the 19th century it was only then that calibre rather than weight of shell was used to measure the piece more often. Often it was the navies of the World that were most interested in the latest/largest developments and because they had facilities set up to produce barrels the armies frequently followed where they lead. Field pieces are therefore modifications of older existing naval calibres which in turn derive from old inch calibre sized pieces or are pitched to deliver a shell of a certain poundage. Over time the boundaries have become blurred slightly so that the size and shell weight have varied but "types" still exist clustered around certain sizes eg. 37-40mm(1.5 inch or 2lb shot), 57mm(6lb),88mm(25lb),105mm(4inch-ish old naval calibre) and so on.

    That's my understanding for the reason behind the strange calibres when measured in mm. Could be wrong though. Anyone?

    Thanks Doodlebug,

    This sounds like the most plausible explanation. I know that during the early 19th century the Royal Navy referred to almost all its guns by weight of projectile (generally solid shot) and that the cannon (or caronade) that fired these balls had considerable 'windage' or space between the walls of the barrel and the projectile.

    I guess the actuall caliber woiuld therefore depend on the density of the iron used to cast the balls and the minimum acceptable windage that still allows them to be muzzle loaded.

  3. On a related note, I have examined some 80's warsaw pact bincoulars and they are less than impressive optically. A green colour cast to the glass, narrow field of view, a low contrast dark image and very noticable spherical abberation at the edges of the field (effectively limiting the field of view further).

    Not particularly impressive....

  4. I just wondered if someone could throw a little light onto the significance of the 88 and 105mm gun calibers.

    They do not seem to represent 'round' numbers in either mm or inches yet seem to have been adopted by several different armies.

    Are these 'magic' numbers in that they represent an optimum balance between different characteristics ? If so then which.... ?

    Thanks...

  5. Nice work Maxx,

    I think you may well have stumbled on something significant. Its also nice to see a thread where someone does the tests and allows a debate to be conducted against a backdrop of information rather than a 'feeling' that someting might be wrong.

    I think there was a thread started after the demo came out reporting unusual bogging behaviour in the long thin German attack scenario (I forget the name now). Madmat accepted the reports as a bug and said it would be fixed for the release. Maybe the fix needs tweaking again ?

    A comment from on high would be much appreciated...

    Maxx.. can you post a link to your test scenario or maybe E-mail it directly to Madmat ?

    Thnx.

  6. Originally posted by Nik:

    - an order that makes the platoons follow the HQ without giving each one waypoints.So you have to setup the waypoints only for the HQ. Would make things easier for example in large battles.

    Yes, but I would suggest that instead of follow, that they retain their position relative to the HQ (ie. if they start ahead on the left flank, they stay there as the HQ moves).
  7. I'm not sure if this has been raised already and appologies if it has already been answered. But....

    During a recent PBEM QB I had a HMG panic due to a barrage falling nearby and sneak off into the barrage taking casualties as a result.

    OK, so **** happens and I'm not complaining that they sneaked 20m in three turns and were then exhaused for the next 28 turns.

    However the thing that struck me as being particularly strange was that the HMG abandonded a trench to embark on its sneak through the woods.

    I have never been, and hopefully will never be, in a situation similar to my pixel troops but somehow it strikes me as odd that one would leave a prepared defensive position even under such extreme conditions. Furthermore even if one team member totally freaked out and decided to make a run for it out of the trench and into the barrage I would seriously doubt that the rest of the team would pack up their weapon and follow him !

    So my question is - are teams 'sticky' enough to sit tight when they are already in good cover ?

    And yes, I know that panic makes people do crazy things and that game engine limitations make it essential that HMG teams do not abandon their weapons.

    [ November 28, 2002, 03:55 AM: Message edited by: Fly Pusher ]

  8. Steve. Thanks for the long post. You can add me to the middle group (I could never admit to anything being PERFECT ).

    But this comment :

    Originally posted by Panzer Leader:

    I forgot about a HMG one time, who snuck out of his foxhole after a barrage. I finally discovered him 3-5 turns later RIGHT NEXT(!) to his foxhole and exhausted, wasted for the rest of the battle. He made it, maybe 10 meters.

    Rings true for me.

    Could infantry and crews be tweaked to stick in foxholes longer ? Probably the safest place in a dangerous battlefield and probably not dug to be evacuated at the first sign of trouble.

    Other than that, your doing a great job.

    Thanks,

    FP

    PS. Sorry if this has already been covered in the next 9 pages of this thread...

  9. But how does your Tiger crew know there aren't several platoons of KVs in the vicinity? You as the game player see nothing but conscript Russian tanks, but in real life, there were no guarantees.

    True.

    This just points out another aspect of the problem. The way CM treates vehicles as points on a battlefield rather than as solid 3D objects. Things that can be hidden behind / under whilst the recently bailed crew work out what to do next.

    As things stand now a crew bails and are immediately visible and vunerable to anything that can see the tank. They then represent nothing more chalanging than MG aiming practice to their foe. In reality they may well have been able to escape through a hatch not directly observed by the enemy and then be able to hide behind the tank unobserved.

    Maybe this is an example where one compromise (vehicles existing at a single point) influences other aspects of the game such that a 'realistic' response to being imobilised results in unrealistic and artificial consequences.

    Maybe (in game terms) it would be better to make the crews stickier and the MGs less likely to get tired after running away whilst carrying a 100lb gun. Aspects that while not necessarily true IRL help to compensate for the weakness of the game model as it stands now.

    I'll duck (behind my point source ) desk now while people defend their game.....

    smile.gif

  10. Sounds like a potentially good way of running campaigns to me. It would be nice if you could hand one (or other) of the levels of control (CM level or regimental) to a (good) AI and just play at the level you like best.

    Or maybe even have one player 'in charge' (General) and others playing the individual battles as subordinates (Majors ?) in a large scale multi player online campaign.

    Just a wild thought .... smile.gif

  11. </font><blockquote>quote:</font><hr /> quote:

    Originally posted by Dyvim Tvar:

    I got weird stuff like that too, i had a crack tiger against a bunch of rubbish conscript soviet light tanks. All was well until my tiger got immobilised and so the crew jumped out instead of staying in the tank where it was safe (they got ripped asunder in a deadly hail of 20mm shells )

    a "rubbish conscript soviet light tanks." you say.

    Well an immoblised Tiger in the midst of that....hmmmmmm bail out or stay put in this potential bomb....not sure what I'd do in this situation

    </font>

  12. Yes, the AI is definitely having some trouble recognizing what is a safe location and what isn't and acting in what a human would regard as a rational manner.
    Its not JUST that (although that in itself is a biggie). Its the dire consequences of the resulting (over) reaction. OK. So the AI cant tell where is safe, but at least make the mistakes that it makes correctable. Allow the team to rally and be ordered back to their original position within a reasonable time frame.

    Is this not possible ?!

  13. I know this has been raised before, and I know that it has to wait for the engine re-write but consider the following:

    A randomly generated PBEM quick battle gave me, the defending soviet forces, precisely one machine gun. OK. So far so bad.

    After setup a small caliber prep-barrage then falls close to, but behind, the trench my only MG is hiding in. What does the AI do ?? Sit tight and keep your head down in the safest place available maybe ??? No way !!

    The AI, in its infinite wisdom decides that the 12.7mm MG team will jump up out of its trench and sneak, with its gun, into the centre of the barrage through the forest where tree bursts ensure that it looses two team members. Two turns later the barrage is over and I move a 1+ command, +2 moral platoon leader within command range.

    Now 25 rounds later and close to the end of the QB the still exhausted, routed team has been lying in the same spot for almost the entire battle. In command and well out of the way of any enemy fire.

    Think about it ! They left a trench to crawl through a barrage bursting in tree tops whilst dragging a heavy MG with them until they are so exhausted that they cant move for almost half an hour. I find it absolutely fantastical !

    Geez….and this game is supposed to be a simulation of reality !!!!

    :mad:

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