Bogdan
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Posts posted by Bogdan
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I was thinking the same thing. The tanks should be able to climb out of that ditch, assuming it has enough engine torque.Originally posted by Bone_Vulture:</font><blockquote>quote:</font><hr />Originally posted by -Havermeyer-:
Just looking at the picture, is it less of an impassable object than a nice way to expose the underbelly of the AFV?
And even if it doesn't end up immobilized, an At gun has plenty of time to have the tank zeroed, and impale it "by the gut" once the tank's climbing out. </font>
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Yes...?Originally posted by Cpt. Cook:</font><blockquote>quote:</font><hr />Originally posted by Flammenwerfer:
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What is it?
:cool: </font>
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Hi,Originally posted by Flammenwerfer:77777747777
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Using the editor, this type of elevation pattern(as an example)will create an anti-tank trench or gully.
Effectivelly, I think the editor is the only way to properly create an antitank ditch/trench, using heights and/or different types of tiles (rough, marsh...). I don't know how exactly an infantry trench is modeled is CMBB (I mean depht for example, but also "bogging" capacity...) but, looking at the first picture I've found, a tank ditch is 2,5 meters deep. How deep is an infantry trench then ? Grognards could be helpfull there !
If these two fortification have "roughly" the same dimensions, then Ok : let's use trench for these two purposes : protect infantry, stop tanks.
Cheers.
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Oh ! I see... ...you mean that ?Originally posted by MikeyD:I was about to recommend roadblocks myself! A woefully underused piece of equipment. Good way to funnel armor into anti-tank minefield, keep their tanks from getting good LOS on your troops. And very impressive looking if stretched from one side of a map to another!
But, I insist on the idea that a tank ditch is a trap... ...not only an obstacle :
"...At night of March 13, 1944 the 2nd lieutenant A.V.Sivakov followed his regiment's route on his M4A2 and was informed about presence of enemy in Yavkino village. Nevertheless, he had decided to break through enemy's village and come up his regiment. On his tank he run into village with maximum speed and had opened fire. Showing an excellent experience he maneuvered in village, so Germans has thought about 10 Russian tanks in a village and quickly retreated.
Next day the Germans have reinforced and launched a counter-attack. During the battle the M4A2 falled into the anti-tank ditch. After that the Germans approached and offered to surrender. However, Sivkov opened fire with a cry "Soviet Communists never surrendering!". About ten German soldiers were killed, the rest have retreated, but Sivkov opened fire with a antiaircraft machine-gun. When he run out of ammo he blowed up himself and his tank."
Recommended: must be awarded the Hero of the Soviet Union.
Commander of the 212th Independent Guards Tank Regiment,
Guards Major Barbashin.
( web page )
In CMBB, barbed wire is automatically spotted by troops, roadblocks too. Reading this text, you can imagine that it's not prooved that the tank driver and/or commander (in the stress of the fight) could have seen the ditch.
Cheers.
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I think so . Many solutions exist in order to simulate this type of fortification. But these cannot be used during a setup phase. On the contrary, infantry trenches can... That's the problem.Originally posted by Hans:I always thought a trench modified into a tank ditch by selecting an opinion would be best. Oh well something to look forward to in CM3
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...Oh ! and what about that ?
It would be nice if a modder could remplace barbed wire or something else by that.
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Not just the Germans, from what I've read. For the defense of Moscow, the government sent out thousands of civilians to dig anti-tank ditches like that around the city, iirc. </font>Originally posted by Stacheldraht:</font><blockquote>quote:</font><hr />This kind of fortification was, I think, widely used by germans
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It's funny to notice that many forums about CM have this kind of threadsOriginally posted by depawel:When CMBO first came out, there were several threads which said the same.
Welcome to the community.
Continue that way, it's a very good method, in my opinion, to create good maps and correctly have in mind the topography of the battlefield.
Welcome !
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Yes, of course it would be possible to simulate this sort of fortification with the editor. You can take marsh or rough but then :
</font>
- The defender cannot set it like a trench or a minefield.</font>
- The attacker will localize immediatelly the trenches at the begginning of the battle. I'm not sure that these things were camouflaged but it may be. In an other hand, an advancing tank (buttoned up) will not see the obstacle very easely during combat ! </font>
The better would be to use barricades but this is not a trap ! I mean, a tank will see and avoid it. On the contrary, with a tank trench, the vehicle will advance and fall into it because it didn't see the trap.
So ? :confused:
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Hi everybody,
Is there a solution to represent tank trenches in CMBB ? Maybe with the editor ? This kind of fortification was, I think, widely used by germans in defensive battle... Have a look at this very interesting picture !
...and read the article at Missing-Lynx.com
Cheers !
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Yeeepeeeee !!!!
Many thanks ! I notice that you have included my little suggestion for a bold line...
Wonderfull tool, congratulations ! :cool:
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Yeeepeeeee !!!!
Many thanks ! I notice that you have included my little suggestion for a bold line...
Wonderfull tool, congratulations ! :cool:
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Yes, I agree !!Originally posted by Rob Murray:Why the hell did they have to change the bloody tank anyway?!! :mad: I have no idea which bmp's are the Pz38(t)'s ( what the numbers are ). Where are you supposed to start? The folder is so huge that it would take all day & night to find the right ones & what are you supposed to re-number them to?
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Then, a picture says more than words...
...is that correct ?
The area of the arc is relative.
Or this...
I think #1 is correct.
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Ok !
So, the arc is set from the tank. Distances and angles are set from the gun axe. If the tank of my example (with an armor arc set on its left) then turn 90° right, its turret will now look at the rear...? Then, if it moves 200 meters, the arc will move 200 meters. Right ?
So now, I have to calculate a bit when my panzers will shoot and scoot...
Cheers.
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Hi,
Just a little question about arcs and armor arc in particular.
Considering a moving tank with an arc specified, is the arc « moving » with the vehicle or its two plots don’t change of position ? For example, imagine a T34 moving with an armor arc selected on its left side. During the setup of the arc, the player selected two points on the battlefield (for this example two houses). Now the tank moves about 150 meters forward. Then, are the two setup points for the arc now in the same location (the two houses), or have they moved 150 meters ?
In an other point of view, is the points of the arc have the same vector of « translation » than the tank itself ?
Please answer me !
Cheers.
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Hi Gentlemen,
Like many others, I have downloaded CMMOS mods for CMBO and CMBB, including winter versions for german (grey and dunkelgelb) and russian vehicles.
Very nice indeed but, with the apparition of a new kind of Pz38 in the 1.02 CMBB patch, this vehicle looks (of course in a winter environnement)a bit strange : only the turret is whitewashed ! The hull is still grey.
Of course, this means that the new Pz38 version uses a independant set of textures. Then, my question is : have someone noticed that and is ther a mod (working with CMMOS if possible) for this vehicle ?
Thank you !
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Hi Schoerner ! Many thanks for your post.
I will try all your suggestions and inform you then...
Cheers.
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You're right ! We can be satisfied that borderlines are displayed, at least !
Bye !
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Hello Gentlemen,
Do you notice something...?
Ouch !! Prag is a beautifull city, but when I went there, I didn't notice that the "Charles bridge" crosses over the Leman Lake...
This picture dated from september 2001, I hope CNN staff have opened an atlas now...
Please excuse me for posting this here... ...I forgot that there's an "General Discussion forum"
Cheers.
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Hello,
I have just a question about your anticensorship patch v2 : Does your program load the "Combat Mission 2.exe" program ? I mean, it is recommanded to rename the exe program by "Barbarossa to Berlin.exe" in order to correctly connect the game with the CMMOS. So, if I install your patch, it won't found anything in my CMBB folder called "Combat Mission 2.exe"... Do you see ?
Anyway, maybe is it possible to create a shortcut called "Combat Mission 2" which would connect the patch with the game, but preserving the original "Barbaroosa to Berlin" name ? I'm not sure i'm am clear ! By this way, I keep CMMOS recognize the game and can correctly launch your patch.
To summarize (I want to be understandable) : the game application need to be named as "Barbarossa to Berlin" : CMMOS can then localize it. But it seems that your patch need an application called CM2... So, what can I do ?
Cheers.
PS : Is "Combat Mission 2.exe" the correct spelling of the program, with spaces... ? :confused:
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Hello !Originally posted by Firefly:Bogdan,
As I said above I downloaded the English version (15mb) and it worked and even updated the version number. A good way to check is to start a QB and see if the 'Pure Armour' option is available in the force type. It may be that Nolloff's problem only applies to the German version.
Thank you guys for your posts !
Yesterday, I have patched CMBB 1.01 with the CDV "multi-language" patch 1.02 and it worked fine (Got the "all armor" Quick Battle). In my CMBB folder, I then had 2 exe programs : a "CombatMission2.exe" and my old "Barbarossa to Berlin.exe" (I renamed it in order to make the connection with CMMOS good). So I gave them 2 different names :
</font>
- The new "CombatMission2.exe" is now "Barbarossa to Berlin" (1.02)</font>
- The old exe is now called "Barbarossa to Berlin 101.exe".</font>
It's easy now to restore old PBEM to the newer version 1.02 ! :cool:
Cheers.
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Hi !Originally posted by Nolloff:"Multilingual" seems to be all languages including German, English etc.
If it had only been the version number I wouldn´t have worried but the non multilingual version seems not to have updated my game executable (now dated 24th of Jan).
So, tell me if i'm wrong but, which version have I to use ? The national one (french, english or german) or the multi-language one ? :confused:
This version is 26 Mo, on the contrary the french version is 16 Mo approx. Is there somebody who have tried both ? (I mean the "multi-language" and a "single-language") Is there a difference ?
Reading your post, Nolloff, it seams that the national version doesn't update the number version...
Please tell me !
Cheers.
Suggestions for modders ; ) (pics inside)
in Combat Mission: Barbarossa to Berlin
Posted
If I remember well, the pictures I've found come also from a book about russian camouflage during WW2. The author may be Steven Zaloga, i'm not sure but, because I have the book (somewhere in the appartment... ) I will find it and check this evening.
I've read it some years ago but there's a lot of pictures and drawings : heavy assault guns, tanks, camouflages, whitewash variants... Does anyone know this book ? What has surprised me was that many SU and ISU had a 2 or 3 colours camouflages pattern during the end of war (44-45). It looks very nice. What I didn't know before reading this book was that Russians didn't just write political slogans on their vehicles.
Regards.