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phancucchin@aol.com

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Everything posted by phancucchin@aol.com

  1. I want to see the picture of the Manequin with the featureless styrofoam face and wearing the black 'home-sewn' nazi uniform again. It gave me the dreams filled with nightmares.
  2. If anything being hull down should make ranging more difficult, not less. You wouldn't be able to tell how high an over shot went. The turret is also a much smaller target so there is much less room for error due to inherent accuracy of the gun. Being hull down also makes guessing the range difficult because the vehicle height is not known. If the gaem does not make the spotting of hull down vehicles more difficult, it is using the wrong model. If the hit chance on a hull down vehicle is not less, it is also a wrong model. The game still will not use a gun down looking modeling either from what the search uncovers.
  3. I think about distribution model and come up with this: 1. game determines that tank as a whole gets a hit (using size modifiers, etc) 2. game determines that part of tank (turret, upper/lower hull, gun, track) hit gets distributed to. 3. game determines the angle of 'glancing' at this point and calculates that into armor 4. effects then calculated in the case of the turret to one side, the game must determine front/side/back depending on the angle of shot. That is, you either hit front or side or rear. the determination being the one with the least angle perhaps? A rule for survival then for panzer IV is never face turret at other tanks. If given a choice, point the turret at other targets to sides and hope that the incoming rounds get the front of turret selected if hit and that the additional angle deflects shot. Hopefully, panther is there to help the survival!
  4. This is for the modern period armor with internal protections such as halon? Perhaps the WWII gasoline engined tank is more susceptible?
  5. A good idea to me. But how about also if you take a flag, the ability is then made to change certain SOPs? Just the idea to discuss and share idea. i think for maybe games down teh road a ways. Thats all Phan
  6. This too is interesting observation. I read somewhere in search that length*width*height is used actually to judge the silhouette number seen in info window. The case of the long tank with short height then could be misrepresented in combat hits. Many turrets are of round or square dimensions when viewed from teh birds eye down. KT is not the best example but I value the point made above. A good point is that armor penetration calculates with angle of shot but how is the part hit determined? I am thinking of the glancing blow across the side of turret at extreme angular path. How? Many interesting things and I do agree, respectively, that maybe some parts of this nice game are more precisionally modeled than others? But it is just discussion because detailed inner workings arent well known. Thats all. Phan
  7. hello Bastables, we must play again sometime. I think that some heat under the collar is present in some posts? I dont know why. Its possibly true that code may eb too hard to change for evry vehicle but something abstracted could be made? The BTS input is probably best.
  8. My sister reviewed this english so I hope it is better. Since the Mantlet is not a target type, is the panzer IV represented by 50mm turret armor? Is the Panther represented by Turret 110mm@79° or Mantlet 100mm@round? In the case of the Panther, the rounded Mantlet covers approximately 80-85% of the front of turret area. In the case of the PanzerIV it is less, maybe 40-45%. Isn't the Panther modeled as having the weak point? Could the Panzer IV be modeled as having the strong point then? The strong point being the Mantlet covering the front of the turret? The hit distribution being vehicle specified is a solution that will need too much work I assume. Some solution that at least negotiates better modeling for the major tank vehicles like the T34, Panzer IV, Panther, Tiger I and maybe assault gun types could make it into the game? Phan
  9. the lower hull would seem too high. I would expect higher numbers for the hits on the tracks /wheels than lower hull.
  10. can someone tell if this is true for tank with rotating turret type?: Hits can be on: lower hull upper hull track gun turret anyone know the numbers for percentage respective to distributions? is mantlet a hit type? is there differents for assault guns? spat types? looking at the tank 4 view pictures at the website www.onwar.com, the russian tank types T34/76, T34/85 and IS2 all have very small turret fronts. A generic distribution for russian tank types could be very acceptable. Perhaps the distributions can be for nationality and year. The most commonest tanks for side/year being the rule. The german 1942-43 using the Panzer III and PanzerIV and Tiger lets say.
  11. My point iss that the game should examine the majority players (yes i know KV2 is interesting but it is a very rare vehicle). The T34, Panzer III, Panzer IV should not be penalized. Perhaps this can eb the sliding scale depending on the period in representation? Since T34/76 has weakness of armor in the turret, it too would see the bighead syndrome? Does any tank get the reverse effects? That is, better armor on the turret front leads to high survival? Interestingly, it is as you say something that has been overlooked?
  12. I was not sure if that erally is teh case but am searching and it seems to be the truth of it. The tank profiles, in the efffect, have the distorted shapes to them. Perhaps the survey of what the eastern front tank typically might have as the general profile might be investigated so as to remove the "bighead" panzer IV syndromes. Most russian tank possess the rather smallish turret fronts i think. Therefore reduce this distribution as way to be fair to all tanks in teh general area of the eastern frontal warfare. Hope I make sensefullness.
  13. Interesting and thank you. Questions I have thought about looking at the image: 1. the German linear setup for sound capture. but the Light does not need this? top of the picture shows one L away from others. is dashed line a radio linkage? 2. The German have the two angles sound capture. Does this improve the location findings? I assume that the circles with line interconnect have relationship to each other? 3. Is this the tactic? pierce the enemy line and thrust forward teh location into new territory so that enemy guns can be located better? 4. light and sound are independant? is the information gathered together? 5. I think that Andreas have the playtester status? is the counter battery a new hidden game feature?
  14. I think the Mr. Dorosh is very much in the league of his own. He is orders of magnitudite into the very far end of what a wargamer might become. He is the poster boy of how shameless an "enthusiest" behaves. The name sounds like the symptom. Doroshiness. Doro****us. Dorosh. Yuk. He should have his own Dorosh Pride week, where others like him, lonely outliers, come together and march down a street somewhere. Duh-Doh-Doh dats all folks!!!!!! PS Please post that picture of the SS faceless dummy again. I told others about it and they want to see what you have sewn. he should have been riding the "shotgun" in your canadian convoy.
  15. I can prepare my Mung bean soup and spring rolls. Perhaps M. Dorosh can bring his big store model with the black uniform? maybe he can sew a historically correct uniform for himself too? maybe perhaps the dress of Eva Braun he can wear with the liederhosen socks? he can dance for our pleasure? i see about the hulldown now i think. can the hulldown move be after a fast move or other command move? example is; move quick behind building and then hulldown move toward the wall. or is it hulldown move toward a enemy place? do you point out the place to get the hull down to is the question? [ July 05, 2002, 11:17 AM: Message edited by: phancucchin@aol.com ]
  16. I have questions about gameplay; 1.how do 'hulldown move' behave? do the player show the tank a place to hull down the vehicle? 2. do the infantry that have the morale concern move toward the enemy still? do they move away now? 3. the human wave commanding have the long delays? 4.machineguns with the water cooling features fire constant? my english is poor but i hope the questions are simple. if the answer is the secret, many apologies.
  17. truth is.. i very happy to hear about the CMBB game method improvements! machine gun method sounds like realism and some fun too.
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