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Halberdier

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Posts posted by Halberdier

  1. Originally posted by gunnersman:

    Well...they are going to have to model air that is high in moisture then... :D

    During rain or fog? I wonder if dry, dusty terrain can produce shockwaves?

    gunnersman's comment reminded me of a discussion about F/A-18 shockwaves in a Compu$erve forum many years ago , IIRC, a Vietnam Veteran pilot mentioned that you only saw shockwaves due to heavy moisture in the air. Perhaps we have seen too much Vietnam war footage?

    Anyway, I say put it near the bottom of the list of neat things to add as an option (way after "speed of sound").

    Cheers,

    Gabe

  2. Speed of sound has bugged me too. (But it also bugs me when those numbskulls in Hollywood keep syncing the lightening and thunder sounds.)

    The issue with selecting units and losing sound would only occur during playback. This is still going to be a WEGO system? Hmm, I wonder what would happen if during playback I spun the map around frantically while there was gunfire and explosions?

    I think that it will add to immersion. I also like attenuation and/or echoing with distance, but that might take a bit of programming time/processing power.

    Cheers,

    Gabe

    Originally posted by flamingknives:

    Speed of sound? This has always bugged me a bit with CMX1 - You'd see an explosion and hear it at the same time, even if you were kilometres away.

    Attenuation/echoing with distance?

    Perhaps if you select a unit, you hear what they'd hear, regardless of where the view point was.

    Hmm, one for the poll thread, methinks.

  3. Originally posted by Dook:

    </font><blockquote>quote:</font><hr />Originally posted by MikeyD:

    My OS8.5 G3's only 300mhz!

    By the way, the CMAK Beta runs like a dream -- even on my pokey litle machine. As for downsampling, ever since CMBO I've simply learned to live with it.

    Two bits of good news in a single post.

    First, someone has a machine even more obsolete than my own. :D

    Second, I should be able to run CMAK, provided that ominous clicking sound from my hard drive doesn't portend a meltdown. Already working on scenario design - if you send me a copy of the beta I could have one ready for the release date. ;) </font>

  4. Actually the T34 was produced much earlier (late 40's). The Soviets seem to be aware of the benefits of sloped armor very early. The Russian Battlefield site has a lot of interesting information BTW.

    Also, the early to mid-war US M3 Lee tank had curved and sloped armor. (Another BTW: The AFV Database has some good info on US and German tanks (and other systems) plus a bibliography.)

    Although the Tiger I is my favorite tank, I am amazed that the Germans used completely vertical armor on it. Moot comment warning: If they made the turret sides shaped like an open-horseshoe (instead of the straight rectangle) they could have made a well sloped (but less spacious assuming base was the same) turret. The Panther had a well-sloped front hull, but I wouldn't call the turret very well sloped. It wasn't until the IS-3 until someone had a well-sloped turret.

    cheers,

    -gabe-

  5. What YD said also, but

    (1) in certain situations, ATGs seem to be a little bit too easily spotted by air assets. Briefly, it seems that once an airplane shows up, it *must* see and attack something. If nothing obvious like a vehicle on a road or troops moving though the open is around, the airplane will begin to attack less spottable targets, including hidden guns. I have even seen airplanes attack troops hidden in woods, which strikes me as an extremely difficult target to see from the air.

    What is probably needed is some sort of routine that allows air assets to show up and have a chance of spotting nothing, in which case they would loiter for a few turns (still looking for something to attack), and then fly off to look for targets elsewhere.

    is a bit of an understatement in my experience. Also, I've probably mentioned a few times, but it seems aircraft should also be able to attack off-board artillery that is firing and scheduled reinforcements.

    Cheers!

    -gabe-

  6. Speaking of super HQ's, in the Op that I'm currently playing I have a couple of German Platoon HQ's that each have one man left in them with a rifle that I decided to "dispose of" by having them charge a known enemy position. I had better Company HQ's and didn't want have to think about them. Oh, realism...uh..they went berserk after losing their HQ-mates. Yah, that's it.

    Anyways, I expected them to be wiped out pretty quick (even the Crack one) but noooooo. The Crack one charged through the open and cleared out a lightly wooded area. Actually the Soviet units had been bombarded, there was a nearly defunct squad that preceded the HQ unit, and I'm sure that the Soviet units were already Broken/Panicked and down to the last. The other 1-man super HQ Regular unit went into the open but only found shy Broken units who ran before it. But it sure looked impressive.

    I know that these units have to be Fanatic, which goes to show what Fanaticism can do (I haven't yet checked to see what the setting is in this Op).

    In your test you will need to set HQ's w/no bonus, same experience level, edit so that enemy squad and HQ have same number of men and all have PPSh, and set Fanaticism to None -- if possible. (IIRC the minimum Fanaticism is 25%, but IUDNRC or make them all Green).

    Having said all that, it has been my qualitative observation that HQ units are not broken in that way. It is just more memorable when they, in game terms, perform superbly. (Though I wish I could remember the last time a Tank Hunter team performed "superbly".)

    Cheers!

    -gabe-

    [ September 16, 2003, 05:32 PM: Message edited by: Halberdier ]

  7. Originally posted by redwolf:

    You cannot argue that something is too expensive in a timeframe where it lacks opposition. To argue that you would need a dynamic or timeline oriented pricing scheme. A KV is not underpriced once everybody is having a 75mmL/43-48.

    [etc....snipped to save space]

    I agree on all points.

    Let me just add that the pricing for Mines, Wire, and to a lesser extent TRP's should vary based on map size or QB points. Their cost is much too high for the larger QB's.

    I also agree that the cost of airsupport is too high, but only because they are not that reliable. I buy them because I like the variety. I only buy Crack ones when on the attack on larger QB's since they attack earlier and seem to be less likely to clobber a friendly unit. I do not use them on defense since they seem to attack my Hidden Guns and never on small QB's because it does not seem realistic for them to be engaged in that small of an area. I hope that for CMX2 they can interdict Reinforcements and especially interdict artillery.

    Cheers!

    -gabe-

  8. One exception to the indestructable MG: Stick it in a bunker!

    Of course only direct fire will knock it out (or close assault). If there is a gun with LOS (and enough ammo if long range), it will get knocked out and you will then wind up with a crew. Hell, it will be abandoned even if it runs out of ammo. I understand that this is because bunkers are modeled as vehicles.

    I'm sure that CMX2 will refine this.

    Cheers,

    -gabe-

  9. Originally posted by aka_tom_w:

    This thread just would not be complete without this feature request list

    The NEW CMII engine possible new features like:

    [snipped a brainfull]

    10. Vehicle crews can remount an abandoned vehicle

    [snipped a brainfull]

    Daniel

    I would just like to add:

    10.1. Gun crews can re-man abandoned guns.

    and

    * Ammo resupply during battle (for those long ones)

    * Ammo tracking for different ammo types within squads

    * Ammo for guns lost when guns are moved during battle

    * Sound delays from explosions and gunfire based on distance. Not a big deal, but it adds to depth perception. Seeing thunder and lightning simultaneously (as in most movies) seems so two-dimensional.

    cheers!

    -gabe-

  10. Putting them in Scattered Trees usually works for me. But what I usually do is have all my tanks/guns fire smoke at each other after I hear the aircraft's initial flyover engine sound (though 1/2 the time it turns out to be mine). Of course, when I play Soviets, who have few vehicles with smoke, then I just run to the trees.

    I have found a couple of Crack 25-40mm AAA is best against aircraft, but a bit gamey to always use.

    I too have experienced the aircrafts' ability to spot what should be completely hidden units (including my own!), which I think is unrealistic. If no targets spotted, they should either (IMO):

    </font>

    • Loiter for a couple turns until target is spotted</font>
    • Interdict offboard artillery, especially if being used (easy to spot)</font>
    • Interdict offboard reinforcments</font>
    • Engage enemy aircraft, if fighter</font>
    • Leave if no target spotted (attacking somewhere else) or</font>
    • Attack a VL flag (if attacker)
      </font>

    Sorry, I felt this uncontrollable urge to make a list. I need help... smile.gif

    cheers!

    -gabe-

  11. I know that units are supposed to stop area-firing their guns after a building is rubbled, though they don't always stop (IIRC, this was a patch to CMBO). A recent example is a T-34/85 that I had targeting a couple buildings where after it rubbled the first one I had to cancel, but it auto-canceled after it rubbled the second one. <shrug>

    As for flamethrowers, I also noticed that they don't stop firing after the target area is on fire. I thought that this was also supposed to auto-cancel? In any case, this really should be on the next patch. Ooooookaaay, I'll do a search...

    ...AHA!!

    From a long-ago CMBO patch ("...." I used to shorten):

    v1.01 6/14/2000

    * * * * * * * * * * * * * * * * * * * *

    ....

    * TacAI fixes:

    ....

    * Flamethrowers stop firing once their AREA target is burning.

    BTS pleez fix or do somefink! smile.gif

    cheers,

    -gabe-

    [ December 04, 2002, 09:04 PM: Message edited by: Halberdier ]

  12. LOL, well I understand what you're saying quite clearly. I haven't encountered that before, but I suspect that you will just have to order your units to not move to the same spot.

    BTW, let's see how many don't understand this minor-to-me bug: You order a unit to Move and Hide and it encounters a minefield which causes it to Sneak and Hide (It inserts the Sneak command and adds the Hide command). When it finishes Sneaking, it will go into Hide mode yet still show the previous waypoint(s). The effect is to see the unit Hiding (not moving, of course) but with its remaining (previously assigned) waypoint(s) with the 'and Hide' command attached. Toggling Hide does not effect the unit's Hide status, only the 'and Hide' command for the final waypoint. The only way to fix this is to delete the waypoint(s) and start again. I know my grammar ain't perfect but the illiterate need not comment tongue.gif

    Cheers!

    -gabe-

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