-
Posts
1,451 -
Joined
-
Last visited
Posts posted by BadgerDog
-
-
Yeah, but was it an ueberkitty shooting at you?
I didn't think so.
It was just a joke about a similar real life experience, nothing more ....
Regards,
Doug
-
Good reflexes.
Michael
Well, I had to bail from an M113 carrier that was on fire and I can assure you, I was even a LOT faster than the video ..
It's called adrenaline ...
Regards,
Doug
-
It would be wonderful if the state of the UI was clearer in two cases:
1) Am I in playback or orders?
2) Have I clicked "OK" on the save game dialog or not?
It is very very irritating to find that you click the red "done" button again after clicking it at the end of the reply, due to the lack of visible feedback that it was clicked the first time.
To a lesser extent, but the same with the save email dialog.
GaJ
I concur ...
I think it would be an easy design fix to change something to show the player definitively what mode he's in ... even an "Are you sure?" type statement ..
Regards,
Doug
-
What I do is when I'm saving an incomplete turn I put _save on the end of the name that CMBN prompts me.
That seems to work ...
Thanks ...
Regards,
Doug
-
I play head to head and use the HtH program, which by the way is outstanding for those that haven't tried it ...
Due to a busy work schedule, I often get into a situation where I have to leave my computer before I've fully completed my side of a head to head move.
Is there any method of being able to "save" my current move complete with the status I left it at, then re-load it to continue making my end of the head to head move?
I don't seem to be able to get this right and often end up screwing up my return move.
If I select "save" from the menu before I'm done, it wants to use the real "return" game name, but then it ends up sending it as my turn, which is incomplete.
If I temporarily "save" from the menu and use a fictitious name, sometimes it screws up the real game name when I ultimately "save" it after fully completing my end of the move.
I wish either the game itself, or the HtH add-on module added a function to be able to easily save an incomplete PBEM turn over time, so one could easily return to it and make additional moves, before sending the FINAL (computer calculates) move to the other player.
Am I missing something obvious?
Thanks for any feedback ..
Regards,
Doug
-
Thank you... that was very clear and helpful ...
Regards,
Doug
-
I don't see to be able to make this happen properly using the stacking commands concept, so I thought I'd check and see if I'm doing something wrong...
I have a mounted squad in a carrier ...
All I want to happen is the carrier to move from Point A to Point B, then at Point B have the infantry squad "dismount" the half track and move to a fire position. While the infantry are dismounting, I want the half track to stay stationary and then once the infantry are out, I want it to continue on a path into it's own "wait for pick-up" fire position.
When I check a highlighted waypoint where the half track has moved to, the ability to click on "dismount" or any "move" command using the infantry icon seems to be greyed out?
Can someone explain how I do this, if it's possible at all?
Thanks ...
Regards
Doug
-
That or they're Stummels with their own 75mm or recon half tracks with 37mm and BadgerDog hasn't grokked that the ammo is for the halfie's own armament.
Yup ...
What a dummy I am ...
They all look alike at a high up view, but when I actually got down to a ground side view, sure enough, it's not just a regular half track ....
Thanks everyone ...
Regards
Doug
-
Thanks ..
I guess these half tracks full of tank ammunition are useless for anything except cannon fodder during spec fire attempts, so I'll use them up for that purpose ..
Not sure why the scenario designer bothered loading them up with tank ammo...
Regards,
Doug
-
I know how to get ammo from trucks to resupply infantry and mortars, but how do I resupply tanks?
I have half tracks with HE and AP ammo in them, obviously for use in AVF's, but I don't see how to get that ammo into tanks that need it?
Do I just drive up and park beside a tank and the crew does it automatically, or do I have to dismount a crew member and go get ammo?
Thanks for any feedback ...
Regards,
Doug
-
I play tested this for George and it was really challenging and a whole lot of fun, even though he kicked my butt ...
George has a real talent for imaginative scenario design that makes for very interesting play balance, combined with a well thought out and realistic map layout ..
This one is worth experiencing for those of you who enjoy head to head PBEM....
Im looking forward to more of his scenarios and I'd love to replay this one from the other side's point of view...
Regards,
Doug
-
Veins mod changes most in game sounds, this one only changes infantry weapons so it can be used at the same time if you prefer.
Thank you... that helps a lot...
I'll try it that way..
Regards
Doug
-
You know it's in the main CMBN folder under Mod Tools(?).
I knew that ...
Well, I do now ...
Thanks ...
Regards,
Doug
Edit: I'm on an Apple MacBook Pro, so I don't think it exists to run under OSX Lion
-
Thanks ..
I'll go and find RezExplode ...
Regards,
Doug
-
Since these new sounds are not by Vein, the chances are they cover the same sounds and the last mod in alphabetical order gets used. So, you may at least have to label the new mod "Z_something".
Thanks ..
The filename for this one is "zSmall_Arms_Sounds_V3.brz"
The Something is odd about the file size, as this new one is only 1.8 Mb whereas the one I've been running "Veins_sounds_CMBN_v1.brz" is 74 Mb?
Regards,
Doug
-
Thank you ...
Appreciate the work putting this together ....
Regards,
Doug
-
Currently have "Veins_sounds_CMBN_v1.brz" in the Z directory....
Do I just add this file to the same directory, or do I have to delete Vein's sounds file in order to use Grant's?
Thanks ...
Regards,
Doug
-
The only suggestion that I have to improve H2HH would be the addition of an extra column. In this column would appear the name of the oppo and his email details - the user would be able to imput this data himself if he wanted to. This would be usefull if your oppo bails and you need to email him about continuing the game.
Great idea ....
Regards,
Doug
-
For the animated text:
Vin's animated text - CMBN v2.0
Now instead of cryptic ASCII art there are real icons that have meaning.
I can't seem to locate this one?
Regards
Doug
-
.... and in any event doctrine was to never fire more than 250 rounds continuously from the gun, due to the overheating issues.
That's correct and in fact, if one did fire full drum, it was a barrel change time...
There's also an excellent video on the same Knowledge Library entry showing how quickly an MG42 barrel can be changed out ...
Regards,
Doug
-
Nice video. It seems to be 9 seconds, elapsed, to fire off the entire belt. That comes out to a cyclic rate of ~1600rpm. (If it's only 8 seconds it's about 1875 rpm.) Are you sure it's a full 250 rounds? (I didn't count!)
I understand from the shooter that it was a full drum ....
I own the MG42 displayed in the Knowledge Library shown and have fired an MG42 on a full auto range in the U.S....
The sound used by CMBN is more like a regular MG and not "Hitler's Buzz Saw" as it was called by allied troops ...
Regards,
Doug
-
Sounds of MG42 need to be addressed ....
Click on video at bottom showing 250 round drum being fired on full auto. Someone should capture this sound and if possible, add it to the game sounds substituting what's there?
http://www.milsurps.com/content.php?r=228-1943-MG42-Code-ar-%28Mfg-by-Mauser-Werke-Borsigwalde%29
Regards,
Doug
-
YankeeDog ...
Do the different colors (purple and pink in example) and their relative lengths of colored lines to each other, hold any significance?
In other words, if the pink part of the line is shorter or longer, does that mean the obstacle between you and the target point is close to you or further away?
Thanks ...
Regards,
Doug
-
How about getting a satchel charged unit and BLAST the wall down?
That's an interesting idea...
Unfortunately, I don't have any guys with those left ...
I'm getting my clock cleaned ...
Regards,
Doug
Tank stuck in a building
in Combat Mission Battle for Normandy
Posted
The width of that basement (ditch) appears to me to be greater than 90", so that old girl was never going to make it.
The golden rule when training M4 drivers was to NEVER enter a building for camouflage or cover without first performing a "floor" ground recce and preferably, avoiding building altogether as they also had a tendency to limit turret (master weapon) traverse capability once in them.
Regards,
Doug