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BadgerDog

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Everything posted by BadgerDog

  1. Ok, I have a problem .... I have an AT gun that's stuck with it's barrel through a wall and it won't move. (see pic) It says that it takes 4 minutes or so to pack up a gun, but apparently the crew can't pull the barrel out of the wall, even after 12 minutes of trying? All I did was "move" the gun up to the opening and positioned it to put the barrel through the opening, but it ended up shoving the barrel through the wall. Is this a bug, or am I doing something wrong? Thanks ... Regards, Doug
  2. I'd kill, well figuratively anyway .. ... to have a standard "hull down" command to issue to a driver. In game terms, it would be clicking on a piece of ground to the front and having a "hull down move", which would cause the driver to advance until he could just see over the obstacle, then reverse down until all he could see in his driver's periscope was the grass (or other obstacle) in front of him, meaning the master weapon was pointed over the height of the obstacle ie: hull down. That was a standard M4 CC to drive command ie: "driver advance to hull down" .. there was also a "driver advance to turret down", but the CC was required to issue a "driver halt" order as his head rose above the obstacle enough for him to view and perform SA (situational awareness) scanning the ground in front of him. I don't know how practical or possible this is to program, but I'm enjoying the game as it is. I do spend a lot of time sitting in the driver's seat at ground level and using the mouse, simulating movement forward until I can see over the obstacle, then I mouse reverse the view and back up until I can't. The problem is that I have hard time figuring out exactly where that spot was on the map after I switch to a top down view to plot that move, so as a compromise for folks like me, it would be great to have a "mark here" command so I can easily finds that spot to plot my real move to. Anyway, thanks for a great product and resurrecting my interest in this type of gaming. So far, dollar for dollar, it's some of the best and most inexpensive entertainment value I've found in the last few years in computer software, Looking forward to expansion and further development .. Regards, Doug
  3. SOP on Sherman M4 for the driver was ... ..upon hearing a gunnery command over the "B" set (internal comms) head sets such as AP "Shot Action" or HE "Shell Action", indicating master weapon engagement is imminent, the driver is to stop any vehicle movement and DO NOTHING, unless CC issues an additional driver's command. Regards, Doug
  4. I didn't know that .. learned something ... Yes, had the little green down arrow, so it must be a bug as you suggested ... BTW, I have a Panzershrek team without ammo. I'm trying to get them to go to another team who has ammo, but are dead. I placed them next to that dead team and now I see two (2) Panzershreks in the equipment list, but no ammo. I moved away from the dead team and the list changed to just one (1) launcher, not sure why? So, how do I get the ammo from the dead team? Regards, Doug
  5. Crew is already dismounted... they panicked and went to the pub for a pint .. I hadn't thought about too many guys to fit into the small vehicle .. I'll check that ... Thanks .. Regards, Doug
  6. Yup, that's what's happening ... Immobilized and stuck in the mud .. Regards, Doug
  7. It was still active by the end of the 50's and into the early 1960's when I trained on it, then we switched to the Centurion, which had 4 hours of maintenance for very hour of driving, or 6 miles which ever came first. ... but, I'm only 39.... Thanks .. Regards, Doug
  8. I'm trying to understand how to acquire more ammo from one of my Keblewagon's that is stuck in the mud, but shows that it has additional ammo in quanitity on board. I read the manual and I've tried placing my platoon (which needs ammo) over the vehicle and the down arrow appears. When the next move comes up, they run to it, get in, but then get out, so I never have the ability to use the "acquire" command to load up with ammo. What am I missing? Thanks for any feedback ... Regards, Doug
  9. In my opinion, it should be built into the product CM product itself ... Makes the PBEM game much more enjoyable to play and you don't tend to forget who's turn it is... Excellent work as an add-on for the community ... Regards, Doug
  10. I agree with whatever other member said that ... I can also only speak as an old M4 tanker ... You can't hit anything while moving unless you are employing the master weapon's gyro stabilizer system, or the enemy vehicle is close enough to literally see the whites of their eyes. If that's the case, then you are probably in pretty deep doo doo anyway ... You can't even keep you eye up to the rubber padding on the gunner's sighting telescope when moving, long enough to lay the reticule pattern onto the target unless you have gyros running. Regards, Doug ps: I was about 70% or so accurate with first round hits on the move while employing gyro stabilizing on the Sherman M4 at under 1,000 yards, which is the zeroing range for the Sherman M4 using knitting thread taped as a cross on the master weapon bore crown. Edit: by the way, I really don't care if they do fire and hit on the move in CMBN without gyros, because both sides can do it equally. I try to suspend my real life experience as much as possible and simply enjoy it as a highly entertaining game and worth every penny I paid for it . Well, enjoyment except for the part where George and Steve are constantly kicking my butt in our PBEM games.
  11. Now running 1.3.5 Mac Beta ... Thanks ... Regards, Doug
  12. Although I date myself with RL experience on the M4, for me CMBN is just a game, not a simulator, so I view it that way when I play, adapting to the idiosyncrasies of the programming and trade-offs the developers had to make. I enjoy it a lot, purely as a game and find the new CMBN, although different in many ways, as much fun as the old CMBO, CMBB and CMAK I used to play. There are dozens of inaccuracies and errors on the M4 Sherman that make it unlike the real world version, involving everything from driver handling to magic bullet gunnery and crew vision capabilities, that you have to suspend belief of reality in order to enjoy the game, which I do .... Having trained and qualified on a lot of contemporary weapons portrayed in Battlefront games, I'd love to participate in the beta part of development as it relates to the M4, Lee Enfield No.4 Mk1 rifles, Bren Gun and Sten Gun, all of which I qualified on.... hmmm... I guess that kinda shows my age ... Heck, I own all of them (except the M4) and even an MG42 which I did get to fire in the U.S. (so did my wife .. she collects Enfield rifles). I wish they'd fix the sound for the MG42. It was called "Hitler's Buzz Saw" for a reason and the stock sound doesn't seem right. Regards, Doug
  13. For what it's worth .... In real life, closed down and viewing just through the CC's cupola (or any of the periscopes), vision is so limited you wouldn't see infantry unless they were standing in the open about 25 yards in front of you. In fact, seeing other tanks at any distance was almost as bad a challenge, so we use to rely on spotters to send GRefs of possible enemy contacts. The armored cupola glass is so distorted and the vision through it is so bad, you actually tend to pop the hatch slightly and try to peer out through the crack between the top of the hatch and ring. One would never see hidden infantry in ambush, which is why we never moved through close quarters without infantry screens and skirmishers out. Regards, Doug Regards, Doug
  14. I don't think it's that big of deal and now I know about it, I'll be less fussed about how I place my own armor, although 60 degrees sideways on a crest might look a little odd. Being an old driver, crew commanders used to beat on us about being level and I was worrying about the gun alignment as I went into "hull downs" etc. I guess I can stop worrying ... Regards, Doug
  15. +1... That would be an excellent expansion capability .... Regards, Doug
  16. Thanks.. appreciate the feedback and catch up ... Sorry for raising an old topic ... Regards, Doug
  17. Here's a pic of a Sherman that's parked itself up onto the reverse side of bocage. It commenced firing the main weapon and also coaxial plus bow mg's at that angle, much of the fire below the maximum depession angle capable for either. Am I misunderstanding something about the graphics, or is this just possible because CMBN is just a game? Having crew commanded and driven a Sherman M4 for two years, I do know that this isn't physically possible or even close to the design capabilities of the tank. Regards, Doug
  18. Now running 1.3.4 Beta for Mac ... It does seem faster now in the last two iterations .... Regards, Doug
  19. Suggestion ... When I run HtH, I "hide" it so it's not sitting open on the desktop. So, it appears on the dock along with other apps. When a new chat or game arrives, is it possible to have it "bounce" up like other Mac applications do when a new even occurs that needs use attention? It would save us from having to constantly be opening the HtH app just to see if there's any new moves or chats that have arrived. Thanks.. Regards, Doug
  20. Roger that ... Just installed 1.3.0 Mac version for testing and will advise .... Regards, Doug
  21. Good point ... Also, don't know about the 60mm, but I trained on the 81mm, so I'm curious as to what the distance of the firing mortar section from the target land point? Regards, Doug
  22. As a Sherman gunner, we were trained with "AFV Recognitiion" charts to identify enemy vehicle threats, look them up in charts sitting next to the turret rotation wheel and based upon the "facing" of the target, decide ammo selection. Usually the CC did this for the gunner and often "over rode" the turret traverse for target selection (using his cupola override lever), as he had a better SA view with his head on a swivel peeking out of the hatch. So, it's not unreasonable to assume that German gunners were trained the same way and therefore, some in-game tool to simulate the ability to estimate chances of a hit success and type of damage based upon "facing" would be helpful and in my opinion, not be a cheat. Regards, Doug
  23. I'm still using that special 1.2.8 Mac Alpha that removed the code that was causing the awful slow downs on Mac platforms. Should I upgrade to this, or stay with that special 1.2.8 for now? Thank you for your work... excellent product and makes playing multiple matches via PBEM easy to manage and much more enjoyable with the "chat" function built in. Regards, Doug
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