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BadgerDog

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Posts posted by BadgerDog

  1. Correction the Tiger had a hydraulic traverse powered by the engine allowing 6 degrees a second traverse at maximum rate.

    I could crank the manual traverse wheel in an M4 faster than that ... :D

    A little slower at times if we had been into the wine we stored in the "ready bins" ... ;)

    Regards,

    Doug

  2. I set up a little test, which I shuda done in the first place, between a Tiger 1 and a M5. To my surprise not only did the M5 out run the Tigers turret but it caused the Tigers crew to abandon ship effectively knocking out the Tiger. Gotta love it. The US tanks suffered too long in CMBO at the hands of the Wehrmacht.

    That makes sense..

    I stand to be corrected, but I believe the Tiger only had manual traverse, whereas I know from experience, the M4 turret rotated 360 degrees in 17 seconds ... :)

    Regards,

    Doug

  3. I'm not sure if the "gun" on the pixel Sherman is limited in its elevation travel and the shell just curves as it exits the barrel or if the gun actually exceeds the real life travel limits.

    Thanks .. :)

    I think I understood your question from the other answers here as well.... ;)

    Yes, there's a LOT this software doesn't do in relation to a real M4 (or other tanks), but it is just an enjoyable game, so I've come not to expect a real life simulator.

    I don't think the processing power is available yet on the desktop to accomplish that kind of complexity, but I do think the BFC programming staff do a remarkable job with the technology we do have available. :)

    Just my opinion ...

    Regards,

    Doug

  4. Ok, a quick explanation ...

    Full squad with integrated Panzershrek team is selected and "A" command issue, selecting Anti-tank team to split off.

    Team splits off and Panzershrek team's icon is just a regular infantry man pic. At that point, if I then select "Split Teams", the remaining parts of the squad separate and one of them has a Panzershrek icon for anti-tank, but no anti-tank weapons. :D

    If I start the process with a "Split Teams" command, then the Panzershrek team splits off with the other teams and shows with it's correct anti-tank icon.

    It gets a little challenging to locate your Panzershrek teams when they're marked as infantry squads.

    This is repeatable and easy to duplicate ..... ;)

    Is this a coding error, or am I missing something else fundamental .. :confused:

    Regards,

    Doug

  5. Badger, you may as well try it, it's quite fun. :D

    Well, I did give it a try ... :)

    Nicely programmed, but I couldn't get through a scenario without it crashing to the iPad3 home page during the "calculation" part of the move. I kept having to start over, but finally gave up. It's a 64Gb new iPad with current IOS, so I have no idea what the problem is.

    Anyway, from what I saw, it's a nice arcade version of CM and might lead to bringing in more revenue if those buyers come here and start buying the harder core version.

    Of course, they need to address the instability issues first, or it's going to die on the vine ... ;)

    Programming and animation reminds me of the same group who produced "Armored Combat" for the iPad ..

    Regards,

    Doug

  6. Well, I just bought it for my iPad3, not because I'll ever play it, but I wanted to support Battlefront for their continued development of CMBN and other excellent games.

    The entertainment factor of their products for me over the years has been far more than what they charge for their individual products.

    Thanks Battlefront .. :)

    Regards,

    Doug

  7. Has anyone installed this on their Apple Mac systems?

    If so, what is used for the path instead of the typical path shown here for a PV..

    2, Open the InfoDisplayer.uws file with your texteditor, and edit the line of "PUBLIC filepath=".

    Replace "C:\Combat Mission Battle for Normandy\CM Normandy.exe" to your CM Normandy.exe path.

    Thanks .. :)

    Regards,

    Doug

  8. I'd be in favor of anything that made more sense to me than the current scoring system does ... :D

    I still don't understand how it works. I'm not sure what the point is about occupying the various green zones being about all or nothing points, instead of strategic and tactical victory.

    Even if one has 1,000 grunts in a green zone and the other side has 1, it seems to neutralize the scoring to zero... pretty silly from a military simulation point of view.

    Anyway, I still love the game, but I don't play to score points. ;)

    Maybe that's why I lose all the time .. :eek:

    Regards,

    Doug

  9. On-line Milsurp Knowledge Libraries containing detailed reference research and forums, covering various genres of old milsurp collectibles. The material ranges from general non-copyrighted (or copyrighted with written release) historical documentation, to detailed high resolution photo montages of milsurp firearms and accessories. These photo pictorials containing over 15,000 pics are designed to show what original and "all correct" specimens of milsurp models from various countries should look like. The site is intended to give the average milsurp collector a place to go and compare various wood and metal markings through high resolution close-up digital pictures, as well as other relevant details, in regards to a piece that they may be looking at buying, or validating the correctness of one they've perhaps already purchased.

    http://www.milsurps.com/content.php

    Regards,

    Doug

  10. I also tested AT mines. These minefields are either 2 or 3 mines. All hits caused immediate immobilization. Stuarts had no further effects (besides suppression); no crew hurt, no other systems affected, etc. M8s can be destroyed by AT mines, including killing and wounding the crew. Same for halftracks. AT mines can be detected and taped by engineers, but this does not seem to do very much. (more testing needed of this.)

    Sorry for resurrecting this thread, but I just noticed this comment...

    For my own clarity, are you saying that Stuart tanks weren't substantially damaged or disabled when running over AT mines? :confused:

    Thanks ... :)

    Regards,

    Doug

  11. I have had surprising success with the smaller ATGs 50mm for ex. Harder to spot. You need a good flank position, but even if it doesn't kill it can do a number on a tankers morale.

    I know you have ... :P

    Those little suckers are really hard to spot and forced me to withdraw after getting 4 or 5 hits, breaking radios, optics and the beer cooler, which was the most important thing I regret losing ... :D

    In all seriousness, you were very effective with them and stopped at least two "advance to contacts" and one assault with those beasts ... ;)

    Regards,

    Doug

  12. The PIAT projectile, like the Panzerfaust. was propelled by an explosive charge. However, PIAT was not recoilless and did not have back blast. They can be fired indoors in CMBN.

    Yes, the Piat can be fired indoors ... :eek:

    Scared the daylights out of one of my Panther crews ... :P

    Regards,

    Doug

  13. That's strange. It looks like you've done everything right, so I have no idea. You sure you didn't install the lo-vis version by accident?

    No, file was hi-res version but I found the problem.... :P

    I also had all of ZMB's range, silhouette, weapons caliber and special equipment mods installed as well.....

    I deleted those and your mod began to show up fine in its full glory ... :D

    Thanks ..

    Regards,

    Doug

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