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Tankist

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Everything posted by Tankist

  1. Try SHIFT-G to get unit status labels (like 'out of ammo', 'panicked', etc.). Tankist
  2. There is only the LOS line tool. Best bet is, to lock to the unit at view #1 and scan the scenery from this pov with your trusty mark I eyeballs. Tankist
  3. In CMBB, infantry in general is more hesitant to fire/engage new targets, than in CMBO; I guess that this is a design decision, not a bug. Some guys say, that using a covered arc would make infantry fire earlier/more often, but Steve said, that covered arcs are only a way to RESTRICT fire, not the other way round. I too saw veteran MGs not firing at enemies 100 m away for a whole minute; maybe there is already some kind of relative spotting implemented... Tankist
  4. I have no idea if it is realistic? :confused: I don't know how hard AT guns were to spot and then hit? (in Real Life) :confused: BUT now in the game in v1.03c, I would say this aspect of the game is "well balanced" and certainly playable as it is no longer impossible to hit AT guns behind a ridge. Just on the "feel" of "Borisovka Station" scenario alone I think the AT gun Bug has been completely dealt with and that aspect of the game works fine now. In fact in playing v1.03c lately (a lot) I would go so far as to say ALL aspects of the game work fine now. IMHO -tom w </font>
  5. Here are some ranks: Private=SS Sturmmann PFC=SS Rottenführer NCO=SS Unterscharführer Sergeant=SS Oberscharführer 2nd Lt=SS Untersturmführer 1st Lt=SS Obersturmführer Captain=SS Hauptsturmführer Major=SS Sturmbannführer Lt.Col=SS Obersturmbannführer Colonel=SS Standartenführer (from: The German Army Handbook, by James Lucas) Tankist
  6. I've noticed a bug with the HUNT command in 1.03c (Windows version). A platoon of unsurpressed Pz 38(t) was approaching a patch of wood. All Pz had HUNT order. They have seen and were engaging an enemy gun position ahead. But instead of stopping to engage the gun from a halt position, they simply continue to move! I checked it with version 1.01, and here the HUNT command works as expected; the tanks stop and fire at the gun; after destroying it, they continue to HUNT (exactly as the HUNT command is described in the manual and as it always worked). In 1.03c the HUNT seems to work like a simple MOVE command; obviously a severe bug. I've already sent a save file to Matt. Tankist
  7. I've noticed a reproducible bug in v1.02 that has a serious impact on nearly all battles. CMBB US v1.02, Windows98 If there is a rise of terrain near a target along the LOS, guns and tanks from a lower position than the target, but with clear LOS to the target, always hit the slope terrain (where the height changes) in front of the target. The shells don't clear the rise This happens even if height differences are only subtle and it happens with area fire too (you can't even hit a house, if it is on a hill in this situation). Small arms fire works normal in this situation. I tested the exact(!) same game save with v. 1.01 and v1.02. This bug only happens in v1.02; in v1.01 the shells flight path is normal and the target is hit. As this bug is severe, I have re-installed v 1.01 I can email the game save that shows the bug, if needed. I hope that this will be fixed, as most maps are not flat billiard tables If this bug has already been reported, sorry.... Tankist
  8. I noticed, that in V 1.01 it often happens, that a tank moves to hull down position behind a hill/ridge, as ordered by either the HUNT or the HULLDOWN order, stops and fires, but only hits the hill crest a few meters in front of it. Checking the orders phase, the tank has hulldown position to the target, with a clear LOS, but still hits the crest in front of it, instead the target. Only workaround is to manually move the tank some meters towards the crest in the next turn. I never experienced this behaviour in V 1.0, but in 1.01 it happens quite often. Usually 2 out of 4 tanks that HUNT from behind a hill towards an enemy stop to soon; they are hulldown, but to no avail, as the only thing they hit, is the ground in front of them. Is this a new bug in V 1.01? Tankist
  9. This was the so-called "Riegel Antipanzermine", a 80 cm long box filled with 4 kg Amatol explosive. But if using the "Tellerminenzuender T Mi 35" (using wire to activate) any mine could be daisy chained. Tankist
  10. IIRC, this problem will be 'looked into' by BF and fixed in a patch. Tankist
  11. Well, if you suspect enemies at a certain spot (obviously you did in this case), do some recon by fire. Just order one squad and maybe tank mgs to area fire the patch of pine trees for one turn. Either the enemy units will return fire, in which case your other units will open up, or they get decimated/shaken (and possibly run) by the area fire. If the area with possible threats is too large to area fire it, well, then indeed use a screening force of half squads. Tankist
  12. Check the following: 1. Try a 'standard' MS-Mouse driver. Do not use custom mouse pointers, do not use trails, dynamics or other special features of the mouse driver. 2. Update your soundcard drivers and your Nvidia drivers (29.42 works fine). 3. Make sure DirectX 8.1 is installed. If in doubt, reinstall it. 4. If you have some kind of hardware acceleration for your soundcard, try to disable it for testing purposes. 5. Make sure, no other program/task is running in the background (like Virus Scanners, Life-Updaters, etc.) 6. Defragment your partitions. 7. After making changes, but BEFORE starting CMBB, delete the file "Combat Mission BB Prefs" in the CMBB directory. Good luck Tankist
  13. This will be fixed in the patch, according to the posted list of fixes. Tankist
  14. Exactly; the Ambush order, as a triggered event, is a very different concept, than the covered arcs, that are mainly used to restrict fire or to keep the turret pointed into a certain direction. I like the covered arcs (once the hide/unhide bugs are fixed), but the addition of the dedicated ambush order would give us more variety in tactics IMHO. Tankist
  15. I just updated from my Detonator III to the latest official driver 30.82. Does anyone know what registry key to set, to get the FSAA mode '1 x 2' (aka '1.41 x 1.41')? I used that mode with the detonator III and it runs best on my machine. Now I only can choose between 2x and 4x, even with the usual tweak programs. Any idea? Tankist
  16. I don't think that cover arcs are prone to being gamey; the only use they have is to restrict fire and nothing else. For ambushes they are not very usable; as soon as the ambushed unit moves 2 meters out of the arc, your unit stops to fire. That reason, together with the 'unhide in every situation' problem, makes some people wish for a resurface of the dedicated Ambush order in a future patch. One can dream Tankist
  17. Covered arcs are broken; I mentioned that in another thread. Right now, a unit even unhides if the only(!) enemy in its covered arc is a 'dead soldier' marker out-of-los! This bug makes the covered arcs nearly useless for ambushes. And in combination with the 'TacAI to hesitant to fire' problem, one should avoid covered arcs until they are fixed. What I hope they will do Tankist [ November 10, 2002, 06:04 PM: Message edited by: Tankist ]
  18. From my little threadstarter list of 5 points, no one was mentioned in the patch description. I hope Madmatt found the time to 'look into' it or to make the QA team aware of it Thanks Tankist
  19. I played it once vs. the Russian AI and got a Major Defeat. The recommended +25% AND +1 seems too unbalanced for me. I think giving the AI +25% (for more units) OR +1 (for better shots and less panic) would be a more equal challenge. The AI in CMBB does a better job than in CMBO, so the SOP of giving it +X%/+X experience is not longer valid IMO. Tankist
  20. Thanks Madmatt! I hope the covered arcs vs. hide/unhide thingie will be fixed (and that we do get our Ambush order back) Tankist
  21. This is true. But the designer of the scenario can do it; in the editor, just place e.g. a patch of woods on the map, switch into 3-D preview, put the gun in the woods, and go back to the map editor. Now replace the woods with a building. The gun will stay in position and is now in the building. In the game it can not move, but most of the time guns are seldom moved anyway if you are the defender. Tankist
  22. The 'TacAI to hesitant to fire' I mentioned in my list seems to be mor than an inconsistency. In my last game, 4 veteran HMGs (in command, not surpressed, no one was shooting at them) were turned exactly into direction of suspected enemy positions. I then ordered some infantry squads to assault the position. Immediately 5 or 6 enemy squads unhided and opened up fire on them. My HMGs, in clear sight of and facing the enemy units did nothing! They sat idle for the whole turn, while my assaulting squads were slaughtered. Maybe Madmatt or Kwazy can comment on the topics mentioned in this thread? Tankist
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