Tankist
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Posts posted by Tankist
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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
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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.Originally posted by LeeW:Target Lock.
On the subject of targeting your inf manually and they hold that target and don't fire at other targets, even when the unit goes out of LOS or beyoud 500m range.
I tested this in 1.03c patch and this seems to be a problem to me. See above post for details. I did move the commander into C&C of one of the units but didn't make any difference. I didn't target the commander manually and he would fire at targets of opportunity.
lee
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
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I have no idea if it is realistic? :confused:Originally posted by aka_tom_w:</font><blockquote>quote:</font><hr />Originally posted by tracer:
Vanir ausf B, that's "Pakfan's interface mod", and you can get it at the data base. I use it to, cool mod.
And I played the "Borisovka Station" battle agian, and I agree with aka_tom_w, looks like the AT bug is fixed. I mean crap, what do people want?? a instant hit everytime your Pz fires at a AT gun?? I think BFC has got it down to a balance.
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>
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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
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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
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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
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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
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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
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IIRC, this problem will be 'looked into' by BF and fixed in a patch.
Tankist
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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
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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
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This will be fixed in the patch, according to the posted list of fixes.Originally posted by AndrewTF:Anyone else noticed a bug with bailed-out vehicle crew uniforms? I did a search but nothing came up, so here goes:
I played a little QB yesterday to test a new Panzer guy uniform mod. Since I wanted to see what he looked like out of the tank I did an intentionally stupid move to get the tank knocked out. Sure enough the predicatable occurs and the crew bails. At this point I had to go feed the cat or something so I saved the game and quit CMBB. Later I restarted the game and opened the saved QB. Instead of a Panzer crew figure lying pinned next to the tank there was a German infantry support unit guy cowering there? What is this? A costume change? :confused:
I actually noticed this in an earlier QB vs. AI when one of my squads popped a T-34 in a town. At some point the bailed crew ditched their tanker threads and changed into the uniforms of Soviet infantrymen! I didn't pay much attention to this as I wrote it off as an effect of "Extreme Fog of War™".
Not a big bug, or even a significant one, but curious.
Tankist
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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....Originally posted by Michael emrys:You may well be right. I wonder if BTS may have been a bit premature in removing Ambush from the repertoire of options.
Michael
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
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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
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I don't think that cover arcs are prone to being gamey; the only use they have is to restrict fire and nothing else.Originally posted by MikeyD:I'm wondering, which type of tanks were you deploying? Even with cover arc a 2-man-turret T34 with no cupola will still be less likely to spot a German tank with dedicated commander and vision cupola.
I must admit cover arcs are tricky, but if they operated TOO perfectly it would feel a bit gamey over-using them (like 'ambush' in CMBO).
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
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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 ]
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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
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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
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Thanks Madmatt!Originally posted by Madmatt:Some of you should also look at the post I made a week or so ago where I listed all the things that were already in 1.01
MANY of the items you have raised were on that list and much more has been added since.
...
I hope the covered arcs vs. hide/unhide thingie will be fixed (and that we do get our Ambush order back)
Tankist
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This is true.Originally posted by Sgt. Beavis:...
Secondly... We STILL can't place AT guns and AFVs inside buildings (during the setup phase) while playing as the defender in a battle.
This goes against tons of historical photographic evidence I have seen. Placement in buildings offers excellent concealment, and some cover from light artillery that can be so devastating against guns in foxholes.
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
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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
Ok, what happened and to who?
in Combat Mission: Barbarossa to Berlin
Posted
Try SHIFT-G to get unit status labels (like 'out of ammo', 'panicked', etc.).
Tankist