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General Jack Ripper

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Posts posted by General Jack Ripper

  1. On ‎11‎/‎3‎/‎2017 at 12:32 PM, Sgt.Squarehead said:

    That might create issues for me when building my weird TOEs (like the Mosul core units), I have to dismount/bail-out the vehicles in the editor to re-crew them.

    So long as the vehicle status is not set to 'Dismounted' you shouldn't have a problem.

    Besides, soon you can simply attach individual vehicles to any TO&E you want.

     

    On ‎11‎/‎3‎/‎2017 at 3:15 PM, MOS:96B2P said:

    I'm not sure the vehicle crew will stay dismounted.  I'm working on a scenario in CMBS and when I attempted to test it in scenario author test mode the crews would automatically reappear back in the vehicles.  Unless I'm missing something (I hope I am) I can't get the crews to stay separated from the vehicles.  

    That's weird. I've built a couple of vehicle firing ranges by using the deployment mode of the editor to dismount the crews, and leave a bunch of empty vehicles.

    Set your vehicle status to 'Immobilized', then dismount the crews, and order them to hide someplace, like inside a building, with short cover arcs.

    I dunno if it works with vehicles set to 'Okay' status.

  2. 51 minutes ago, sburke said:

    Ammo dumps am not sure of as that would probably entail a ToE change. Fingers crossed. I want it for arms cache search missions.  

    Any truck or Humvee type vehicle carrying ammo set to 'Dismounted' status in the editor should change into an Ammo Dump on 'Elite' difficulty or higher.

    CMBS features Ammo Dumps, so we should get them in CMSF2

  3. 16 hours ago, Mord said:

    Thought of another one; Amphibious vehicles, at least the AAV. I asked about it.

    If Ammo Dumps are allowed that would REALLY add some flavor to scenarios.

    Both of these should be in.
    I'm just getting so darned excited!

  4. 18 hours ago, Erwin said:

    Hope that the next version gives us the ability to alter the UI size.  On a 30" 2760 x 1600 monitor I have to resize the game to 1920x1200 or lower just to read the text.  Soon UHD/4K monitors will become more widely used.   Shame to have to degrade the image just to read.

    YES!! THIS!! FOR THE LOVE OF MY EYES!!

  5. On ‎10‎/‎27‎/‎2017 at 11:58 PM, Sgt.Squarehead said:

    It's interesting the way people seem to think it's even possible to negotiate anymore.
    The only way we can appease North Korea is to surrender to them.
    They're not going to accept anything until they have an ICBM, once they have one, they will simply hold us hostage.

  6. On ‎10‎/‎27‎/‎2017 at 6:08 PM, IICptMillerII said:

    The animations for Black Sea can be found in the v100a data file. All I did was explode the file, copy the "animations" folder into the "Z" folder in CMSF and loaded up CMSF. Same for CMA. I suppose if you wanted you could port the WWII animations into CMBS/CMSF/CMA, or if you wanted to get more technical you could mix and match.

    Aw geez, you're making me want to become a modder.

  7. I might as well add something I noticed:

    The animations for firing on-map mortars, (specifically American 81mm Mortar) has become desynchronized. The tube now fires before the assistant drops the round.

    EDIT: Purely cosmetic of course, the actual function of the weapon seems to be fine.

  8. Halftracks should be seen as nothing more than bulletproof trucks, asking for more out of them is asking for trouble.
    Their job is to deliver your infantry to their jumping off point unharmed, providing some suppressive fires with their machineguns, allowing for rapid redeployment in between engagements, as well as providing an easy source of ammunition resupply.

    Quote

    I’ve tried keeping the halftracks to 250-300m away from any enemy infantry, but the instant they ‘Open Up’ to allow them (and their passengers) to start dishing out the good news, they become total bullet magnets.

    You would be better off keeping them out to around 400-500 meters while firing, and only closing within that range specifically to disembark infantry, then withdrawing again.

     

    One of Jeffrey Paulding's tactics videos features Armored Infantry (Time-Stamped to Relevant Portion):

     

    My playtesting of Rinaldi's scenario 'Duel in the Mist' does show some armored infantry in action, if you want to have a look:
    Of course, I possessed copious amounts of supporting weapons, so the actual tactical problem was one of time management, rather than the specific problem of employment.
     

     

     

     

     

    I do have plans to make a tactics video specifically about Armored Infantry, but life and work have sapped my schedule quite a bit.
    I hope this helps, and welcome to the forums, btw.

  9. On ‎10‎/‎20‎/‎2017 at 3:19 AM, CarlWAW said:

    WOW! How the hell can features like that (or persistent map damage to name another one) be removed?!? Hard to believe that the old version had that.

    They weren't "removed" because CM1 and CM2 are completely different games, based on completely different engine, code, software, and execution.

    Once upon a time, craters were only 2D IMAGES pasted onto the map where and when they happened. It's easy to code and execute a persistent "damage" like that, because all you need is the X and Y coordinates, and the decal type. It's only 3 variables per crater.

    However, a full 3D deformation of a terrain mesh, is a completely different thing entirely, and something tells me you know this perfectly well!

    I would add a choice invective here, but thankfully I haven't started drinking yet.

  10. 20 hours ago, Bulletpoint said:

    Because as I understand it, the only real difference between Elite and Iron is that I have to click an extra time with my mouse to return from the selected unit's limited view to get full overview of all my forces. Yes, I understand that my troops have to spot each other, but as far as I know, that means nothing for how the troops actually perform.

    As such, it seems like a superfluous mode, and the reason more people don't play Iron is maybe not that they don't like more realism, but that the mode doesn't really offer any more realism.

    Am I missing something?

    I guess the idea of "immersion" is a foreign concept to you?

  11. On ‎10‎/‎24‎/‎2017 at 10:52 AM, c3k said:

    There may be something with one of the high-res (close LOD) models which eats up gpu cycles.

    I have noticed some LOD issues here and there, like texture pop, and incorrect LOD adjustment, I.E. a lower poly model popping in at a distance when higher poly models are all around it.
    Nothing that should cause any real framerate issues though, I record framerate every time I play, and have seen no huge anomalies.

     

    3 hours ago, Hister said:

    BP1 The Copse scenario:

    The 1600x1050 monitor gave me 24 frames in that same camera position with all the same ingame settings. 

    The 1280x768 monitor gave me 29 frames in that same camera position with all the same ingame settings. 

     

    BP1 Op Linet II a scenario:

    The 1600x1050 monitor gave me 7 frames in that same camera position with all the same ingame settings. 

    The 1280x768 monitor gave me 7 frames in that same camera position with all the same ingame settings. 

    I also tried lowering the ingame settings to fastest/fastest on both monitors in this scenario but to no avail - framerate remained at 7/8.

    That's because Op Linnet II isn't a scenario, it's a torture chamber, designed by an unrepentant sadomasochist. ;)

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