__Yossarian0815[jby]
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Posts posted by __Yossarian0815[jby]
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Works fine, thank you!
Not important at all, but while I have your attention, how does CMH tell which version the game is?
CMSF, CMFI, CMBS, CMFB are displayed correctly
CMBN, CMA not
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36 minutes ago, cool breeze said:
But wouldn't a big tree have substantially more inches of wood to penetrate ( and much stronger via thickness and wetness) than 4 wooden buildings? Not wooden buildings and my argument probably falls on its face.
For one, even in 1944/45 practically all forests in europe were managed, so trees never got that big.
For two if all forests are made up of giant redwoods in CM, they should be depicted that way. We can expect that from a simulation that also happens to be a game
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I insist on the correct nomenclature which is: "kevlar trees"
If somebody could organize a tank, live rounds and a few trees I would financially support the experiment.
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In a QB
against Ukrainians:the T72B3 is more than enough, unless you are going for very long ranges >2500m
against the US: T90am, faster spotting makes the difference.
You can actually go head to head against the abrams and get lucks at very long ranges where hitting the target isn´t guaranteed for either side.
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France 1940
would be my favorite for unlikely CM games )
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My main issue with the current action spot size is the location of the action spot relative to terrain objects.
i.e.:
a ) Between hedges, walls etc. the troops are magically dragged to one side of the road
b ) Troops can´t fire through hedges because the action spot doesn´t let them deploy up against the hedge
c ) Area fire is unusable because you can´t aim at unspotted troops if they don´t happen to be right in the middle of an action spot. Of course you can say that is against the intent of area fire, but how do you resolve this fairly common situation: vehicle1 can spot enemy, vehicle2 can´t spot enemy but has LOF to said enemy. commander of vehicle1 radios commander of vehicle2: there is an enemy unit at the end of the graveyard wall. in the UI, vehicle2 has a ghost enemy symbol in the right spot, but area fire will almost certainly not be on target.
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Edited to add: 2m x 2m action spots. Right now it's 64m^2. If it were 4m^2, that'd be a 16x increase in action spots. That means a 16 x 16 increase in action spot checking... That pre-game load screen? If it takes 2 minutes now, it'd take 32 minutes (AERTS). Ditto turns. Etc.
True, but the system is unchanged since CMSF. Two PC generations later might allow for 6x6m or 4x4 m without too much speed sacrifice?
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Even T84 and Oplot are light years beyond T72B3 again IMO.
Inferior to the Oplot in In the game? nope. I´ll glady prove it in a game.
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I´m also interested in an alternative to FRAPS.
Not sure why, but FRAPS interferes with my mouse and if I turn off FRAPS during gameplay, it crashes all CMx2 games.
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The Choppers were the best part, really cool. If they had any sense of humor, they would have played Wagner during the flyby.
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Just as a side note, the TAC AI sometimes relentlessly keeps firing exactly into some terrain feature or tree (still not fixed, kevlar trees to the end of CMx2 I guess) and doesn´t adjust its aim.
Repostioning your firing unit is the only solution when that happens.
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Problem solved. Thx Kuderian. Found the forget install option in the menu
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Nope :/
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Just upgraded from H2HH.
My CMBS games appear twice. Specifying the dropbox locations of the identical games made no difference.
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As long as BFC sticks to their "vehicle models sweet, landscape functional" approach I´m fine with the graphics.
It would be nice to have more extensive damage graphics for the vehicle.
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Surprise is difficult in general in CM., mainly due to having enough time to react in WEGO.
At least with the bigger maps in CMRT you can actually manuever into flank positions.
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Thx Derfel, very useful!
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Vehicle tracks in fields.
The end of the kevlar tree. Please, after all these years, trees still deflect massive rounds.
Realistic house damage. IMO, most houses are way too tough.
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I simply want low bocage to be about as tough as a low wall in the game, not reinforced concrete as it is now.
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Time and again I run into this situtaion.
I forgot to buy satchel charges and my whole attack is stopped by a long line of low bocage. I fire 50 HE 75mm rounds at the same spot and nothing happens. Then again I do a quick and ready test and the bocage does get breached somwhere between 7 and 15 hits.
Has anybody done an in depth test of this strange behaviour?
IMO hip high bocage should not be an obstacle for infantry. At most 2 rounds should suffice to make a breach.
Rommel could have sealed off the atlantic wall with a bit of gardening if CMX2 physics were real.
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Nazi zombies, cool
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Just a follow up about what happened next: the tank crew jumped out of the tank and shot both members of the bazooka team. Then they shot the two members of the other zook team I had send the other way around the house. And - although I'm not 100% sure - they nailed another guy later.
In hindsight not knocking the Brummbär out would have been the better idea...
I thought the Rambo tank crews had been fixed?
The Rambo tank crews are only activated when certain sherman tanks survive 150mm HEAT round hits unscathed ;O)
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+1 to iron man mode
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You have to add the cmsf exe files to the exception list, which is a little bit difficult to find. it´s in the options.
Soft launch... CMBS Battle Pack 1
in Combat Mission Black Sea
Posted
There is a MacOS symbol next to windows download.
Other than that it all went smoothly.