Chelco
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Posts posted by Chelco
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Get help.Originally posted by Tarquelne:Yes. That +and+ a slap in the face of every loyal customer, serious wargamer, and true-blooded American.
It's like you're talking about fluoridation while leaving out the commie plot.
People like you make me sick.
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@ sandy: CM will not go other course than the one it's already taken. End of story. Everybody knows that. It has been said a thousand times.
Maybe it is time you move into something else? It is just a game anyway.
I feel bad for your loss, but I disagree 100% with your opinion on this matter.
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The problem with urban settings is that the distance between good cover and a kill zone is just a couple of meters. I find the maneuvering of whole squads in urban terrain too unwieldy because how unpredictable is the final destination of each squad member. For the time being, I'm very happy with the results I get spliting my squad in three teams and applying the "hunt" command as explained in this thread.
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One thing that would be great in WEGO games is to have each waypoint labelled with a number indicating the estimated arrival time to that waypoint. Sort like in TacOPS.Originally posted by The_Capt:... The trick with WEGO was always to try and end the turn with your troops in an advantagous position. This would mean timing movement (including command delays) to coincide with the end of turn.
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This is a great thread, The_Capt.
What's your opinion on breaking up the squad into fire teams (or even more into AT team, and assault team on top of that) for this "peek around the corner" task?
Man, this thread made a difference. I made an MOUT AAR a time ago, and I relied too much in the fire support of IFVs. Many said I over-exposed my IFVs and I agree. After reading this and the previous thread, I can clear the street with dismounts only. Well, and just one Javelin!
Thanks and keep posting.
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Let us know how it goes, please.
One thing I wish is that the manual would be a bit more specific regarding the effect of move commands on the reaction of troops under fire.
For example, the manual says that when infantry under the "move" command is fired upon, it will discard the move order, return fire and look for cover.
The manual is also clear in that infantry under "quick" and "fast" oders will try to continue moving even if it is under fire, which off course means they will not seek cover.
However, the manual doesn't explain what an infantry unit under the "hunt" command will do regarding seeking cover when it is fired upon. It says it will stop and return fire, and as we know stoping could be trouble if the troop is in the open. My question is: will they seek cover?
Similarly, the manual doesn't specify what the infantry units will do when they are fired upon and are under the "slow" command.
Cheers,
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From CMSF's manual, emphasis is mine:
For a tactical combat simulation to be successful the developer needs to be realistic about what can and can’t be done in the practical sense. In effect this means picking what to simulate and how to simulate it very carefully. It also means simulating as many elements as abstractly as possible so that resources can be devoted towards those things which are not as easily abstracted. Therefore,as realistic as Combat Mission is it doesn’t mean players won’t notice abstractions from time to time. It’s unavoidable simply because few gamers have a super computer at home!Why is this important? Because you, the end user, need to know that although Combat Mission appears to simulate the real world and all its chaos down to the last boot heel and rock, there are some fundamental abstractions necessary to make this whole thing work on your PC. The end result is that as you play CM sometimes you will see things that don’t look quite right. A soldier shooting through solid ground, perhaps, or a tree branch passing through a passing tank. In a perfect world we would have enough time and computing power to avoid these abstractions. Since we don’t, we can’t. What we can do is make sure these abstractions do not negatively impact the
realism of the overall simulation. The “big picture” of your experience in CM is, after all, what is most important.
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Damn, there is no place to hide from Bil! :eek:Originally posted by Bil Hardenberger:Now now Julio, no cheating
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The_Capt,
Would you start a thread in the tactics forums and show me?I will attempt to show you other ways to turn that corner that do not involve getting all of your pixel soldiers sent home to Mrs Pixel in rubber.My boys are getting shredded to pieces.
Thanks in advance.
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I agree with Andrew on Cobra II. However, OnPoint has better maps!
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Hi Spang,Originally posted by Spang:I found a solution on my pc, let me decide with everybody, hope, some of u find it useful.
My rig is x2 4400+ @2.53, 7950GT.
On the nvidia control panel I switched extension limit: ON, Threaded optimisation OFF, and the game ran pretty much smooth on both best @ 1024x768. I trieds to switch one of the core off and on and found it better with both of them running.
Good luck
I tried that and the game ran a bit better. However, I couldn't see some of my units and the shadows were lost.
Weird,
My video card is a 7300GT.
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Other thing I noticed is that RPGs are devastating against dismounts who are inside buildings.
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Hi Adam,
thewood is right: in the 3-D map within the editor (deploy mode)you have access to the facing command.
One thing I noticed is that every time I make a group of AI guys/vehicles to move into certain area painted with the editor, they settle with fields of fire pointing in the direction of their previous advance. The problem is that they also put troops covering the flanks of the painted area, which makes having all of them having the same facing kindof difficult after they start following the AI plan.
Cheers,
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Great thread.
I wonder how much of these would influence the reaction of the AI Syrians given their poor C2 channels?
Bump.
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Great news! Thanks!
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CMSF has occupied almost all my attention since its release.
Since CMSF's release I occasionally went back to the three previous ones, but every time I fire them up I have the same wish that they would have been done with the CMx2 engine.
In other words, I go back to CMx1 games because of their WWII theme, not because I feel they are superior wargames compared to CMSF.
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Slowmotion,
The only thing I can see is that the cursor keys switch groups.
Is that it?
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*Yet another bump and vote for sticky*
And then I want to add:
"House to House" by SSG David Bellavia with John
Bruning
Modern urban warfare during the battle of Fallujah from the point of view of a Silver Star awarded squad leader . The firefights are narrated in engrossing detail and complemented with the author's intimate thoughts about fear, sense of duty and leadership. The brutality of urban warfare is exposed without compromise and the book provides an unsurpassed grunt's view on how tactical warfare is waged in cities. "House to House" transpires the real life tactical schemes of infantry units engaged in urban combat and I'm sure the CM fan reader will be making mental maps in his head to follow up the action. Last but not least, overcoming the enemy is just one of the challenges the men under SSG Bellavia's command face: prevailing over traffic jams, communication mishaps, a bog of household cables right in the middle of a kill zone, or a Bradley's main gun smashed and lost against an electric pole are just a few examples.
An excellent companion book for CMSF and surely will be a great inspiration source for future scenarios.
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Looks fantastic!
Can I have a copy too?
juliocabrera {AT} verizon {DOT} net
Thanks in advance,
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Hi tc237!
That briefing looks excellent! It is a great idea to have the TOE chart in there.
Off topic,
Take a look at the UAV recon photo I Photoshoped for one AAR I wrote a time ago.
I wish I had the drive to polish my scenario as much as you.
Looking forward to play your scenario.
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Thomm: congratulations and welcome to the club!
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Bradley Dick,
Man, I'm thrilled with your first-hand accounts. Keep them coming!We actually had alot of misses with RPG's, thankfully. But most of the RPG's in Iraq were older models. The hits didn't penetrate at all, for the most part. Now, there were definitely rare occasions where the weapons penetrated, even M1's, but like I said... it was rare.I would like to ask you an additional question: what other games are you playing?
Hawmek,
My rig is nothing stellar: AMD 64X2 5000+ with (I think ) and NVidia 7300. Have to check that video card actually. RAM is 2 GB. I will have to check my settings, but I can assure you I didn't crank them all the way up. The only thing I remember taking all the way up is the AA.Those are some amazing pics. Kwality is outstanding. What rig are your running?At what settings, AA, etc?
The shadows look a little jaggy.
Do they look that good "stock" from CMSF or did you use Photoshop to enhance them?
The pictures were photoshoped but not to make them look better: after pasting the screenie, I would reduce the image size from 1024xsomtehing to 800x something. When Photoshop reduces the size of the image, they tend to look better.
As for the jaggy shadows, that's my video card, I think. The jagginess becames very apparent when I use the in-game zoom in.
RAYMAN,
This thing needs hours of polish work: briefing, set up zones, victory conditions, etc.wheres the download linkI assembled the thing just for kicks and to practice. But the story grew on me, je, je.
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And the answer to that is:Originally posted by "guy who actually rode in a Bradley":
Also, I can find you some pictures of what a Bradley would do if it was moving at full speed and attempted those turns you plotted. Let's just say that they can get sideways, completely sideways, like flipped-over-on-the-side-sideways.
Now I've seen it all.Originally posted by "other guy"
No. It would slow down before the turns, do the turn, then re-accelerate.
This is completely out of control.
Hilarious.
Enjoy the weekend proving your points.
[ August 24, 2007, 03:26 PM: Message edited by: Chelco ]
i think my enjoyment of CMSF is starting to drop
in Combat Mission Shock Force 1
Posted
i think my enjoyment of CMSF is starting to drop ... my work productivity.
Playing frequent CMSF all-nighters doesn't help my career. BFC please fix.