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SlapHappy

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Posts posted by SlapHappy

  1. As we know the new map editor includes an overlay function to allow for placement

    of terrain items using standard JPG captures.

    What you cannot as easily replicate are the terrain data to recreate real terrain

    features from sources like Google Earth.

    The video below illustrates how to create customizable elevation data using

    only Google Earth and Sketchup. The Pro (paid) version of Sketchup is not

    required to complete this method.

    http://www.youtube.com/watch?v=y4J9sWEZR6E

    Keep in mind you will want to export the resulting contour lines in a 2D

    compatible format to use with the overlay function.

  2. "Do you often find that misrepresenting what people say works out well for you?"

    Do you?

    I clearly stated the likely effects relative to building damage and the effects on the occupants. Nowhere did I say anything about "walking around" or "fighting out of" such a building after the blast had already occurred. That is "totally irrelevant" as you are so fond of pointing out to other people on this forum.

  3. 1 psi Window glass shatters. Light injuries from fragments occur.

    3 psi Residential structures collapse. Serious injuries are common, fatalities may occur.

    5 psi Most buildings collapse. Injuries are universal, fatalities are widespread.

    10 psi Reinforced concrete buildings are severely damaged or demolished. Most people are killed.

    20 psi Heavily built concrete buildings are severally damaged or demolished. Fatalities approach 100%.

    The wall of a building exposed to that "measly" 38 pounds of TNT from 10 ft. away is over 130 PSI. Still think it's nothing? Physics say otherwise.

    Human Injury

    Humans have an amazing resistance to overpressure. Lethal amounts approach 40 psi which is staggering. The only permanent injury sustained is the loss of eardrums. However, an indirect effect does occur to human casualties. Due to the massive winds and pressure created by the blast wave, tons of debris is hurled through the air, not to mention people themselves. The flying debris, (and people) cause massive amounts of casualties such as impalements in the head, chest and abdomen, and broken bones [5].

  4. If you really want to complain about artillery modelling in the game - how about artillery effects on buildings (and occupants). I know that CM2 isn't a demolition simulator, but the

    effects of heavy artillery and bombing on structures isn't even close to the severity one would see in real life. I watched two 8-inch shells directly impact a 2-story brick building and the model showed no signs of damage whatsoever. Neither of the 2 squads in the building showed any injuries. Each of those shells pack about 38 pounds of high explosive - more than enough to devastate a building even that size. Not to mention the fact those shells would likely have penetrated through the light roof of the structure and exploded internally creating massive pressure loads inside the building (and it's occupants). If getting the exacting penetrating potential of a 75mm tank shell vs. the glacis of a Tiger tank at 400 meters is so important, why isn't this?

  5. So what your saying is that only a few of the objects have any characteristics at all? The rest are just phantoms (for game purposes).

    Fair enough, but is there any chance we could get a listing for these objects and how they work in the game? I'd like to utilize them for whatever benefit can be had for map design purposes. You say logs might be treated as solid objects in the game?

  6. It was my understanding that flavor objects in the CMX2 engine did not provide concealment but did provide cover.

    Some simple testing in CMBN showed me otherwise. Enemy troops were able to shoot through any depth of the "crate" object which I stacked in front of my defenders. I stacked up to 7 deep objects and rounds were passing right through them. Is the cover effect not cumulative? Or is there actually any cover being provided at all?

  7. I really don't think it makes any different, nor is "elite" barbed wire more "barby" than conscript barbed wire.

    I think you're probably right, although there could be variations in the game if BFC intended to add such.

    As it is, they should probably decide on a fixed value for these items and remove the quality characteristics, so players can't "shave" points back from them during quick battles.

  8. M9A1, HEAT

    This was the standard High Explosive Anti Tank rifle grenade which replaced the M9. It is constructed of steel sheet

    metal, utilizing a shaped charge with base detonating fuze. It weighed 1.31 lbs and could penetrate over 2 inches of armor. A very successful design that served very well against a variety of targets.

    It was painted yellow until 1943 when the olive drab coloring scheme was used.

  9. Were those 1500 rounds already loaded into the 20 round mags that a BAR uses? I'm guessing not. Therefore, once they've blown through their normal load (which for a BAR was about 260 rds - the ammo belts BAR gunners wore carried 12 mags), the rate of fire should drop to represent the time needed to reload all those mags.

    I'm actually kind of kidding...

    No, that's a realistic consideration for magazine based weapons.

  10. After loading up my BAR team with over 1500 rounds to share with the rifleman, it seems disconcerting somewhat to find the same anemic amount of fire coming out of this team when they had only about 480 rounds between them.

    I feel ROF for troops should be governed by available ammo supply and technical limitations of the weapon itself. This should be especially noticeable in a decrease of time between rounds or bursts for well supplied soldiers.

    The other modifier should be range to target, and thus chance of hitting anything. But I believe this is already simulated to some extent. Perhaps it could be looked at for extreme long distance and short distance firing.

    True, this could give a firepower boost to the MG-42 and thus boost the German advantage, but it would also benefit the Garand bearing US GI who could see some benefit to his suppression capability at certain ranges.

  11. A particularly brilliant (but still a good ol boy) Texas lad earns himself a free ride to Harvard.

    He arrives on campus totally befuddles having never set foot in the area prior to that day.

    He approaches a particularly preppy looking fellow and inquires quite politely:

    "Could you please tell me where the registration building is at?"

    Staring down his nose presumptuously at the Texan, he replies "Here at Harvard we do not end our sentences with a preposition."

    Apparently humbled, the Texan apologizes, "Sorry about that, buddy, let me try that again..."

    "Could you please tell me where the registration building is at.....a$$hole?"

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