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Champagne

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Posts posted by Champagne

  1. On 5/21/2019 at 5:12 AM, usgubgub said:

    I was over the moon when I discovered the patch was released after coming back from a long trip. I installed it and began looking at how the scenarios I had been working on  while waiting for the patch were playing with the patch.

     

    Both scenarios involve Fallschirmjaegers. Imagine my horror when I realised my Fallschirmjaegers were wearing normal Heer uniforms. In both scenarios. I then checked the scenarios that come with the game and it is doing the same thing. All Fallschirmjaegers seem to be wearing Heer uniforms.

     

    I then went into the editor, started a new scenario from scratch, selected a Fallschirmjaeger battalion and checked in deploy axis: they were all wearing Heer uniforms. The Fallschirmjaeger uniforms seem to have gone.

     

    Is anyone else getting the same problem?

    Yes, I have the same problem. I hope someone can help me find a "fix" for this problem.

  2. I recall reading that before the Summer of 1943, only the platoon leader had a radio in his tank. The remainder of the Soviet tanks had to keep eye contact with and follow the platoon leader's tank. In the summer of 1941, some Soviet tank platoon leaders used a flag to signal commands to his platoon.

    I would really like to see 1941 through 1943 covered by Combat Mission, but, how could the game designers replicate the period of war in which only the Soviet tank platoon leader had a radio?

    Thanks.

     

     

  3. I am still not certain with regard to the meaning of all of the info boxes in Interface area 1 from page 19 of the CMBN manual. Since CMFB is a stand alone game, I thought that a quick review would be helpful to new guys.

    Manual text:  On the left (1), you will find basic information about the selected unit, including
    what type of unit it is, its name, experience, ammunition levels, and so on.

     

    It's the use of the phrase "and so on" that I say is unfortunate, because "and so on" is not explained anywhere else. What again are the meanings of the four box areas that are either blank or have anything from -2 to +2 entered?  The very first box entry is the particular entry that I find vague.

     

    Thanks!

  4. Doggone it, Chris!  I have a bunch of files saved on the exact turns that the problem occurred and the bug won't repeat itself. It is as though rebooting the game cured the problem.  

    I can tell you that the problem was persistent. for some vehicles. For 2 or 3 consecutive turns, it would rubber band, then I'd reverse completely back off of the bridge and approach it again next turn on SLOW. This worked about half of the time, so, after a few turns of backing off and slowly approaching the bridge again, a vehicle would cross successfully.

    But, I have to say that the bug will not repeat itself in any of my saved game files. Can one of these files still be of use to you?

  5. I'm trying to finish the KG Peiper attack on Stavelot, the 3rd Battle of the Campaign. The stone bridge that leads into Stavelot proper allowed some German AFVs to cross. the majority were caught in that Bridge Crossing Bug that we've seen before but was fixed.

    What happens is that the vehicle travels a bit forward across the bridge, then it is snapped back like a rubber band in an infinite loop of a few yards of forward progress and snap back to the starting point.

    Is this the proper place to ask for assistance with this problem?

    Thanks.

  6. I'm very happy with Battlefront's decision to take a look at this issue. 

    I've restarted the excellent Chaumont scenario from the Demo. I note that the US tanks begin the scenario unbuttoned. Sure enough, whenever a Jerry takes a small arms shot, he doesn't miss, even from hundreds of meters away.

    IMHO, the right fix is to conclude that the first shot or first burst at the crew-member's head will miss so that he has a chance to duck. Right now, the poor crewmembers don't have a chance to duck. They stay popped up for too long after the report of gunfire.

    Just my 2 cents.

     

     

  7. 10 hours ago, Battlefront.com said:

    US Squads are damned lethal at 250-400m range

    Are they ever! They hardly ever miss a squad leader and never miss a tank commander's head before the tank commander ducks out of harm's way!

    They are SERIOUSLY good marksmen.

    With regard to the issue that is the main focus of this thread -- I would like to thank Battlefront for taking a good look at the issue of Stug crews popping up and being killed with head shots despite being ordered to stay buttoned.

    Possible solutions might be to make the marksmen a little less talented, make the crew obey the Button Up order OR make the crew MUCH faster in ducking back down when things get dangerous.

     

     

  8. 6 hours ago, Edon said:

    Decided to make a new little test because why not. CMBN 3.12 this time.

    This time range is 360 (closest squad)-400 (farthest squad) metres and US infantry platoon without bazookas are against a stug (all reg, 0/0). Infantry is spaced along 400 meter wide flat map. 3 scout teams are detached and ordered run laterally. Stug is again buttoned and no orders given but driven back at 360m when reversing after loader dies . And here are the results for 10 runs:

    Run 1: Turn 5 loader and commander died

    Run 2 Turn 6 loader died. Scout teams died, end of the run, commander survived

    Run 3: Turn 4 loader died, turn 6 commander died

    Run 4: Turn 3 loader died, turn 7 commander died

    Run 5: Turn 4 loader died, turn 9 commander died

    Run 6: Turn 11 loader died, Turn 16 run out of HE, end of the run, commander survived

    Run 7: Turn 7 loader died, turn 9 commander died

    Run 8: Turn 5 loader died, turn 10 commander died

    Run 9: Turn 5 loader died, turn 6 commander died

    Run 10: Turn 5 loader died turn 6 commander died  

    Even at around 400 metres stug is eventually knocked out of combat (loses ability to fire after 2 crew losses) by small arms fire. I can understand loader popping out and firing at the enemy close range. But at 350-400m despite player given buttoned order? 

    Thank you very much for the test, Edon. IMHO, your test proves the complete absurdity of the way that CMx models the StuG. Ten out of ten times, a crewmember pops up and is killed by small arms fire.  In 8 of 10 cases, the StuG's crew displays suicidal behavior and pops up in sequence, all to be shot in the head thus knocking the StuG out. I challenge anybody to show us a historical case of this happening at this frequency. If it can be proven that the game models it correctly I will ban myself from posting for six months.

  9. As I mentioned in a post some time ago, the daily ground snow conditions at various battlefield locations will be a challenge to correctly discern. My understanding is that there was not ground snow at all battle sites every day during the Final Blitzkrieg in the Ardennes Forest. 

    I've read about this campaign for decades and I am yet not sure about this ground snow issue.

    I sure hope others know more about this question than do I!

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