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SD Smack

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Everything posted by SD Smack

  1. What about vehicle accidents (like a HMMWV slamming into a 5-ton or something) or perhaps taking a turn too fast and rolling into a ditch? Also what about mechanical break down? During the actual battle and in between battles?
  2. You need to actually switch it every time you want the model on the game to change. you can make a folder on your desktop that keeps all your various bmp files or you can use one of the Mod Managers that are available to download at cmmods.com Steve
  3. I just wanted to say thanks to cmmods.com, MikeyD, DavidI, andrewTF,(the list continues to grow) , for making me a complete modslut! I haven't played the game in about a week or so. I spend hours downloading mods wondering why I didn't start sooner. Thanks!!! Keep 'em coming guys! Steve
  4. Auto If you haven't already got the file from the link that MeatEtr gave I sent you an email. Steve
  5. auto- I found it on cmmods but it was on the CMAK side. the .bmp are the same for both games so you dont have to change anything. If you still cant find it let me know and I'll email it to you. Steve
  6. That’s the way I've got it set up right now. I've never seen blue or purple tracers before so I'm hesitant to use them. But I agree I like instantly knowing if I'm firing or receiving. Not sure about the stop light thing….sounds like a bad case of Post traumatic stress!!!! :eek: Thanks for the reply Steve
  7. Thanks J2D, actually that is why Im asking. I downloaded that mod and now I have all these choices!!!!! I've tried them all and they look great (props to Captain Wacky for the mod), now the question is which is most historically accurate (I know its a petty thing, but I dont care!! ) thanks for the help though Steve
  8. Hey guys wondering if someone could help me out here: I've searched the archives and can't find what I'm looking for (or maybe I'm stupid) but I'm trying to find out what color of tracers were used by each side and more importantly which was the most prevalent. Any help would be appreciated, thanks Steve
  9. Peter- Ok here's the deal: The V-22 has a common drive shaft that allows one engine to supply power to both engines in the case of an engine failure. The power from one engine is not enough to hover but you can accomplish a run-on landing. There was an early V-22 that had the drive shaft snapped by the transient torque created by the engine failure and subsequent power applied by the other engine causing a crash but this was fixed. Hope this helps.
  10. let me check that out to make sure. on a carrier you are probably absolutely right. but the ground will chew up the blades pretty good. just hopefully you dont get parts flying throught the fuselage! I'll get back to you on this.
  11. True. If you put enough power on anything it will fly. But MikeyD is right. If the V-22 looses an engine, while in the "helicopter" configuration then it will suffer an unrecoverable role and crash. While in "airplane" configuration as long as it has enough forward airspeed then it is reasonable (though a slim chance) that it could land without suffering an unrecoverable event.
  12. Im with Peter on this one, but for different reasons. The V-22 has killed more people during its design phase than any other helicopter out there. Its blades are too small for a helicopter and to big for a plane. Ill take a -53, -47, -60, etc. any day of the week. But thats just me.
  13. Hey Joachim, I downloaded and played your scenarios. Enjoyed them both. "Eggshells" has proven to be a challenge for me as I tend to get my Marders killed quickly. But in "Popguns" I had better luck. I ended up with a Total Victory destroying 12 of his tanks. He the AI did not knock out any of my tanks per se but both tanks on the west side (I did not move the tanks in set up phase) were hit causing gun damage. Observations: 1) Shoot and Scoot does not work well except at closer ranges (say 300-400 meters). Most of the time my tanks would race up to the position aim and fire and miss then quickly withdraw. Understood that this is the command given but they tend not to hit the target on the first shot. However if used as a distraction it does help, as long as your tank is not killed. 2) All of my tanks took hits to the front turret and were deflected. This ability to take at least a hit while exposed made me more comfortable to use them. This is my problem with "Eggshells" as Marders stop little more than snowballs. 3) Placing my tanks at certain positions to keyhole worked much better than Shoot and Scoot. Often it would cause a group of tanks to pull back into cover reguardless of the fact if they were being targeted or not. Of course this is probably old hat to most but I figured I would post it in the hopes that some one would get something out of it.....
  14. Hey Bro I feel your pain, my last unit we were wearing tan boots with BDUs and no one cared but now its a no go....oh well what vcan you do!
  15. Hey J2D, I just downloaded it and im about 4 turns or so into it. Haven't penetrated the city yet. I got enemy fire from all directions.......SWEET!
  16. I agree with you M1A1. I think civilians in the game add a certain amount of tension, even more so than just looking for the enemy. Any idiot can blindly destroy every building on the map and then mop up the rest, but if you have to worry about civilians then you are more hesitantto shoot. You could also include something to the effect of friendly/hostile civilians. This would add stress as you try to figure out if the civilians are giving the enemy info or are just trying to keep their heads down.
  17. Hey Speedy, Dont forget about commo gear and all the batteries required to run everything the US Military uses. Flash lights, PEQ-2, nods, radios, GPS, etc, etc. "light Infantry" is some what of an oxymoron, as they have to carry everything with them. Compare that to Mech Infantry who can toss all their extra stuff on their track.
  18. I suspect that the real danger is if a Stryker command vehicle was captured. But the countermeasure to this is thermite/frag grenades. The front end is only a transmitting unit and like Steve said it will be of limited value to the average soldier.
  19. Ok guys I have a question... How will the turns simulate ATGM fire. What I mean by this is if a ITV fires at a target a long distance away at 56 seconds left in the turn, will the missle still continue to fly after the turn is over? (like artillery in CMx1) Or will it stop in mid-flight as players plot there next moves? This could allow for the "sagger drill" to occur but in the long run I dont think it will matter. just wondering
  20. Actually you can find quite a bit of usefull information right here in the forum. Go to Tips and Tricks and click on the Antology of Useful Posts. There is are a number of useful links to threads that discuss tactics. Plus you can also use the search feature and look for previous discussions on tactics.
  21. This is quite an interesting topic to read. My personnel opinion is that it is something you have to deal with because it wont change. Period end of story. If I lose a vehicle to the ground I am as annoyed as anyone else but that was the hand I was delt. Equipment breaks and sometimes it breaks at the most inoppertune time. Maybe a message stating that it was a mechanical failure or thrown track that caused the "bogging" as opposed to the ground conditions. But either way the vehicle is stuck and I have to suck it up and drive on. I have, but there were mitigating circumstances. My Panther was driving on a road and the ground conditions were heavy mud. So it got stuck but after two or so turns its pulled itself out and that was that. I didn't care because I know Russian roads during this time frame were not paved except for major arteries. I got lucky and it became unstuck.
  22. I was wondering around Mark Gallear's Gamedesign Page (pretty sweet) and came across his mods page. One of the mods (or actually several) were for the removal of the unhistoric WG. I was wondering if someone could inform me as to what this is all about. Thanks
  23. After reading your post I started looking around at CMMC and have become quite facinated with the idea. I've been playing CMBB for about a year and CMAK for about 4 or 5 monthes now. Only against the AI as sometimes I find myself with 3rd world internet access and no one else to play against. But I am quite interested in your campaign and its design purely from a student of history aspect. Logistics and battlefield recovery of vehicles as well as tactics interests me. I was wondering if we could exchange emails and you can give me some more details on campaign. Thanks
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