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zmoney

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  1. Upvote
    zmoney reacted to Halmbarte in RPG accuracy - place your bets!   
    If I'm playing the Soviets they need to banzai charge with their RPGs and stab the tank to get a kill. 
     
    If I'm playing the Americans then RPGs are devastatingly accurate out to 900m. 
     
    H
  2. Upvote
    zmoney reacted to Sgt Joch in Khrizantema question   
    I would call him Mr. President. He had his faults, but in retrospect was a much better POTUS than the current occupant who is turning out to be a senile wimp.
    p.s. - there is a reason why political comments are not allowed.
  3. Upvote
    zmoney reacted to LukeFF in Khrizantema question   
    You bumped up this topic to make a juvenile comment like that? 🤣🤣🤣
  4. Upvote
    zmoney reacted to Sgt.Squarehead in The model of the BMP2 had some errors since the CMSF1   
    It looks positively furious to me. 
  5. Upvote
    zmoney reacted to textanker in Spoiled by Abrams and other tanks with modern optics   
    Don't forget that the M60 had the finest weapon ever made for the commander: The M85
    If you're ever talking to someone who claims to be an M60 crewman, ask them about the M85. If their eyes don't roll into the back of their heads and they don't start flopping around on the floor like they've been nerve gassed, then they're lying. 
  6. Upvote
    zmoney reacted to dbsapp in Khrizantema question   
  7. Upvote
    zmoney got a reaction from A Canadian Cat in Rearranging troops from one vehicle to another on setup phase   
    Yes, dismount them from their current vehicle first, then move them to the new vehicle.
  8. Like
    zmoney got a reaction from gnarly in Rearranging troops from one vehicle to another on setup phase   
    Yes, dismount them from their current vehicle first, then move them to the new vehicle.
  9. Upvote
    zmoney reacted to Combatintman in September is coming   
    You're all missing the point ... given BFC's record with predicting conflicts in their games, it must mean that Black Sea will get Brits in a module.
  10. Upvote
    zmoney reacted to SgtHatred in Black Sea v2.16 is now available!   
    Hopefully future patches won't take so long. The delay was pretty absurd given how simple the process is.
  11. Upvote
    zmoney reacted to Rokossovski in Black Sea v2.16 is now available!   
    So now its been three and half weeks since the patch was made available, but there is still no patch for Steam. Could BFC inquire with Slitherine to determine what is holding it up? My experience (not, admittedly in the field of gaming software) is that when a matter involves multiple entities progress can be blocked by strange misunderstandings. Often a phone call or an e-mail to the right person can do wonders.
  12. Upvote
    zmoney got a reaction from Bufo in Black Sea v2.16 is now available!   
    Still no steam version. Maybe Slitherine forgot to send it lol.
  13. Like
    zmoney got a reaction from ftukfgufyrdy in Has the old Oplot spotting bug been patched?   
    One thing that may be effecting spotting for the Oplots (and one of my biggest gripes with this campaign) is that for whatever reason the designer decided to make a lot of the crews green. Seriously, it’s supposed to be the best equipment they can field but the just grabbed some dudes off the street to drive them around?!?!?!?!
     
    Beautiful scenario design but horrible decision for experience lvl’s. It plagues the US campaign as well. One of my biggest gripes in an otherwise awesome game; high tech equipment that is operated by some random hillbillies off the street. Very unrealistic and not likely at all.
     
    I am wondering if the oplots have been patched though. If not why not?
  14. Upvote
    zmoney reacted to Double Deuce in CMCW: Scenario Design Worksheets   
    For anyone that may find them useful, I tweaked the designs of “The Sheriff of Oosterbeek: A Scenario Design DAR/AAR” worksheets by Jon Sowden to get the theme to better fit, IMHO, the CMCW module. They are in .pdf format (but are NOT form fillable). I would recommend printing them in draft format so as to limit the use of your printer's color ink supply. 😉
    They can be accessed from my website at CMCW: Scenario Design Worksheets!
  15. Like
    zmoney got a reaction from ThePhantom in [bug] AI bug   
    It looked like he was trolling the vehicle he just knocked out. I had no idea this was a feature. BF never stops amazing me!
  16. Upvote
    zmoney reacted to danzig5 in Possible reason to BM Oplot's Spotting Issues   
    Known issue? Damn and after all that work. To best serve the human race at large I will post some random spotting info I collected over the past two hours. I used a split test field with two tanks on each end with 800m distance between them. Here is a picture. The victims were set to never engage and no measurements were taken from them. All target tanks were always stationary. Difficulty selected was Elite and all tanks were Regular with Normal motivation and 0 (which is in the middle) leadership. For a control I tested M1 first. All times are posted MM:SS. The cutoff point I used was from the moment the tank could have spotted the enemy (typically the start of the game) to the moment the vehicle's 3d model appeared. I would considered a unit spotting when it looked like this. Sometimes contact icons would proceed the contact, sometimes not. Tanks would never fire on contact Icons however.
     
    M1 Tyrannotitan targeting T-90A at 800m
    Buttoned
    Front Towards Enemy
    0:56
    0:14
    0:14
    0:14
    0:14
    average 22.4 seconds
    When the enemy was in front of it the M1 was both the fastest on average and the most consistent.
    Side Towards Enemy
    5:13
    7:18
    3:30
    2:33
    5:27
    Average  4 minutes 48 seconds
    This result surprised me, as I had bought into the hearsay that sensors were so advanced the tank could be fought buttoned with minimal spotting ability lost. This appears not to be the case however, as time to acquire went up dramatically. A factor of 13 times in fact.
    Unbuttoned
    Front Towards Enemy
    0:11
    0:08
    0:16
    0:20
    Average 11 seconds
    The M1 appears to gain a mostly marginal advantage with the commander unbuttoned when spotting threats ahead it.
    Side Towards Enemy
    0:17
    0:23
    0:16
    0:57
    0:20
    Average 26 seconds
    This is an enormous improvement over the buttoned times, a factor of almost  22 times faster actually! 
    BM Oplot
    Oplot testing is where things start to get a little weirder. Note that due to the range, the commander never tried to use the MG and was never in rotating status.
    Buttoned
    Front Towards Enemy
    0:31
    0:01
    0:19
    1:12
    0:39
    0:19
    0:33
    0:32
    Average time 31 seconds
    Even with an extremely tactical one second spot, the Oplot still managed to be on average slower than M1. It was also very inconsistent having both the fastest and slowest times of those vehicles tested, causing me to run more tests than I did with M1 to try and achieve a true average. Still probably not enough of a sample size, but interesting.
    Side Towards Enemy
    0:24
    3:01
    8:11
    0:08
    14:15
    0:10
    0:24
    0:60
    3:44
    Average time is 3 minutes and 48 seconds.
    If the previous results were inconsistent, then these are out of control. I don't even really know what to say. It's fastest times are orders of magnitude quicker than M1, but it also has the single slowest spotting time I recorded at an appalling 14 minutes 15 seconds. But seriously an 8 second side spot of tank at 9 o'clock at 800m is really exceptional.
    Unbuttoned

    (BTR-san's Ukrainian vehicle skins are so hot)
    I did less of these tests since we were mostly concerned with sensor functionality but ran few just to give us more numbers to work with.
    Front
    0:20
    0:20
    0:14
    0:21
    Average 19 seconds.
    Nice and fast. Not quite M1 fast, but fast. Also consistent, which is nice. I assume the slight bonus M1 has is the gunner is still using his sight since he hasn't turned out, as the commanders should be equal skill and equipped with binoculars.
    Side
    1:43
    1:25
    0:55
    0:45
    Average time is 1 minute and 12 seconds
    I am driven to wonder what the difference is between the Oplot and the M1 in side spotting. Is the turret slowly rotating around and not visually represented, instead abstracted? As outlined previously, the commanders of these vehicles should be identical in ability. Unless the Ukrainian knights don't get binoculars or get cardboard ones or some such. Still faster than the buttoned times on average, but none of the recorded times were close to as fast as the very fastest buttoned times. Small sample size though.
    By shooting infantry first and then driving out from behind an obstacle with the target tank at 9'clock I was able to initiate the perpertually rotating commander bug. I then measured spotting times at the same 800m range.
    Rotary commander
    Side 800m
    16:05
    1:05
    11:32
    3:45
    Average time is truly monsterous about 8 minutes. Not sure what to make of this, results pretty much inline with the wild and out of control numbers we got without the commander rotating, but my sample sizes are small. (I was starting to question the value of this process)
    Side
    At 150m
    1:18
    0:35
    2:24
    Average about 1 minute 25 seconds.
    This is pretty much guaranteed to be a fatal encounter for the Oplot. The enemy took 1 - 5 seconds to get a fix on it at this range, while it was quick to react as a glacier. 
    I then re-did this test but without the commander rotating. 
    With normal commander condition
    At 150m
    0:50
    0:14
    0:23
    Average about 29 seconds. Still likely to get fried, but rolling out from behind cover with an enemy at 9 o'clock watching you is still a very tough spot. Possibly shows the effects of the rotation bug, but with this small sample size its hard to tell.
    During the second half of this testing I had a spare T-90A not being used as a spotting target. I reversed the roles and let it try to spot the Oplot, while the Oplot was ordered not to engage. Mostly just a frame of reference.
    T-90A targetting BM Oplot 800m
    Buttoned
    Front
    0:49
    0:50
    0:45
    0:45
    0:28
    0:15
    1:15
    0:10
    0:24
    0:34
    Average times is 37.5 seconds. Half as fast as M1,  just a little slower than Oplot. Although those Oplot number are ridiculous, so I suppose any comparison is probably frivolous. 
    Halfway through this testing I started recording the BM Oplots choice of shells to confirm a suspicion, and was soon proven correct. The Oplot seems to heavily favor the Kombat ATGM at this range, often firing two back to back to finish a target. At 150m range, the APFSDS and T-Heat warheads are used about equally. I am not sure what shell the BM Oplot is modeled using, but it sucks quite dramatically against the T-90A. Even at 150m it had at best a 50% change of doing heavy damage or destroying the vehicle.
    Types of shells fired by oplots fun and learning chart
    APFSDS:7
    T-HEAT:6
    ATGM:15
    Thus concludes this episode of wasting time on video games.
  17. Upvote
    zmoney reacted to Rokossovski in Black Sea v2.16 is now available!   
    Hmmmm . . . . Still no Steam update. Automatic patching was one of the things I was hoping would be improved with using Steam.
  18. Upvote
    zmoney reacted to Combatintman in Let's talk about the Road to Nijmegen   
    It cannot be done and it is an immersion breaker - I played a red v red campaign in CMSF a few years back which showed promise until I busted my @$$ trying to capture a particular objective and pretty much flattened it in one mission only to see the building miraculously intact and back in enemy hands in the next mission.  To me Campaign Design 101 should be never to set missions on the same piece of ground more than once until such times as the game features persistent damage effects on maps.
  19. Upvote
    zmoney reacted to Erwin in problem of bridge in "Last king of Berlin"   
    Blimey... I recognize him.  He's the homeless guy living in the tent city down on Hollywood Boulevard!  
  20. Upvote
    zmoney reacted to MikeyD in CM Cold War v1.01 patch is now avilable   
    From what I understand, they did some thinking-outside-the-box and labeled the extended tube a 'bipod' so so when the weapon is deployed the 'bipod' (e.g. extended tube) appears. One of those things that's obvious only after someone first thinks of it.
  21. Upvote
    zmoney reacted to dbsapp in Rebels on Odessa   
    All the good guys were at Western front obviously.
    The East was full of orcs and underhumans with almost blurred line between bad Nazi and bad Russians. 
  22. Upvote
    zmoney reacted to Glubokii Boy in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  23. Upvote
    zmoney reacted to Bozowans in It'd be cool if...   
    I always thought it would be cool if they brought back command delays. They had them in the CMx1 games. I don't know why they got rid of them. Back then, a veteran squad might take a couple of seconds to get going, but conscripts might take 30 or more seconds. Buttoned-up vehicles with no radios might take even longer to get going, making it a nightmare to coordinate 1941 Soviet tank units for example. The command delays would vary from unit to unit, so you wouldn't have every single unit in your whole force start moving at the exact instant you hit "go" as well, making the movement look more natural compared to CMx2.
    They should bring back command delays, and then maybe make it so that the delays are longer when HQs get wiped out. Why not make it dependent on morale state as well? A rattled squad should take a little bit longer to collect themselves and get going. A broken squad out of contact with HQ should have such a long delay that they are basically useless.
  24. Upvote
    zmoney reacted to The_Capt in No Infantry only for Soviets?   
    We are on it.  With luck it should turn up in a patch coming to a neighbourhood near you soon.
  25. Upvote
    zmoney reacted to Artkin in CMBS or GTMF   
    CM is the undisputed king of war gaming right now. NOBODY even comes close. 
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