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Zalgiris 1410

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Posts posted by Zalgiris 1410

  1. Here are a couple of screenshots to illustrate this a bit more if you are still having problems, hopefully it helps. ;)

    (Wicky's links are good for getting fully into handling all things artillery, good reads I recommend them.)

    Firstly this is of a HQ unit which can spot to the area where it is aiming at an enemy infantry unit. That is it has a clear Line of Sight to there or put another way that place that it is targetting at is within this HQ's Field of View. It has under command three units, note the 3 Red Command Lines to two different artillery spotter teams positioned in a building behind it and to an on board mortar further back and to the left at a distance of 80 metres. It can spot for each of these units to that area, one of the artillery spotter teams can actually see there on its own, but the other one and the 81mm mortar team need to rely upon the HQ providing observation of the target area.

    Here's the HQ. I've got it targeting just to show where it has a LOS to. I did this after I had targetted the other units so you can see that it does. (I wouldn't need to do this in a real game.):

    coyhqslos7md.th.png

    Now after checking that the HQ could see this area I clicked on the artillery spotter and mortar teams and aimed their fire here abouts which was indicating that they couldn't see, because for both their line of sight was blocked. However automatically going up the chain as it were they used their commanding HQ to provide spotting for their 'blind' indirect area fire. Thus in the next pic the aimed targetting line is that of an 'orangy-yellw' area fire line.

    Here's the 81mm mortar team after targeting, note that this line goes through buildings etc, and wouldn't normally be able to aim where it is here on its own devices from its position:

    81mmmtrhqspottedaim0nu.th.png

    Hope this is clear enough, I was just mucking around here to show you Avatar13 since I'm not au fait with the demo.

    [ October 16, 2005, 11:08 AM: Message edited by: Zalgiris 1410 ]

  2. Yeah I have developed a very high CM playing opinion of 57mm / 6 pdr ATGs for the Russians as well, though that's after quite awhile. Actually I've never understood why the Germans never extended their PAK 38s beyond L/60 to L/70 or L/80 to compare with its performance like how the Russians extended their light 45mm ATG's gun length during the War?

  3. That's odd because in the readme it says this:

    Each HQ is rated for its leadership abilities, ie. combat, morale, stealth and command, and a bonus in any of these categories improves the abilities of subordinate troops which are in command, as displayed by the brown command lines visible when you click on a unit – and the “command icon” in the unit info panel, which glows green when a unit is in command, and red when it isn’t.

    I guess I just didn't understand what it's actually saying.

    The readme file must be colour blind or somefink! Red lines are good, Brown lines are...I don't think that there are brown lines except for the sneak command movement waypoint line thingy. ;)

    From the above quote from the readme file:

    "The 'command icon' in the unit info panel, which glows green when a unit is in command, and red when it isn’t." True, though I admit that I pay no attention to this feature and rely upon those Red or Blacked out command lines. This must have been what had confussed the author of the readme text into type 'brown lines', no waite the basted definately had to be colour blind for sure!!

    BTW a 'Grognik question: Actually I've always meant to ask if there is a way to disable those thick spider's cob webs of command lines radiating from HQ units and choking up the UI esp when I've clicked onto a busy HQ unit, anyone know? :confused:

    (Then I would have to use the Green or Dead in or out of 'command icon' in the unit info display more.)

    [ October 16, 2005, 07:46 AM: Message edited by: Zalgiris 1410 ]

  4. OK first try finally, and here's hoping!

    Test:

    Exploding PanzerJaegar I

    pzjagari6rj.jpg

    Edit: it's a bit too big sorry (and I've had to say that many times before), but anyway I'm ecstatic, thanks for all your help Wicky. I couldn't have got it up without you. ;)

    (Don't worry mate I've got a headache now after shooting off my first load!) tongue.gif

    [ October 16, 2005, 02:19 AM: Message edited by: Zalgiris 1410 ]

  5. BugDuke6 the 6 pdr crew might recover their senses, if they are or you can get them under command of course. They may make good and take account for that PzIV with a sodomistic rear AP shot if you are lucky. Have they abandoned the gun (and spiked it) yet or are they going to get killed manning it from tree bursting indirect fire? Either way you got the most out of them so far, an 88mm and all that indirect ammo for a 57mm ATG is not a bad exchange IMO, 'Hero of the Soviet People's Order' all around for the crew members, posthumously of course! ;)

  6. The HQ only spots for the artillery unit, actually you have to order the artillery spotter team to target for itself not the HQ. Of course both units cannot be hiding and the unit has to be under the HQs direct command which is represented by a Red command Line between the two, this shows that it is in command to this specific HQ.

    To have the HQ perform spotted target for your artillery unit it is a good idea to check the HQ's 'line of sight' by using the device at the bottom of its list of orders option first. Then click on the artillery spotter team and you can target at a place that the HQ is able to observe for it given the above provisions, even though the artillery guys can't directly see it. You know that this has worked when the artillery remains area targetted (orangy-yellow line) after you click to order it to fire at somewhere even though the aiming line was saying that its 'line of sight is blocked' and they could not see the spot while the HQ does for it.

    This should make the HQ spot for the artillery team while the two spotter guys are not actually seeing the target area themselves. (And are out of danger.)

    BTW it is a good idea to position the HQ in concealling terrain while it still has a good field of vision so that it isn't fired at. If it doesn't move it forwards to the target etc, hard to do sometimes while trying to maintan the red lined in command connection to the artillery spotter team! Also, it is a good idea to give it a short ranged covered ark so that it doesn't fire and draw attention to itself either because if it becomes pinned it will stop spotting for the artillery unit.

    I've had my butt handed to me each time I've played...

    Don't you mean to say that you've had your butt buggard each time?

    Best of luck with this magnificent game.

    Regards,

    Saul.

    [ October 15, 2005, 11:44 PM: Message edited by: Zalgiris 1410 ]

  7. orrigionally posted by Denwad:

    guns do have rifles, so do flamethrowers and rocket crews but they are abstracted, you can't control their fire

    they fire at the greatest threat

    orrigionally posted by Brent Pollock:

    ...always sounds like pistols, not rifles.

    I think that was done in CM to stop them being unrealistically put into the front line if their heavy weapon was KOd.

    They have pistols not rifles for sure, I agree that it always sounds like hand pistols fired in self defence by gun crews etc. I know that the Tac AI usually kicks in to make infantry types of unit fire at half their maximum range. Thereby HMGs at 500m, Infantry squads & their HQs at 250m except with Btln HQs & SMG only squds for which it is at about 125m etc.

    Hand pistol range in CM is about 175m and therefore those pistol armed crews ought to be at least having the Tac AI consider targeting from about 87m at the most accordingly. However IME because they are primarily manning their gun or whatever (ammo handling etc) I think that this is reduced to 43m or so. I don't immediately recall witnessing a weapons crew engage enemy Infantry types beyond about 40 metres, but definately at around 30 metres+ IIRC. ;)

    [ October 15, 2005, 10:02 PM: Message edited by: Zalgiris 1410 ]

  8. Originally posted by Mace:

    </font><blockquote>quote:</font><hr />Originally posted by Renaud:

    I do anticipate there will be tons of grog controversy about whether my 25mm APFSDS-T bushmaster ammo can penetrate your T55 at the turret ring and so on, ad infinitum. I'm not looking forward to it.

    Can't speak for you but I'm just as happy talking about the effectiveness of a Bushmaster 25mm rounds vs a T55 as I am talking about the effectiveness of a Pak37 round on a BT7, and I think others here would be as well.

    Besides a large proportion of the weapons systems that will appear in CMSF have been already proven in combat (GW1, OIF), so most of our discussion will be about how well CMSF replicates their 'real life' behaviour.</font>

  9. Planes sometimes do that and just come zooming in for the kills against a big enough juicy consentration of targets! :eek:

    Thanks for the tests Fredkors, interesting but...see below and remember the related above warning in future all. ;)

    Originally posted by Philippe:

    Just took a look at one of the related threads in the other forum.

    If I understand it correctly, if I play a PBEM and do not do a save in the middle of a turn the bug will not occur. Is that the case ?

    Does this then mean that the only way to avoid the bug on these aircraft is to play PBEM ? Is there no way to avoid it when playing against the AI other than never saving ?

    I think we need to focus on finding all the work-arounds on this one, because I really don't think it is going to get patched.

    I think that this 'bug' wont happen in Quick Battles if you play continuously even while saving every turn as long as you don't upload each next turn one after another after the multi-option aircraft first turns up.

    BTW I'm not seeing too much of an aircraft 'bug' here. In the test with just one little Russian platoon what does the Me need the 550k bomb for to hit such a target. It is right that it chooses to do bomb runs with the 110k stuff. Now the fact that it can actually choose it bombload layout beforehand according to its intended targets, that's an even bigger 'bug' then having such multi-option aircraft show up 4 turns in a row IMHO. Bear in mind that there is no enemy Flak or big tempting targets such as armour here in this example.

    It would be worse if the multi-option layout aircraft showed up and bombed more times in a row or not during a battle than its load carrying capacity allows for given the time frame of CM battles. Anyone claiming that? While I do see the annoyance with this minor 'in a row bomging bug', it does make sense to a degree but I wonder just what the odds or certainties are of these multi-option aircraft making such closely sequential bombing runs in CM games played out continuously without uploading each saved next turn anyway?

    Actually this test illustrates to me a fairly firm confirmation of this 'aircraft get to choose their load layout beforehand according to (borg) spotted or intended targets', as a 'bug' that I had always suspected. There was another thread recently about CM players vying with each other over their greatest sob stories about the most damage that they received from a single airstrike. (I can't remember if I contributed or not to be sure!)

    [ October 16, 2005, 11:20 AM: Message edited by: Zalgiris 1410 ]

  10. I was thinking about your incident FF-KD and if it still remains completely inexplicable then I have a suggestion for what to refer to this happenstance as.

    The JS-1 just 'cooked off a round in its own open main gun breech'!

    Check the JS-1's kill stats, the crew may have decided to destroy their own tank after realising how good an opponent they were up against in you in order to save their honour!

    BTW are you sure FF-KD that there were no aircraft around, even enemy one's that bagged one of their own? You can check by clicking on the tank during the movie especially at around the time just before the JS-1 is KOed. I only ask this because you didn't specifically say that there weren't any planes in your senario or that you had clicked on the enemy JS-1 during the movie playbacks to see what if anything was targetting it at around the same time. Mines?

  11. Originally posted by markshot:

    One problem I have with sneak is that you cannot go from hidden to sneak. As soon as you issue any movement command, troops will stop hiding and wait for the command delay.

    I've been having this problem too. Ordering hiding troops to sneak even when in covered positions such as woods, creaters and rubble makes them expose themselves during the command delay. The only time that this doesn't happen is when the troops are pinned by near or incoming fire. They pretty quickly end up having to get pinned by enemy fire which I guess extends their time delay further, that is I think that they wll pop up again and again when unpinned until the sneak order kicks in. This is obviously best attempted with the better experienced kinds of troops of course, since at least thay may eventially get around to actually sneaking.

    Actually it has worked out OK enough for me with some veteran squads, mostly out of command having reached rubble and were no more than 50-60 metres away from multiple enemy shooters, who are usually themselves in rubble or buildings. For example I play tested with one lone vet squad sneaking in a large rubble 20x20 tile from one corner to another and then another while there was more than a platoon of enemy troops all within 60-70 metres trying to spot and shoot at this one very close sneaky squad. A couple of the enemy squads proceeded to counter attack and move into another closer rubble tile to this squads diagonal left and getting to under 40 metres of it. Still didn't spot it while it was sneaking and then hiding. The AI was controlling them and they were also vets, but as they moved dead straight ahead along my forward most side I unhid it and let it rip. It still hadn't been targetted by all those other near by enemy units after its sneaky repositioning so close infront of them. There was fire going both ways and they had a few other targets to also deal with like their counter attacking comerades, but still they had there heads up enough to have IDed my squad IMO. The formally up to stength two enemy counter attackers were wasted while my squad didn't suffer a single casualty while in the rubble for ten minutes!

    Anyway, while it works well when the troops have been given a series of orders to carry ouyt including some sneaky pathways, I am more inclined to use it sparingly given this problem. Although, as my tests demonstrated somewhat, sneaking can be effective in concealed and especially covered terrain judging by my experience with it. Anyone with some sneaky SOPs please feel free to advise, thanks. ;)

    [ October 15, 2005, 11:13 AM: Message edited by: Zalgiris 1410 ]

  12. gautrek that is a very nice screenshot in your post how did you do that? I've been trying to post screenshots for months but I still can't do it! O'h good result for your PAK 40 ATG, like the 'fire' evidence of a hard fought battle, very cool. :cool:

    OTOH I'd like to offer you some advice though. Try not to rush your ATGs so far forwards, check out their fire penetration range abilities against likely enemy tanks and think about deploying them in a good firing position accordingly and purhaps try getting your guns in cover. In your screenshot your PAK 40 has only got concealment in the wheat field its only 'protection' must have been being on the reverse slope with MG escorts.

    Bigduke6 I suspect that your 57mm ATG just had such a higher rate of fire that it could bag the 88mm before it managed to retarget reload and fire. I estimate that in the game an 88mm can fire 5 rounds a minute max, not totally sure about a 6 pdr / 57mm ATG but I guesstimate about 10-12 rounds per minute purhaps. I think that the figures could work out fine in your case. I'm assuming this is even without your 57mm over and under shells landing close enough to the 88mm to have had any supression effects on its crew.

  13. Interesting, Chips & a Hotdog, did you actually see and hear the JS-1 get hit and penetrated by a shell during the movie playback and also did you hear an actual gun fire from somewhere (enemies?)close to the time frame?

    FF-KD if there was no shell hitting the JS-1 it may be a case that you are just seeing the tank being abandoned or being IDed as in a KO'd state by your side.

    The other thing it could have been is a ricochet although given the thickness of armour on a JS-1 I think this unlikely however.

  14. How close was your infantry squad, for how long was it within range of the gun crews small arms return fire, that could also explain how some of the crew managed to survive long enough to pop them. Also if your troops were moving bear in mind that their fire effects are also reduved by adout half I think so the experience difference and the circumstances probably reasonably account for the result.

    BTW I've always had a problem with the fact that gun crews arn't armed with (or have picked up and equipt themselves) rifles and may be the odd SMG, a lot of my reading and a few pics that I've seen have them so. Some things are SOP, even when not according to the official TO&E. Also at times a lot of ordinary infantry men had to replace members of gun crews and to assist with manning captured guns and help bring up the ammo.

    I think that gun crews arn't provisioned with enough light arms in CM IMO, I'm a bit sick of them just having pistol side arms especially for veterans etc, but anyway.

  15. I think that the expanded AT kill ranges problems for modernized CM combat may have something to do with the insistance by Steve that CM:SF is a company sized simulation wargame. I think he believes that the problems go away while he throws the baby out with the bath water! :(

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