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rocketman

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Everything posted by rocketman

  1. There is a program which you can unpack campaigns to get individual scenario file to play or open in the editor. Can't remember the name of it, but someone else might. Check CMMODS for it or search this forum.
  2. Maybe I'm reading something into nothing, but there has been a lot of CMSF mods posted in the last 24h at CMMODS - maybe because of "imminent" release or announcement of it? Here is to hoping so
  3. I have seen this from time to time in various situations, games and formations, just today in FI with CW 2” mortars.
  4. You could do that as well, but you should know that a lot of people here are "realism junkies", myself included. Not against hypothetical battles at all, but a book full of maps depicting battles suitable for scenario making makes me salivate atleast.
  5. Cool to have the series back again - missed them. I do like the font used for the letter, which is it? Nice touch with the German ditty.
  6. I can only agree with all the above posts that it was a great scenario and I played it as Axis in a PBEM. An additional plus is the nice autumn setting. *****************SPOILERS**************************************** A nice touch in the design is the location of infantry in the open in foxholes, but they are almost all at a slightly lower level than the otherwise flat map, which makes it impossible to just area fire "the hell out of them" once spotted.
  7. If you post some screenshots of the positions where the problematic situation arose and I can compare to my game. I played PBEM, so that might lead to other situations than vs AI.
  8. *********SPOILERS******************** I divided my force of Panthers so that two thirds went down the central road or to the left/right of it. I took a chance with the good off road capability of the Panthers that some of them wouldn't bog down as long as I stayed out of muddy looking ground. The other Panthers went wide left and wide right to outflank the more than congested center road. The first engagements were at about 1750 m against TD and Sherman (Jumbo?). Most encounters were head to head, me 2 to his 1, or me getting flank shots on him. So either wore him down, divided attention and mass of fire, or straigth out getting a better position. Problem for the allied player is getting hull down as the map is flat and the risk of bogging down in the available ditches etc.
  9. I just had to quote this because it sums everything up so well. I'm just in the finishing stages of playing the scenario (PBEM) @Bulletpoint refers to, as the Germans, and I can't say I had any spotting problems like mentioned and my Panthers "worked" as I expected, even got a spot of a TD that was just unbelievably narrow, almost unfair, but still awesome. One thing I have not read anything about, and if CM models it, is what happens to a crew's ability to spot and return fire when being shot at first. Even a non penetrating shot must be stressful and mess routine up, especially for green crews. My impression is that if both tanks spot each other roughly at the same time, the one that gets the first shot off in time will a lot of times also get the second shot on target before return fire is achieved. So my question is, taking all things in account mentioned before in this thread, will taking a non penetrating hit disrupt spotting and prolong time to a successful spot?
  10. It is on my wishlist. I like the WEGO approach and am curious how that sets it apart from a traditional hex based game. Anyone who buys it - please drop a few lines here about it.
  11. I must admit that I have never used the dismount command in the correct way. I always used a move command and thought it was the same as it said "dismount" over the waypoint. Good to know now how to use it properly.
  12. Are tank riders considered a part of a tank until dismounted? I had a tank with riders taking incoming fire. So I issued a paus command for the tank for 30 sec then move and a dismount command to the riders so that they would get off before the tank moved. The tank riders didn't move at all and after the tank moved and the turn ended I saw that their command way points remained. Is this by design or maybe a bug or a quirk of the engine?
  13. Does that include foot paths as well? This is good info, never knew why straying slightly off road was problematic, but it makes sense.
  14. Will it support mods? I want a hoodie for my refresh monkey
  15. There are some vids on Youtube of Pak40's fired in modern day. The muzzle flash is quite impressive. If I remember the scenario it is set at dark/fog so I'm not that surprised that the flash is seen and spotted. Remember also that vision in the dark is much more sensitive to any sort of light/flash. You can spot the light from the glow of a cigarette from a long way away, something snipers took to their advantage to get head shots.
  16. Quick question, do you by any chance have a hybrid SSD/HD? In that case put the game on the SSD partition. I had a similar problem and it is related to sound. Try in game to turn sound off. If the problem disappears put it on the SSD partitiion.
  17. It's not. At least not for me Good for you to have a new game on your hands. I'm starting to long for something new. Soon...
  18. When I look at pictures from WWII, of both Allied and German tanks, sometimes I see division insignias and sometimes not. Was there a common practice among Allied/Axis divsions when insignias were added?
  19. I agree. Recently tested AT bunkers in BN vs Sherman I at 1200 m for a scenario I’m doing. My conclusion was that a Pak 40 in the open at the same distance and no concealment had better survivability. Harder to spot and hit and the hits they got seemed about as lethal as when bunkers hit. Will test more.
  20. This is from BN VP - doesn't the TC sit a bit too high and to the side a bit? When he unbuttons the flap open backwards and it looks like he intends to sit on it, but instead gravitate. Time for an adjustment?
  21. I really like the thinking behind this and I will follow the progress closely. Anything that can bring more careful use of units in a more realistic fashion is high on my wish list.
  22. If you have the time, can you do the bunker test with an elevation difference between the tank and the bunkers, like 5m? Not an expert on Shermans, but were their main gun more accurate/higher velocity/flatter trajectory in the BN era (not including Firefly), than in FI in which I made my tests?
  23. Which game did you do the tests in - BN? What type of bunkers? I wonder if bunkers have been dealt with differently in the various games? Care to post in a new thread how your test was made - it is of interest to the community I think.
  24. Not on topic really, but I will say this: my impression is that bunkers are much easier to take out post engine 4 upgrade. Especially tank main guns are much more effective in taking out the entire crew. I have posted a long thread where I tested a lot with bunkers and the conclusion was that the easiest way to take them out was with MG fire, plus the problem that the crew never cowers (no matter level of suppression) so they can return fire. No official word on changes in engine 4, but it does seem too easy. Which is a pity as I'm working on a Juno Beach scenario which I will create a seperate thread for in time.
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