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rocketman

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  1. Like
    rocketman got a reaction from Artkin in New Website status update   
    Thanks for the update Steve - preorders in a few days sounds great
  2. Like
    rocketman got a reaction from A Canadian Cat in New Website status update   
    Thanks for the update Steve - preorders in a few days sounds great
  3. Like
    rocketman got a reaction from Artkin in [Released] Rittersprung (H2H only)   
    It has been a long time in the making, and was previously known as the project "Man of the Our", but is now "Rittersprung H2H".
    Scenario description:
    After being severely decimated in the battle for the Hürtgen Forest, the 28th Infantry Division was sent to the rear to rest and refit. The 112th Infantry Regiment got located in the tri-country area of Lieler-Ouren-Lützkampen, spanning Luxembourg, Germany and Belgium – a six mile stretch of land on both sides of the Our river where the Siegfried Line had its westernmost fortifications, now occupied by the Allies. The 28th ID had just about recovered 100 % strength, with replacement units getting basic combat training, when the Germans launched their massive attack in the Ardennes on december 16th 1944. The crossing of the Our at Ouren would be an important part in the German advance and it was upon the 112th IR of the 28th ID to protect it as long as possible.
    It is 10:30 on Dec 17th and the 112th IR was engaged in combat with German forces on the 16th and throughout the night. The morning fog has lifted but it is still misty from the cold and the wet ground. Visibility is reasonable but it is hard to make out units in the mist. Units in Lützkampen and Harspelt were swept aside on the 16th. Sevenig town was also attacked by a green force of Volksgrenadiers but was able to hold on. The Volksgrenadiers suffered a lot of casualties and many prisoners were taken. They are now presumed to be hiding in the woods west of Sevenig.
    Semi-historical scenario which is aiming to capture a “what-if” combat based on units and turn of events that happened in the opening days of the Ardennes offensive.



     
    It can be downloaded here: http://www.thefewgoodmen.com/tsd3/uncategorized/rittersprung-h2h/
    Enjoy, and all feedback is very welcome.
  4. Like
    rocketman got a reaction from Kaunitz in Highlanders! - The battle of Gerbini   
    @Kaunitz check this and the rest of the thread about it:
    Might be info elsewhere too.
  5. Upvote
    rocketman reacted to Bil Hardenberger in CMSF 2 – US-SYRIA BETA AAR   
    MINUTE 12
    Apologies ahead of time for the media heavy content in this post...
    Another Warrior IFV platoon appears to be moving toward Point 32.9… M1 #1 moved into position in the early stages of this turn and almost immediately spotted one of them moving up to the Ruined Farm (Baneman does like that position), with one round it was sent to Valhalla…

    10 seconds later it killed a second Warrior also near the Ruined Farm.  Think he has learned the lesson to stay away from that farm yet?

    Immediately after killing the second Warrior IFV, M1 #1 spotted a Challenger!  Alas... before he could reload and reorient, the Challenger killed the Abrams with a one round turret front penetration… wow…

    After looking at it from the Challenger’s perspective, I don’t think M1 #1 was hulldown to it… not sure if that would have even made a difference though.  To kill an Abrams from the front is impressive gun performance.
    M1 #2 spotted one of the Warrior IFVs headed toward Farm 002 and got off one round, which hit the weapon mount with no ill effects that I could see, but that must be a gun kill.  The IFV trundled on toward Farm 002.

    At the end of the turn the other Challenger was seen moving around the southern end of the large stone walled field in KT1.  M1 #2 will attempt to get a spot next turn and see if we can’t even the score.  I do like that he has split up his Challenger tanks so each is now operating independently.

    Baneman has at least one dismounted infantry AT team (German) far forward near the wall… he is obviously attempting to get close enough to engage my LAVs with an AT weapon.  I need to check on the range for that weapon.  I suspect it looks meaner than it is.  LAV #4 spotted and fired on this team which went to ground.

    The Bradley platoon started to arrive this turn, the dismounts will organize a Javelin armed AT team which will proceed to the ridge while the remaining infantry will remount next turn.

    At least two Warrior IFVs moved beyond Point 32.9 appearing to be heading toward the position that is held by the BMP-3 Platoon.  I think he has two Warrior platoons in this area, one near the Ruined Farm (two vehicles spotted, both destroyed), and the other moving past Point 32.9 (three vehicles spotted).
    Overview of enemy movements this turn:

    Battle Position 1 (BP1):


  6. Like
    rocketman reacted to Kaunitz in Highlanders! - The battle of Gerbini   
    I'm pretty sure that a blue line means that all weapons (for vehicles: weapon-systems) of a unit can fire at the targeted spot, while a grey line means that only part of the unit can fire. 
    This is very obvious when you have an infantry squad and one guy is kneeling, while the rest of the squad is prone. You will notice that the blue LOS will be limited by the prone soldiers' LOS, while there is an additional grey LOS that ends where the kneeling soldiers' LOS ends. If you order the very same squad to hide=go prone, there is no grey LOS anymore. 
    ------------------------------------------------------------------
    Update concerning my problems with the functionality of ditches in Combat Mission games: I've done more experiments, but ditches that you create by shaping the terrain simply don't work. Soldiers will not stick to the trench, but instead still roam around at the elevated edges, horribly exposing themselves to artillery fire. I really wish that the placement of soldiers on an action spot will be improved so that they stick to the "lower" areas. Fortunately, placing trenches in ditches helps to mitigate the problem. As soldiers now stick to the depression (because they're placed inside of the trench, which is in the middle of the action spot), and because the trench itself might also provide some kind of bonus, they are now protected against artillery fire.  IN my testing barrages, the casualty numbers for ca. 20 men placed in a ditch decreased significantly. With the natural ditch, I lost ca. 12-17 guys, with the ditch + trench, the casualties are down to 1-2., which is still very high for 2 minutes of bombardement but far better than a wipe-out. 
    There are still many problems though. While the trench "in" the ditch provides good cover versus artillery, the protection against small arms fire and LOS is a different matter (see my post from 16th June in this thread, where I describe a way to create positions that offer good protection against small arms fire and good LOS, but are very vulnerable vs. arty). Also, moving along a trenchline can still result in soldiers exposing themselves on the elevated borders of the ditch. Also, you still get the problem that units tend to leave the trench (for whatever reason) when they come under artillery fire and prefer to get killed in the flat open.
    Pictures to make the problem clearer:
    Natural ditch: horrible soldier placement - all but one soldiers are on the high terrain at the border of the ditch. If an artillery shell strikes anywhere close, half of the squad is dead.

     
    Trench placed in ditch: good soldier placement. Nobody gets hurt unless a shell lands a direct hit in the trench (for that reason, I wished that trenches were narrower...)

    Something similar can be achieved by placing walls/hedges in the ditch. It looks totally stupid, but it leads to slightly better soldier placement.

    So, generally speaking, if you want to have a trench/ditch that actually works (i.e. offers protection to infantry), you have to make sure that the infantry will stick to the ditch/the center of the action spot somehow.  
    I really think that these issues are a major concern. I'm pretty sure that the game uses a very sophisticated system to determine hits, both from artillery shells and direct fire. For example, when I was creating good MG-positions for CM:BlackSea by using craters and logs, I noticed that in many cases the MG gunners (behind the log) survived while the MG got destroyed by enemy fire! Until then, I didn't even know that MGs could be destroyed in that way! So it's a pity that the game engine is so sophisticated when it comes to determining hits but doesn't really let us "fine tune" the amount of cover and create proper positions.
  7. Upvote
    rocketman got a reaction from A Canadian Cat in A long delayed update   
    Would she mind sending a copy of her project? Hint, hint, hint...I'm quite far into a scenario project (huge) that centers on the Courseulles-sur-Mer part of Juno where the Canadians landed. Was inspired by Mark Zuehlke's Juno trilogy that I'm sure you got her.
  8. Like
    rocketman got a reaction from Fizou in [Released] Rittersprung (H2H only)   
    AFAIK the computing of the turn is always done by one of the players in a PBEM. The other one goes to save immediately. Does the CTD happen at the same point in the computation of the turn? Take a look at the savefile - is it much larger than the previous ones? I had one playtester complaining that the save was almost 120 MB which it shouldn't. I don't know if BFC are interested in having a look at saves that causes CTD, I hope so. Try reaching out to tech support. One more thing to try; for one turn both players issue no commands at all. Maybe the crash is associated with something like that (wild guess though...). 
    Edit: one more thing, there was a Win 10 update recently, maybe that effed things up? 
  9. Like
    rocketman got a reaction from Fizou in [Released] Rittersprung (H2H only)   
    I'm gald you both enjoy the scenario but a CTD is most unfortunate.
    The scenario was tested to its end and I got continuous feedback and made incremental changes. Nothing that should cause the crash. There are no reinforcement due that turn either.
    Since it is a H2H scenario try to redo the previous turn. Did you or your oppo plan a lot of movement/combat previous to the crash? Try playing the turn on lower graphics settings and with no other programs running. If it still crashes, send me or someone else the turn to see if it crashes on other PCs. Have you or your oppo had problems with large scenarios before? There is always the risk of a corrupt save file also and that would necessitate going back a few turns.
    I really hope that you'll find a way to proceed now that you've played for so long. Let me know how it works out and what the solution was if you find one.
  10. Like
    rocketman got a reaction from Bulletpoint in [Released] Rittersprung (H2H only)   
    It has been a long time in the making, and was previously known as the project "Man of the Our", but is now "Rittersprung H2H".
    Scenario description:
    After being severely decimated in the battle for the Hürtgen Forest, the 28th Infantry Division was sent to the rear to rest and refit. The 112th Infantry Regiment got located in the tri-country area of Lieler-Ouren-Lützkampen, spanning Luxembourg, Germany and Belgium – a six mile stretch of land on both sides of the Our river where the Siegfried Line had its westernmost fortifications, now occupied by the Allies. The 28th ID had just about recovered 100 % strength, with replacement units getting basic combat training, when the Germans launched their massive attack in the Ardennes on december 16th 1944. The crossing of the Our at Ouren would be an important part in the German advance and it was upon the 112th IR of the 28th ID to protect it as long as possible.
    It is 10:30 on Dec 17th and the 112th IR was engaged in combat with German forces on the 16th and throughout the night. The morning fog has lifted but it is still misty from the cold and the wet ground. Visibility is reasonable but it is hard to make out units in the mist. Units in Lützkampen and Harspelt were swept aside on the 16th. Sevenig town was also attacked by a green force of Volksgrenadiers but was able to hold on. The Volksgrenadiers suffered a lot of casualties and many prisoners were taken. They are now presumed to be hiding in the woods west of Sevenig.
    Semi-historical scenario which is aiming to capture a “what-if” combat based on units and turn of events that happened in the opening days of the Ardennes offensive.



     
    It can be downloaded here: http://www.thefewgoodmen.com/tsd3/uncategorized/rittersprung-h2h/
    Enjoy, and all feedback is very welcome.
  11. Like
    rocketman got a reaction from Fizou in AT gun crew seperates from the gun/gunner (bug)   
    I have a series of saves that I think illustrate the case well. I will PM a dropbox link to @Vanir Ausf B
  12. Like
    rocketman got a reaction from George MC in A long delayed update   
    Too bad life flings tons of shaite at some people at an early age too  Some things are never granted...
    Goodspeed with all the future endeavors BFC. May we all live long and play for decades to come.
  13. Upvote
    rocketman got a reaction from Aragorn2002 in A long delayed update   
    Too bad life flings tons of shaite at some people at an early age too  Some things are never granted...
    Goodspeed with all the future endeavors BFC. May we all live long and play for decades to come.
  14. Like
    rocketman got a reaction from umlaut in What will the next CM be?   
    Will it support mods? I want a hoodie for my refresh monkey 
  15. Like
    rocketman got a reaction from The_MonkeyKing in Small thing I noticed - hiding vehicles don't turn off engine sounds   
    Is there a downside to hiding a tank? Slower to get moving? Less responsive to action?
  16. Like
    rocketman got a reaction from Baneman in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  17. Like
    rocketman got a reaction from Josey Wales in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  18. Upvote
    rocketman got a reaction from BletchleyGeek in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  19. Like
    rocketman got a reaction from c3k in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  20. Upvote
    rocketman got a reaction from A Canadian Cat in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  21. Upvote
    rocketman got a reaction from LukeFF in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  22. Like
    rocketman got a reaction from Sgt.Squarehead in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  23. Like
    rocketman got a reaction from Ivan Zaitzev in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  24. Like
    rocketman got a reaction from Warts 'n' all in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  25. Upvote
    rocketman got a reaction from MOS:96B2P in Blast vineyard   
    Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
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