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tankibanki

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Everything posted by tankibanki

  1. Thanks for link. Looks great, looking forward to trying this one.
  2. Good point, I didn't think about blocking the oppositions drop zone. Still I think it would be a good design feature to be able to restrict drop zones.
  3. yeah, I'd love to try it. However I can't play online.
  4. I like your generator Dark_au. However I can't open the raw files, even though xnview is supposed to be able to open them. What program do you use to open them? Are you thinking about a different output format? So far I've had to use a screenshot program to get at the heightmap.
  5. One explanation for the "hit probability bug" could be this: It looks as if CM works in the following way: First it calculates P(hit) depending on distance, hull down, orientation, ... After that it calculates (in case of a hit) where the hit has occurred. However if you are in hull down position all hits will be turret hits. To be accurate the procedure should be the following: calculate the following probabilities seperately: P(turret hit) P(hull hit) all just depending on distance, orientation, ...
  6. Yurch, you are suggesting an integrated air defense network. I think that implementing such a system is overkill if its just there to prevent dropping too close to the objective. However I like the idea very much as it sounds "realistic" (after all that's the way air defense is supposed to work in the present) and creates a more interactive battlefield. As an easier partial solution I would suggest a design feature to enable the scenario designer to limit each teams drop zone. Besides, this would create the possibility for scenarios with a defined front line.
  7. Did I miss something? Has the scenario building info been released, yet? Or are you fantasizing about the time after release of that info?
  8. Yea, usually it's the other way round: you start with a seemingly innocent thread which is derailed into a flamewar. Great community effort to reverse the process
  9. Same for me in Germany, but I'm not sure if the reason is my connection or the distance.
  10. It's 88 AA guns. They don't have wheels in CMBB, but in reality they did have wheels (at least the ones I have seen).
  11. I'm playing the Panzergraf campaign which is being tested at TPG. The 88s have got orange bases, because they are in fixed positions at the start of battle 1. So that might make them stay unmovable later on. However I shouldn't be able to embark them in that case, should I?
  12. ok, guess I found the answer myself. After starting the battle I can move the vehicle and then disembark the gun. I like the restrictions imposed on the player by this implementation (i.e. you cannot move the gun to a "hot" location and you need one vehicle per gun). However you can first place the vehicle at the location where you want to move the gun before embarking and then disembark directly at the start of the first turn. The gun will still need its setup time, but you can save the time for moving to your desired location (given that it is in your own setup area). What I don't like is that you cannot undo the embark command (or is there a way to do that?), so if you don't have a savegame of your setup before embarking there is no way to have the gun in it's old place at the beginning of the new battle.
  13. Im playing a campaign mission and I've got 88s I'd like to move. I've got SdKfz7s and I can get the 88s to embark during setup. But after that I can neither move the vehicle, nor disembark the gun.
  14. That's great news, I wanted to ask exactly the same thing.
  15. I was just talking about driving straight. Haven't paid attention to the tracks when turning, but I haven't noticed anything unusual. Does it just look wrong when you turn? I'll check in the next mission.
  16. I think the single player mode should have a pause feature. There isn't one already, is there?
  17. No, at least in my copy they work the right way. Unless you drive too fast, but you get the same effect when you watch fast moving wheels on TV.
  18. There is a major difference between RPGs and ATGMs. The RPG-7VR has got penetration values of about 600mm(+) against reactive armor with a 4.5kg warhead. The AGM114 Hellfire has got an 8kg warhead and like the ATGMs in DT can penetrate to turret top of any tank.
  19. Talking of M1s etc... Im waiting for the first NATO vs Warsaw Pact mod for Dropteam. There must be qualified modders around.
  20. Stryker MGS is pretty close to not having a turret.
  21. I know that I'm to hit the chassis and that's exactly what I have tried to do all the time. Even so it feels like a 10% chance to knock out a Paladin from the side or behind with a 120mm AP round while hitting the lower front hull works every other time.
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