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tankibanki

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Posts posted by tankibanki

  1. 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.

  2. 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, ...

  3. 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.

  4. Originally posted by Mike Summers:

    So this thread has moved from war crimes to grammatical misdemeanors? Progression in my book.

    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 ;)

  5. Originally posted by Monkwarrior:

    Soon I will put up a server in Holland and start playing there. Most servers have a somewhat high ping for me now.

    Same for me in Germany, but I'm not sure if the reason is my connection or the distance.
  6. 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.

  7. 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.

  8. 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.

  9. 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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