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Posts posted by LukeFF
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I think this PKM was disabled at the time its sole surviving crewman was firing at my troops with his AK. Anyways, as one can see here, as he drops his empty mag and reloads a new one, an ammo can for the PKM shows up in the middle of the AK:
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The Challenger sound also has a noticeable "tick" sound that plays when the audio file for its engine loops over. Easily fixed, but it would be nice for BF to make it an official fix.
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Bad side of it is lack of soft launch feature available in Javelin. So when it's fire it's much more visible than Javelin would be. I've seen footage of spike being fired from bare loose sand. Backside of "Barrel" points to ground, when missile gets launched it kicks "little" bit of sand into air. Goos idea to carry gallons of water to soak the sand with that
Is that accurate? Quoth wikipedia:
The missile has a soft launch capability which allows the missile to be fired from confined spaces, which is a necessity in urban warfare. -
It's working
I heard that holding your breath also works in situations like this.
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In fact, when I got out after three years, I was a Spec 5. Now that's something you don't see much anymore lol.
That's because it doesn't exist anymore. There's Spec-4 and that's it.
@Steve: thanks. In reality, there really isn't that much of a difference between a CPL and SPC, all things (e.g., competency, etc.) being equal.
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I know, old thread, but I forgot to ask about this way back when this was implemented: does the game code any leadership differences between a CPL and SPC, or does the game just see them both as E-4s with a different rank title?
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One feature I'd like to see enabled for WeGo (not sure if it's an issue in RT) is the ability to check LOF for an infantry unit that is inside a vehicle at the beginning of a turn but has been given waypoint orders to move out of the vehicle. As it is now, one cannot check LOF at different waypoints for infantry units if they are embarked inside a vehicle at the beginning of a turn.
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Working fine here across various browsers. Sounds more like a browser cache issue on your end to me.
I'm using the latest version of Firefox here. Dunno if it has anything to do with it. Like I said, this only started happening after the site's hacking.
Anyhow, not a big deal.
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I've been noticing since the recent site hacking that the forum software sometimes doesn't automatically mark topics as read when returning to the parent forum. Anyone else seeing this?
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The 10.4 (i.e., the latest) drivers work with the game just fine.
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Not only were we taught to keep the .50 manned in a HMMWV (I was in Iraq in 2004-05), but all the other occupants in the vehicle were to return fire with their small arms. So, in a way, the defensive fire of a HMMWV in the game is under-modeled.
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No. A soldier has 3 magazines on him. In real life how this works is he'd expend one or two magazines and reload them using the stripper clips. It takes only a few seconds to do this, even for a moderately trained rifleman. Therefore, it's not worth us investing in a new animation to reload magazines considering that it would be seen very rarely and likely only if the player was specifically looking for it.
From a simulation standpoint we assume that when soldiers aren't moving, cowering, or shooting that they are getting ready for their next action. There's always plenty of time for soldiers to do things like reload magazines, especially when stripper clips are available.
Got it. So, if I'm understanding this right, when a G43 rifleman reloads his weapon, he'll simply reload it like it's a K98? Will the animation thus play twice, simulating him loading two five-round stripper clips?
(Sorry about asking about minutiae like this ).
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Soldiers armed with G43 will have a double G43 mag pouch on the left side of the buckle and a three section Kar98k pouch on the right, which was the standard loadout. Piece of cake
Sweet! How will the ammo loadout for this weapon work? Will the solider use his two spare magazines first and then "top-load" the weapon with stripper clips?
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1. Soldiers now have equipment based on the type of guy they are and what primary weapon is carried. If a guy is a radioman, he has a radio. If a guy has BAR then he has BAR ammo pouches.
Does this include variations among German riflemen? E.g., will a K98-armed rifleman have all K98 ammo pouches, while a G43 rifleman have a mix of K98 and G43 pouches? (IIRC 2-3 magazines were issued with the G43, and the rest of the ammo was carried in 5-round stripper clips).
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Mr. hacker himself was in here as well just a day or two ago, but the message was quickly deleted. Claims he's not a hacker but "a pro who analyzes security weaknesses in servers for a fee." Yeah, right.
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It seems perplexing to me that soldiers with rifle grenade launchers will use said weapon at seemingly extreme ranges, at 300 meters or more. What type of doctrine governs the use of rifle grenades, and is that reflected in CMSF? It just doesn't seem right to see single rifle grenades being launched so far across the map.
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The only two check boxes I have checked in the CCC (I'm running an HD4870, latest drivers) are Anti-Aliasing and Adaptive Anti-Aliasing. All other sliders and in-game settings are set to their highest level. Try that out and see if it helps.
Also, do you have a sufficient power supply for your card?
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So there we go. CM: Normandy will have MP44s included, but they will be a pretty rare thing to see in the game. As CM moves forward in time towards the end of the war the frequency of Sturmgewehrs will increase decidedly, as will the total amount of "machine pistols" in general.
On a somewhat related note, will we see G41s and G43s in CM:N, and if so, how common/rare will they be?
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Well, they are right. The uniform does wear out long before the velcro does, I will give them that.
That, and that ugly green watch cap. Mine wore out after, say, about 2 weeks.
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hehe...I guess the biggest example of this is the various uniform accessories.....you can't wear the PC unless you are in the field (cause the beret is sooooo useful), can't wear A2CUs unless you are conducting aviation operations, etc. As for the poly pros, I had them issued too but I don't think I have ever worn them. They seem to me that the just don't breath well enough, but then I sweat when I snowboard so I tend to go for layers.
But hey that's just me!
I always hated the poly pros, as they seemed just too bulky and hot for my tastes. Now, the black silk long underwear they issued at RFI in Iraq, that stuff is really good! Keeps me plenty warm without being too thick or bulky. I'll wear it in the winter months, when I go skiing.
As for the PC, we wore it all the time when I was doing my National Guard time, whether in the field at home station.
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Having just played through the "Breaking the Bank" scenario the first time, it's become readily apparent to me how difficult it can be to play a scenario like this in RT. Long story short, instead of executing a coordinated flank attack like I intended to, I ended up focused too much on one portion of the attack and left other units idling for far too long. Scenarios like this one were definitely meant to be played more in WeGo style.
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There is NOT a solution for this unfortunately.
Some posters in the past have postulated that there is a mathematical aliasing problem (or something to that effect) with the way the engine is rendering the shadows that causes the sawtooth/comb-like effect that is seen. I don't know the details on how that works or if it is something that will get addressed in the future. To my knowledge no driver will probably "fix" this issue.
Thanks for the reply. Does this problem also exist with Nvidia cards? I ran the game for only a short time with an Nvidia card before switching over to my ATI card.
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Something that's always annoyed me is the quality of the shadows cast on vehicles. I'm running an ATI HD4870 with all details maxed out, with the latest drivers. As the pictures below show, the shadows as rendered in-game can be quite ugly (all of them are taken from the USMC Orchard Drive scenario). Is there a solution to this?
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While on the topic of ammo distribution: how exactly does the game portion out the amount of ammo resupplied? For example, if I acquire 1000 rounds of 5.56mm ammo and I have 8 men in my squad with 5.56mm-caliber weapons, is that 1000 rounds divided out equally among them?
Syrian MG Crew - Reloading Bug
in Combat Mission Shock Force 1
Posted
I don't think the canister remained fixed to the rifle, and in any case I didn't save the file.