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Sgt.Rock of Easy Company

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Posts posted by Sgt.Rock of Easy Company

  1. Im looking for "World War II Ballistics: Armor and Gunnery" by Lorrin Rexford Bird and Robert D. Livingston, published by Overmatch Press.

    I'd really like to get my hands on a copy, but I can't seem to find anywhere that sells it.

    I know this isn't the section of the forums to post this, but it seems like this is the place that most of the old forum go'ers and admins gravitate.

    Could any of yall help me on this subject? (I've done searches on this subject, but I believe one of the authors died).

    [ February 05, 2008, 02:44 PM: Message edited by: Sgt.Rock of Easy Company ]

  2. Im looking for "World War II Ballistics: Armor and Gunnery" by Lorrin Rexford Bird and Robert D. Livingston, published by Overmatch Press.

    I'd really like to get my hands on a copy, but I can't seem to find anywhere that sells it.

    Could any of yall help me on this subject? (I've done searches on this subject, but I believe one of the authors died).

    [ February 05, 2008, 03:32 PM: Message edited by: Sgt.Rock of Easy Company ]

  3. Originally posted by SgtMuhammed:

    You do realize that you are arguing this point with people who have actually done this for a living?

    Given that Iraq and A-stan are anything but a jungle what is your explaination for the fact that the ratio is now well over 250,000 rounds fired (actually I've seen estimates up to 400,000 but I'm being conservative) per casualty.

    The longest range on the M16 qual range is 300 meters and lots of guys don't even shoot at them because you can score expert by knocking down everything else. They save the 300m rounds for closer targets.

    Combat shooting is in no way shape or form the same as firing on the range or in the back country other than the fact that you pull the trigger and the round goes downrange, hopefully.

    Hey, going off what my father has told me about his qualifying (I've seen his expert pins, which is the only score he's ever gotten). He told me he had to do 500m prone slow fire when he qualifyed and judging from the basic infantry TM (or FM cant remember) that I read of his, they had the 500m prone slow fire target card in the back, so it was probably the truth.

    He's served 2 tours in Iraq recently (he just came home January 2007 after 2 years of being gone) and has had a very fruitful 30 plus years of military service. I usually don't doubt his word on military matters.

    A lot of my post is my own shots in the dark as to why certain things are the way they are, and from what I can infer how things are from my fathers experiences. (that and some good old reading and research).

    As for why theres like 250,000 or 400,000 rounds/kill, I would say that urban environments would be extremely similar to jungle in terms of LOS and whatnot. That and your so point blank sometimes (within 100m is pretty damn close, let alone room to room or buildings) that I would assume people would shoot as many rounds as it took before they are sure that the enemy is down or dead, whether they see them or not.

  4. Originally posted by Adam1:

    Is there any intention to tweak the lethality of small arms engagements in CMSF? Or is it where you guys want it to be right now?

    Actually, thats a point I left out. Along with personalities is how people handle being wounding. A round to the leg shouldnt kill anyone unless it hits an artery. That and body armor is going to help prevent KIA's and transfer those to MIA's.

    Maybe the reason CMx1 had so few "casualties" was because many wounds were small and it wasnt until the math gave out a critical wound or mortal wound that it showed up as one less infantryman.

  5. I don't see how some of you guys are suprised by shots out to 500m. 500m prone shots are part of the qualifying with an m16 in the military.

    Even without proper training (military especially), I plink at human size targets all day long with reletively innaccurate rifles (SKS). And when you give me something thats sniper worthy (K98, even a Mosin nagant), I'll put rounds downrange on a human head size target with ease.

    Now granted I'm not being shot at, but at the same time, im haven't been trained one bit.

    I think the accuracy of weapons in this game is dead on, if not a little under-modelled, especially for the designated marksmen (The guy was taking a 400m shot with a druganov at guys in the open and it took 11 shots before 1 kill). What really needs to be worked on is the difference of personalities and partial LOS's.

    To the guy who posted about Vietnam, it was 100,000 rounds/kill I believe, but your looking at that statistic completely wrong. Vietnam is a jungle and you can't see farther than whats right in front of you. So naturally, to kill anyone, your going to be firing blindly before you actually hit something. Hence the amount of rounds before a kill happened.

    Which leads me to partial LOS's. When you see people shooting in Iraq and what not, I think most of them can't see the enemy and are firing for a suppressive fire effect. They're going to be shooting at windows and doors and dark places where they either saw the enemy last or think they're going to be.

    In game this should translate into, your squad see's a few people cross over a window in a building (or still standing there) and the ones that do see, shoot at it. Then everyone else follows suit. From there, since they shouldnt be able to see the whole squad, they start shooting into windows and doors, and across the building (if penetration of buildings is modelled). So after a couple hundred of collective rounds, the building has been thouroughly saturated and they enemy is either dead, retreated once area fire started happening on the bulilding, or through abstraction, was hiding behind some cover within the building that stopped rounds after they went through the wall or window.

    As for personalities, it should be allowed to assume that some people will try to take aimed shots, even when under fire, others will just look over the top and try to lead fire from percieved hits (on anything) and others will be scared ****less and either not be firing or blind fire from cover (ever see that video of the black guy in the humvee manning the .50 cal? They get ambushed and he went into shock and throughout the whole thing, only fired a few bursts straight into the air from within the humvee). Naturally that would go straight into the game as is.

    Basically, what Im saying is, even out to 500m (taking into consideration the weapon at hand), even if the guy is running, if he is out in the open (at least center of mass visible) and the soldier can take an aimed shot, he should be dead within the first 3 rounds, if not the first. Other than that, it depends on the situation, the personality of the men shooting, the amount of fire being recieved, and the amount of LOS on target, etc., etc.

  6. I reformatted my computer recently and I can't find my pre-order confirmation email with my e-license key.

    Can someone who has their email on hand tell me what the name of the email is, so I can do a direct search with gmail for it. I've been searching for an hour now through my emails.

  7. Could we get more "robust" tracer modelling? Few games ever do it correctly and it would make CMSF that much better (even more so now that sound is moddable and theres dynamic lighting).

    Check some of these for what I mean:

    http://www.youtube.com/watch?v=YDvtfCoPb-M

    I seems like the tracers in CMSF are too "defined" and long. They need to be a little wider but not so "hard", kinda like a haze of bright light. Also, I think they need to be shorter. Steel Beasts uses red dots as their tracers, and VBS 2 are much shorter as well (both military simulations). Just my 2 cents.

  8. Originally posted by thewood:

    When do the fart jokes start...

    Allright, so there's these 3 guys that just died and went to hell and are now in front of the Devil. He speaks to them and says "If you can make a request that I cannot complete, I'll let you go to heaven."

    So the first guy says "I want you to drink a barrel of water." So the devil drinks a barrel of water and the man is damned to hell. The second guy says "I bet you can't make world peace." So the devil goes to the world, and brings peace between all the nations and the man is damned to hell.

    So now the devil turns to the third guy and tells him to make a request. The man says "allright, allright, just give me a few minutes." A few minutes pass by and the devil tells the man that theres nothing he can't do, so just make a request and be damned to hell. After a few more moments of deep thought the man picks his head up to speak, leans a little to his side and lets one rip "PPPPPTHTHTHHTHTPPTPHTHHTPHTHPTHTHHPTTH", immediatly afterward he says "Well, Catch that and paint it purple"

    The next day the man found himself in heaven.

    :D:D:D

  9. By the looks of them, it seems a few syrian tanks have Infrared spotlights, but those would make the Syrian tanks like beacons of light through the eyes of the U.S..

    Im not sure how rugged the current US night optics are, but the best I could see to counter would be to try to blind the Night vision (flares, bright lights, cities for background cover, full moon?), but even then, theres not much to defeat Thermal optics. Best you could do would be to try diffuse the infrared signal, or scatter it, but even then you would still be giving it off to the degree that you would still be suspect as being enemy combatants. Or if you could match the infra-red signals (human body or vehicle), then it would be the same tactics as with night optics. Course I dont think the Syrians have anything to do that.

    I dont know, dont fight at night against the US?

  10. Originally posted by Cameroon:

    Sgt, I'm pretty sure that's related to t he bug where infantry won't move through holes that are blown in a wall by demo charges or MGS, etc.

    I have a good feeling that this is something making it into 1.02, but we'll have to wait and see what the official word is.

    Oh, thats good to know then, but which is the proper way of making multiple rooms: One building with a wall missing then the other has the door or both buildings have their walls missing? Or would either one work?
  11. Originally posted by Normal Dude:

    A lot of building customization takes place in the 3-D preview. Shift-click, control-click, alt-click, shift-control-click I think. It should have it written in the editor.

    The control tower is a bald faced rip-off of the one in the second campaign mission. :D

    My god ive got some work cut out for me now. Luckily now the buildings will have a decidely more american look to them with garages and additions on the houses.

    Ugh, but now Ive got quite abit of re-placement of buildings and such :(

  12. Allright, ive been working on this scenario so far, the scenario is an insurgent sleeper cell has been activated in a small town in the US and the populace has to fight it back. This means unconvetionals for red, with some technical support and Infantry only for blue, scarce amounts of ammo and a couple AT4's and 40mm grenades here and there to represent improvised munitions.

    Heres a screen of the work in progress

    neighborhoodfight2no4.jpg

    Shot at 2007-08-03

    Its basically as accurate as possible representation of my own neighborhood and surrounding suburbia (though Im in a more rural part of the City). Luckily Texas turns that kind of brown during the summer time.

  13. Just off the top of my head (daydreaming), I would love to see an animation for Body armor hits. Like that Juba the sniper (or whatever his name was) when he hit that medic in the chest. The guy collapsed, got back up and ran for cover.

    While I would assume that in the middle of combat you would shrug off an ak round while performing duties (hitting the armor), it would be cool that if ambushed guys would animated being suprised and taking one in the plate.

  14. If I recall correctly, all modern western IFV's have an armor standard set by the BMP-2's 30mm autocannon. Whether this means that they are designed to just stop it from the front or all sides, im not sure.

    So in my opinion, the Bradley stopping 30mm autocannon from the BMP-2 is not that unreasonable. As for the 25mm penetrating the BMP-2 rather easily; if I recall correctly as well, the US 25mm, although being one of the smallest autocannons of the Worlds IFV's, penetrates the most at (I believe) 90mm at point blank range and retains veloctity fairly far. Whereas (I believe again) the BMP-2's autocannon can only penetrate either 40mm or 60mm and its round loses velocity fairly fast.

    No idea on the BMP-1, except that the strykers take all forms of BMP-1 without casualties in-game (from all sides, except the ATGM in all situations).

    Also, the Bradleys armor is a make-up of mostly aluminum with a spall liner (and some other stuff I forgot, damn I wish I could find my books :mad: :mad: )

    [ August 01, 2007, 06:39 PM: Message edited by: Sgt.Rock of Easy Company ]

  15. So I've been trying to accurately recreate a 1.5km x 1.5km map of my neighborhood, but ive run into a few snags. When using terrain elevation, is there any way to mass select when using direct change. And, why are there missing wall pieces? Where are the 4-way walls and the T-intersection walls? I have gaps in a lot of my backyard walls now because of this.

    Luckily Texas looks a lot like Syria in terms of color during the summer (at least by CMSF) :D

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