Flanker15
Members-
Posts
756 -
Joined
-
Last visited
Everything posted by Flanker15
-
The tank jiggle bug is pretty old I think, like CM:SF old. I think it was something like the tank can see the target and should be able to aim at it but something goes awry and the gunner can't acquire the target so the tank just jiggles back and forth from it.
-
Don't think it's in the game.
-
I doubt they'd omit something as important as KS bottles.
-
T-34/85 special rounds and a key question
Flanker15 replied to John Kettler's topic in Combat Mission Red Thunder
Oh sorry, the 85 didnt have a shrap shell in common circulation. It's not impossible that he could get some from the old zis stock also Cumulative effect shell is the same as HEAT. -
T-34/85 special rounds and a key question
Flanker15 replied to John Kettler's topic in Combat Mission Red Thunder
Shrapnel shell would be the proper shrapnel special shell not HE. 5 apcr and 5 shrap would be a pretty standard load for a 34/76, of the normal he and ap shells more he was always preffered. They might try to get more apcr if they knew they were due to encounter more heavy armor but supplies would be the controlling factor and theyd want to give the apcr to as many tanks as possible in the company instead of more in one or two tank. -
Another question about ammo dumps.
Flanker15 replied to nathangun's topic in Combat Mission Red Thunder
Thats good to hear, ammo dumps should be rarely spotted or directly attacked. Most would be set off by stray shots or by chance. -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
Here's a pic of the '43 turret, the sticking up bit with the little hole on the front at the front left is the gun's panoramic sight, it's the model that can be used to aim the gun aswell. The gunner/commander also has another panoramic sight on this model ontop of his 85 style cupula this model can't aim the gun and replaced all station's panoramics on the 85 model. The blob on the back is the air vent. Here's a captured '41 model, it's been fitted with another panoramic sight of the same model for the loader but it would just be used for observation. Most of them didn't have the second sight fitted but there's a space where it could go. The bump in the middle is the air vent. -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
If you mean on the T-34-85 it's another panoramic periscope, there's another one on the cupola too so everyone in the turret gets one, only the gunner's one is useful for aiming the gun though. Edit -- on the T-34-85 the panoramic sight isn't set up to aim the gun, that's only a feature on the 76 and Kv-1 with the pointy periscope bumps. -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
The roof device on the T-34 could also be used as a gun sight, it had range ladder sights and assuming it was calibrated correctly could be used the same as the fixed sight when aligned with the gun. -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
Ok back to the original topic then: Yes once the gunner aims the sight he fires immediately buuuut in CMx2 the gunner tracks directly to the target and fires when it lines up immediately. What would be better is to track to the target, pause for moment (as the gunner does the fine aim) then fire. This is to prevent the original anecdote of a tank slewing its gun around and firing an accurate shot the moment the gun lines up (the"tank 360 noscope" as I'll call it now!) -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
Which tactic are you talking about specifically? I'm confused sorry. -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
I'm confused now, I'm talking about WW2 tanks where only the gunner can move the turret and instructions are given to the gunner with voice. Panoramic sights were only a thing on some WW2 tanks and only much more recently can the gun be slaved to the sight instead of the other way round. -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
If there's a tank to the side of your tank and the gunner turns just the panoramic periscope to do the range finding and aiming and the enemy tank fires during this it will hit the side turret instead of the front if he had turned the whole turret to aim. You want to be always trying to point your strongest armor at the biggest threat. -
Tank gun aiming / firing sequence
Flanker15 replied to Amizaur's topic in Combat Mission Red Thunder
JC: That would only be possible on the handful of tanks that had that kind of sight like the T-34 and KV. It would also be a bad tactic since you want the front turret armor to be facing the threat you're aiming at 99% of the time. On the topic at hand, I too wouldn't mind a little tiny delay between laying the gun and firing the first shot especially after swinging the turret around. -
No protected troop transports for Russians?
Flanker15 replied to Flanker15's topic in Combat Mission Red Thunder
They came with the US guns yeah. With no armored transport what'll be the best way to bus troops around quick without getting shot? -
On the list there's only some trucks and a jeep, did the Russians not use their leased halftracks and UCs at this point in the war?
-
Can the decal code be used beyond just hit decals on tanks? For example burn marks on burning vehicles and the ground, hit decals on buildings, vehicle numbers, vehicle tracks.
-
When are the effects getting a face lift?
Flanker15 replied to Flanker15's topic in Combat Mission Red Thunder
Yep! Sprites are fine, every game still uses them but I'm after more sprites at the same time to get that volumetric effect plus flying debris! BFC are very strict about not going past bitmap swaps for modding so no scripting mods for effects in the foreseeable future. -
When are the effects getting a face lift?
Flanker15 replied to Flanker15's topic in Combat Mission Red Thunder
Saw the flamethrower effect has already been pimped out, looking good! -
I don't know but I think he's talking about how a shell hitting at a shallower angle will make a more stretched oval shape than if it hit at 90o. Not that hard to implement if the impact angle in 3 dimensions is readily available to the code that draws the decal to stretch the decal.
-
Smoke. But other than smoke just shoot as many bullets/explosions as you can at the defenders.
-
Are there going to be decals for where the shell exits a unit?
-
When are the effects getting a face lift?
Flanker15 replied to Flanker15's topic in Combat Mission Red Thunder
Only if they explode nice! -Yeah Animations are too hard to do without a major undertaking. -Textures are open to modding so the terrain can and has been modded to look allot better, check out the mod repository. -Effects can only be swapped from one bitmap sheet for another, no scripting or adding more bitmaps allowed so it can't be modded into something way better. -
When are the effects getting a face lift?
Flanker15 replied to Flanker15's topic in Combat Mission Red Thunder
Yeah I'd give it a 75 80 out of 100 too but it's not so much the graphics overall (which are good) it's the trough that a couple of the effects sit in next to the overall polish of the rest. A man can dream though