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Alan8325

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Posts posted by Alan8325

  1. By "explanatory posts" do you mean saying "Yes we're working on correcting that and it will take a while" (fine by me, I know they're a tiny team), or trying to explain it away through some contorted logic?

    Don't ban me please ;)

    I believe that there was something in those old explanatory posts that said that LOS fidelity would improve over time as computing power improves. Perhaps it would happen at around the same time as multi-core support or something. I definitely am one who hopes it gets better!

  2. Wow!

    Here's an idea: Before you play a game, figure a value for each unit. For example, in U.S. Dollars, maybe $3 for an Abrams, $1.50 per Bradley, $1 per Stryker, and maybe $0.25 per each soldier, or however you feel appropriate.

    Then, after each game, figure the total Dollar amount of lost men and vehicles, and donate that amount to a game developer you want to support. In that way, you feel more involved by your losses in the game, kind of like the way a sports fan bets on sports--the money makes him feel more involved.

    Another way would be to keep a 9-volt battery nearby while playing, and whenever one of your guys get wounded (you see that red cross), you could stick the battery on your tongue and get shocked!

    If I did that I would end up playing so conservatively that every scenario would need a 10 hour time limit for me to inch along.

  3. New high-resolution textures can be created by 3rd-party mods and I wouldn't be surprised if some pop up for the trucks and shilka. This is the last module for CM:SF so unfortunately there will be no French units in Syria. Who knows who will show up for CMSF2 however. :)

    I believe vehicle damage graphics are on the to-do list for future CM games, but I don't know if it will make it into Normandy or not. I'm guessing not that one, but maybe the next one.

  4. The JAV is doing that thing again where it flies straight, then takes a sharp turn, before going top down.

    Secondary vehicle explosions aren't causing any casualties to nearby soldiers. I had four guys all within a meter of a huge BMP cook off and it didn't do anything to any of them.

    Mord.

    It at least causes suppression now and some casualties. I've played around with large ordnace hitting vehicles in the editor, as well as watch secondary explosions, and it's better now than in v1.21, but still unrealistic IMHO. Ah well..baby steps. :)

  5. Troops on floors separate from the one where ordnance is exploding seem to usually be pretty safe in CMSF, regardless of the size of the explosion. I don't know if it's realistic or not, but you can hit the roof of a structure with several 155mm artillery shells and the troops inside will be mostly fine, but as soon as a single shell hits the ground right next to a wall, you see several casualties and lots of suppression. It's not new in v1.30.

  6. Winning all the time is easy! First, start the the scenario, save, and then immediately hit cease-fire and this will show you all of the enemy positions. Take note of where all the most dangerous bad guys are, like ATGMs, then reload the setup save and use artillery to blast those positions with pre-planned strikes. As you progress through the scenario (playing in RT), make sure you save the game just before issuing every order so you can take it back if you want. The more different saves you have, the better so you can go further back in time if you need to. Also, feel free to hit cease-fire at any time to see where enemy movement is and to check damage. :D

    I don't really play like this but you really can scale the difficulty WAY up or down in this game. :)

  7. I'm surprised the player can't use the KETF rounds like the Brit platoon mortar and target one square beyond LOS, e.g. rooftops out of LOS, behind walls, just over crests, etc. But I fully understand that getting the AI to use it logically might be a much more difficult task.

    Yeah, it would be nice if programmable rounds could be used differently depending on the type and location of the target, but I don't know if this might be hard to program. Detonation needs to be delayed to be effective against vehicles and buildings but it also can still work against infantry in the open, just not quite as well. So if KETF can have only one default behavior that is used all the time in the game then I guess the current one is correct.

  8. I've played around with the CV9035s and KETF rounds in the game a little bit and it appears that the rounds DO airburst, but they are consistently about 35m behind the target. Try it yourself and issue a target order to an area of ground and you should see that some rounds will actually hit the ground before or at the target, but some will travel further and airburst.

    This setting makes sense for buildings and soft-skinned vehicles, as you would want the round to actually impact the target, but against infantry targets in the open the airburst should be set for the distance of the target.

    CMShockForce2010-10-3113-17-16-68.jpg

    CMShockForce2010-10-3113-17-58-40.jpg

  9. KETF do not appear to be working correctly. It sems to me they function as HE rounds.

    I've played around with the KETF in the game a little bit and it appears that they DO airburst, but it is consistently about 35m behind the target. Try it yourself and issue a target order to an area of ground and you should see that some rounds will actually hit the ground before or at the target, but some will travel further and airburst.

    I'll post this again in the v1.30 bugs thread.

  10. I guess it would depend on whether the campaign designer puts two scenarios together with the idea that there is no time in-between for forces to reassemble.

    What happens in Battle 2 if NO units in Battle 1 get to the exit objectives until the very end of the battle, like if you could have sent the tanks to exit first, but decide to keep them behind to exit with the infantry? Then do you get no units for the next battle until 45 min in? Or maybe 45 min are deducted from the time to complete Battle 2.

  11. I don't know if this is a bug or not, but:

    So there are two flavors of German PzG rifle section (squad). One has the MG3 machinegun and one has the MG4 machinegun.

    When you "split squads" with an MG3-equipped section, the MG3 goes into a two-man team and the four remaining soldiers (all with assault rifles) make another team. That seems correct: the MG3 can provide cover for the four-man team as it moves forward.

    Splitting a MG4-equipped section, however, gives you a two-man team with assault rifles and a four-man team that includes the MG4. This seems wrong. Shouldn't the MG4 be in the support position?

    What's even more wierd is that the MG4 squad has two anti-tank members, and when you split the squad, the two-man team has one of the anti-tank guys but it's the one without the panzerfaust, yet when you split out an assault team, the assault team (3 men) includes the guy with the panzerfaust. Splitting out a two-man AT team has both AT members in it.

    For the MG3 squad, splitting out an assault team leaves the panzerfaust with the support team (with MG3).

  12. All good and well, but should the TacAI really shoot at soldiers protected by bullet-proof glass? Is the bullet-proof glass actually modelled?

    Best regards,

    Thomm

    What type of 5.56 rounds are used by modern western militaries? Are they armor piercing? I don't know how modern 5.56 AP rounds would stand up to the "bulletproof" glass equipped on 50 year-old BRDMs, or even if any of this is modeled in CMSF.

  13. Heh... AKD just mentioned my favorite... the 20mm Wiesel. And like AKD, I haven't figured out how to use it yet. Well, at least when the Syrians have anything stronger than a spitball to toss at it :D

    Steve

    The Wiesel is very lightly armored, has only 2 crew members to spot targets and its optics are not that advanced. It does have good firepower and small size though, so in an offensive role I would use it primarily as an area-fire weapon, since that doesn't require the vehicle crew to spot targets themselves. You locate targets with infantry dismounts and then when there is an area that needs blasting with 20mm you move the weisel out of its protective hole and do an area fire on the target. Its small size can help maneuverability in urban areas as well.

    In defense I would use it like any other vehicle in a hull down position overlooking an avenue of approach.

  14. I'm sure that since all the modules are released for CMSF, we will see many more 3rd-party campaigns that make use of multiple modules. I think Task Force Thunder is the only U.S. Army campaign I've played, but I'd definitely like to play another good one. It would be especially cool if it uses material from other modules, such as Syrian Airborne and T-90s (Marines), U.S. light infantry (British) and/or Shilkas and Syrian air support (NATO).

    I'd work on one myself if I had loads of time on my hands. I'd have lots of editor studying to do in the beginning!

  15. When a BRDM is "unbuttoned" it simply has the armor plates that would go over the front windows in the raised position, exposing the windows and the guys inside. Are you sure they didn't look like this? Perhaps those windows are susceptible to 5.56 penetration. Still seems odd that one would open up with his rifle giving away his position though, when a teammate has a panzerfaust.

  16. Yeah, but their optics also give a bonus to CAS call times and I planned on using them to call Apaches on AGS and ATGM positions. I ended up only spotting a couple of enemy teams before the tanks arrived though, and only one Apache mission actually arrived by that time, so it probably would have been better using your tactics rather than the ones suggested in the briefing, in hind sight.

  17. I played through the first mission.

    Wouldn't say it was easy but it wasn't that tough.

    Just moved half of my recce troops into spotting positions and kept them there, while moving the other half around with lots of hunt + hide commands. Got them to call in air support on the obvious targets such as the bunkers etc and calling in arty on anything else that reared its ugly head.

    Once the main troops arrive i moved around the right hand side of the fort and went in through that building. I got through the mission with no red troops, a few yellow troops and 1 leopard destroyed to an extremely lucky AT-3 hit.

    Mine went about the same way and I also went around the right side and through the building.

    *************Spoiler Warning****************

    But in the beginning I had some immobilized Fenneks from the numerous AGS-17s around the map. Their wheels got chewed up pretty fast but they were being shot at at a range of around 900m, leading the AGS-17s to use up most of their ammo in mostly inaccurate bursts. One Leopard also took an AT-3 hit but only had minor damage to external components and tracks.

  18. Nice guide! I look forward to playing the RED vs BLUE campaign that you guys are working on.

    We must remember the only Red units with significant night vision are T-72MV Turms-T/T-72MV 2001 tanks and AT-14/AT-4 ATGM teams. Unfortunately that's all.

    I believe all Syrian special forces units (the guys in the black uniforms, not airborne) have night vision. This was as of version 1.21 though, I haven't checked in v1.30.

  19. [delayed reaction syndrome] Only 600 meters maximum range for the ERYX?!? [/delayed reaction syndrome]

    Well, at least the Canadians have a good variety of other AT assets (like the LAV III TUA). And hopefully the ERYX's deploy/pack-up times are rather less than the TOW-2's. =P

    And neither the Germans nor the Canadians nor the Dutch have Javelins? I didn't see such listed in the manual supplement.

    This video shows some launches of Eryx, some with tripod and some without, but it doesn't show the tripod setup or how long it takes. Hopefully in the game it takes takes little time to simulate the ability to fire it without the tripod.

  20. I'm sure for the Stryker arty observer vehicle it needs to be the FO selected as the Stryker is denied, so with that logic you should allways choose the FO?

    Always pick the FO. You will notice that the time to call in a strike goes down when he's in an observer vehicle compared to on foot or in another vehicle. I believe that this is the only advantage that observer and recon vehicles give you in the game. I have yet to notice spotting advantages.

    The device on the top of the mast in the Warrior observation vehicle is the Man-portable Surveillance and Target Acquisition Radar (MSTAR).

    http://en.wikipedia.org/wiki/Man-packable_Surveillance_and_Target_Acquisition_Radar

    It should realistically help spot vehicles but I don't believe that this is modeled in the game. With that said though, the Wiki page says the device detects targets out to 30km, yet there is no mention of a minimum range. Considering CM maps are generally not more than 2km across, I suppose there could be a minimum range that makes it not relevant to CM.

  21. I think an MMG on a fallen friendly unit that is not deployed can be acquired through buddy aid, but one that is deployed and 'abandoned' cannot be remanned by anybody. I have yet to test this though. It would be cool if abandoned MGs can be remanned in CM Normandy because MGs were bigger beasts on the battlefield at that time.

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