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Roter Stern

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Everything posted by Roter Stern

  1. Looks very nice indeed! +1 on this one ... at the very least a sub-forum to keep all the "New file at the Repository" spam away from the main forum
  2. I copied the hotkeys file from my v1.3 CMSF to the CMN demo and it worked fine. So I imagine the same hotkey file will work just fine in the release version of CMN.
  3. Indeed, much appreciated it! In my view, unedited gameplay footage with commentary is worth a thousand trailers, no matter how well put together!
  4. Call me weird, but the very first thing I did when I read that post back in end-March 2009 was to set a reminder in my calendar for end-March 2010 to revisit this thread. So yeah… here we are - 2Q 2010. I figured that by now you would’ve learned not to say things like that, Steve Thank goodness you didn’t also promise the NATO module to be out “well before Normandy”
  5. ROFL! That was a great episode! Best of all, CMSF simulation is accurate enough to precisely replicate Clarkson's field-test of the new Range Rover Sport: http://img65.imageshack.us/img65/9545/cmshockforce20090731.jpg
  6. Note that you're missing the "target smoke" binding - looking at the v1.2 demo, it seems like it goes between the "face" and the "deploy" bindings. So it would seem that all of your bindings below "deploy" are in fact off by one row. It might be just the demo, but the "clear target" bind-spot is still marked as "NOT USED"
  7. In the same way you can have a game set in a mountainous region and not be simulating gun elevation limits.
  8. It says "Percent Complete: 70%" Also, on the top is lists "Fall 2009" as the release date. Sounds interesting, although my guess is that this is going to be nothing more than a Campaign and Scenario pack - perhaps a few texture and sound mods as well. I'm willing to bet that the "115 new units" the article claims is in fact "115 re-textured and renamed units", so I wouldn't hold my breath, especially for any "exotics". Also it doesn't appear the reviewer was very impressed with the game. Suffice to say the article opens up with comparing Combat Mission to Classical music in the way that "everyone praises it, but no one actually listens to it". Continues on to say that the game occasionally turns into an arcade click-fest of "Press the Artillery button at the right moment" and compares the number of clicks involved to a month of playing Diablo. And then ends by calling the game "Combat Mission: Absurd-istan" - not a very kind article, that's for sure.
  9. From BBC - http://news.bbc.co.uk/2/hi/middle_east/7692153.stm
  10. I think the official answer is that there isnt one - that color appears hardcorded, unfortunately.
  11. The pathfinding has definitely been tweaked, and not for the best either. I believe Steve mentioned it's something they're looking at for the next patch.
  12. From my experience the T-90 is a far stretch away from matching the M1FEP in both firepower and mobility. Despite being a "smaller and lighter" tank the T-90 is not as fast as the M1, despite the fact that mobility is supposed to be the T-90s biggest advantage. Also from what I've seen, the M1 is also far superior at shooting on the move, especially at long-range targets. As far as survivability, the T-90 doesn't even remotely come close - out of probably a hundred T-90s I've lost in the last few weeks, only a handful managed to survive the first hit. What's worse is that the vast majority of those T-90s knocked out failed catastrophically, killing the crew and causing casualties to surrounding units - as opposed to the M1s where most of the knock-outs don't even case a fire. I'm also yet to see the "Shtora" make a considerable contribution - either it's too little too late or is completely ineffective.
  13. No way to disable them, as far as i know ... much like there's no way to disable the UI panel on the bottom.
  14. That does not exist - an elevation change of 5 meters or greater vertically over 1 tile is treated by the game engine as a 'cliff' - as indicated by the rocky texture applied to the affected terrain - and prohibits both vehicle and on-foot movement. A gradient of less than 4m:1 is treated as a mild slope and allows for both vehicle and on-foot movement.
  15. It's all a matter of gradient and not an obsolete elevation. A 14m elevation change is hardly noticeable over a 300-400 meter long hillside, where as that same 14m elevation all of a sudden becomes an unbreachable obstacle if it only occupies a few meters in the horizontal plane. So assuming that you are in fact talking about a near-vertical 14m cliff side, I would have to agree with the posters above that in the scope and time-scale of CM battles an obstacle of that size is impossible to navigate. More importantly the question is why doesn't CMx2 model elevations which vehicles can't traverse, while still allowing for infantry movement? My suburban neighborhood alone has half-a-dozen real life examples of ditches and gradients that I wouldn't risk the most hardcore off-road vehicle on, yet they would only pose a minor obstacle to a soldier on foot ... so a battle field should be no different, that with all the deep areal bomb craters and anti-tank ditches and what-not. What I find more peculiar is how CMx1 was able to make that distinction, yet CMx2 has somehow lost that ability. Personally I found it to be a very important map-making tool, which allowed for an undoubtful level of control over the player's vehicle movements without having to resort to creating "fences out of buildings" *At this point I expect Steve to pipe in about how much more complex the terrain in CMx2 is compared to CMx1, and how it's a complete time sinkhole to attempt to program the TacIA to be able to make a distinction between 'full-access' and 'infantry-only-access' areas, and how that would wreck havoc with pathfinding... etc...etc*
  16. Don't forget to test these out on vehicles - since they share the same bases with the solidier units ... my concern is that the increased footprint of a vehicle will block the vast majority of the symbol on its base. Great idea thou!
  17. Not so much bad luck as much as not anticipating air burst mortars to start landing in my setup zone right off the go... I had all of my infantry deployed in that ravine at the foot of the hill, and that's exactly where the mortars were re-planned to fire... had 75%+ casualties before the first minute ran out. What's funny is that I was still able to capture all objectives with the remaining four BMP3s and five guys
  18. Possible spoiler, I guess. . . . . ...having your entire force get destroyed by a precision mortar and helo attack in the first opening minute of the battle isn't very cool. And expecting people to keep the troops mounted in BMPs that close to the objective to avoid the mortars is just silly.
  19. While we've all seen plenty of equipment picked up prior to 1.10, but I think that had more to do with a rather approximate way weight and capacity was evaluated prior to 1.10, and not a bug that was introduced in 1.10 as most seem to think. Has everyone noticed that we're no longer able to give two dozen Javelin launchers to a 1-man HQ team? ...not that I used to do that, of course not Even LAWs and AT4 can be only assigned to troops not carrying any special weapons, i.e. only to your vanilla riflemen. Is the game engine able to apply special rules to dedicated weapons teams? Would (should?) a SMAW or an HMG team not attempt to pickup their assigned weapon at all costs? Are you saying soldiers aren't able to drop anything at all, or just that they can't drop ammo and special equipment? Are they supposed to be 'smart enough' to at least be able drop their M4/AKM to pick up an LMG/RPG, if their weight does not allow to carry both?
  20. Poor Scoop, so close and yet so far away Excellent idea! Was a lot of fun!
  21. Wouldn't it be nice to also to able to make a 'quick 180* arc', like we had in CMx1?
  22. It's also completely impossible to see the highlighted square when you have a Target Arc set - both the square and the Arc are of a very similar shade of yellow.
  23. For starters all we need are tooltips over the 'ammo bars', so that at least you can tell which ammo type they represent.
  24. Indeed it would be nice if someone posts a list of all the things being said over the newly introduced radio net in CMSF and its meaning, especially for CAS. The only thing I can make out and make some sense of is when they say "something something ... 30 seconds". Just by pure deduction I figured out that they mean to say that they're 30sec away from releasing the ordinance... that's about it Arty stuff is a little simpler to make out, but a comprehensive list would still be nice.
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