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fireship4

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  1. Like
    fireship4 got a reaction from Kraft in September is coming   
    You missed one:
    2014 - Russia did invade Ukraine.
  2. Like
    fireship4 got a reaction from RescueToaster in Reforger Nostalgia   
    Everyone who has mentioned corn is now subscribed to my monthly email #CornFacts as part of my role as EIC of Corn Digest: "Separating the Wheat from the Chaff".
    Please note, Chaff Gazette is a sister paper of ours (as part of the UniLever publishing family) available at all good newsagents.  As they say, "there are enough grain derivatives for everyone".
  3. Like
    fireship4 got a reaction from chuckdyke in September is coming   
    I would advise anyone in Ukraine at the moment refrain from clicking on links that are posted on here.  As paranoid as that sounds, it could be used to establish your location without the correct protections.
  4. Like
    fireship4 got a reaction from Lethaface in September is coming   
    You missed one:
    2014 - Russia did invade Ukraine.
  5. Like
    fireship4 got a reaction from CaptainTheDark in September is coming   
    I would advise anyone in Ukraine at the moment refrain from clicking on links that are posted on here.  As paranoid as that sounds, it could be used to establish your location without the correct protections.
  6. Like
    fireship4 got a reaction from Bearstronaut in September is coming   
    You missed one:
    2014 - Russia did invade Ukraine.
  7. Upvote
    fireship4 got a reaction from Bufo in September is coming   
    You missed one:
    2014 - Russia did invade Ukraine.
  8. Like
    fireship4 got a reaction from Dan Dare in Engine 5 Wishlist   
    29. Damage to map exportable as above for external campaigns.
    30. Halftrack (and other appropriate vehicle) passengers firing and disembarking over the sides when vehicle opened up.
    31. Strela launchable by operator inside/on top of BMP!
    32. Crew reloads external weapons only when it is safe enough to do so, or pauses when under fire.
    33. Tracer effects only for appropriate weapons.
    34. Indirect fire with HMGs.
    35. Fire.
    36. Spotting: slower movement less likely to be seen when in view.
    37.  Vehicles able to conduct short stop and fire, when on the move and depending on doctrine.
    38. Shoot and scoot re-implemented.
    39. Finally fix weapon deployment and infantry over-exposure when firing from ridgeline.
    40. While focusing on the engine, one of the main concerns should be terrain, building rotation and grid size making it possible to represent real terrain more effectively.  This would encourage map-making, without the frustration /discouragement of having to adapt terrain so much to the engine limitations.  For example, halving the grid size and doubling the number of cardinal directions a building can face, would bring us forward into the realm of 90s tech :P
  9. Like
    fireship4 got a reaction from Dan Dare in Engine 5 Wishlist   
    1. Co-op support (each player commands a section of the force, a squad being the minimum size).
    2. Support for larger maps.
    3. Support for formations.
    4. Artillery more lethal, destructive against infantry, vehicles, buildings.
    5. Artillery able to target areas out of direct LOS with appropriate penalties.
    6. Map with contour lines.
    7. Slow movement should not be as tiring.
    8. AI should exhaust themselves less often.
    9. LMG/MMG/HMG effectiveness reappraisal. 
    10. Sniper effectiveness reappraisal.
    11. Resupply system for off-map artillery and on-map units, or easier ways for mission makers to accomplish this.
    12. Reappraisal of LWS implementation in Black Sea.
    13. Indirect fire with grenade launchers.
    14. AI better at attacking and defending in quick battles.
    15. Smaller grid sizes for map creation, more building and road orientation options.
    16. Personnel less vulnerable/exposed when turned out in vehicles.
    17. Spotting individual units should be harder, AI should target areas with suspected enemy.
    18. Data export for external campaign support.
    19. More modding support.
    20. More smoke available, including reloads.
    21. Developer focus switches to improving and unifying game engine, with more support for modding allowing more content to come from third parties.  Business model of "niche market means finding ways of getting current users to pay more often/pay for patches" should be re-appraised.  Base should be expanded through Steam, payment for content only, turn more users into content creators via modding support.  Developers should not focus so much on content with a small team.
    22. Allow easier targeting of buildings that are only partially visible.
    23. Some MLRS sytems where appropriate (ie those which form part of brigade artillery group supporting a battalion)
    24. Artilery supports more than 700m line.
    25. Spotter adjust fire on one artillery unit where they have others firing for effect.
    26. Better fortifications/fortifications system, including slit trenches, overhead cover, vehicle trenches etc.
    27. Recon vehicles and other appropriate vehicles able to reliably spot while turret-down.
    28. Updated artillery system in general, including more options for timing, delaying, etc. with artillery moving between fires and counter battery fires modeled or abstracted if possible (or left to external campaign).
  10. Like
    fireship4 reacted to MOS:96B2P in Some Minefield and Assault Tactics Findings   
    Welcome to the world of Combat Mission testing my friend.    
    I often replay an event from different angles and conduct multiple re-tests.  Sometimes I find the cause of an incident is different than I originally thought.  I generally save every turn when testing so I can refer back to it and share it to get the opinions of other testers. 
    The important thing is you are testing and contributing to the forum.  Thank you.  +1 to your original post which has useful information. 
    It seems you are interested in engineers and how they work.  Below are some of my notes on Engineers you might find useful:
     
    Engineers can Mark Mines in the same action spot as the mines or from an adjacent action spot. 
    Engineers can Mark a friendly minefield.
    If engineers Mark Mines from an adjacent action spot they will crawl into the mine A/S when mine marking is completed.
    The more eyes in an engineer team the easier to spot mines.  (5 man team finds mines easier than a 2 man team)
    Regular engineers, that are not suppressed, can mark one minefield action spot in 3-4 minutes.
    Engineers can most reliably and safely locate unidentified minefields using the Slow command.  
    Marking a minefield substantially reduces the chance of triggering a mine for infantry traversing the minefield.
    Antitank minefields can be marked but there is no effect. Infantry can traverse them without risk and vehicles don't benefit from marking.
    Friendly mines will destroy friendly troops and vehicles. 
    Mines cannot be placed on bridges.  They can go in the river bottom under the bridge but have no effect on bridge traffic.
    AT and AP mines can be placed in deep water/deep ford/shallow ford and will detonate when a vehicle or infantry pass through the A/S.
    US Breach teams contain engineers and can also mark minefields.  
    Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit.
    Minefields can be neutralized by a blast from a demo charge if there is a blastable obstacle (wire) in the action spot.
    Anti-personnel mines have a cumulative effect on vehicle mobility. ie: Number of Action Spots a vehicle can generally cross in an AP
        Minefield before immobilization: Armor= 2 A/S, light Armor= 1 A/S, Transport= Destroyed.
    Red sign with a skull and crossbones = Active non-marked minefield.
    Off white sign (yellow in CMBS) with a skull and crossbones = A marked minefield. 
    Green sign with a white X = Neutralized minefield (all mines detonated)
    Demo charges can be used to breach floors/ceilings but is impractical.  There is always a passage (staircase) between floors so it is
        unnecessary to create a passage.  OpFor can shoot through floors at the breach team.   
    Try never to have a Blast order that incorporates "natural" troop holes. (If you blast a vehicle size hole in bocage, that includes a
         pre-existing natural troop hole, your vehicles may still not be able to traverse it.)
    When using demos outside you may use Face command with Blast waypoints.  (Face command inside is not reliable)  
    To use demos inside locate Blast waypoint on other side of wall. Including exterior above ground level walls. 
    Engineer squads need to be split into teams or they will use multiple demo charges for a single breach. Test040517
    In CMBS Breach kits (carried by non-engineers) can only be used to breach walls/buildings but not used against vehicles or barbwire. 
    Engineer teams that are not suppressed have the following Blast times: Regular 15sec, Veteran 10sec, Conscript 37sec.
    Engineer teams can shoot while executing a Blast order. The time to Blast is not effected. Test040617 
    Non-engineer teams, with demo charges, don’t follow the standard engineer time limits for blasting.           
      
  11. Like
    fireship4 got a reaction from Strykr45 in Kieme's modding corner   
    I have uploaded 69 of Kieme's mods to Google Drive, as well as a few others by Vein, BTR and Bil Hardenberger.  Files will be taken down at request of author(s).  Files were made JSGME ready (they were placed inside z, inside data, inside a folder with the same name) and then zipped.
    https://drive.google.com/drive/folders/1L_vto8k7s-AnIKR4VfAY1k0o3tGRTxox
     
  12. Like
    fireship4 reacted to MikeyD in Recommended video watching Thread   
    a throwback instructional video
     
  13. Upvote
    fireship4 got a reaction from IICptMillerII in [Music] Setting the mood   
    OK, a list, which progressively strays from the timeline.  First we have a playlist of the soundtrack to "Operation Flashpoint":
    ...only missing the USSR national anthem which played during install:
    The theme to Airwolf, 1984 so close enough:
    The OST to ThunderHawk... 1993 but it rocks in that cold war baby, gulf war teen way.  Like the first Offspring album.  Track 4 was used for the intro and is a straight banger:
    A choice from one of my favourite indie bands Harvey Danger.  Hey it mentions tanks rolling into Warsaw...
    Finally, back again all the way to 1939:
     
  14. Like
    fireship4 reacted to Ryujin in 1980's Tactics Question?   
    You can also find some real footage. Chieftain: 
     
    vs an A2
     
  15. Upvote
    fireship4 got a reaction from c3k in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    http://maps.mapywig.org/m/ALLIED_maps/series/AMS_M841_GERMANY_25K_WEST/5524_WEYHERS_AMS_M841_(GSGS_4414)_3rd_ed_1952.jpg
    Grid 52 88.
  16. Like
    fireship4 got a reaction from Sgt.Squarehead in Lostarmour take on the Second Artsakh-Karabagh War   
    Of course, but as compared to the fragmentation (?) shell the powder charge is larger it seems.  In the photo, the segmented AP round is approx 3/4 filled with propellant, whereas the shell in the diagram seems 3/4 explosive for effect on target.
    From what I understand, driving bands are different: they induce spin in a rifled barrel, whereas a spin obturation ring would prevent spin being transfered to the projectile.  Edit: driving bands can be made freely rotating it seems, presumably all spin obturation rings are a type of driving band in this case.
    Anyway I don't want to encourage you, otherwise your tour of Moscow for "Sgt. Squarehead: Cultural Learnings of Russia for Make Benefit Glorious Nation of UK" might begin and end at Lubyanskaya ploshchad'
  17. Like
    fireship4 got a reaction from The_MonkeyKing in Ground surveillance radars   
    I would also like to know the answer, as The_MonkeyKing said, GSR is actually modelled in Black Sea.
  18. Like
    fireship4 got a reaction from Lethaface in Reforger Nostalgia   
    Everyone who has mentioned corn is now subscribed to my monthly email #CornFacts as part of my role as EIC of Corn Digest: "Separating the Wheat from the Chaff".
    Please note, Chaff Gazette is a sister paper of ours (as part of the UniLever publishing family) available at all good newsagents.  As they say, "there are enough grain derivatives for everyone".
  19. Like
    fireship4 got a reaction from George MC in Reforger Nostalgia   
    [German farmer voice] "Bastards are in my corn!  That's good corn that is!  What are you driving on my corn for!  Get off my corn!"
  20. Like
    fireship4 got a reaction from IronCat60 in Reforger Nostalgia   
    Ryeforger '79 - "Flatten Cereal"
  21. Like
    fireship4 got a reaction from CHEqTRO in Engine 5 Wishlist   
    1. Co-op support (each player commands a section of the force, a squad being the minimum size).
    2. Support for larger maps.
    3. Support for formations.
    4. Artillery more lethal, destructive against infantry, vehicles, buildings.
    5. Artillery able to target areas out of direct LOS with appropriate penalties.
    6. Map with contour lines.
    7. Slow movement should not be as tiring.
    8. AI should exhaust themselves less often.
    9. LMG/MMG/HMG effectiveness reappraisal. 
    10. Sniper effectiveness reappraisal.
    11. Resupply system for off-map artillery and on-map units, or easier ways for mission makers to accomplish this.
    12. Reappraisal of LWS implementation in Black Sea.
    13. Indirect fire with grenade launchers.
    14. AI better at attacking and defending in quick battles.
    15. Smaller grid sizes for map creation, more building and road orientation options.
    16. Personnel less vulnerable/exposed when turned out in vehicles.
    17. Spotting individual units should be harder, AI should target areas with suspected enemy.
    18. Data export for external campaign support.
    19. More modding support.
    20. More smoke available, including reloads.
    21. Developer focus switches to improving and unifying game engine, with more support for modding allowing more content to come from third parties.  Business model of "niche market means finding ways of getting current users to pay more often/pay for patches" should be re-appraised.  Base should be expanded through Steam, payment for content only, turn more users into content creators via modding support.  Developers should not focus so much on content with a small team.
    22. Allow easier targeting of buildings that are only partially visible.
    23. Some MLRS sytems where appropriate (ie those which form part of brigade artillery group supporting a battalion)
    24. Artilery supports more than 700m line.
    25. Spotter adjust fire on one artillery unit where they have others firing for effect.
    26. Better fortifications/fortifications system, including slit trenches, overhead cover, vehicle trenches etc.
    27. Recon vehicles and other appropriate vehicles able to reliably spot while turret-down.
    28. Updated artillery system in general, including more options for timing, delaying, etc. with artillery moving between fires and counter battery fires modeled or abstracted if possible (or left to external campaign).
  22. Upvote
    fireship4 got a reaction from Rice in How will IR illumination work?   
    Or you could tell us if you are allowed?  Can you switch them on and off?  I imagine not, though a few more buttons (even just a single context-specific one) in the game wouldn't go amiss as far as I'm concerned.
  23. Upvote
    fireship4 got a reaction from JM Stuff in U.S. Thread - CM Cold War - BETA AAR - Battle of Dolbach Heights 1980   
    http://maps.mapywig.org/m/ALLIED_maps/series/AMS_M841_GERMANY_25K_WEST/5524_WEYHERS_AMS_M841_(GSGS_4414)_3rd_ed_1952.jpg
    Grid 52 88.
  24. Like
    fireship4 got a reaction from CDavid in Engine 5 Wishlist   
    1. Co-op support (each player commands a section of the force, a squad being the minimum size).
    2. Support for larger maps.
    3. Support for formations.
    4. Artillery more lethal, destructive against infantry, vehicles, buildings.
    5. Artillery able to target areas out of direct LOS with appropriate penalties.
    6. Map with contour lines.
    7. Slow movement should not be as tiring.
    8. AI should exhaust themselves less often.
    9. LMG/MMG/HMG effectiveness reappraisal. 
    10. Sniper effectiveness reappraisal.
    11. Resupply system for off-map artillery and on-map units, or easier ways for mission makers to accomplish this.
    12. Reappraisal of LWS implementation in Black Sea.
    13. Indirect fire with grenade launchers.
    14. AI better at attacking and defending in quick battles.
    15. Smaller grid sizes for map creation, more building and road orientation options.
    16. Personnel less vulnerable/exposed when turned out in vehicles.
    17. Spotting individual units should be harder, AI should target areas with suspected enemy.
    18. Data export for external campaign support.
    19. More modding support.
    20. More smoke available, including reloads.
    21. Developer focus switches to improving and unifying game engine, with more support for modding allowing more content to come from third parties.  Business model of "niche market means finding ways of getting current users to pay more often/pay for patches" should be re-appraised.  Base should be expanded through Steam, payment for content only, turn more users into content creators via modding support.  Developers should not focus so much on content with a small team.
    22. Allow easier targeting of buildings that are only partially visible.
    23. Some MLRS sytems where appropriate (ie those which form part of brigade artillery group supporting a battalion)
    24. Artilery supports more than 700m line.
    25. Spotter adjust fire on one artillery unit where they have others firing for effect.
    26. Better fortifications/fortifications system, including slit trenches, overhead cover, vehicle trenches etc.
    27. Recon vehicles and other appropriate vehicles able to reliably spot while turret-down.
    28. Updated artillery system in general, including more options for timing, delaying, etc. with artillery moving between fires and counter battery fires modeled or abstracted if possible (or left to external campaign).
  25. Like
    fireship4 got a reaction from Bulletpoint in Engine 5 Wishlist   
    1. Co-op support (each player commands a section of the force, a squad being the minimum size).
    2. Support for larger maps.
    3. Support for formations.
    4. Artillery more lethal, destructive against infantry, vehicles, buildings.
    5. Artillery able to target areas out of direct LOS with appropriate penalties.
    6. Map with contour lines.
    7. Slow movement should not be as tiring.
    8. AI should exhaust themselves less often.
    9. LMG/MMG/HMG effectiveness reappraisal. 
    10. Sniper effectiveness reappraisal.
    11. Resupply system for off-map artillery and on-map units, or easier ways for mission makers to accomplish this.
    12. Reappraisal of LWS implementation in Black Sea.
    13. Indirect fire with grenade launchers.
    14. AI better at attacking and defending in quick battles.
    15. Smaller grid sizes for map creation, more building and road orientation options.
    16. Personnel less vulnerable/exposed when turned out in vehicles.
    17. Spotting individual units should be harder, AI should target areas with suspected enemy.
    18. Data export for external campaign support.
    19. More modding support.
    20. More smoke available, including reloads.
    21. Developer focus switches to improving and unifying game engine, with more support for modding allowing more content to come from third parties.  Business model of "niche market means finding ways of getting current users to pay more often/pay for patches" should be re-appraised.  Base should be expanded through Steam, payment for content only, turn more users into content creators via modding support.  Developers should not focus so much on content with a small team.
    22. Allow easier targeting of buildings that are only partially visible.
    23. Some MLRS sytems where appropriate (ie those which form part of brigade artillery group supporting a battalion)
    24. Artilery supports more than 700m line.
    25. Spotter adjust fire on one artillery unit where they have others firing for effect.
    26. Better fortifications/fortifications system, including slit trenches, overhead cover, vehicle trenches etc.
    27. Recon vehicles and other appropriate vehicles able to reliably spot while turret-down.
    28. Updated artillery system in general, including more options for timing, delaying, etc. with artillery moving between fires and counter battery fires modeled or abstracted if possible (or left to external campaign).
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