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LarsS

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Posts posted by LarsS

  1. I had a 4th platoon weapons platoon leader at a hedgerow with the 4th platoon 60mm mortar 8m away on the same side of the hedgerow. The 4th platoon leader called indirect fire from the adjacent mortar, 60meter linear target. The delay was 4 minutes. I later adjusted to a point target on the 3rd or 4th minute, which added 1 minute adjustment time (to clobber an AT gun spotted in the intervening time).

    4 minutes delay seems rather long when the spotting and firing units are 8m apart in eye and voice contact. 1 minute seems more reasonable. This was road to berlin by the way - regular units. The spotting platoon leader was taking some desultory rifle fire from 250 meters or so, but not pinned. The mortar team of course was unsuppressed and out of LOS, well behind the hedgerow. Thoughts?

    Which difficulty setting did you play at? My feeling is that the difference between firing off the first round in direct firing mode and getting off the first spotting round for indirect fire is a tad to great for mortars.

    If permitted i'll semi-hijack this thread to ask my own questions regarding mortars.

    1) Is the time delay purely cosmetic, i.e. could I order a fire mission then pack up my mortars, move and deploy them somewhere else, without any penalties in accuracy or delay, as long as the mortars are deployed BEFORE they go into spotting mode and providing they never lose radio contact with the spotter? Or will the time delay reset and start counting from the moment the mortars have been redeployed? (I don't have the demo on my home machine so I can't test it myself)

    2) I know that the difficulty setting determines the delay for the different stages of the fire mission for the player, but do the same delays also apply to the AI? I would imagine that they do, but just making sure.

  2. I am thinking some of the extra building textures may have been left out to keep the demo size down...I could be wrong though...but I couldn't get them to switch, on this comp.

    Mord.

    I noticed this too. There only seem to be the black wall texture for the larger buildings in the demo. Also, I seem to remember roof options from one of the AAR:s that I aren't included in the demo editor.

  3. I'm counting on a full game release early this week. Unless they have run in to unforseen trouble, of course. It has been said, as the OP points out, that the full game would be released only a couple of days after the demo; and also that a release during the weekend is a bad idea. To me this sounds like today, "tomorrow, or Tomorrowtomorrow" but not "tomorrowtomorrowtomorrow".

  4. My problem, as described on page 1 of this thread, seems identical to KG_Jag's and Kong's. I even tried installing the demo on my brother's comp, also running Win XP SP3 32 bits, also with all anti-virus and firewall software entirely switched off (confirmed in the task manager), with the same result. The program shows up for half a secon in the task manager, but then crashes. No load screen.

    The obvious common denominator in these cases is the OS. Can anyone running XP SP3 32 bit confirm having gotten the demo to run? 'Cause, having pre-ordered, I'm starting to get worried...

  5. Won't even load for me. When I try to run the demo, it crashes immediately and I get the "CM Normandy Demo.exe has encountered a problem and needs to close" message. I never get to any load screens or anything like that. I tried it with two different downloads (the Filefactory and the German one, both at 571 MB), both of which seem to install without issues. I tried it with the 11.2 catalyst drivers and then installed the 11.5 ones. I tried it with all anti-virus and firewall software turned off. No luck.

    I use XP 32 bit and CMSF with modules works fine on my system. However, I seem to recall having some problems with SF back in the day, but I can't quite remember what the issue or fix was. I did a search at the SF technical forum, but I'm not sure what i'm looking for. Maybe it had something to do with the videos running as the game started up - does anyone remember an issue like that?

    Any help would be appreciated.

  6. I havent played CM:A, so I'm wondering exactly how it works when units that enter the exit zone disappear? Does it happen instantly or at the end of the turn in WeGo? Do they have to stop or can they be on the move? Do units that haven't been assigned with exit objectives still disappear if they enter the exit zone?

  7. Phil,

    I think ammn resupply is on a %age basis for each unit. That is; if the ammn resup %age is set to, say, 20%, there is a 1-in-5 chance that the artillery (and each other unit, individually) will be fully resupplied,, NOT that existing ammo for all units will be topped up by 20%. That would explain what you've experienced.

    That's what the manual says (p 146), anyway: http://www.battlefront.com/index.php?option=com_flippingbook&book_id=2&Itemid=223

  8. If we could open save games of ongoing or finished battles in the editor, we could sort of build our own campaigns on the go, one battle at a time. We would have the troops from the last battle still on the map, we could bring in reinforcements, advance the time or change the weather, change experience, ammo and fatigue settings of the troops, etc. And all the detruction would still be in effect. Also, we could extend the battlefield in the direction the front is moving by simply adding more territory to the appropriate map edge. It would almost be like Operations. Or at least an excuse to spend more time with the editor...

    As for making multiple branching campaigns, you can fudge that as it is -- you just need to design the campaign with several consecutive branching battles. Four choices, for example, is just two binary choices; one after another. They don't have to be proper battles at all, really, just tiny maps with exit objectives. It may be a bit of a hassle, but it works.

  9. *Bump!*

    Did this problem ever get fixed? If so, it's reared its ugly head again. If you make the recce platoon of a Brit Light Infantry formation a campaign core unit, its veichles won't show up in the campaign's battles. However, the recce teams themselves will. The TUM ST/FFR veichles without designated drivers are also missing. All veichles with their own crews seem to show up properly -- including the fire support section WMIKs/MWMIKs.

  10. OK, thanks. Too bad, though.

    The only variant on the standard building roof (other than parapets) is the domed roof, which is impassable (just as a destroyed or weakened roof would be). You might be able to use alpha channel transparency to make the dome largely invisible (possibly save for a ragged remnant?), which might leave a round hole in the roof.

    I haven't tried this, but if you do work something up, please post it to the GreenasJade site as a mod.

    Don't hold your breath; my computer skills extend to manipulating the on/off switch and... downloading select viewing material. Sounds like a neat idea, though.

  11. Hi, I just started playing again after a long hiatus, and I have some questions.

    1. Is there a complete and detailed list of the manpower numbers and equipment for every pickable "main" unit (i.e. the ones under Available Troops, with + symbols in front of them) in the scenario editor TO&E, with specifics for the various equipment levels? For instance, the Syrian AB Infantry Bn has 336 men, 2 AT-14 ATGMs and 2 SPG-9 RRs at excellent and normal equipment levels, but with poor equipment, it has AT-13s instead of the AT-14s. That's the kind of thing I'm looking for. It would also be useful to know what kind of ammo loadouts soldiers and heavy weapons get with the various supply levels.

    2. What about the artillery? Is there a list of how many rounds the various artillery assets has available dependant on supply level? Also, I would like to know what the different fire missions (i.e. smoke, light, medium, etc) mean in actual rounds fired per minute per gun. Furthermore, how many rounds will be fired from a specific asset depending on the ordered duration (i.e. quick, short, medium, etc) of the barrage? I have seen c3k experimenting with the artillery interface, but I have not come across a complete survey of the issue (which probably means there isn't one).

    Thanks.

  12. This is what one book source quoted:

    40 mm 430 rounds or

    50 cal 2000 rounds

    7.62 mm 3200 rounds

    5.56 mm carbine 2240 rounds

    SAW 1120 (belted)

    smoke grenades 32

    Javelins 4

    Would those 40 mm rounds be for the Mk 19 launcher since it says 40 mm *or* 50 cal (and therefore probably correspondant to the veichle´s armament)? If so, it would seem that 40 mm "blooper" grenades are missing from the standard Stryker loadout.

  13. I just bought the Marines module some weeks ago and I'm having a blast. And in my opinion there is a distinct difference between playing Marines vs playing the Army boys. With the M32 grenade launcher even a 4-man fireteam can suppress an enemy squad almost instantly and also inflict lots of casualties fast. The scarcity of Javelins make playing marines a bit different (harder!) when facing enemy armor.

  14. Thanks for all the informed answers. Has anyone seen compiled statistics of the number of TOWs that where fired by Bradleys in the two Iraq wars? Or how many enemy armored veichles they knocked out with missiles? I'm curious to see how useful actual Bradley commanders find their TOWs.

    I also seem to remember something about the thermal sights for the Bradley's TOW-system (does it and the chaingun have separate sighting systems?) being very useful for spotting enemy veichles at long ranges in poor visability, in the first Iraq war. But I can't remember if the main use was simply detecting the enemy or if it also involved engaging with missiles.

  15. After getting the Marines module and playing a bit with the LAV-25s I started wondering why it lacks ATGMs. Why not have a turrent like the Bradley and combine chaingun with TOWs? I get that the LAV is a much lighter veichle, but still. If a HMMWV can handle a TOW-launcher, why not the LAV? To have a dedicated TOW-variant that lacks the chaingun seems weird to a layman such as myself.

    Furthermore, most armies seem to lack ATGMs on their IFVs - including well equipped Western ones. Intuitively it would seem like an added TOW-launcher would be a fairly simple and cheap way to make a Warrior, for instance, much more capable and versatile.

    Is anyone able to explain the thinking behind this lack to me? What conclusions can be drawn from real-life combat experience?

  16. LarsS - what "low maximum resolution" are you speaking of ? I'm under the impression that CMSF can run at whatever resolution your desktop is set to (within the OpenGL 3D capabilities of your videocard and driver).

    I believe with "Desktop Setting" in Options you should get whatever resolution your desktop is set to run at. Admittedly there are a limited number of discretely listed resolutions which limits the choice on non-desktop sizes for the screen.

    You are absolutely right. I must have done something wrong, because when I played a bit later I got the 1920x1200 resolution I wanted. I blame... the cat! And it looks good, I might add. Frekkin' good. And still runs well.

  17. It seems very uncommon to have critically injured soldiers healed back to fighting condition. I've never seen it (haven't paid all that much attention, either), though others have. And I think it was said that they get healed to yellow condition (lightly injured) and not green.

    The usual case is that after you have healed a critically injured soldier he disappears from the battle (just as if he had died), but the chances for him becoming a KIA is decreased. As it stands, it makes no difference for the scoring. So it's more of a simulationist thing to heal them.

  18. Sometimes I've seen a man return to combat after a couple of minutes medical.
    Really? I've never noticed this happening. Did he come back in yellow or green condition? How often does it happen, any rough estimates? Any difference betwen red and blue buddy aid? (Or am I misunderstanding and you mean that the guy who is giving aid returns to combat and not the casualty?)
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