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Erwin.Rommel

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Posts posted by Erwin.Rommel

  1. During my little test,I place a hull down panther to be shot by M4A3 76(W),The range is about 200m.For anyone who familar with WW2 guns and Armors,they know the 76mm APCBC can easily penetrate at least half the area of the curved mantlet of the Panther,however during my repeatly test,when the 76mm APCBC hit the"weapon mount" the hit laber kept showing no penetration ,and all the penetration appear at the "turret front",as we all know the panther's mantlet cover most of the turret front and there is no armor behind the mantlet,So my question is what is the exact meaning of the"weapon mount" in CMBN ?"weapon mount"=mantlet? If so,how can panther's mantlet almost completely resists the 76mm APCBC?I never saw this happen in the CMX1.then what is "turret front"mean?Does it mean the two triangle area of the panther's turret front armor that not covered by the mantlet?

    Second,During tank vs tank in CMBN,it seems that even at very close range,the round randomly hit the different area of the of the target generally around the mass center of the target,I remember steve said in CMX1 and CMX2,the AI aim at the mass center of their targets.then is it possible to add an tactic AI that the AI gunner deliberately aim at the weak place of the target at very close range for those veteran/crack/elite crews?For example the M4A3(76)W aim at the relatively weaker turret Armor but not the creepy upper hull front.

  2. As above: HUNT = Move to Contact, then stop

    Did you know that at each waypoint you can select one of the Combat orders (under the "C" tab in the UI) for each waypoint? Imagine you've plotted a 5 waypoint movement order, a,b,c,d, and of course, e.

    Select the first segment, which ends at "a" and open your Combat orders. Perhaps choose TARGET.

    Next segment, ending at "b", select TARGET LIGHT

    For "c", how about TARGET ARC?

    "d" seems like it needs TARGET

    "e", the finish, would like a FACE

    If you move in an inverted V, start, mid, end; Go FAST, at the mid pause for, oh, 20 seconds with a COVERED ARC, then REVERSE back to the end. Move, shoot, reverse.

    Etc.

    Ken

    just a similar question,how can I issue an order to an immobiled vehicle that make it fire a few rounds then stop and look at another direction under wego mode,thank you!

  3. I may as well post my graphical problem here:

    cmnormandy2011052123134.th.jpg

    It's hard to see there but it's not only the trunk showing through, you can also see the foliage at the back of the tree, through the stuff at the front.

    Also, not sure if anyone else has noticed or if it's just mine, but when you place thick (2 or 3) trees on bocage sometimes the trees will be placed in exactly the same place, causing the foliage to flicker at certain distances.

    I see this kind of flicker,it always cause by the thick trees(2-3),when replace with the single trees,no more flicker.

  4. Hang on - Steve said "you need to put them in covering terrain to get concealment".

    What about getting ... cover? Is the only option to place them behing a bocage embankment?

    GaJ

    After some tests,I found that the trench can give the PAK40 style guns(the similar scale) some limited concealment,but for the FLAK36 style,trench can't give you any conceal benefit.The most ideal way is to place these guns behind the Bocage,this will make them very hard to be spotted by enemy tanks even after they fire many rounds.Trees,bushes also provide some good concealment,the rate of the concealment all depends on the height and the dense of the plants.

  5. Well, an ATG is much much bigger than a modern ATGM, yet this shouldn't happen I guess. Have you added some for cover around the trench, like some trees behind it? A completely uncovered ATG with only its crew hidden in a trench in completely open terrain might actually be easily spottable.

    What I have noticed is, that neiter foxholes nor trenches provide much cower, neither against mortars nor against small arms fire over 400m. I know their look is abstracted and we have to imagine that actually only the soldiers' heads are sticking out with the rest covered and concealed. Taking this into consideration casualties seem to high to me after a few tests.

    Well I just try to compare the conceal and cover that the trench can give your unit between the CMX1 and CMX2,So I don't put any tree or other things to block the LOS between them,in CMX1 the tank can not find the ATG before you fire, but in CMX2 this is completely change I don't say this is a mistake or a bug,I just want some official explains about these differences.

    Ps: If you place some trees in front of the trench it do decrease the ememy's spotting ability

  6. First,I just use the editor to create a test to see the exact cover and conceal that the foxhole and trench can give my unit,when I put a German PAK40 ATG in a trench and keep them hide,there are four sherman at about 800m away from my ATG and the weather is clear.To my surprised,after a few seconds those Shermans spot my gun and begin to fire,I have never seen this happen in the CMX1,even in the CMSF the modern tank with a thermal device can not see the ATGM in a trench before it fire.So BFC,can you give us some explains about this?

    Second,when I put the ATG in a trench ,the crew of the gun can not place them at the right place,the keep moving and finally get out of the trench.Is this a bug?

    Third,During my test,it seems that the enemy tank at a hull down position can greatly decrease the accuracy of my tank's fire,however the weather conditions only affect the spotting ability of the tank,but not the accuracy of tank's fire,During my repeat tests,under those bad weathers(fog,mist,downpour),my panther takes a very long time to find their target that I put them at about 800m,but as long as my panther spot and identify them,it still can achieve a first shot hit(target is not hull down)most of the times,So am I right?

  7. Use the similar tactic with most of you guys,the most important,make full use of the sherman's HE and machine guns with the "area fire" order to eliminate or surpress any suspect german targets and use the mortar to KO the ATG.Sent recon team with move&hide order to find out the ememy position,don't charge all you squad into the Bocage without surpressing fire until the enemy begin to escape.

    Suffered 2 KIA 4 WIA with the German surrender

    http://i1201.photobucket.com/albums/bb350/yuyanzhe1986/Pic00011.jpg?t=1305485463

  8. I am using an updated version of my effects mod, skies mod, saturated terrain textures, tweaked water, tweaked uniforms, and all new weapon sounds (but you can't see those :P) Once the game proper comes out I'll probably put them up on the repository. it feels a little... ungrateful to put mods up before the game comes out.

    To be fair though, BF have done an excellent job with everything.

    About the new sounds mod,in the demo,some weapon share the same sound file,the M1 Garand & K98;MP44 & M1 carbine;MP40 & thompson,in addition ,it seems that some sound files(including the MG42x2,MG42x3,LMGx2,LMGx3)are never be used in the demo

  9. Yup, but they ceratinly aren't to good at achieving first round accuracy.:D

    What has always irritated me in CM games is that apparent inability of gunners to hold the target. To go under, then over range before finally hitting the spot is fine, however the fourth and subsequent rounds should then hit pretty much the same spot as the third. The fourth round shouldn't go under or over, especially against a static target from a staionary platform, at least not to the extent that I see in the game.

    They're talk about Tank vs Tank not Tank VS infantry or ATG.The accuracy is completely different between these two situation

  10. In the second mission of the demo,my two PantherA almost achieved one shot one kill even the target is far beyond 800m,I test the CMAK,when the LOS is very clear,the accuracy is about 50% and it seems that the trees in the CMX1 more confuse the LOS than in the demo,so during those missions in CMX1,the accuracy of the tank is always very low.Just my first impression

  11. Yeah, damned typos! Here's how it used to work, early in CM:SF. I'll specify that first THEN specify what changed...

    Early in CM:SF friendly units did not block LOS or LOF. Enemy units, dead or alive, did. The inability to block friendly fire has to do with the near impossible task of having TacAI, LOS/LOF checks, and user interface all work in a way to not completely piss off the player. It's a MASSIVE amount of work to even get it to be half of what users expect. So it's far better to just acknowledge our limitations and work around the problem instead of fudge things up by trying to half ass it.

    A particular scenario in the Demo, Smashing Steel (which I authored), had a tendency for AI controlled Red tanks to seek cover behind their dead brethren. The Blue tanks would pump round after round into the covering hulk while the tank behind it had the freedom to engage the Blue tanks without restrictions. Often times the Blue SABOT rounds would go through and take out the hiding tank, but not always. And it just looked wrong no matter what.

    After some consideration we decided to allow LOF through dead vehicles for BOTH sides when the targets are other vehicles. This eliminated the one sided protection of a dead vehicle. Now both vehicles shoot at each other as if the dead vehicle isn't there.

    This has been true for at least 3 years, so it's a very well tested concept that has produced no complaints (unlike the original behavior).

    CM:BN puts a slightly new twist on this. Smoking dead vehicles now block LOS in both directions. This means you can hide behind a burning vehicle, but you can't engage through it from either side. That's because if you can't establish LOS then you can't establish LOF.

    Clear now?

    Steve

    However,a new problem appears,when an syrian RPG team that hide behind a destroyed syrian tank engage my Abrams,his rounds can hit my tank,my rounds just repeatly hit the destroyed enemy tank.In some urban battles the RPG team even hide in a large building behind the destroyed tank,this prevents any harm to the RPG team from my tank round.the only choice is pull back my tank.this is always make me very annoyed.fortunately this is just a very rare occation.Sorry for my poor English.

  12. Whatever gave you the idea that aiming for weak points is modeled in CMBB/CMAK?? I'm pretty sure it's not.

    But in any event, I agree with FK that this is something that generally only applies at knife-fighting ranges. So I don't see it as a critical feature. But to play devil's advocate, there were actually a fair amount of very close-range AFV engagements in Normandy, so in this specific theatre, a weak point aiming might me more important than elsewhere.

    As I mention in my previous reply,the condition has been limited to the very close encounter,many time when my M4 76 meets the panther in close range(50-100m),the 76 APCBC been fire to the turret front rather than the upper hull front,even I still remember a battle in which my M4 75 meets a pantherG(early) in very close range(30-50m),and my 75 APCBC accurately hit the lower party of the panther's turret front and Knock out it with penetrating this weak point,and I surpose maybe there is a specific AI in these process

  13. My understanding is that the armor of the BMPs is so thin that any significant sized AP round goes straight through and, therefore, causes minimal splintering due to the projectile basically remaining intact. Whether the 30mm fits into that category or not, I don't know. But I would guess it does.

    In other words, sometimes it's better to have thin armor. Like an AP round sailing through the canvas back of a truck :) A HEAT weapon, on the other hand, basically always causes significant damage inside provided a) it gets a decent penetration and B) is not mitigated by other systems (like HALON in Abrams).

    Flamingknives,

    It could be that the engine is being viewed as smaller than it should. You know how to post a bug report if that turns out to be your finding ;)

    Steve

    The strange is that in the game,30mm or 25mm rounds are highly effective againest the BTR60 and BRDM,these two vehicle also has very thin armor,even thinner than the BMP,however, a few rounds can light them up.

    In fact I'm more concern about the very good feature in the CMBB/CMAK that the AI gunner will delibrately aim the weak point of the target(for example,the M4 76 try to hit the turret front rather than the upper hull front with the 76APCBC ,will this feature back to the CMX2?probably in Normandy?I surpose this feature is very critical for the WW2 type tank battle.

  14. Is the Warrior firing DU, and are we talking BMP-2? A BMP-2 frontally isn't the easiest target to hit, being low, let alone kill, since the turret was uparmoured across the entire front (BMP-2 obr. 1984) http://en.wikipedia.org/wiki/BMP-2 to defeat the 25mm Bushmaster and similar, while the glacis creates great effective thickness,and the bars put shear loads on impacting projectiles, especially APFSDS, making projectile breakup likely.

    http://pds16.egloos.com/pds/200909/13/89/f0060489_4aacdf5788b57.jpg

    As the third link shows, the BMP-2 is laid out much like the Merkava, with the engine in the front, providing considerable passive protection to the crew compartment. That engine is Diesel, greatly reducing the fire hazard if hit.

    http://www.defensedatainternational.com/html/bmp-2.jpg

    Regards,

    John Kettler

    The warrior do not have APFSDS and Du rounds,however in my tests of the game,If I replace the Warrior with the Bradley, generally the result is the same(Ps:the Bradley has an advantage that the M242's rate of fire is higher than the rarden).the BMP also can take many hit of the 25mm rounds

    The 25mm m791 APDS(50mm vertical/1000yards),M919 APFSDS(75mm/1000yards),the 30mm APDS(60mm/at 1000yards)of the warrior is far more powerful than you think,can easily penetrate the BMP1/2 which only can resistant the .50cal AP rounds(according to the wiki,the BMP-2's armour is broadly similar to the original BMP-1. Its frontal and side armour is no longer effective against the most recent .50-calibre SLAP [sabotted light anti-armour projectile] and the 25 mm cannon of the US M2 Bradley MICV or the British GKN Warrior IFV 30 RARDEN. Like the BMP-1, the rear doors of the BMP-2 are filled with diesel fuel offering some risk from incendiary rounds. These additional fuel tanks are shut off from the fuel system when in combat.in 1984 the BMP2 was uparmourd probably because the war in Afghanistan,the BMP can not resistant the enemy's 12.7mm and 14.5mm rounds),even according to the wiki http://en.wikipedia.org/wiki/M2/M3_Bradley_Fighting_VehicleThe tungsten APDS-T rounds proved highly effective in Desert Storm being capable of knocking out many Iraqi vehicles including several kills on T-55 tanks. There have even been reports of kills against Iraqi T-72 tanks (at close range)

    Back to the game ,in the CMSF there is no difficult for the 25mm or 30mm rounds to penetrate the armor of the BMP, the problem is the aftereffect of these rounds seems too small

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