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TOG

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Posts posted by TOG

  1. 3 hours ago, Combatintman said:

    A good comparison is the German V weapon campaign in 1944-1945.  A ton of effort and cash expended to achieve a physical effect on the targets that was comparable or less than conventional bombing during the Battle of Britain.  The value of the campaign to the Nazi regime was to reinforce a myth of superiority and to reassure the populace that the enemy could be struck despite the grim battlefield situation.

    Actually, according to assessment in wikipedia article on V1's, they were pretty cost effective weapons - interesting table there. V2 not so much... 

  2. 14 minutes ago, Gpig said:

    I feel like that can already be simulated in CM, when units are out of connection with their CO (and why I always try so hard to keep my units in command, because they are notably less able when out of command).

    Though you may be asking for a higher degree of dysfunction?

    After thinking about it, probably it is too much fuss for small effect. Using lower experience will work just fine. 

  3. 6 hours ago, Battlefront.com said:

    A good example of this is 10x Russian T-72B3 attacking a Ukrainian position without any tanks.  Someone who doesn't understand how war works at the tactical level would probably conclude "well, Ukraine will lose this battle big time".  For veteran Combat Mission players the answer should be "I don't have enough information.  What's the terrain?  Time of day?  How many Javelins and NLAWs do the Ukrainians have?  Do the Russians have any infantry?  Are the Russians fighting with crews that were put together yesterday, or were these guys all from the same prewar units?"

    Steve

    Maybe something you could consider adding to CM games. Not only experience and motivation, but also unit coherence that could for example modify the speed of sharing info with other squads or have some other interesting effects on unit performance. 

    It would probably be most useful in some kind of operational campaigns that would allow for replacements or joining squads. 

  4. 5 hours ago, chrisl said:

    That road is probably pretty floppy when you're driving it with the kind of energy a point explosion of a truck bomb (or bigass missile, for Steve) would put in. It's going to both ripple longitudinally and have twisting modes.  It could walk/bounce itself off to the side a little and then tumble to get the amount of offset that's there.  It also looks like the longitudinal beams sit on small pier blocks on top of the big piers, so it would be tipping off those to one side and could have had enough momentum to tumble as much as it did.

    We can see the explosion happened at the span of one of bridge segment - there are scorch Marks and blown out railings on the inner pane of Road bridge around that place. Explosive downward force snapped the bridge pane at the span, and that resulted in snapping the span on two adjanced support (the bridge seems to be a series of continuous beams - probably four spans each). The fallen span in the back (the one further away) was probably pulled from support longitudally by the span that fell under the explosion. The same applies to the span on the other end of continuous beam (next to exploded one). 

    As for slipping to the side - when the pane broke in the exploded span and next span was pulled from the suport, it broke and bent upwards on the support between those two fallen spans, no longer lying on two bearings. I thing it does not need big additional side force to slip to the side. The both fallen spans probably touch the bottom of the sea and the upward part on top of the support started to fall to the side but got hanged on outside bearing.

    IMG_20221009_085002.thumb.jpg.e9ccf7745444b3b2654f4cf84e52e088.jpg

    Fei5j02XgAEoefU.jpeg.5d5aea348e23e08acb72732465d05d29.jpeg

    FeiXMO7X0AASQyI.thumb.jpeg.c78e3997550da7a736431048c7b68c02.jpeg

    Fei5j0vWYAEnmpP.jpeg.130863b866726ef52243a59b42305561.jpeg

  5. 1 minute ago, Bulletpoint said:

    Looks fake to me. How is a surveilance camera able to capture a detonation of explosives in slow motion? It happens extremely fast. How many FPS is that camera running?

    And even if it did run super-high FPS, it wouldn't just capture a general glare - it would show a smaller fireball at the point of detonation, just before it expanded...

    I think it is just a slower and zoomed in version of the video from monitoring office. 

    Explosion seems to start from Upper right corner but it May be becouse of camera refresh thing. 

  6. Also it looks like the railing on the far side of rail bridge is missing. Similarly there was some comparison of satelite images before and after the strike and it looked like on some part the bridge got narrower. The truck bomb was unlikely to do this. The rail cars don't Look like they exploded. It is next to burning rail car so maybe it is cased by heat. 

    Screenshot_20221008_233434.jpg

  7. Hi, 

    Another guy from Poland, have on forum for years, usually only Reading, been following the thread since around March, usually few pages behind. 

    Best place to get current info, reasonable opinions, experts on details etc. 

    Helped me calm down in stressful beginning of this war and pass hope to some friends. 

    First time I managed to find something of interest, some of you may have seen it but I think it was not posted. 

     

    The second video shows explosion in slow motion.

     

  8. Didn't think about AI. Gun elevation would really hamper it's performance.

    With two player games it would be addittional micromanagement - it would probably have to take into account vehicle inclination so people would be looking for small slopes. 

    Maybe it could be an option you could turn on and off... But probably it is just too little effect and too much complication to do it just for 2 player games.

  9. Simulating realistic gun elevation and depression would be a great addition to the game. It would create some new tactical challenges and would further differentiate vehicle performance in cities and hills. It would also improve infantry chances against armour in cities.

    I think gun elevation was an advantage of BMP-2 over BMP-1 in Afghanistan. Also T-55 have limited vertical gun movement due to small height (no room inside for the  gun to move). It was exploited by Israelis in Golan Heights during Yom Kippur. 

    Maybe the next  iteration of game engine could support it.

  10. Hi

    I've found an interesting movie about syria tank modifications. Posted it in Syrians thread but it seems no one there is interested. Maybe it wasn't the best place for it.

     

    Probably out of scope of CMSF2 but still interesting to see. Such vehicles could be useful in red on red scenarios.

  11. theFightingSeabee

    I fully agree. Numbers instead of bars would help a lot, especially when playing with uncons. They get really few ammo, and I never know how long will it last. Numbers would make things easier.

    Acquire should be a targetted order. You would choose acquire, target a vehicle or a squad, and get two windows instead of one. Each window should show each squad's inventory, so you could hand over items or leave them. Another addition could be take standard/full load buttons. They would make things faster if you dont really care what exactly the team takes.

    Sometimes it would be helpful if you could take ammo in smaller numbers. I had situations when marine two man platoon command had to take a 1000 rounds, becouse it was impossible to take less due to large amount of ammo inside vehicle.

    One question. Why there are no hand grenades on transport vehicles? Is it army/marine procedure not to have some extra hand grenades on vehicles?

    Regards,

    Tomek

  12. I don't know if it has been suggested (probably yes), but is it possible to make a trench unit, which infantry would enter like a transport vehicle? It could be made very hard to spot (harder than infantry in the open) and it would give some protection. Enemy would have to spot it. It could be more complicated to model long trenches, but one squad fighting positions can be created easily just like bunkers in CMSF now, just very flat and hard to spot.

    edit: just read some more of this topic, sorry for writing sth that was already mentioned

  13. Let's continue.

    For item #2, in my observations Bradley takes a bit less time to aim and fire TOW than BMP-1 takes to fire its missile. But not much less. Considering Bradley crew get 10 times more training than Syrian BMP crew I think what we see is realistic. Unless there are some specific restrictions for TOW on Bradley that I don't know about, I think everything if fine here.

    Well about that training - it should be covered with experience setting on each unit. According to what was written in some other topic earlier the same experience setting on two different units should give them the same abilities. A uncon soldier and recon marine with regular experience should be equally effective in combat (considering of course different weapons). Greater abilities of US troops are not coded but represented by the experience manually set by the scenario designer. The same should apply to vehicle crews. Unless there is some technical difference that results in greater firing time for BMP, there should be no difference for two crews with the same experience in similar situation. Sitting in a Bradley doesn't make the crew automaticly superior to BMP crew. I'm no wxpert on combat vehicles, but only logical explenation would be technical differences between thiese vehicles.

  14. Count me in; hopefully statistics for each unit will be made available at some point in the development process, similar to the Enter Key in CMX1.

    and maybe also team member list with names and kills for each soldier. We know all of them already have names, and we all want kill tracking, why not go a step further.

    Sometimes I miss exact ammo count, especially with uncons - they have only a few bars of ammo, and I don't know how fast will it run out. Is it like 100 rounds for each man or rather one clip only. Do the bars represent average amount of ammo, or squad total?

    Thiese things are already in the game, they just happen "under the hood". It would just be more info for the player on his troops. Maybe not the most important thing in large battles, but pretty useful in small ones, especially that we can grab more ammo from vehicles.

  15. Hi

    I'm playing USMC Blues for Allah scenario and unit descriptions are messed up. The last Hummer in column is called Pickup (PK) Kornet, other teams are also messed up. And when I tried to activate first truck or AT team in last one game turned off and I got windows error message with send/don't send option.

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