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Knaust1

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Posts posted by Knaust1

  1. I am running late, due to working up to the last minute on textures, plus real life issues and ill health.

    The mod is well underway, and will start testing this week.

    cmrtavantv1preview.png

    Vencini, as my #1 tester, you could hardly escape. Expect test files late this weekend...

    A clarification: Juju's mod will be seperate. It is just that I will make a couple of versions that will visually match his mod as perfectly as possible.

    Marco Bergman, I love you

    hope your health is fine

  2. OK....done

    Squad 3

    Step 1 13

    Step 2 12

    Step 2b 1

    Step 2c 12

    Squad 1

    Step 1 3

    Step 2 2

    Step 2b 1

    Step 2c 2

    Squad 2

    Step 1 8

    Step 2 6

    Step 2b 2

    Step 2c 6

    Yes, rifle ammo count works correctly. The grenade count does not SHOW the use of grenades. It shows the end-state; how many grenades are left. Internally, the count is always correct. In the UI, the count is correct in the command phase and at the END of the replay phase.

    You're right

    I was wrong

  3. Knaust1,

    Yes, rifle ammo count works correctly. But that's not what you raised. The grenade count does not SHOW the use of grenades. It shows the end-state; how many grenades are left. Internally, the count is always correct. In the UI, the count is correct in the command phase and at the END of the replay phase.

    The game tracks grenade use. I've explained, in depth, how the grenade count is flawed during the replay. The game does not have an infinite amount of grenades. However, I've posted ALL this in an attempt to see if my understanding of the issue matches up with your observations. You have not verified, or denied, what I've described.

    Is my description of the issue the same as what you are saw?

    (RockinHarry: it seems that area target will allow the unit to use up to 1/2 of its grenades. I may be off on that...)

    I will try it mate

  4. Knaust1,

    I am willing to bet that you're watching this during a WeGo replay.

    Take a squad with grenades and order TARGET about 8-16 meters away, in LOS. (One action spot.) This should be against open ground. BEFORE you click "go", take note of the grenade count.

    Click "go". Watch the grenades fly. Count them. Subtract them from the initial count: that will be what is "stuck" in the grenade count.

    This will show you that the grenade count in WeGo replay _is_ stuck. However, it is stuck at the proper count for the number of grenades which are left at the end of the turn.

    Does that explanation make sense?

    Ken

    Exactly what I did....I noticed grenade number before launch...I noticed grenade number after launch...exactly the same

  5. Well...I think it would have been simpler to answer these questions

    Data

    armor/slope front, side, rear

    armor quality

    armor penetration vs typical enemy for different ammo

    Any chance to see it in CMBN?...YES?...NO?

    Any chance to get these data with a command in the game?...YES?...NO?

    However don't reply, please

    I will make a thorough search in the forum

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