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slug88

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Everything posted by slug88

  1. AFAIK every vehicle in the game is at least capable of having this sort of variations , and many if not most already feature it in the stock game. Soldiers and equipment can have the same variations as well. That's how soldiers have different faces.
  2. I think 'heavy weapons' refers to things like M240's, M2's, PK's, etc. In other words, weapons that are generally operated by more than one person. So no, Javelins, RPG-7 and the like are not 'heavy weapons'.
  3. snake_eye, I find, and I think that many here will agree with me, that one of the key features of the Combat Mission games that makes them so appealing is painstaking attention to historic detail. Furthermore, the uniform inaccuracies could be taken by some as a worrying sign that other, more critical aspects of the game could also be affected by historical inaccuracies. Personally, I'm not too worried; I have trust in BFC, and uniforms are readily modded.
  4. This. There is no blind fire, except for preplanned barrages which you must plot on the first turn.
  5. I'm sure was being serious. A Syrian truck would make a mockery out of a once realism based war game.
  6. Hah, I went home for lunch and was hoping to see a turn in my inbox. I can't imagine you have too many Kornets left; given the number of damaged tracks, optics, and main guns I'm dealing with, I would say you've already exhausted an ATGM platoon's worth of ammo! Or am I just being overly hopeful?
  7. Speaking of which, don't you owe me a turn? On a related note, though as I said I haven't encountered this bug in quite some time, I have had a strange encounter with another ancient bug in our PBEM. Remember the one where you'd plot a movement order for a squad, and all of the men would follow it normally, except for one guy who would bizarrely run in the opposite direction for hundreds of meters? And if the squad ever ended up regrouping, it wouldn't be until many turns later and they had become exhausted from all the running the one guy was doing. I recall this was patched many months ago, and yet I saw it for the first time in as many months in a recent turn of ours. I wonder if there's something amiss with this scenario, like part of it was built with an older version and thus it inherited some of the older version's bugs. The scenario in question is the excellent "UK Outmanuevered: TURBOCHARGED", btw.
  8. TheVulture, FWIW, I haven't seen the bug in a while either, and I've been playing a lot lately. I think it's been fixed..
  9. Furthermore, regarding the ATGM vehicle issue in the OP, I believe this has also been fixed as of 1.21 or an earlier patch. At least, it is definately not an issue with blue ATGM vehicles, though I haven't tested the BRDM launcher for a while. I'm referring to the bug-out behavior, and I am certain that blue ATGM vehicles won't bug out before launching their weapon, even at relatively close ranges, and even facing enemy MBT's. Ever since the LOS issue with ATGM vehicles was fixed, I have killed a very large number of T-72's, T-90's, etc, with Stryker and LAV ATGM's. Of course, I am always very careful to ensure that the vehicles are fully hull down when they engage enemy armor, and perhaps that's why I haven't seen this premature bug-out behavior any time recently.
  10. I would have agreed with you until a few patches ago, but as of v1.21 I completely disagree. At least as far as LAV-AT's, TOW Humvees, and TOW Strykers go, LOS most definitely *can* be drawn from the optics suite. I haven't had a chance to test this with any red vehicles. With blue vehicles however, if you take great care, you can successfully engage enemy armor by exposing just the ATGM launcher. I am completely sure of this as I do it on a regular basis. In fact I recently played a quick battle in which my only anti-armor assets were a few TOW Humvees from a Marine recon platoon, and I used them to destroy an entire company of BMP-2's, taking shots mostly at ranges of .8-1.2km. Through the course of the battle the Humvees took fire from several of the BMP's, but due to their hull down position the only damage was the loss of a few of the TOW launchers, however Humvees and all crewmen were still functional.
  11. Probably a silly question, but are you sure that the Abrams is still functioning? If it were knocked out, it would explain the lack of firing by either side. Note that a vehicle doesn't necessarily have to be burning to be destroyed.
  12. Well, you'd have to spend several months doing research and teaching yourself how to do it, and then spend years analyzing and modifying the result. It's probably not worth it . But, if you're really set on it, you can start here http://en.wikipedia.org/wiki/Decompile
  13. Yes, what you ask is impossible in CMSF. Unless you want to decompile the code, that is.
  14. I believe it's much simpler: 1. Install CMSF from DVD 2. Install Marines from download 3. Install British Forces from download 4. patch to 1.21 5. enter license key on first run I know that you certainly don't need to apply patch 1.21 three times. Just do it once after all modules are installed.
  15. Generally, heavy = ATGMS & LGBs/JDAMs, medium = FFARs, and light = cannon. If an aircraft isn't equipped with any weapons in the heavy category, then it will fire weapons form the medium category when you give it a heavy strike order. You can tell what kind of ordinance is carried by the unlabeled ammo bars displayed when you're plotting the target; iirc the leftmost bar represents cannon ammo, followed by rockets, followed by bombs, followed by missiles on the rightmost ammo bar.
  16. You're thinking of the Pop Smoke command; with Target Smoke you can specify the distance.
  17. But it wasn't running, as indicated in the initial post it was immobilized.
  18. Your score: 4 Gender: Male Age range: 20-29 Best score for your gender and age range: 0 Highest score for your gender and age range: 1520
  19. The game doesn't know the % chance! That's the whole point. Each shot is simulated kinematically, and the game doesn't know if there is a hit or not until the round lands.
  20. It's all a question of tactics. Many people, myself included, got to that point of the campaign with most or all of their M1's still functional, so it most definitely can be done.
  21. Actually I've noticed that seemingly all ERA blocks can be blown off now. I think this may have been introduced with 1.21, as I don't ever recall seeing bow ERA and K5 turret ERA (on T-90 and T-72 2001 and above) get blown off before, and I certainly looked. I usually play on balanced/balanced as well, and I can see the ERA effects. One thing you should see when ERA is activated is a much larger explosion on the surface of the tank than you would expect from the incident ordinance alone. For example, get an M2 to open up with it's 25mm on a T-72 with light ERA, and you'll see lots of the little 25mm impacts, punctuated by very large occasional explosions that resemble a Javelin impact more than the Brad's cannon. One possible reason that you're not seeing the effect is that you may be firing older gen AT warheads at tanks with heavy Kontakt 5 ERA (T-72M1V and above, T-90). The heavy ERA won't get set off by lighter ordinance, as it's designed to defeat KE penetrators and tandem warheads.
  22. There should also be PDF manuals in the directory in which you installed the game. Also, if you go into the Start Menu, find the CMSF folder, there should be a sub folder called Docs, which also has shortcuts to the manuals.
  23. Unless it's been changed for 1.21, I'm quite sure that it is.
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