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slug88

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Posts posted by slug88

  1. I'm pretty sure I've seen the driver take over a weapon on a stationary recon Stryker (which is what i think your talking about). Of course that just brings up the problem of it not moving.

    Doubtful. As Sham-13 said, the driver will abandon his position and man the weapon if he feels it's prudent.

  2. Is the incoming 50 cal? If so, the behavior might be somewhat justified. Especially if the Stryker crew is unable to spot the machine gun and respond. I'd probably pop smoke too in their situation, rather than sit there idly and let it damage and destroy important equipment.

    Hmm, actually this brings up a question. I wonder how easy it is to discriminate between different calibers of incoming when you're sitting in a Stryker, or a comparable IFV. Assuming it hasn't spotted the firing unit, would a crew be able to tell if it's getting hammered by 12.7mm, rather than 7.62, or even 30mm? In fact, this behavior might actually be pretty realistic in a way. I can't imagine that it would be too unlikely, given the stress and confusion of combat, for a crew to mistake light and ineffective MG fire for 30mm impacts, and therefore employ evasive measures.

  3. A two-man AT team can carry three Javelin missiles? My every attempt to get a Javelin team (or an AT team detached from a regular infantry squad) to carry more than two Javelin missiles has been unsuccessful.

    Yeah, 3x Javelins, plus a CLU, plus an AT4 seems like a bit much for a two-man team. I wonder if he's playing with the latest patch.

  4. Lemme guess... ".50-cal versus Tiger" is one of the myriad ad nauseam debate topics which have each gone through the ringer multiple times in the course of the BFC forum's history?

    Hell, forget the BFC forum's history, many good men were lost debating this on the IL2 forums years ago. I think there's even a commemorative plaque somewhere.

  5. Mark,

    Do a quick battle, village, Syrian Attack, night vs Stryker Infantry. Break your squads up into an AT team. Place AT team on a building. And watch in horror as AT4 hero fires at Syrian tanks 2-300 meters out, while Javalin guy tries to get a lock. The greatest effect is when the 125mm round kills the AT team and 3 Javalins and two men are lost.

    Pete

    Are you giving targeting orders to the AT team, or are you simply letting them attack as they see fit? I'm betting that could account for the difference between yours and Mark's observations.

  6. just out of interest, how do you force the cpu affinities to use both cores? I am using vista 32

    There are a few utilities out there that will do it for you, they should be easy to find with google. Also, you can do it manually through the task manager; right click on the process, and click 'Affinity'.

    I've done some preliminary testing, and unfortunately there seems to be absolutely no benefit on my end. This is with:

    Windows 7 x64

    E6750 @ 3.2Ghz

    4gb

    8800GTS 320mb

    I tested by manually setting affinity, and I tried toggling multithreading in the nvidia control panel as well. Ultimately I found that my FPS was completely unchanged no matter which combination of multithreading and affinity I used.

  7. Hmm, very interesting. There's a similar story with the recently released Black Shark flight simulator, which gives very large FPS increases when forcing multi-core affinities, even though the game was programmed to be single-threaded. However, in that case, the "affinity trick" as it's called only yielded an FPS increase on Vista and W7 systems, while you're reporting a benefit on an XP system. Anyway, this is very intriguing. I'm going to try this out on my W7 system later tonight and report back with the results.

  8. Actually one thing I've noticed with the area target command: that vehicles will deviate from it if they see a nearby 'target of opportunity' and then go back to popping away at the area target :D I love this feature!

    For vehicles this is not true. They will ignore enemy vehicles that appear outside their target arc, even if they spot them, as what happened recently when a bmp 1 appeared about a km away from a LAV-25 in clear LOS. The bmp represents a substantial threat with its 73mm and AT-4, yet the LAV kept its focus on the target arc. Admittedly the bmp didn't take a shot at the LAV, but all the same you would expect the LAV to react in some way (retreat, or break the arc and ping the bmp).

    If only the same flexibility that vehicles have with area fire could be shown when another vehicle appears outside the target arc.

    Agreed. I think the ideal solution would be for the current target-arc behavior to apply when a target-arc + HIDE command is given. When no HIDE order is given, the unit should be able to fire outside of it's arc, but of course it will prioritize it's observation to within the arc. In the current state, I feel arcs are rather useless outside of ambush situations; I've been burned far too many times by easy targets popping up and wreaking havoc just outside of the arcs of my overwatching units.

  9. But I thought 1.11 was not compatible with 1.1 so i would have to start the campaign over again? or am I wrong there?

    You might be able to continue the campaign from a previous save, it's worth a try. But either way you'll have to update to 1.11, the campaign was broken in 1.10. Also, if you do have to start over, it will be worth going through it once more with all of the nice changes that 1.11 brings anyway.

  10. I can see the Russians being the good guys in the next installment. BLUE forces consisting of T95 etc. Would be cool to play.

    My money's on Russians being the OpFor in a Georgian War 2 scenario. This way we get the temperate climate, conceivable NATO involvement, and a good amount of recent history as a design resource. Probably something similar to the "Georgian Oil War" campaign in the recently released Ka-50 simulator.

    Either that, or something similar with Ukraine taking the place of Georgia. Then we'd get to play with T-84's!

  11. I just completed Sulit Airfield by forcing an enemy surrender. The air support was pivotal for my success in this one. Ultimately I suffered 12KIA, ~30WIA, 3 BMP's knocked out, and one T-62 knocked out. Compared to the meat grinder that was Suib, this mission was almost relaxing. Interestingly, I found that in some ways the Airborne troops were less effective in urban CQB than the reserves from the previous mission. In particular, it seems that the reserves' AKM's and RPD's are *considerably* better at penetrating building walls than the Airborne '74's, and this fact, combined with the total lack of trigger discipline, make short range urban ambushes an exceedingly effective tactic for reserve troops.

    Like the previous posters, I was unable to proceed passed the first depot mission. I eagerly await the chance to play through the rest of the campaign. An outstanding job once again, PT. I feel this one may turn out to be your best campaign yet, and if so it is quite a feat.

  12. Yes, inf and varied 3d details on vehicles are a nice touch. Details in the models are one of the strong cards of CMx2 and hope to see this expanding. I guess if you have ten panzerIV in game each with its own different skin you might run into problems with video ram. But thats the wondeful thing with mods. You can have as many you can handle. All we need is some extra slots to turn the game into a virtual diorama.

    What do you mean by extra slots? AFAIK we already have unlimited slots for skins.

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