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7thGalaxy

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  1. Like
    7thGalaxy reacted to Drifter Man in CMBN weapons effect tests 2020   
    A while back I reported on a series of tests of SMG's, rifles and machineguns in CMBN 4.00: 
    Basically it is about measuring the number of kills per unit time achieved by a single soldier with the tested weapon against a standard target, a group of 4 soldiers in foxholes, again and again, under the same condition. It attracted some interest, so I returned to the project 2 years later and did everything more thoroughly in CMBN 4.02. The tests were automated with python, which allowed me to do lots of test runs - each result represents an average of more than 500 runs. It quickly got out of hand and in the end cost me much more effort than it is worth, but after a few months, hundreds of hours of CMBN clocked overnight on my backup computer and over 80 million rounds of ammunition fired, it's done and ready for release.
    Although this was done in CMBN, I think the results will apply to other CM WW2 titles, too.
    Read the full report here: https://dl.dropboxusercontent.com/s/enmae2qpysgkace/CMBN Weapons Tests 2020.pdf
    Inside you will find:
    How different kinds of weapons, from the Walther P38 pistol to the M2 HB machinegun, perform against infantry targets from 40 to 312 m in terms of number of kills achieved per unit time and ammunition expenditure How Gunners differ from Soldiers when firing LMG's (they don't, or at most very little) How Marksmen differ from Soldiers when using scoped rifles (they do, a great deal) The effect of experience (Green, Reg, Vet and Crack) And perhaps the most interesting stuff - results for individual weapons added up according to the TO&E of almost fifty U.S., German and British infantry platoon formations, giving an estimate of the firepower of each at different distances, and also recalculated per QB purchase cost to see where you get the best "value for money" from this perspective.
  2. Like
    7thGalaxy reacted to Heirloom_Tomato in British Campaign?   
    I am still working on this and the updated missions are being play tested. I have a few missions left to update but progress is being made. I will admit this campaign is taking a backseat to my gardening work, I have a large family and with all the fun from Corona, I want to make sure I can keep them all fed.
  3. Upvote
    7thGalaxy got a reaction from Warts 'n' all in commonwealth forces   
    Brens are your friend, as are the 51mm mortars, which can give some good suppression. I find the squads fragile too (Especially in mechanized/armoured inf battalions with only 7 in a squad), you have to be a lot more deliberate with your fire and maneuver.  Company level assets are fare more important too, a Vickers team can be really helpful. 
    Don't neglect the carriers - a bren gun carrier can be a useful suppression tool, and the carrier platoon are really useful.  
  4. Like
    7thGalaxy got a reaction from Lethaface in Hunt mode - unrealistic exahaustion   
    I wonder whether for CMx3 a slightly more nuanced system is needed; A movement command that just acts to chose the speed of the unit, and a 'state' that you can perform that move in. 
    So you might have 3 'states'; Stop on contact, retreat on contact, engage on contact.  If you used a 'walk' move command with the first 'state' you'd have something like current hunt, if you wanted to just peek over a ridge with a vehicle and then pull back asap if you see something, the second would be useful.  The third for an assault - or something like clearing woods.  How successfully the unit carries out the order would be a matter of the current tiredness/training/experience/suppression as expected.
    This would seem to increase fidelity without increasing workload too much. 
  5. Upvote
    7thGalaxy got a reaction from Liberator in Hunt mode - unrealistic exahaustion   
    I wonder whether for CMx3 a slightly more nuanced system is needed; A movement command that just acts to chose the speed of the unit, and a 'state' that you can perform that move in. 
    So you might have 3 'states'; Stop on contact, retreat on contact, engage on contact.  If you used a 'walk' move command with the first 'state' you'd have something like current hunt, if you wanted to just peek over a ridge with a vehicle and then pull back asap if you see something, the second would be useful.  The third for an assault - or something like clearing woods.  How successfully the unit carries out the order would be a matter of the current tiredness/training/experience/suppression as expected.
    This would seem to increase fidelity without increasing workload too much. 
  6. Like
    7thGalaxy got a reaction from Bulletpoint in Hunt mode - unrealistic exahaustion   
    I wonder whether for CMx3 a slightly more nuanced system is needed; A movement command that just acts to chose the speed of the unit, and a 'state' that you can perform that move in. 
    So you might have 3 'states'; Stop on contact, retreat on contact, engage on contact.  If you used a 'walk' move command with the first 'state' you'd have something like current hunt, if you wanted to just peek over a ridge with a vehicle and then pull back asap if you see something, the second would be useful.  The third for an assault - or something like clearing woods.  How successfully the unit carries out the order would be a matter of the current tiredness/training/experience/suppression as expected.
    This would seem to increase fidelity without increasing workload too much. 
  7. Upvote
    7thGalaxy reacted to MikeyD in Hunt mode - unrealistic exahaustion   
    Out of curiosity I just threw together a quick-and-dirty test. 'Hunt' moving infantry in a straight line  across a flat map.
    First test: CMFI US infantry squad on a cool day across default (mostly grassy) terrain. They hunted past the 1/2 kilometer mark before 'Tiring' showed up. They were a full 870 meters across the map before 'tired' was displayed. Second test: CMFI US infantry on a hot day across rocky terrain. They didn't show 'tiring' until they passed 430 meters. The got 'Tired' past the 700m mark. Now for the killer course. CMSF2 US infantry squad (full body armor) on a very hot day 'hunt' moving across sand. Bam! 250 meter before tiring. Half the distance of no-body-armor inf on a cool day. The 'tired' label pop up after another 200 meters. Again, half the distance of light inf with ideal weather and terrain. It may be we've got our bad impression of 'hunt' command largely from playing CMSF2, which is the most punishing for infantry. Well, maybe not the worst. I just now tried extreme cold and deep snow ground conditions. 'Tiring' at just 200m. 'Tired' at 300m
  8. Like
    7thGalaxy got a reaction from Bil Hardenberger in Hunt mode - unrealistic exahaustion   
    I wonder whether for CMx3 a slightly more nuanced system is needed; A movement command that just acts to chose the speed of the unit, and a 'state' that you can perform that move in. 
    So you might have 3 'states'; Stop on contact, retreat on contact, engage on contact.  If you used a 'walk' move command with the first 'state' you'd have something like current hunt, if you wanted to just peek over a ridge with a vehicle and then pull back asap if you see something, the second would be useful.  The third for an assault - or something like clearing woods.  How successfully the unit carries out the order would be a matter of the current tiredness/training/experience/suppression as expected.
    This would seem to increase fidelity without increasing workload too much. 
  9. Upvote
    7thGalaxy got a reaction from canuck97 in Have the modules been updated for SF2   
    I believe that is false; All the modules are compatible with v4 of the engine.  I also think that almost all (and possibly all - I've not checked them all) of the standalone missions have been updated - but I am not quite so sure.  The campaigns have been updated with the exception of the Brit campaign which I'm assuming will be completed reasonably soon.
     
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