kevinkin
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Posts posted by kevinkin
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Little blue pill vs salt peter?
Kevin
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Global Moral ... hmmm
How could this be tracked in CMx2? Or in the future.
Kevin
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The discussion of how weapons and combat are modeled is always fascinating. And why wouldn't be, having elements of the computer, real and historical worlds. But I wonder if we should also look at the battles and combat scenarios we fight the model in. Perhaps the length of battles is to short to accommodate the players available playing time. This produces combat with too many losses than would be tolerated in situations unless very very dire. Rushing to objectives will certainly magnify the effectiveness of all arms. We rarely have the time to explore the map with prep fire followed by a carefully reconnoitered advance. Even in multi hour battles, are the maps too large to cross without taking huge casualties since the attacker has to rush? In large scenarios, many may not have the inclination to repeat the battle using a more deliberate pace of operations if they were mowed down in the first try.Maybe we should judge the combat model in light of what we are asking the troops to accomplish.Just another angle on the topic.Kevin -
BP
For a regular scenario it is up to the designer. But for a QB, only the map and AI plans are provided to the player. Those maps have to accommodate
the various selections a player can choose when starting the QB. The map designer can't know what those selections will be and the AI is scripted
in a general, less specific, way compared to a regular scenario. So QBs can proceed and end in some funny ways.
Kevin
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So after the initial combat, you crossed 5/6 of the map with little fighting? The AI set up to defend well forward if that's the case.
Kevin
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Interested to know how much combat there was in the first 43 minutes? You might well have done the damage the Womble writes about. It's hard to tell from the OP. What did the map look like at the end re: enemy losses.
Kevin
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Maybe this will add to the discussion :
"Then there is vegetation. Fragments and blast will strip away foliage and eventually reduce large trees to shattered trunks. The branches and trunks will absorb many splinters, one test for the 58 ft-lbs criterion was that a fragment penetrated about 1 inch into wood. In heavy bombardments the blast will move the loose and shattered vegetation on the forest floor to the edge of the impact area or pile it up against obstacles such as large branches 'cut' from the trees. However, before the trees are well stripped by shell fire the shells burst in the branches and are effective air-bursts. Flying debris can be a hazard, particularly rubble in built up areas when large shells are used. In either soft or hard ground artillery shells do not cause a noticeable hazard from flying spoil and forest debris usually offers little danger except at close range to the burst."
BRITISH ARTILLERY IN WORLD WAR 2 - EFFECTS & WEIGHT OF FIRE
http://nigelef.tripod.com/wt_of_fire.htm
Note: No citations on the site that I can find.
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Sorry .. Yes, from trenches or foxholes but without overhead cover that would just block the outgoing shell.
Kevin
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I am shooting from the hip but I believe the tree burst effect (a form of airburst) is more moral than physical on dug in troops. But in the west US troops had to keep moving and in the open they needed to deal with the physical effects as well (many non-killing injuries from stupid metal and wood splinters). On defense, weapons like mortars need to be above ground to fire so they are at risk more than the rifleman. Perhaps using trees was a way to produce an air burst effect with available flat trajectory fire with say heavy flak like 88s? Although the canopy absorbs lateral moving fragments, a lot of shell fragments are directed down toward the ground (but with less energy) than would otherwise occur in the open. Tree bursts have both moral and physical effects and I think are best employed in suppression fire to harass the enemy with non-lethal wounds and lack of sleep in muddy below ground foxholes. Catching moving troops above ground in a forest would require excellent observation and timing. Not impossible just tricky.
Kevin
PS didn't the Band of Brothers have a tree burst scene in it towards the end of the series?
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Great looking scenario!
For H2H, the AI plans for troop movement and artillery are ignored when players select the two player option.
So they can remain and the scenario file can be left largely intact. Perhaps consider adjusting FOs for the Axis side if needed.
Reminder, conduct edits on a copy of the original file.
Thanks again.
Kevin
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I was trying to understand the difference (new Galaxy S6) and found this explanation
http://www.newmediacampaigns.com/blog/the-difference-between-apps-and-mobile-websites
if you are interested.
Kevin
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Or the sort of SQL script does not work with the CM unit database. But some form of filtering must be available to the programmer behind the user interface.
Alas ... too late for a summer intern now.
Kevin
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Jeez Luease, they are rearming again.
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Oh ... saw the web site and thought it might be Team Yankee in reverse ...
Glad I asked.
Kevin
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Would you want to play the scenario first as is before editing the OOB? Just to leverage the time spent designing it?
After that edit away. But be careful not to unbalance the thing from a force POV and check the AI plans if you are playing the computer
and edit "their" forces. Yes, the editor is fun.
Kevin
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Thanks. But what makes it "bad"?
Kevin
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Rocketman's test reminded me of that poor N Korean guy executed via a pre-spotted 120 mm mortar round.
But anyway ... the test appears conclusive. I would imagine modeling artillery fuses is outside the scope of CM.
Kevin
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I guess a hybrid would have a "designer" add OOBs for both sides on QB maps (AI plans and all) and post a set of say 4-5 for each type of battle. I think one could produce a few of these a week given the head start on the maps and have a collection for posting pretty quickly. Also, knowing the OOBs the plans could be made less generic if the "designer" wanted to take more time. The OOB units would have to placed in set zones and AI groups assigned by the designer. These would be launched from the scenario folder not the QB one. Players would get more historical OOBs (from the designer's perspective) and FOW with lots of credit going to the original QB maps. Would this work?
Kevin
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Maybe I am misreading Ian, but it sounds like you and or others are actively working on / testing QB system 2.0.
("All I am doing ...")?
Kevin
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Here is a thread and Jason's thoughts may help you out.
kevin
http://community.battlefront.com/topic/119379-soviet-doctrine-in-ww2-1944/?hl=jasonc
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I agree that the QB system for solo play requires much better auto force selection. I just do not understand what technically is stopping implementation. The answer may be "out there". But if so it is not obvious. What a shot in the arm a great QB system would give each and every CM product.
Kevin
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Very Very entertaining. Thank you.
Kevin
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Perhaps not the thing you are looking for - but battle with snipers and a few LMGs can be arranged in CM. No carry over per se.
That's as close as you can get to individuals.
Kevin
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I am not an expert on them at all but you might check out the class of games called first person shooters. Otherwise, I can't think of an Ambush for the PC (I owned the game too).
Kevin
Soviet SMGs
in Combat Mission Red Thunder
Posted · Edited by kevinkin