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JRMC1879

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Everything posted by JRMC1879

  1. All of them. Modern WWII - dont much worry which comes first its all dream stuff.
  2. Great Pictures - even a Maus ... man was that an ugly tank.
  3. Now I am not discussing the why and wherefores of this as I know its been discussed already. Just picked up playing CMSF again - with regard to low walls ... can tanks et al crush them ? I am just trying to refresh a poor memory - I know its in CMBN etc - and I think it was added to CMA - but cant recall if its something you can do in CMSF ?
  4. What are they used for now ? Can you visit them ?
  5. Wow - great map. I didnt know there was a flak tower in vienna.
  6. Excellent - I love the scenarios you are producing.
  7. Yes it is better for stugs and tanks. Noticed the same thing for the Wespe - presumably for the same reason as the marder - wondered whether it was a bug or by design.
  8. Was playng a scenario recently and noticed that marders have a hell of a time getting a decent line of sight from behind bocage. Is it modelled this way deliberately - I was thinking because the fighting compartment is so far to the rear of the vehicle
  9. Superb Map. Always surprises me the effort some of you guys put in to creating content.
  10. Well, its not the wall thats an abstraction but the path of the grenade. I would imagine its fairly routine to track the path of the bullets into the wall as the wall is so high and the bullet starts at a certain height and travels in a straight line. I would image the code for lobbing a grenade is the same regardless of if it travels over a wall or not. So - it may be coded to check if it hits the wall - and would explode on the other side if it does - it just doesnt show the thing on a curve over the wall it it hits. I have seen plenty grenades explode on the safe side of the wall in that situation.
  11. But you are somewhat missing the point. Sure proper dispersal and formation whilst moving is a good thing to have. But you are talking as though they dont want to put it in. I would suggest all that is a lot of coding and there are priorities. If they had put the effort in to code in the formation thing - you would only be here complaining about the thing they left out to get it done.
  12. Mmmm ... definitely alone I think. "Just" add new vehicles and units ? Thats what half the game is about for me. There is no other game I am willing to spend money on as readily and no other that I return to as often. Gustav line will bring into scope literally thousands of new situations that are possible. Even just taking anzio there must be hundreds of historical situations that can be created. I havent touched half the content I have with these games. To me that is what draws me in. No other games creates that feeling of acutally watching a battle unfold. Sure new features are great but personally whenever one of these modules gets announced I do nothing but play in my mind what I can do with it when it arrives. Perhaps yes a visit to the scenario editor would be useful - playing out a situation you created may rekindle things for you.
  13. From my experience - the tac AI both friendly and enemy - appears to be absolutely non existent in Arma - the primary reason I stopped playing it. I played a scenario with the british forces module and when ambushed in a Scripted mission - the 8 AI guys with me stood around and did nothing. Not very little. Absolutely nothing. When I compare that to what the Tac AI does in CM - the two are incomparable.
  14. I imagine that section of code must give you headaches just looking at it ! Personally I would like to see the "business critical" collisions high up the list. Despite the exaggeration of the op - I for one would like to see bridges being blocked by wrecks and live vehicles. Even if it was only that situation as it is quite specific. Depending on how difficult it is to do perhaps bocage gaps as well and narrow streets - which I think are most relevant to normandy - but if its only the bridges then I am fine with that. Everything else I can quite easily live with.
  15. To me that would perhaps be a best case solution. IE - not perhaps determining vehicle clipping and "pass through" in every possible situation. (and I am aware of just how difficult proper collision detection must be in a game like CMx2 - what some forget I think is that it tacks every bullet. Just one burst from and MG42 could account for a couple of hundred separate objects - all of which must then be checked against everything else in the game space.) But perhaps the more specifically "business critical" side of things like vehicles blocking single lane bridges.
  16. Well no... lack of realism will be what kills the game. thankfully its not the direction we seem to be headed in.
  17. Jesus - you need to take a chill pill pal. Your point doesnt become more relevant the more you are an arse about it. I didnt say it was a good thing - merely that you are - in the context of the game - seriously overstating its importance. I too cant see why its an issue - but you called it a "game breaker". Also - you only point to the one most famous example - name me another where it was relevant. I too would like it to be resolved but hyperbole is useful in making a point - exaggerating means your point is lost. And just so you know, I could give a f**k about the shape of german helments, so long as they are not triangles. And just for the record - Grabners attack consisted of 22 vehicles. 5 of which passed through unscathed as they took the british by surprise and 12 of the remaining ones were destroyed by mines, piats and hand grenades. they were already on the northern ramp at the time and in no contemparary account I have read does it mention - vehicles getting in each others way was what caused the attack to fail at all. Sure if you watch A bridge too far and want to take that as history you might think that - but they show most of the vehicles being destroyed in a bunch in the middle of the bridge and the british waiting for them when that is not what happened at all. All the german vehicles made it to the northern ramp and their progress was stopped by mines that had been laid and not a single vehicle was destroyed in the central span of the bridge itself - so even in that example you would need to point me to an account that says it was at all material to the tactical situation.
  18. Well, slight over reation. I cant guess but would like to know out of all the probably millions of individual tactical situations that developed during the war how many were actually relevant to one tank getting in the way of another ? Someone bought up market garden - but I am sure vehicles getting in the way of each other were much less important than the fact it was a single road the germans could easily road block a hundred times over and lay artillery fire on. After all - if tanks can push each other out of the way, a tank comes along and pushes the other one out of the way. then its no longer in the way and the issue is irrelevant.
  19. Erm ... just select the unit. Any move orders you give are tagged to the end of the current set of waypoints...
  20. I love this freaking company. All my wargame dreams of my younger years are coming true. QUAD .50 cal !!! Brummbär, Nashorn, Elefant !!! Forget the naysayers BF. Simply the best company out there.
  21. Jesus - and he was only temporarily banned ? Fu*k his mods then.
  22. Eh ? What the hell was that all about ?:confused:
  23. Because it will sell more. People like JSII's and SU152's more than those piddly little BTS and 7 ..s ... personally I will buy anything - but I think its a consideration.
  24. Well, if that all happens in 2013 - I will eat my hat. I will be extremely happy - of course, but I will no longer have a hat.
  25. Except given that they come from osprey publications that site is just one big breach of copyright ? Especially given osprey have their own (paid for) subscription model to access that content.
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