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About Dr.Fusselpulli

  • Birthday 05/08/1985


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  1. Yes, it is true for all ATGM vehicles. My suggestion would to bind it to the "Driver is driving" variable instead. It's not a huge thing, but at Cold War, it is weakpoint.
  2. That's only possible with tanks who fire a cannon, machinegun or autocannon right now. Not with ATGMs, as ATGMs will only be fired, if no waypoints orders are left for the vehicle. If waypoints are given, vehicles will not fire. So if you give a reverse order, this will not happen.
  3. The Leopard 1 was only lightly armored. Calculations at the time were, that it is very difficult to armor a vehicle against modern anti-tank systems, it would make the tank bulky, heavy and slow. Instead the tactics was speed and movement. Leo1 tactics is shoot and scoot and not get hit. Heavy armor would make the Leo1 inert. There was another vehicle planned to replace the Leo1 at that time, a new concept of a Jagdpanzer, the VT1 with two guns and an extremely powerful motor, optimized to perform fastes acceleration forwards and in reverse, to maximise the ability to do shoot and scoot manouvers. But the vehicle did not go into serial production, because it was not able to perform in a satisfying way in any other form of combat.
  4. Unfortunately, today is not the big day. The release is postponed to an unknown date. Probably August.
  5. Nato had several mine laying devices to delay a Soviet attack and deny an area. The Scoprion Mine Laying Vehicle of the Bundeswehr for example, with 300 vehicles taken into service in 1981/82. But minefields can also be prepared by artillery or helicopter. None of it is part of the scope of a Combat Mission scenario, but the mines which would have been in the area are, and we have them available in the game. Which we don't have is Soviet counter equipment, Tanks with mine rollers to deal with those mines, and prepare a still dangerous, but somewhat safer route through a minefield for the following vehicles and infantry. Can we get tanks with mine rollers later on to fill this gap?
  6. For the independent buildings, I place all building types on the map, in the same pattern, as they are in the editor, and then I can check in the 3D world which building would fit where. I do the same with trees. This buildings will be deleted later of of course.
  7. Yeah, but sometimes 10 seconds are not enough. And sometimes the tank shoots immediately, and then waits for several seconds on the spot. I know, that similar behavior can be simulated already, but it isn't optimized.
  8. What I would like is a new movement type of "Firehalt", being a "Quick" move to a waypoint and then stops there with "Firehalt", a special type of "Pause" until the main weapon, either the cannon or an ATGM got fired. This could be used for tanks advancing forward for an attack, if the tanks are old WW2 tanks, or soviet cold war tanks, to shoot with maximum precision while on the move. It would also be useful for perfect shoot and scoot maneuvers. As you could order tanks to move into a fire position, the tank would pick its target, fire, and then reverse back into a hidden position, if this is where a follow up reverse waypoint would be headed. There could also be a "Firehalt 30" type, to switch through. To "Firehalt" until the main weapon got fired, or continue after 30 seconds, if it did not got fired. For example, if the expected enemy did not show up, is not spotted, or destroyed by another unit. The 30 seconds would give the vehicle some time and a chance to spot, but it would then continue to advance further, if it is in an attack, or go back to the hidden position, if it would be in a defense.
  9. I would also be interested in this campaign. @Aquila-SmartWargames would like to put it on his Dropbox folder, available for everyone, if possible and if storage space is needed.
  10. Yes, when I reported this "bug", or maybe better "questionable design decision". I suggested, to change the "if/then" from "if further waypoints exist, then vehicle can't fire atgm" to "if driver is driving, then vehicle can't fire atgm". Because this is also a variable tracked by the game, as you can see in the lower left corner if you click on the unit.
  11. It does work with cannons however, so for tanks or machine guns, this is not a problem.
  12. Shoot and scoot maneuvers are possible to some degree. ATGM vehicles do not fire ATGMs if waypoints are still available. So you can not give the order to drive from a hidden position into a hull down position, give a pause order of some seconds and then go reverse into the hidden position, as the vehicle will not fire ATGMs from the paused waypoint. At least not as the game is done right now, because of engine limitations. But there is a work around, if you give a pause order in the hidden position first, then drive up to the hull down position, so that the vehicle will stand there for about 10-15 seconds, before the turn ends, then it will shoot, as there are no following waypoints ahead. You can then drive reverse into the hidden position in the beginning of the next turn, to perform a full shoot and scoot maneuver.
  13. Yes, I know. But here I guess the target arc is not working at all, if it is used for passengers. Please, try it out, with elite and highly motivated soldiers against not threatening enemy soldiers. However, this "bug" is of very low importance, as target arcs for passengers are not so important, because usually vehicles get spotted quite easily anyway.
  14. Hello, I was driving around with a few scouts in a jeep, giving them a very small target arc, so they wouldn't shoot around to not draw unnecessary attention. That didn't seemed to help, the passengers still opened fire with their small arms in a drive by against a single infantry soldier they spotted about 200 meters away from them, without getting under fire by him, as he was still waiting in an ambush position. I tested this further then, armor arc or hiding doesn't really work neither. It seems target arcs are not working if infantry is used as passengers in vehicles. It is not an important issue, as this is a very rare case and it is probably a consistent "bug" also within other Combat Mission titles, but I wanted the developers to know. Maybe they want to change this behavior.
  15. Looks kinda funny, if a tank rolls up a +4 slope with the "ditch" setting. But yeah, now that you mention it, I think I have read about some ditch option a while ago, but never seen or tried it.
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