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Dr.Fusselpulli

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  1. Like
    Dr.Fusselpulli reacted to JM Stuff in [Music] Setting the mood   
  2. Like
    Dr.Fusselpulli reacted to ratdeath in [Music] Setting the mood   
  3. Like
    Dr.Fusselpulli reacted to grunt_GI in Bug/glitch thread   
    Yup I also noticed this.
  4. Like
    Dr.Fusselpulli reacted to IICptMillerII in increasing the Level of detail   
    You’re wrong. And being antagonistic does not help anyone or anything, especially yourself. 
     
    The LOD issues are being addressed in the first patch. In fact, I believe as of right now most of them are fixed. 
     
    The reason the game shipped with them is because, for techno wizardry reasons I will never understand, when the final release candidate was built, something caused some LODs to get a little wonky. We figured that it was not worth delaying the release of a game for a minor graphical issue that has no effect on gameplay, and only occurs on certain models and in lower graphics settings. 
     
    I think we made the right call. The response to Cold War has been overwhelmingly positive. And I think BFC hitting a release target has been very positive as well. Further, most feedback on bugs has been very polite and professional, and I think we have done a good job of responding and addressing these issues. A patch is being worked on as we speak that will fix these issues, and some other issues that were the result of very constructive feedback. 
  5. Like
    Dr.Fusselpulli reacted to Hetzi in Need help to make a decision for M60 texture   
    All Vehicles are now done in all variants. 🙂
    If someone has installed an older version of the mod, please replace it with this one. All textures have been revised to give them a more uniform image. Note: For example, if someone wants to use Variant 2 as a "winter / autumn texture", he has to replace all textures with  "...[cold].bmp", with the texture "...[cold].bmp" from the variant 2. Not sure if that works, but i think you can add the [cold] to vehicle-textures that don't have a cold texture file, in order to obtain some uniformity. (not tested)
    I will always link the latest version of the mod files in my signature, because unfortunately you cannot edit the posts or links here. 😕
    The textures for the M2 Bradley and M1 Abrams are retextured from @dpabrams
     
    Link to the Modfiles to put in the Z-Folder: NATO Vehicles all V1-4
    V1:

    V2:

    V3:

    V4:

     
    @dpabrams
  6. Like
    Dr.Fusselpulli reacted to Halmbarte in Soviet tank commander, in ou out?   
    Everything I've read about Soviet (and Soviet trained tankers) indicates that the TCs would be buttoned up when fighting. Heads out is fine for road marches. 
     
    Americans & Israelis fight heads out and only button up when taking direct fire or under air/artillery attack. You lose more TCs that way but the gain in situational awareness is better (assuming you don't have equipment with independent thermal sights for the TC). 
     
    You see the doctrine reflected in the equipment. Soviet TC hatches aren't conducive to fighting buttoned up, NATO equipment is more likely to have things like open protected positions for TC hatches. 
     
    H
  7. Like
    Dr.Fusselpulli reacted to IICptMillerII in Soviet tank commander, in ou out?   
    This is a good summary of the question. Pretty much nails it on the head. 
  8. Like
    Dr.Fusselpulli reacted to Halmbarte in What Subject For The First CMCW Module?   
    The Germanies and BAOR, don’t care which order but I’d buy both. 
     
    H
  9. Like
    Dr.Fusselpulli reacted to Ultradave in So you just got your hands on CMCW...now what? Designers Q&A thread.   
    As a Fire Direction Officer, our battery once spent 14 hours straight in MOPP4. The only good thing about it was that it was FREEZING cold out and it made us warmer. But calculating artillery firing data and transmitting it to the guns and talking to the FOs on the radio was challenging to say the least. Hard to see, hard to talk and be understood. 
    We ended up using a runner to the guns with slips of paper with the firing data (two actually - one for each 3 guns), because it was too easy for the gun crews to not be able to understand us on the field telephone speaking through the mask. Deflection error wasn't so bad, but an error in elevation could kill our own troops too easily. Made completing fire missions much longer - probably twice the time.
    Dave
  10. Like
    Dr.Fusselpulli reacted to The_Capt in TOW does not shoot if further waypoints are still available?   
    The "Hunt" command is critical here and it does work for ATGMs.  If you send them on Hunt waypoints they will stop and fire (the have to be re-plotted for movement afterward) but is basically a "move until you shoot" waypoint.  It reduces the micro management load and works very well as the player does not need to plot out "halt-shoots" manually.
  11. Like
    Dr.Fusselpulli reacted to domfluff in Soviet tank commander, in ou out?   
    It's something that's easiest to see in action in Cpt. Miller's training scenarios.

    A typical engagement is that you have your tank company in line, and an enemy tank pops up. One of your tanks might spot it, fire, and miss. They return fire, and miss. Then five of yours return fire and maybe three of them hit and kill it. Everything T-64 and higher has an excessive amount of turret armour, and very few US tanks have laser rangefinders or similar aids, so there's a very good chance of a first round missing, and even if it does hit, there's a good chance that it won't kill with the first hit.
  12. Like
    Dr.Fusselpulli got a reaction from liamb in What Subject For The First CMCW Module?   
    When you are in Germany, there is barely any Army further away than the Australian Army.
  13. Like
    Dr.Fusselpulli reacted to The_Capt in TOW does not shoot if further waypoints are still available?   
    So we have pushed this to Charles to see if there is anything that can be done.  I would not expect it to be solved in the first patch though as I suspect this is a deep AI coding mechanic with all sorts of implications (particularly if we see it in other titles).
  14. Like
    Dr.Fusselpulli reacted to MikeyD in Malyutka   
    The reason is because it looks cool.  Looking at the reference literature Sagger commonly came painted both ways. Sometimes the various pieces got mixed-and-matched!


  15. Like
    Dr.Fusselpulli reacted to Sequoia in What Subject For The First CMCW Module?   
    Only the New Zealand Army I would think.
  16. Like
    Dr.Fusselpulli reacted to zmoney in Battles or Campaign featuring   
    I was thinking it’d be awesome if there were a mini campaign, three missions or so, that you get a Plt of M1’s and a couple Plt’s of Brads to conduct a counter attack.
  17. Like
    Dr.Fusselpulli reacted to The_Capt in So you just got your hands on CMCW...now what? Designers Q&A thread.   
    Ah, good question, couple ways actually.  First, chemical rounds do look different than smoke for LOS (they used to teach us that), smoke is greyer and heavier, chemical weapons tend to be lighter and whiter.  Second, the NBC alarms would start going off (we had those), and third, someone starts to do the funky chicken.  In reality if chemicals were expected, everyone would be in a stage of MOPP/TOPP before the battle even began.  From TOPP Medium, it takes about 10-15 seconds to move to TOPP HI, which could effect the battlefield but probably not enough to warrant the effort of modeling the whole thing.  
  18. Like
    Dr.Fusselpulli got a reaction from CHEqTRO in TOW does not shoot if further waypoints are still available?   
    @CHEqTRO yes. That is exactly what I think is the case. But we as users don´t know how easy the behaviour is changable. Maybe it is not so difficult.
    What exist is a string that checks if the driver is driving or not. We can see that information in the lower left corner, if a selected vehicle is driving.
    If it is possible to check for the variable "Driver is driving" instead of "vehicle has waypoints in queue". If this is an realatively easy fix, this would be a great addition. If not, it is not game-breaking. It just prevents the user from doing shoot and scoot manouvers within one turn. They are still possible with a work around, if you time it in a way, that the shooting part is at the end of the turn, and then you give the order to retreat in the next turn. Just for my special purpose here, this is not an option.
  19. Like
    Dr.Fusselpulli got a reaction from CHEqTRO in TOW does not shoot if further waypoints are still available?   
    No, it is not TOW issue but an AI behaviour with ATGM in general. I checked for:
    M901 TOW, M150 TOW, M151A2 TOW, BRDM-2 AT-5, BRDM-2 AT-3 and 9P149 Shturm-S

    They all show the same behaviour. I think the restriction for ATGMs not be able to fire while moving is bound to the question if still waypoints are available for the vehicle, not if the vehicle is actually moving. My suggestion would be a check if the driver is driving instead, but I don´t know about the details of the engine, if such a thing could be changed easily.

    The vehicle will fire, even if there is a pause, if no further waypoint is in cue. The crew can spot, but even aming is not happening anymore.
  20. Like
    Dr.Fusselpulli got a reaction from Der Zeitgeist in TOW does not shoot if further waypoints are still available?   
    Yes, IF it is possible rather easily to restrict the ability of ATGM vehicles to use their weapon not on the trigger "Waypoint exist" but Driver is "Driving" that would be great. Because this information exist in the game, you can see what individual soldiers are doing right now.
  21. Like
    Dr.Fusselpulli got a reaction from Der Zeitgeist in TOW does not shoot if further waypoints are still available?   
    No, the vehicle will never fire on a pause right now. Not 20 seconds, and not a string of 10 waypoints with 90 seconds pauses. Which would be 15 minutes, or half the scenario on the standard setting of a 30 minutes scenario. It is not a question of time, it is a question if waypoints still exist.
  22. Like
    Dr.Fusselpulli got a reaction from Der Zeitgeist in TOW does not shoot if further waypoints are still available?   
    Are you sure? I just tested it on an open field, using a M151A2 TOW and an enemy Abrams as a target.
    I FAST FORWARD forwards, 1:30 minute PAUSE. Then REVERSE.
    The TOW vehicle only fired after it reached the reversed position. So yes, this tactic is no longer possible, but I doubt you remeber it correctly, because I assume it was never possible. Why would Battlefront change the vehicle behaviour to something worse?
  23. Like
    Dr.Fusselpulli got a reaction from Der Zeitgeist in TOW does not shoot if further waypoints are still available?   
    Hi there,

    I try to make a scenario in which you play as one company within a Battalion sized battle. The Idea is, that you will not load the game the usual way, but you will load a savegame, in which the waypoints of all other units within the Battalion are already plotted, so you don´t play them.

    I noticed a strange behaviour with an M901 TOW vehicle. I have two of them in a hull down defense position behind a hedgerow, while a soviet tank battalion is advancing.
    Without waypoints, they shoot their two TOW missiles, then pop smoke and reverse. I want to avoid that behaviour, so I plotted advanced waypoints for them. First I let them "reverse" to a hidden position behind the slope until the soviet tanks come into sight, then I "quick" forward into the hull down position. If I only do it like that, the M901 then will shot its two TOW missiles, pop smoke and reverse.

    IF I give this hull down position some "Pause" time (I tried for 15,20,30,45,60 Seconds), with an reverse waypoint afterwards, the M901 will not fire or even try to aim. It will spot enemy tanks, but not engage them. I gave it a "Target Armor Arch", but this doesn´t change its behaviour. When the "Pause" is over, the M901 will "reverse" into it's hidden position, and then "Quick" forward again into the hull down position. Only if no following Waypoint is lined up, it will shoot. Even if the "Pause" timer is still running.

    I also tried to "Stack" waypoints together to add "Pause" times. But I noticed, the pause is ignored then.
    Example: "Quick" waypoint into the Hull down position with Armor Arc and 30 Seconds "Pause", then sliding another "Quick" waypoint onto the same spot with a 5 Seconds "pause" to add them up to a 35 Seconds Pause does not work. If the vehicle is at the spot of the waypoint already, the waypoint will be "Checked" regardless of the "Pause". It takes about 4 Seconds to reach the next waypoint. so the 30 Seconds Waypoint will count down to about 26 Seconds, and then jump to the next one, counting down the 5 seconds regulary.

    I guess the reason for the M901 TOW not fireing from a paused waypoint might be a programmed workaround for the AI to not shoot the TOW while the vehicle is moving, but it prevents elaborate waypoint plotting, in which vehicles would shoot, then reverse to a save position, and continue this in a circle.

    The M901 TOW does not pop smoke and reverse from the position, even if it comes under fire. I assume, the AI recognizes it is quite safe in its position, and still does have two TOW missiles to shoot, so it stays in combat, while it reverses as soon as it is empty, because in this case, it only is an unneccary target.

    I will check if all ATGM vehicles, including Soviet ones behave in the same way. If yes, it is unfortunately not possible to continue with my idea as planned.

    Another challenge is, that it is not possible, to move vehicles after infantery has disembarked. Because Infantery will disembark at the last waypoint. This is fine for a Battletaxi vehicle like the M113, which will move into a save position behind the enemy lines, unload the infantry which will get into combat position, while the M113 just waits in the save position.
    Another option might be (not tested yet) to use more "Hunt" orders for the M113. So the vehicle will just drive until it spots an enemy, then it will stop and delete all following waypoint, and the infantry will boot out and follow their preplotted waypoints, while the M113 will support them from its position. But thats another story...
    first... how do I get the ATGMs to fire at tanks on a paused waypoint if there are still further waypoints available?
     
  24. Like
    Dr.Fusselpulli reacted to Pete Wenman in German flavor objects?   
    Let see if this works

    aircon 3, 4 & 5 are your friends
     
    P
    mods.zip
  25. Like
    Dr.Fusselpulli got a reaction from quakerparrot67 in German flavor objects?   
    Are there some late 70s early 80s German flavor objects?
    Very nice would be the old TelH78 phone booth, which could be found everywhere at that time, or a letter box.
    A very easy to make flavor object would be a "Fußballtor", for a small "Bolzplatz" a kind of low budget soccer field, which there are many in Germany, even today.
    Very typical for rural areas are also these green trailers, with the red wheels. I don´t know why they are all painted the same color, but they are.
    Another typical Flavor object of that time could be the VW Golf I in red. Which was a very common car at that time.

    Are some of these in the game?





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