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Rokko
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Posts posted by Rokko
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Waiting for release and download-only. WOULD pre-order (don't want any price discount at all!) if download-only pre-order were available.
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Given that Red Thunder is set in the exact same timeframe as CMBN (May-September 1944), shouldn't it be easy to include branches and formations that were involved in this timeframe easy since TOEs and equipment is the same as in CMBN? I don't know of any TOE or equipment differences between Western and Eastern front (talking about LW infantry, HG division and WSS here)
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I wonder how these will be realized, from what I know these were not carried in hand but where pulled along on their wheels. So ingame, will they work more like ATGs or be carried around by the gunner like other HMGs in the game?
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I have a save file showing the exact same issue (automatic P38 pistol). Its in CMBN though and was not made with most recent patch. Do you want me to send it to you?
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I would assume they'd come from the factories in only their base color, just like tanks. Tank units then recieved the tanks as well as brown and green paint (at least until late 1944) to paint their vehicles in camo patterns themselves. It seems unlikely that infantry units would also have access to camo paint, but I don't know for sure.
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Also, only Stugs produced by Alkett recieved the new mantlet, models by Miag appearantly never got it.
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These classifications like "early", "mid" and "late" are often somewhat arbitrary. Often there were changes on a monthly basis. I haven't found any concrete data so far, but it seems the Saukopfblende was only introduced with later "late" Stug III Gs (appearently Dec. 1944, but I'm not sure about that). Usually changes on a monthly basis were so minor that they would not validate separation on a larger scale.
If you wanted to fully appreciate all the different changes that were incorporated into the production of the Panzer IV for example you'd need a different version for every month of its production and for every company that made them (3 I believe and they all did some things differently). I once had a similiar question about the number of return rollers with the Panzer IV J late in game and it came out that the number was only decreased to three in models that were produced after Sept. 44.
Edit:
Might be mistaken on the Stug III, though, 'cause I've also read somewhere the newer mantlets were used already from Nov. 1943 onwards.
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I've seen this as well once or twice, but only with German pistols (P38). I'd agree this is a bug.
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Not sure you'd want to do that in the opening of Bagration though - Soviet unit densities were of the order of a divison per kilometer in the breakthrough sectors...
That can't be true, can it? That would be some 5000 men per kilometer, like line infantry I'd imagine.
Also, I've taken a look at a map and that also gave a different impression and Zaloga gives the number of 80 German soldiers per frontline kilometer on average.
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Had those buildings in the background been on fire I would definately have soiled my undergarnments
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You can also order them one action spot before the wall/hedge/bocage and then give the blast order to the action spot with the target in it. They will blow it up and then move up to it, instead of going through the hole.
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That battle scene is really suprisingly well made, easily beats 90% of Western war movies. Gonna have to find a version with English subtitles.
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The guy who narrated the Wochenschau had the most unlikeable voice ever.
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I believe it is because the Italian squads are so big, 20+ men or so. If you take a look at the squad window in the UI you'll see there are 3 columns with space for 5 soldiers each, so Italian squads wouldn't fit into the existing UI
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Why the heck would higher res textures require new texture artists? I am NOT arguing for a completely new art style for the game, far from it. Higher filesizes and more polygon counts for the models. Why should the same 2D artist that created the relatively low-res terrain textures (by 2013/2014 standards) not be able to create higher res versions of the same textures? Actually I believe that probably high res versions are created at first and then downscaled for the sake of performance and ressource/memory use.
Also, it is completely normal for a newer game to have better graphics than its predecessor so I don't really get what the fuzz is about.
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In fact there have been pretty major updates to the graphics engine in the last two years according to BFC, like the introduction on normal maps, shading improvements, fog improvements, etc.
What I am arguing for are in fact more superficial improvements that (I assume) would require little to no code rewriting.
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COH is seven years old, I'd expect a 2011 game to look better than a 2006 one in any way, assuming you mean the 1st installment.
Also I am well aware of the repository and, in fact, have also contributed to it. I know of the various terrain mods. Of those only Aris' one has a higher resolution alternative grass textures. But I find none of the terrain texture packs so far to be visually pleasing. They may have a few textures that look better than stock ones when reviewd individually, but the textures are not well attuned to each other or to other stock textures they leave unchanged, so they fail to create a coherent picture, at least in my mind which is why I prefer stock textures, which are all made to concert with all the other textures.
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I have no problem with the textures per se and I don't really bother with downloading mods. I am arguing that the texture RESOLUTION could be upped in some instances. Vehicle, weapon and (in many cases) soldier models and textures are perfectly fine as they are. But for upcoming releases like Bagration (which I believe will come as version 3.0 of the engine) it would be kinda lame if it featured the same old low-res gras texture that came with CMBN back in 2011. Within a two year timeframe the computer specs of the average customer improve, so why not improve ingame graphics as and port them back for older games in the engine upgrades that cost like 10$ as well. And I'm not saying that the graphics haven't improved in those two years because they have improved a lot, but the superficial stuff like textures has stayed the same.
Also, if I remember correctly BF plans to make rank insignia on the soldiers' textures coherent with the ranks assigned internally that you can see in the unit panel, with the current soldier model, at least the German one, that would just not be worth the effort because rank insignia on German infantry models mostly look plain awefull.
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Hi folks,
Combat Mission BN came out more than two years ago but is still going strong having dozens of scenarios I have yet to play or want to replay and plans are to keep the game going in the future by further upgrading it as the CMx2 engine progresses with further titles.
So I was wondering, are there plans to also improve graphical aspects like textures and models? Especially ground textures appear pretty lo-res to me by now and with gamer PCs getting better and better it should be possible to up texture resolution at least for some textures every now and then I'd expect, for instance with engine upgrades.
Another aspect are some of the soldier models and textures. I find the American and especially the Italian ones (in CMFI) very good, but the German ones particularly don't look very great anymore. The collar textures are distorted, rank insignia often looks blurred, camo patterns don't match up at limb joints etc. so there I also see some room for improvement.
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Excellent, thanks.
Ok, so that's the Crab. Any thoughts on the Crocodile, Kangaroo, AVRE, etc?
I've read AVREs simply being called "Spezialfahrzeug (AVRE)", meaning special vehicle. Considering they were approximately used like Sturmtigers the term Sturmmöser (assault mortar) might be applicable.
As for Crocodiles they were called "Flammpanzer" or "Flammwerferpanzer" - flame tank or flamethrower tank. Don't know about Kangaroos.
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Normal infantry will open fire on exposed HT gunners once they come closer than 400m, marksmen and MGs will fire earlier. I have yet to see one halftrack that gets within 400m of an enemy squad and does not lose its gunner within one turn. Never happened to me.
It is just strange that regular infantry become super accurate when firing on a dude behind a metal shield 400m away of whom they can only see the top of the helmet and a little bit of face through a tiny slit, while normally they often can't hit the broad side of a barn (quite literally for that range actually).
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I've read "Dreschflegel-Tank" for the crabs in various reports. Dreschflegel being pretty much a translation of flail.
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Actually no, halftrack gunners are still insta-killed once a single enemy rifle opens fire. And the new stance isn't really a new stance, the gunner is just sunken into the vehicle
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Fire and flamethrower weapons might come as part of the 3.0 engine upgrade, but not earlier and definately as part of a pack. After that a pack with Churchill Crocodiles for instance would be possible I guess.
Content in potential upcoming modules?
in Combat Mission Red Thunder
Posted
Shouldn't an IR lamp not give your position away, because IR light is like, not visible to the human eye?