LemoN
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Posts posted by LemoN
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Hmm, I always thought there was something wrong with immobilisations on roads being extremely common.
Now that I think of it most immobilisations have indeed been at the edges of roads.
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@ Luke FF
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LemoN,
Never seen you here, so welcome aboard! I've personally talked to Bo Gritz, a retired Green Beret colonel/lt. colonel (forget which) who handled SADM during his service career and told me of the "blue fire" when the insertable component, carried separately, was put into the casing. Am guessing he has no progeny!
Regards,
John Kettler
Thanks for the welcome, although I've been lurking this place since 2006 or so... had an account back then, but forgot my name/login data when I wanted to post stuff again in the closing weems of CM:BN.
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Fraps is usually the chosen one.
Yup, wanted to post the same thing.
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Well, I'd prefer using the Davy Crockett to this baby...
The project, which involved a small nuclear weapon, was designed to allow one person to parachute from any type of aircraft carrying the weapon package and place it in a harbor or other strategic location that could be accessed from the sea. Another parachutist without a weapon package would follow the first to provide support as needed.http://en.wikipedia.org/wiki/Special_Atomic_Demolition_Munition
Imagine jumping off an airplane with an atomic bomb strapped to your back...
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I guess we just entered a new age. With the Kepler telescope having found literally thousands of exoplanets and something like 50+ earth-like candidates in the past two years... we have now confirmed the first earth-like planet in the inhabitable zone around a star.
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I obliterate any and all churches I see in this game.
I hate Christians.
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...non-airworthy Starfighters are newer and faster and go for less!!
That's because the Starfighters were a piece of **** and cost hundreds of lives because they kept on crashing. I guess this thing isn't even modified, but is classed as non-airworthy for the simple fact that it's a Starfighter.
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I thought the SS was included in the Commonwealth module?
I'm not an SS fan but I'd really like to see German vehicles carrying 7.92K ammo.
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Suddenly he was teleported to the Easter Front, as the Western Front was just a children's playground compared to the titanic battles in the east.
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Holy cow, those poor sods!
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It's an abomination in the face of RO:Ost IMHO.
I am now of the definite certainty that RO:Ost was just an accident of an unskilled team that just didn't have the manpower to **** up the work of the members that left when they formed the company.
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At least BFC still give a crap about realism even if they won't put in any modern multiplayer options .
Oh, you.
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I've had similar experiences with a panther, where it simply killed and routed two entire companies of US infantry in a dense forest (it was light, but there were so many trees that all the zook rounds and so forth were stopped). The tank usually spotted the infantry far before the infantry spotted the tank, the tank was regular, the infantry regular/vets. Often times the tank would spot the infantry (prone but not hiding) out to 50-75m through the forest, while two entire infantry companies and another infantry company in a supporting position up on a hill some 500m away only rarely spotted the tank... if it was closer than 25m.
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Lovely.
And people wonder why we are in the next financial crisis already.
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Or the air speed velocity of a fully laden (African) swallow or worse....how do you KNOW she's a witch?
Witches burn, so they're made out of wood. We all know that wood swims so we'll just put her in the lake!
If she swims then we know she's a witch, if she drowns then we know she wasn't!
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And we shall call it...
"Call of Orchestrafield: Danzig at War"
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I thought it was Wirkungsschiessen.
It is indeed.
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I still have the occasional on-map mortar strike go wildly off target when called on a TRP.
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Well, I've recently toyed around with the contact markers and tried to turn the question mark markers off... it's not possible.
Either you have:
1) ALL contact icons
2) ONLY the ?? icons
3) None at all
It would be great to have a fourth setting to ONLY see actual contact icons, not the ?? icons.
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At times I've bought five trucks per German Platoon (three sections and HQ) and split up ALL the ammo between them. Nothing better than a German section with 2x MG 42's, 3x MP40's and 5k 7.92 rounds and 2k 9mm.
That's of course only when defending, but boy, those guys will hold up an entire company, given that there's not a lot of arty flying around.
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Naval rifles were designed to be very accurate, since their primary mission was to hit other ships on the move at considerable distances. With this said, just because they are capable of firing very tight sheafs, doesn't necessarily mean that they would do so against a ground target. The FDC on board the BBs would certainly have capability to give each turret slightly different elevation/bearing settings to spread the shells out more.
While they were designed to be very accurate, they were nowhere near as accurate as the game currently depicts at a range of 10-15 miles, especially not the WW1 guns we currently have in the game (12" and 14").
For instance:
As modernized in the 1980s, each turret carried a DR-810 radar that measured the muzzle velocity of each gun, which made it easier to predict the velocity of succeeding shots. Together with the Mark 160 FCS and better propellant consistency, these improvements made these weapons into the most accurate battleship-caliber guns ever made. For example, during test shoots off Crete in 1987, fifteen shells were fired from 34,000 yards (31,900 m), five from the right gun of each turret. The pattern size was 220 yards (200 m), 0.64% of the total range. 14 out of the 15 landed within 250 yards (230 m) of the center of the pattern and 8 were within 150 yards (140 m). Shell-to-shell dispersion was 123 yards (112 m), 0.36% of total range.So, let's take the most accurate battleship guns ever made, use the 0.64% spread pattern, use a range of 15km and we still have a spread pattern of 100m. Now, with WW2 era stuff you'll probably be looking at at last 200m spread at that range, probably more for the older 12" and 14" guns.
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Well, I've toyed around with these a bit and noticed that the "spread" is so low it actually makes them far less effective than they could be.
One salvo (something like 8 to 10 rounds?) will always impact in an area roughly 2x2 action spots big. After that salvo is fired the next salvo will impact somewhere else and also hit only a small area. Here's the thing, the current naval arty has something like 70 rounds, just barely enough to saturate a large area with fire with the current "spread" of the rounds. I'd like to see the naval artillery fire less rounds but saturate a larger area.
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I use halftracks similar to how they were used IRL (although they were used like that on a larger scale).
First wave is one infantry platoon to scout the enemy positions and draw fire, then I bring up the second platoon and the tanks to suppress and destroy the enemy and assault the objective. After the objective is mostly in my hands I use the first platoon to secure and hold the objective and bring the second platton to the staging area for the next assault. Now here is where the HT's come in. I use the HT's to quickly get my 3rd platoon up to the objective, protected from the occasional straggler or flanking units, and dismount them on the objective. I promptly bring up the second platoon to draw fire, bring up the third platoon and the tanks and assault the next objective.
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