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Ultradave

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  1. Upvote
    Ultradave got a reaction from A Canadian Cat in Proximity fuzes in GL?   
    Our time fuzes had 0.1 second increments. You'd need that to get the detonation where you want. I can't say for sure about WW2 but I would expect they'd have to be the same just to have any chance of exploding where you want it to. I really don't think time fuzes changed from WW2 to the 70s.
    Super accurate timepieces - not really that necessary. The firing data has been accurately tabulated for each model howitzer. For example, we had "firing sticks" that were essentially slide rules that gave elevation and time for the range. There is a different stick for each charge (number of powder bags used). Typically we tried to fire at a range requiring charge 4 or 5 - most accuracy. Then you make a correction to raise the elevation so that the round passes over the target. My experience was with M102 105mm howitzers (the 82d Abn is a light unit so no heavy artillery). Smaller rounds, lower airburst, only because the effective radius of the burst is less for smaller caliber artillery. 
    Given time in a position, we would add corrections to individual guns for their position so that the grouping of rounds came out evenly, and additional corrections to hit a center point. We also flew weather balloons to get winds at altitude levels and added corrections for those (daily). And corrections for the rotation of the Earth, which of course varies by 1) latitude, and 2) the primary axis of fire (direction the guns are pointing). Howitzers are low velocity, relatively high elevation weapons so all these things make a difference. 
    Adjusting fire - stopwatch is handy in the fire direction center. We know time of flight. In game you can here shot, splash over the radios. Shot is obvious. Splash means 5 seconds to impact. So if the FO is keeping his head down, the splash gives him 5 seconds to take a look, and re-orient himself to the direction. Then he quickly decides corrections, covers again and radios the directions in (left 200, drop 400, etc).
    The one time you really need accurate timing is a time on target mission. One battery is 4 or 6 guns. A battalion is 3 batteries. A battalion time on target requires each battery to calculate its time of flight to the target, the battalion fire direction center to synchronize everyone (whether time of day mark or a say, 60 seconds to TOT). Then the batteries each fire at the right time for their time of flight so all rounds arrive together. It can be even more interesting if one battery is firing time rounds and the other two PD rounds. The battalion fire direction officer coordinates all that (I did that job too as  the asst ops officer for the artillery battalion). 
    It can get pretty technical but really it's no more than high school math level, and knowing what to do with the data. It helps being good at mental math and visualizing things spacially - being able to know instantly that data sounds incorrect (biggest fear was hitting your own troops accidentally). Today things are much different of course, but I was there in the late 70s and 80s. Computers were just coming in. We had one GPS in the division and it took up the whole back of a jeep. We had an analog computer but it never worked after being dropped in the back of a truck so we stuck with "charts and darts". Batteries were surveyed in position from landmarks. No GPS. You really had to be good (excellent really) at map reading.  So I suppose you could say it was pretty "intellectual"  It doesn't feel that way really. You practice and practice so calculating firing data becomes routine. 
  2. Like
    Ultradave got a reaction from Bud Backer in Proximity fuzes in GL?   
    No, it's not difficult at all. There are firing tables and "slide rules" that will calculate trajectory to the target impact point. For a timed fuse airburst, there is a correction to make so that the elevation to fire makes it so it passes over the target at the desired height, rather than hits the target. The first calculation is to the target ground point so you know the time of flight. Set the time fuze for that time of flight and BOOM, it goes off 10m (or whatever you calculated) right over the target as it passes over. 
    VT is a little different in that you don't need the time setting, just the correction for 7m height above the target point. The transmitter will receive a strength signal from the ground return and explode at 7m height (not sure what that height was in WW2 but in my artillery days it was 7m). There IS a time setting so it doesn't go off prematurely, but you don't need exact time to the target.
    All the firing data is well tabulated. Just a matter of running some calculations, which don't take long, just a few extra seconds for the calculations (10-30), and a few (less than 10) on the gun to set the fuze (top of the fuze rotates - just match the hairline to the time desired). My artillery experience predates GPS and computers - all manual calculations, so my experience is MUCH more like WW2 and Korea than it is present day artillery (which is all computerized whizz-bang magic 🙂  )
    So the answer to your question is any competent fire direction center can make the calculations in little more time than a PD (point detonating) mission, and you should get a battery sheaf of airbursts all at once. Devastating to troops in the open, and effective against trench lines. Adjusting rounds are done with ground bursts to make it easier for the FO to see where the round landed (hard to judge and airburst). Then FFE with the time or VT rounds.
    Hope that helps.d
    Dave (ex-US Army CPT,  2/321st FA (Abn), 82d ABN DIV)
     
    [edit] one other thing I thought of. We only carried about 20% time and/or VT fuzes with us. The rest were PD. Don't know what the ratio exactly was in WW2 and probably varied but my understanding is that they were probably about the same and VT was rare.
  3. Like
    Ultradave got a reaction from Heirloom_Tomato in Proximity fuzes in GL?   
    No, it's not difficult at all. There are firing tables and "slide rules" that will calculate trajectory to the target impact point. For a timed fuse airburst, there is a correction to make so that the elevation to fire makes it so it passes over the target at the desired height, rather than hits the target. The first calculation is to the target ground point so you know the time of flight. Set the time fuze for that time of flight and BOOM, it goes off 10m (or whatever you calculated) right over the target as it passes over. 
    VT is a little different in that you don't need the time setting, just the correction for 7m height above the target point. The transmitter will receive a strength signal from the ground return and explode at 7m height (not sure what that height was in WW2 but in my artillery days it was 7m). There IS a time setting so it doesn't go off prematurely, but you don't need exact time to the target.
    All the firing data is well tabulated. Just a matter of running some calculations, which don't take long, just a few extra seconds for the calculations (10-30), and a few (less than 10) on the gun to set the fuze (top of the fuze rotates - just match the hairline to the time desired). My artillery experience predates GPS and computers - all manual calculations, so my experience is MUCH more like WW2 and Korea than it is present day artillery (which is all computerized whizz-bang magic 🙂  )
    So the answer to your question is any competent fire direction center can make the calculations in little more time than a PD (point detonating) mission, and you should get a battery sheaf of airbursts all at once. Devastating to troops in the open, and effective against trench lines. Adjusting rounds are done with ground bursts to make it easier for the FO to see where the round landed (hard to judge and airburst). Then FFE with the time or VT rounds.
    Hope that helps.d
    Dave (ex-US Army CPT,  2/321st FA (Abn), 82d ABN DIV)
     
    [edit] one other thing I thought of. We only carried about 20% time and/or VT fuzes with us. The rest were PD. Don't know what the ratio exactly was in WW2 and probably varied but my understanding is that they were probably about the same and VT was rare.
  4. Like
    Ultradave reacted to Warts 'n' all in New "02" patches for Game Engine 4 are now available   
    Yes, sadly so.
  5. Upvote
    Ultradave got a reaction from Warts 'n' all in New "02" patches for Game Engine 4 are now available   
    What scenario? Still in Scottish Corridor, number 1?
  6. Like
    Ultradave got a reaction from PIATpunk in New "02" patches for Game Engine 4 are now available   
    Right. I'm all up to speed with the whole issue. Just checking from your last post if it was still the same scenario or if you moved on to #2, or #3, or whatever. Thanks.
  7. Upvote
    Ultradave got a reaction from BletchleyGeek in New "02" patches for Game Engine 4 are now available   
    That "squad" is a MG team set up at the gap in the bocage. There is also an AT gun team near the center of the map. They both will consistently suffer similar fates. It's a lot easier to see what's going on if you run it at Basic Training level. Then you get the identities and god-like spotting, and can also see if they are in C&C. (They are).
    I've run LOTS of tests with this and with the Roadblock scenario that was also listed as a problem. The only thing I can get consistently to happen is the crew-served weapons teams breaking and running toward the enemy under HE fire (like the Churchill firing in Scottish Corridor). Reported for confirmation on the Beta testing forums. Several of us have run numerous tests to try to find the common factor.
    Also, in the Roadblock scenario, while I see the behavior in that save file, when I run it myself from the start I cannot under any circumstances recreate it. And I've very hard placing multiple teams and squads in those positions, static and moving. They all behave "correctly"  HOWEVER, there is no HE fire being directed at them and that's the only times I've seen any odd behavior.
     
  8. Like
    Ultradave got a reaction from Txema in Irrational Behaviour   
    I could not get this to happen in the Roadblock scenario no matter what combinations I tried, in multiple attempts. However in the Scottish Corridor first scenario, it's pretty consistent, in two places. I related this in the beta forum with a idea of what is happening and how to reproduce so that someone besides just me can check. Also, I'm on a Mac. Occasionally Mac vs. PC makes a difference. In this case I would bet it doesn't. It's a logic thing, not graphics.
    Posting this here so that people know that when something like this gets posted, it does get looked at right away, reproduced, and acted on (acted on for right now would be posting a bug report to the database).  It appears to be some specific sets of circumstances to me. But that's why others need to verify it. I could also be wrong 🙂
    Saved game files REALLY help, if it's something reproducible so that you can get a save. That way we can compare the save to us running it fresh.  In this case it was much easier to see what was happening by running it myself at Basic Training level, because I could see all the Germans and what was happening to them.
  9. Like
    Ultradave got a reaction from Sgt.Squarehead in Irrational Behaviour   
    I could not get this to happen in the Roadblock scenario no matter what combinations I tried, in multiple attempts. However in the Scottish Corridor first scenario, it's pretty consistent, in two places. I related this in the beta forum with a idea of what is happening and how to reproduce so that someone besides just me can check. Also, I'm on a Mac. Occasionally Mac vs. PC makes a difference. In this case I would bet it doesn't. It's a logic thing, not graphics.
    Posting this here so that people know that when something like this gets posted, it does get looked at right away, reproduced, and acted on (acted on for right now would be posting a bug report to the database).  It appears to be some specific sets of circumstances to me. But that's why others need to verify it. I could also be wrong 🙂
    Saved game files REALLY help, if it's something reproducible so that you can get a save. That way we can compare the save to us running it fresh.  In this case it was much easier to see what was happening by running it myself at Basic Training level, because I could see all the Germans and what was happening to them.
  10. Like
    Ultradave got a reaction from A Canadian Cat in Off topic, an apology   
    It is yes. I had 6 rounds of chemo. PET scan after round 3 showed almost all gone. Post treatment PET showed complete remission. It is a type that can (probably will) return, however, that means more treatment. Oncologist said to consider it more of a chronic condition, not a death sentence. Feeling pretty good now, other than still working to get my energy back. I get tired much more easily these days. They say it takes up to a year to feel back to normal. Thanks for asking. Best wishes for your girlfriend as well.
     
  11. Like
    Ultradave reacted to WhiteWolf65 in Off topic, an apology   
    Yes, I could not agree with you more. It keys you up so much that sleep is like "what's that". I have to take at least 2 mg of Xanax at night just to shut my brain off. I wouldn't wish this on anyone.
    I hope that your cancer is in remission. My girlfriend is a breast cancer survivor.
    **Chris**
  12. Upvote
    Ultradave got a reaction from sttp in Irrational Behaviour   
    I could not get this to happen in the Roadblock scenario no matter what combinations I tried, in multiple attempts. However in the Scottish Corridor first scenario, it's pretty consistent, in two places. I related this in the beta forum with a idea of what is happening and how to reproduce so that someone besides just me can check. Also, I'm on a Mac. Occasionally Mac vs. PC makes a difference. In this case I would bet it doesn't. It's a logic thing, not graphics.
    Posting this here so that people know that when something like this gets posted, it does get looked at right away, reproduced, and acted on (acted on for right now would be posting a bug report to the database).  It appears to be some specific sets of circumstances to me. But that's why others need to verify it. I could also be wrong 🙂
    Saved game files REALLY help, if it's something reproducible so that you can get a save. That way we can compare the save to us running it fresh.  In this case it was much easier to see what was happening by running it myself at Basic Training level, because I could see all the Germans and what was happening to them.
  13. Upvote
    Ultradave got a reaction from General Liederkranz in Irrational Behaviour   
    I could not get this to happen in the Roadblock scenario no matter what combinations I tried, in multiple attempts. However in the Scottish Corridor first scenario, it's pretty consistent, in two places. I related this in the beta forum with a idea of what is happening and how to reproduce so that someone besides just me can check. Also, I'm on a Mac. Occasionally Mac vs. PC makes a difference. In this case I would bet it doesn't. It's a logic thing, not graphics.
    Posting this here so that people know that when something like this gets posted, it does get looked at right away, reproduced, and acted on (acted on for right now would be posting a bug report to the database).  It appears to be some specific sets of circumstances to me. But that's why others need to verify it. I could also be wrong 🙂
    Saved game files REALLY help, if it's something reproducible so that you can get a save. That way we can compare the save to us running it fresh.  In this case it was much easier to see what was happening by running it myself at Basic Training level, because I could see all the Germans and what was happening to them.
  14. Like
    Ultradave got a reaction from A Canadian Cat in Irrational Behaviour   
    I could not get this to happen in the Roadblock scenario no matter what combinations I tried, in multiple attempts. However in the Scottish Corridor first scenario, it's pretty consistent, in two places. I related this in the beta forum with a idea of what is happening and how to reproduce so that someone besides just me can check. Also, I'm on a Mac. Occasionally Mac vs. PC makes a difference. In this case I would bet it doesn't. It's a logic thing, not graphics.
    Posting this here so that people know that when something like this gets posted, it does get looked at right away, reproduced, and acted on (acted on for right now would be posting a bug report to the database).  It appears to be some specific sets of circumstances to me. But that's why others need to verify it. I could also be wrong 🙂
    Saved game files REALLY help, if it's something reproducible so that you can get a save. That way we can compare the save to us running it fresh.  In this case it was much easier to see what was happening by running it myself at Basic Training level, because I could see all the Germans and what was happening to them.
  15. Upvote
    Ultradave got a reaction from Warts 'n' all in Irrational Behaviour   
    I could not get this to happen in the Roadblock scenario no matter what combinations I tried, in multiple attempts. However in the Scottish Corridor first scenario, it's pretty consistent, in two places. I related this in the beta forum with a idea of what is happening and how to reproduce so that someone besides just me can check. Also, I'm on a Mac. Occasionally Mac vs. PC makes a difference. In this case I would bet it doesn't. It's a logic thing, not graphics.
    Posting this here so that people know that when something like this gets posted, it does get looked at right away, reproduced, and acted on (acted on for right now would be posting a bug report to the database).  It appears to be some specific sets of circumstances to me. But that's why others need to verify it. I could also be wrong 🙂
    Saved game files REALLY help, if it's something reproducible so that you can get a save. That way we can compare the save to us running it fresh.  In this case it was much easier to see what was happening by running it myself at Basic Training level, because I could see all the Germans and what was happening to them.
  16. Like
    Ultradave reacted to MarkEzra in A Walk In The Sun...   
    So Interesting you brought this up.  Hopefully, one day, you'll know why.
     

  17. Like
    Ultradave reacted to Macisle in New "02" patches for Game Engine 4 are now available   
    A huge improvement brought by the patches that I haven't seen mentioned is the fixing of QB AI setup regarding the use of buildings. I've done some testing across my titles and the AI seems to be consistently using buildings now and no longer highly favoring wall/hedge/bocage lines.
    This should make for a massive enhancement of the SP QB experience on maps with a sufficient number of buildings.
    I may be wrong, but the AI setup seems smarter in non-building areas as well. The AI force selection is still hit and miss, but I think may have improved as well. For every dud, I'm seeing 2 or 3 decent selections.
    The current TacAI fallback behavior seems to work very well in extended wooded areas. I've got a large attack going as Soviets on a QB slice from Studienka and the German AI defenders are bleeding me in the forest areas. I'm being as careful as I can and making good use of area fire to prep for hunting forward, but the small number of remaining Germans there keep nickle-and-diming me with casualties and falling back out of LOS before I can bag all of them. It feels very realistic and the slow pace putting a major cramp on my advance time-wise.
    So, good stuff and thanks BF!
  18. Like
    Ultradave reacted to PIATpunk in New "02" patches for Game Engine 4 are now available   
    Just to confirm the version number of my CMBN game save submissions to the testers:
     
     

  19. Upvote
    Ultradave got a reaction from General Liederkranz in New "02" patches for Game Engine 4 are now available   
    Ok, I've been able to duplicate this and posted on the beta forums to have someone (or two or three) double check me. Also a couple thoughts on the specific situations that are happening (I'll hold that for now until I'm sure or someone confirms what I think I'm seeing). 
  20. Like
    Ultradave got a reaction from Sgt.Squarehead in New "02" patches for Game Engine 4 are now available   
    Ok, I've been able to duplicate this and posted on the beta forums to have someone (or two or three) double check me. Also a couple thoughts on the specific situations that are happening (I'll hold that for now until I'm sure or someone confirms what I think I'm seeing). 
  21. Like
    Ultradave got a reaction from PIATpunk in New "02" patches for Game Engine 4 are now available   
    Ok, I've been able to duplicate this and posted on the beta forums to have someone (or two or three) double check me. Also a couple thoughts on the specific situations that are happening (I'll hold that for now until I'm sure or someone confirms what I think I'm seeing). 
  22. Upvote
    Ultradave got a reaction from AlexUK in New "02" patches for Game Engine 4 are now available   
    Interesting. I replayed your saved turns and see the fleeing toward the enemy behavior.
    I started my own Scottish Corridor campaign 5 times and did not get this behavior. So far the only German soldier I've found in that part of the map ran backwards from the hedgerow when fired at.  There were not the 4 or 5 guys that are in your save - no idea if there are different German setups for the scenario and we randomly got different ones. That's why I ran it 5 times and seemed to see the same setup each time. The campaigns weren't changed in the updates/patches.  I'll post this in the beta testing and see what happens with someone else.
    One other point. I'm on a Mac. I don't *think* that would make a difference but there are both Mac and PC testers.
    [edit] there WAS quite a bit of testing and there was a concentration on exactly this type of situation and it appeared to be fixed. I ran a dozen scenarios just in BN alone and did not see this, so I'm not sure what happened here.
    Dave
  23. Upvote
    Ultradave got a reaction from IICptMillerII in Kinda frustrated   
    Second this. Great small sized scenario to play from the Russian side and you have plenty to accomplish the mission as long as you aren't (too) reckless.
  24. Upvote
    Ultradave reacted to Bozowans in Kinda frustrated   
    The main single-player campaigns for Red Thunder have a lot of really huge battles and it can definitely be pretty overwhelming. It's better to play some of the smaller single scenarios first, but once you get to playing the campaigns, you might want to play the Russian one first. The German campaign follows a huge mechanized force and you have dozens of tanks and halftracks packed with troops to deal with. I found it pretty overwhelming to deal with such a huge number of vehicles plus every infantry squad having its own carrier.
    At least with the Russians, you have mostly infantry and can just move everyone forward in large groups. You don't even have to worry about casualties that much. You just drop down a giant artillery barrage and then start throwing waves of men at the enemy. Remember that you can double click on units to select their entire formation and move them all at once. So if you double click a company HQ, you will select the entire company and you can move everyone together with the same command. That can help quite a bit.
  25. Like
    Ultradave reacted to Sgt.Squarehead in Bug reporting?   
    We don't normally agree on much, but you hit the nail right on the head here, fella! 
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