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Nitouche

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  1. I'm pretty sure yet Compare following videos: http://www.dailymotion.com/video/x45ljr8 http://dai.ly/x45le32 Notice that in the second case, the bypass is however pretty much closer than in the first case Another explaination ?
  2. I have explanation When barbed wire is placed straight right on squares, like that: Pathfinding has difficulty to allow the crossing... it prefer get around...if possible...or the unit remain immobile When the barbed wire is places diagonally, there's no problem, the crossing is possible following the shortest path (sorry for my english...there's further explanation...in combatmission.fr site ...in french
  3. Yes, but in that case, if there is no gap, there is no movement for all In QB, you can (for example) completely lock an area or canalize ennemy efficiently with little points. Only blast charges or 150 mm can force another path My test map: "I was surprised to see wheeled vehicle crossing barbed wire at all." In V2.0, not in V3.0
  4. Hello Guys I think there is a problem with barbed wire in V3.0 indeed, in version 2.0 of the game engine, some vehicles are able to cross barbed wire: * Vehicles like Jeeps are not able to cross barbed wire, they get around if possible * Halftracks and wheeled vehicles are able to cross; however the barbed wire remain intact * Tanks (light to heavy) are able to cross; int that case, the barbed wire is detroyed * Infantry cant cross, but blast is possible if well equipped In V3.0... Nobody can cross barbed wire...! If there a way, units get around... but if there's no way, they remain stationary Even KingTiger ! 50 X 88 mm rounds cant destroy barbed wire... Only 150 mm round can open a way... ...and blast remain possible... Conclusion: what are the relevant of hedgehog obstacles ? Barbed Wire is Better ! (there is a problem, no ?)
  5. A have done a similar work at fast speed: GERMANS number of Squares/type of ground Km/h: I also tested 10 American and 10 Soviet Vehicle: AMERICANS Squares: KM/h: SOVIETS Squares: KM/H: Source (and analysis): http://www.combatmission.fr/concepts-de-jeu/le-mouvement-les-vehicules/pied-au-plancher/ (french language)
  6. it is quite right. N / A means "probably/theorically unlimited." Tests show that LoS can theorically reach 5000 meters and more (with CMRT) but becomes very uncertain beyond about 3000 meters (flat ground). With CMFI, it's impossible to test beyond about 2000 meters. That's what "?" means
  7. LOL ! I Forgot : For the first part ("clear" to "dense fog"), the values are for 22 june (summer solstice) and measured with CMRT. For the second part (Flurries to Blizzard), the values are for 22 december (Winter Solstice - measured with CMFI) Definitely agree
  8. (From Combatmission.fr) Direct Link to the article (in french langage) Enjoy !
  9. Look at Bil's Tuto: http://battledrill.blogspot.fr/2013/09/movement-technique-005-hull-down.html
  10. I wrote an article about the pathfinding of infantry in Combat Mission. When it choose the areas covered, uncovered ?... all the answers.. in french language, unfortunately. To resume, Pathfinding made always a "statistic" compromise between speed and coverage
  11. Bocage Hedge can be destructed ONLY by demo charges or Rhino-Tank. Not by shells. Never; regardless of the size or quantity (May be by Halley's Comet too if it hits right on target)
  12. In this case, in game term, I think the soldier should be considered as "lightly wounded" (able to fight) even if he will probably die after the battle.
  13. When battle ends, 25% of Severely-wounded soldiers turns automatically KIA (in AAR screen). Buddy aid prevent this risk for this category of wounded soldier. About this point, the rule is relatively clear.
  14. If a Severely Wounded soldier (red base) receive buddy aid, i think he's counted as "condition" objective but not "casualty" objective. He's "incapacitated soldier". In this way, Buddy aid can deprive the ennemy of victory points.
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