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MOS:96B2P

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Everything posted by MOS:96B2P

  1. In the game AP rounds will go through buildings and destroy vehicles behind the building. However the tac AI will always select HE if it is ordered to fire at a building so this is not often observed. Some vehicle like the US M10 have few HE rounds. If you area target and use up all the HE then the tac AI has no choice but to shoot AP. Now target a building and the AP will pass through. The good news is that this can hit enemy armor behind the building. The bad news is it has significantly less effect on infantry inside the building.
  2. Yes, @RockinHarry is very good at figuring things out about the game engine / mechanics / editor etc.
  3. I don't think so. I have CMRT open and I just tried it with a German 81mm mortar and it did not work. Just HMGs as far as I know. I've used it with US M1919A4, German HMG42 & HMG34.
  4. The four action spot slide. It works for HMGs. Not sure about other crew served weapons. For HMGs: If you have a deployed team, and give them a short movement order (4AS or less) without un-toggling "Deploy Weapon", the weapon becomes "instantly" packed up and only takes 2-3 seconds to redeploy once at the new location. This is simulating the crew shifting their piece without dismounting it from the tripod etc.
  5. When setting up a prepared defense I generally try to do it in the following order: Heavy weapons, Medium weapons, Rifle platoons. Identify keyhole positions. Position heavy weapons to fire from the keyhole positions. Then build strong points around the heavy weapons (with the medium weapons and rifle platoons). CMRT scenario Fester Platz Polozk by @PanzerMike. That was a cool urban battle. I often take a few screenshots of a scenario, label them and add them to my PC screen saver slide show. Below are two from the scenario. In the above urban scenario setting up strong points that could fire down streets perpendicular to the OpFor's advance worked well.
  6. The tank riding, no prisoner taking, one eyed, Forward Observer.
  7. +1 As long as it's not the exploding type of Toyota. I know from playing CMSF cars can be dangerous. Especially red taxis. Stay safe my friend. Any idea what the writing on the wall to the left means? If you can say, what is the wall protecting?
  8. +1. Very nice. Maybe you did finish it but then forgot. Because it looks pretty cool. Thanks!
  9. Sorry you didn't get any answers on this sooner. I wonder if something is "off" with the forum. I'll see a post for the first time, under unread content, and notice the post is weeks old. Should have been seen weeks prior............ So, anyways, if your still looking for possible solutions. Options, 3D settings, can effect how many textures load. Just guessing but this might have something to do with your problem. IIRC the 3D settings should be set to Best for all textures to load. At least temporarily (for test purposes) I would check the 3D settings and see if this made a difference.
  10. You add the tag to any scenario/map. Mods that you or others created go in the mod folder / Z folder. Below are my notes on mod tags. Place the tagged mod in the mod folder. Example: stream a [squalor] Create a txt file with the word squalor typed on it. The text file needs a single word, lower case for each tag. For multiple tags type all the tags on the same txt document separated by a space, comma, or line feed. (Once the txt is imported the tag names will display in the editor the same way no matter if they were entered on the txt with a space or comma or line feed between them.) Example: squalor, separatist, ramadi, coup Place the txt file in the briefings folder. Open the scenario in the editor. Go to Mission – Mod Tags – Import – briefing folder – mod tags – txt document with the tags Click on the txt document and it will automatically import into the scenario. Save May need to exit game and restart. Below is a discussion about mod tags that you might find interesting (it includes the above notes).
  11. +1 another interesting video. This one I've seen before. There have been forum threads where people debated if the Germans generally fought from their half-tracks or dismounted. I suspect much of the difference of opinion on the issue was caused by the change in German doctrine on fighting from half-tracks. I didn't realize there had been a change until watching the video General Jack posted. The book "Panzer Operations" by Erhard Raus possibly referred to a change in how half-tracks were used (I failed to highlighted his brief somewhat anecdotal comment in my Kindle and now, of course, can't find it). In any case, early or late war, it must have been situational and determined by the Officer In Charge (OIC). I've always been of the opinion that it was a bad idea to attempt to fight from German half-tracks in Combat Mission. Maybe I'll give it another try . +1 My friend. Thanks for posting that video. I'd seen the mention of this video before but never watched it until you posted it. Interesting stuff. I think I'll look for more videos by this guy.
  12. +1 NICE!!! Maybe that'll make the Hellcat a stationary bunker. Or with tracks damaged so badly it can't shoot and scoot from behind buildings effectively.
  13. +1. Sounds cool. You're Mission to Mass scenario gave me some ideas for a CMRT scenario that I've been working on. FIVE AI plans!!! Now, that's motivation. One trick I recently learned is to leave plan #5 blank. So if I ever want to wipe clean plans #1 through #4 I'll Copy the blank plan#5 and paste it into the plan(s) I want to wipe clean. A lot faster than going through and deleting every order for every AI group. With a huge map you're more likely to want to reuse it or a portion of it for some future scenario / campaign. Or just to start clean with an AI plan you decided you didn't care for etc. Good luck. Look forward to seeing what you come up with.
  14. Correct a single enemy soldier on the objective would deny you points for it. Also an immobilized but occupied enemy vehicle on the objective will keep you from getting points. I mention this since I just saw it happen yesterday playing a different scenario. There was an enemy tank in the occupy objective that I thought was knocked out. Closer inspection on the AAR review map revealed that it was immobilized and a few surviving crew were still in the tank (apparently listening to an oldies station on the radio or some such).
  15. +1 @Aquila-SWG Interesting & amazing stuff. You are one talented dude. Inside the well deck of the USS Wasp. Amphibious group exiting the well deck and heading for the beach. Wish I would have had the below billboards for Coup. The billboards are very useful in urban terrain. Keep up the good work my friend.
  16. Soviets lost two troops and Germans lost one. However the next competition was with SMGs and the Soviets won that contest. They probably should have started with SMGs ....... Both groups were chucking from tall grass so the explosions were a bit concealed and not really cool enough for a forum post. I've seen grenades bounce off objects (I think trees). Never seen them collide with each other. At least not more than once .
  17. Two grenades pass in mid flight during a grenade chucking contest.
  18. + 1. Interesting. I just watched it again for the third time between the BFC forums and the Few Good Men site . According to rule number 25 it sounds like grenadiers did, sometimes, fight from inside the vehicle. At least that's what the bulletin advised. I think number 30 is basically saying monitor your f#$%ing radio! Some things never change along with drivers falling asleep while at a brief stop #11 & #12.
  19. One. So one minefield sign per action square. Below is some information posted by Wreck0 back in 2012. As far as I know it is still accurate. Here are the setup strength levels of the three kinds of minefields, in the two kinds of mine. All amounts are approximations based on in-game testing: AP AT antipersonnel 14 0 antitank 0 2-3 mixed 10 1-2
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