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FlammenwerferX

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    FlammenwerferX got a reaction from S-Tank in Combat photography: Photos from the front..   
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    FlammenwerferX reacted to Ultradave in The year to come - 2024 (Part 2)   
    OOh, then you could combine it with the new CMO Showcase:Icebreakers. 😀
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    FlammenwerferX reacted to Phantom Captain in Combat photography: Photos from the front..   
    Immediately after...
    @Vacillator you jinxed me!! 🤣

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    FlammenwerferX reacted to Vacillator in Combat photography: Photos from the front..   
    In two recent PBEMs, I have lost a Panther each time to artillery fire unluckily landing on the engine hatches. 
    Just saying 😱.
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    FlammenwerferX reacted to Phantom Captain in Combat photography: Photos from the front..   
    @FlammenwerferX and I are again engaged in a pretty epic tank battle.  
    Here my Panthers are pummeled by artillery but patiently wait it out.

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    FlammenwerferX reacted to Phantom Captain in Combat photography: Photos from the front..   
    Respect to the Comet.  That 17lber gun is no joke.
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    FlammenwerferX reacted to A Canadian Cat in The year to come - 2024 (Part 2)   
    I am a coder and 64 bit would be the default for new development. The reason to do 32 bit work would be to support something legacy - either your own code or some specialized library or something.
    Yes, more working memory would lead to the ability to support larger maps, more forces. In the modern context more memory available for a 64 big application is somewhat decoupled from graphics performance since that would be handled by the GPU. However CM has traditionally used a lot of CPU power for CM specific work so it is unclear how this would play out in a new architecture. At the time the old engine was made GPUs were not as advanced and BFC wanted to make sure the game could be played without top end GPUs. I imagine the considerations will be different now but how that actually plays out in the design I have no idea. I am not a game developer so I lack any insight in how those choices are / could be made in a modern context. 
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    FlammenwerferX reacted to Fredrock in A Few New Scenario's   
    Hi all, its been a while... in fact so long that I had to create a new account for the Forums... Anywho I started revamping some of my old work so it will play better in Game Engine 4.x and also I am back to creating some new scenarios (some fictional, some semi-historical)... Also redid my Combat Mission Site (haven't touched it in 7 years)... Since I lost touch with all the people that use to playtest for me I ask if you have feedback; Good, Bad, and/or Ugly that you submit that via the Feedback button in the site's menu... I have done extensive testing on the vs. AI battles but, the Head to Heads I have not been able to test... Well I am active again, who knows for how long but I do have a lot of time on my hands and a lot of scenarios/campaigns on the production schedule...  You can check every thing out at Fredrockers Combat Mission Site ... Enjoy
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    FlammenwerferX reacted to Phantom Captain in Combat photography: Photos from the front..   
    I have to say, the new Comets look darn lovely...on fire!

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    FlammenwerferX reacted to Phantom Captain in Combat photography: Photos from the front..   
    Shiny.  Metal on Metal.  

    The commanders in the following tanks forgot their goggles and on top of being blinded,  they are now breathing dirt too.  


     
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    FlammenwerferX got a reaction from Phantom Captain in Combat photography: Photos from the front..   
    Well I've been focused on teaching you the importance of seizing key terrain in meeting engagements, attacks...etc. 🙃
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    FlammenwerferX reacted to Vacillator in Combat photography: Photos from the front..   
    Okay so this is Downfall not Red Thunder (sorry) and I hope my opponent @Ultradave won't mind.  I suggested it must class as a KO and he should do the right thing and bail out 😉:

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