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Aquila-SmartWargames

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Everything posted by Aquila-SmartWargames

  1. Wacht Am Rapido.cam https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  2. Instructions included on how to make it quickly fully compatible with CMRT and likely other CM titles:
  3. It seems that the hit is not exactly tied to the 3D model of the soldier. I observed what might looked like shots that went through the limbs of soldiers without doing harm. To me it seemed to require something close to a "center mass" hit in order to have an effect and it is also very dependant on angle when using area fire.
  4. I did further testing with removed windows/doors and depressed terrain behind the building and b) infantry located on higher floors. There is also further details in the video description Despite all of this it was quiet surprising to see that at least the M10´s AP shells seem to come with considerable effectiveness against infantry on ground level inside buildings. On some occasions casualty rates around 50% were inflicted upon with a single AP shell detonated inside this building. Beforehand I ruled AP shells being rather a pointless waste of ammo in this type of situation. However it requires the tank to spot infantry inside or when issuing area fire vs the building some elevated fire position to get the ap shell consistently detonate on the ground of the building interior. There are again ways like moving the vehicle to instrumentalize the introduced inaccuracy but this isn´t reliable and rather silly. Against infantry in higher buldings levels this is different as I know no way to burst/detonate AP shells in the interiors of higher levels. So with AP vs. higher levels you might be only left with the rather ineffective method of sending enemy infantry on Baron Munchausen trips.
  5. Movement along the railway was possible but due the tank´s elevated exposed position it was taken out by the AT gun quickly.
  6. I observed regular AP shells neutralizing infantry in buildings several times. However the shell usually has to impact into personell almost directly.
  7. Starting a playthrough on this gem Playlist which will be updated as it goes along: https://www.youtube.com/playlist?list=PLlUX4ALH7zTN3Z2ffol_RZfAKfbTE4ysC
  8. Didn´t save after mission start but will keep it in mind in the future when dealing with bridges.
  9. Watch out when trying to pass the bridge undearneath with vehicles at the Station Underpass objective. My Sherman teleported onto the top of the bridge, was trapped there, and got taken out by a AT gun.
  10. Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  11. I am looking for the best campaigns in the vein of CM2 creations like "Kampfgruppe von Schroiff" "Field where the Poppies Grow" "Iron Cross" with extensive briefings, narrative and/or historical background, preferably for the early war/Operation Barbarossa timeline. Is there anything that hits these checkmarks?
  12. Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  13. This video was already linked in another thread but its better placed here Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  14. It´s already flying, see the screenshot. However you better find another reason to open up that beer of yours. Even if one manages to get the impression of proper airborne rotor RPM right via 3D model rotor tricks it still looks/controls awkward. While the landed active rotor version provides enhanced immersion I personally see no real utility yet in having an airborne helo and thus won´t continue on this. If one wants to work on it contact me and you can have the files.
  15. No Space Lobsters for you, just a test of size limitations and dynamic model parts.
  16. You need to combine the ruins or other flavor models with visible/invisible low walls, wrecks, trenches, etc or invisible bushes, hedges etc to enable cover, concealment & LOS/LOF blocking. Detailed information and how to do it can be found in this thread. I think somebody stated invisible buildings are also possible but I didn´t test much into this direction.
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