Jump to content

Vacillator

Members
  • Posts

    3,479
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Vacillator

  1. 11 minutes ago, IanL said:

    The fix is in the patch though as @akd said

    Yes that's what our 'conjecture' was coming up with.  If it's in the patch that's great.  I can certainly live with what you describe.  Dare I say it's not the end of the world in any case 😁.

    As for currently being able to only fire smoke on-board, it seems a bit odd to me, but if the patch opens up the other on-board fire options it won't be any more.

  2. 44 minutes ago, akd said:

    Are you targeting directly with the vehicle?  If you want to fire direct, you need to target with the mounted mortar team.

    Targeting with the vehicle, the smoke option is there but greyed out and there are no other fire options.  With the mounted mortar team I can fire smoke, but nothing else (which seems a bit odd).  It also says the mortar is not deployed and I can dismount the team, so it looks like they passengers, apart from being able to fire smoke.  One of the 251/2s also has an HQ team on board...

    This is just in RT, not the other WW2 titles.

  3. 1 hour ago, Lille Fiskerby said:

    Not in CMRT, checked it a couple of days ago (in ver. 2.02).

    Hmmm, I thought I had mortars firing from within the 251/2s in RT the other day, but today not - except oddly for smoke, which they can fire from within?  So perhaps I was mistaken.  They do fire okay in FI, BN and FB, so is it the (so far) missing patch for RT that is the difference?  Will try again...

  4. On 2/6/2021 at 1:09 PM, Warts 'n' all said:

    From what I recall it is only the Stummels that carry forward into it

    Interesting comment!  I thought both Stummels had survived Stavelot, and on starting Stoumont I had three Stummels (two up front which could be re-located further forward during setup onto a selection of what look like three small purpose-made zones, and one further back with the Panthers which could not). 

    Curious, I thought I'd check who was the new guy, only to find that I'd lost one in Stavelot and not even noticed as it was near the end - presumably I was looking the other way or charging my glass at the time!

  5. Are we talking about this gun?

    https://en.wikipedia.org/wiki/7.5_cm_leichtes_Infanteriegeschütz_18

    Elevation is given as -10° to 73° and max range as 3550m (which agrees with that in the game).  No minimum is quoted, perhaps unsurprising with -10° depression?  In a quick in-game test I found you can aim 1m in front of the gun, which does seems a little bit too 'depressed'.  Thankfully the crews seemed sensible enough not to fire,  or perhaps they were not feeling 'depressed enough' 😁)

    Anyway, I had a similar experience with two of these in BN 'Cats chasing dogs' and ended up with my sturdy crews pushing them into LOS/LOF for direct fire.  They survived but very risky...

  6. On the off-chance that anyone might be following this (yes I know, unlikely), I thought I'd just add a few words.

     

    Mild spoiler alert - look away now if you care about that.

     

    After most of my vehicles wasting many, many minutes at Stavelot bridge, and the infantry ahead of them paying the price, I did eventually get all the vehicles that were still able to move over the bridge.  Always the optimist, I had decided to capture the Square and hopefully open up the way to getting my hands on all of that lovely fuel waiting for me up the Francorchamps road.  Sadly, with dwindling infantry I felt obliged to halt that push once I had a few halftracks and a couple of Panzer IVs dominating in the middle of the square.  And sad it turned out to be, as the presence of hidden 'Klingons' within the green zone was to deprive me of that objective and the fuel option.

    Final result, SS total victory, but no option for fuel.  Oh well, on to the next battle.  Supposedly I won't see what's left of the Spitze again, but I'm not sure that applies to my badly depleted infantry as well or just the Panzer IVs (of which two were now sitting in rather large holes, but I won't go into detail).

    One rather odd positive, as has been discussed in another thread, I was previously labouring under the misconception that Sdkfz 251/2s had to dismount their mortars before they could use them (based on an old superceded 'feature' I'd read about for the orginal Fortress Italy).  Thanks to @akd I now know better, and will hopefully be able to make much better use of them in future 😉.

  7. 8 hours ago, RMM said:

    To add a final level of complexity, if one uses Juju's UI mods but wants to use some of the options, you have to 'add' the base mod (however one chooses to do so), and then 'overwrite' those files within his UI mod, to add the options (eg. red-cross wounded label). That I've figured out using JSGME. With that it's simple enough; I just make the desired option a separate mod and then replicate the UI-mod folder tree for where that option(s) goes in the UI mod. That way I can swap out the options whenever I want without having to touch the original UI mod.

    As you say, some mods have optional files within their folders - @Mord's excellent portrait mods come to mind - which require that you only put the options you want for each troop type into the Z folder, but still inside a 'Mord's portraits' folder or whatever you would like to call it.  They do however come with quite explicit instructions on what to do.  I imagine you could also just put the individual portraits straight into the Z folder but if you did that with everything it would soon become cluttered and difficult to manage.

    I think I must have opted not to use the options with @Juju's UI mods, or at least I can't remember doing so, but I use them for all titles that I have and they're also excellent.

    I used to use JSGME some time ago (for things like Silent Hunter 3 as @37mm said, before it was totally transformed by the The Grey Wolves mod 😁 and needed nothing else) but I haven't felt the need for CM titles.  Whatever works though 😉.

  8. 6 hours ago, chuckdyke said:

    @Vacilllator this is the rule of thumb according @Sgt.Squarehead 

    Yes, and I was of course discussing it with @Sgt.Squarehead 😉

    I think overall we're all in general agreement, and at the same time accept that some odd happenings occur every now and then (like for example only one of my two Panther crews being able to re-mount their original tanks).

    On your 50 cal point, in RL did infantry jump up on a tank and do that?  Probably not as a rule, but I'm sure it happened.

  9. 1 hour ago, Sgt.Squarehead said:

    This may not apply to all armoured transports such as Sd.Kfz.251s

    As said elsewhere I have dismounted Sdkfz 251 drivers and gunners and successfully bunged them in other dismounted 251s.  Embarking passengers will also take on both the driver and gunner roles without the original crew being present.

    I think the clue may be the 'dismount' (if available) instead of only the 'bail out' that you get for tank crews?

  10. 2 hours ago, akd said:

    Also, mortars usually have on- and off-map options, so you also need to have on-map selected for the mortar sections.

    Excellent work.  It was this ^. 

    Once on-map was selected I then had a choice of halftrack-mounted at the bottom left of the page.

    And they fire from within the halftrack so we can ignore my question about game engine numbers.

    With many thanks!

    EDIT : They are also in the same place in BN in case anyone is following the ins and outs of this sub-thread (off-topic).

  11. 43 minutes ago, akd said:

    Mounted mortar operation was a feature added in one of the numbered engine upgrades.  You can find 251/2s in Panzergrenadier Battalion 43/44 or Panzer Aufklarung Battalion 43/44.  You’ll need to set the date forward as there were none on Sicily.

    I have just searched again in FI within those Battalions in late 1944 and in 1945, but the closest I found was a medium mortar with no vehicle?  I have all add-ons.

    A question about your comment on the engine upgrades - my FI is Engine 4, the same as FB, RT and BN.  Would that not make the 251/2 (if I could find it) operate in the same way across all of these titles?

    EDIT:  And for those wondering what happened to the F&R pre-order thread, my apologies, this just kind of came up.  I will shut up soon and normal service will be resumed 😉.

  12. 15 hours ago, Vacilllator said:

    Last time I tried (last night) I had to dismount the mortars from my Sdkfz 251/2s before I could use them?

    Edit :  Having just tried the same vehicles in an FB Quick Battle I can fire them without dismounting.  Apologies @akd, looks like I may have been wrong (oh the shame 😔).

    Quoting myself, oh dear.

    Anyway, finally worked out the source of my confusion. From Fortess Italy manual:

    Note: firing the mortar from within the halftrack is currently not allowed in CM:FI. You will have to dismount the mortar team before they can fire their mortar.

    Oddly I have not yet located a Sdkfz251/2 in the editor or quick battle setup, so can't confirm this.  Anyone know where I can find it?

    Anyway, this is unlike in RT and FB where you can fire from onboard.  Not sure if the vehicle is in BN or its add-ons, I haven't found it if it is.

  13. 8 hours ago, Sgt.Squarehead said:

    My general rule of thumb is that if a vehicle can be emptied with the Dismount command it can probably be crew-swapped.  If it requires the Bail Out command to get everyone out, it probably cannot be crew-swapped.

    I think I'd agree with this after some much more limited testing than you've done. 

    I did also find some odd things (to me at least) in testing.  Tried to swap two Panther crews in FB (with tank riding of course).  Bailed them out and then moved/embarked to each others' tanks.  No surpises, they jumped on the back.  Dismounted and returned them to their own tanks, but only one crew would mount up again, the other would only embark on the back. 

    Tried the same with two 2-man Sdkfz 251 crews, when I dismounted (on an empty map) one member of one of the crews disappeared.  I could however both swap and re-crew as described earlier in the thread , but was now missing a gunner.

    On the same empty map I tried the same with two Tigers.  Bailed them out and one of the Tigers was immediately destroyed.  End of test 😉.

  14. 51 minutes ago, Freyberg said:

    If a vehicle can take passengers, you can swap crews. Otherwise, you can't.

    Yes, I agree the crewed vehicles can swap so that might be it.  I did think I'd swapped Tiger crews as mentioned but an attempt to replicate it in a Final Blitzkrieg QB says not.  Enjoying playing with this though, so will re-visit it in one of the other WW2 titles.

    Edit : Having re-visited the saves in the Carius battle I think it is possible I re-mounted with the same crew which had earlier bailed out.  And in looking at it I was reminded what a great battle that is.

×
×
  • Create New...