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Vacillator

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Posts posted by Vacillator

  1. On 7/5/2020 at 10:10 AM, JulianJ said:

    In the old days at least it was porn mags. I'm clearly going downmarket.

    Well we all go through different stages in our lives 😉

    Good idea, but not sure I can help on the book suggestions.  A couple of old favourites of mine are the Encyclopedia of German Tanks of WW2 and Battle of the Bulge Then and Now, but they're already gathering dust in my attic and are available on Amazon for reasonable money.  Panzers in Normandy Then and Now is a good one too.  Perhaps there's a theme here, showing my true colours...

  2. 29 minutes ago, MikeyD said:

    I think they had something like that for CMx1 (which I haven't touched in more than a decade) but that game engine units were a lot of abstractions centered around a single point.

    Field of view graphics would be a complex thing in CM. A tank includes the field of view of each member of the crew and it changes dynamically (if the loader's loading instead of spotting for instance). I recall there was a bug in the Beta involving a Tiger I were spotting didn't feel quite right. It turned out the invisible commander in the buttoned-up tank was sitting sideways in his seat so wasn't looking out his forward vision block! For infantry you've got a 7-13 man squad, each with his own LOS. If one man is up on one knee the squad has LOS, if he's prone it doesn't. If they're in short grass they do, in tall grass they don't. And if that guy on one knee has line-of-sight that doesn't mean anyone has line-of-fire. If a member of the squad isn't facing to the rear on lookout they can be jumped from behind. This is awfully complex stuff to put into a graphical representation.

    While such a tool would be very useful 'I think MikeyD has a point' 😄

  3. 3 hours ago, MOS:96B2P said:

    If the casualty is not in or near the center of the action spot give the unit to perform buddy aid a Slow order to an action square that takes them directly over the casualty. Then I give them a pause of 20s, 30s or 45s depending on how far away the casualty is. Push the BRB. In the next command phase they will be directly over the casualty.  Then cancel the remaining Slow order and issue a Face command.

    Thanks for that, I think I had read it before during a search of the forums, but I hadn't really taken the above bit in.  Will have to try that.  Seems however that even if successful, I won't gain a lot in normal battles or campaigns other than perhaps sharing ammo and equipment.

  4. 5 minutes ago, Holman said:

    Units never come back into battle, but aid helps your WIA/KIA ratio at the end of the scenario.

    You also collect ammo and sometimes even weapons from  aided soldiers.

    Yes that's pretty much what I thought thanks, I now just have to get it to happen 🙂

  5.  

    39 minutes ago, BFCElvis said:

    HHmmm.......You shouldn't see it at all. Weird. PF100s began production in November 1944. The base game cuts off in September. It's also not in the base game's manual. Some Rome to Victory content trickled into the 4.0 patch (even though it couldn't be accessed). That may be what's going on. I can't check it right now as my installed version has the Fire and Rubble content.

    No worries, don't think I've seen one in-game, just noticed it in the JuJu interface graphics files (which are nice).PF100.png.6a9f53b097b30c58500e43d35273c3a7.png

     

    Lol, my editing skills are sadly lacking 😔

     

  6. 2 hours ago, Shorker said:

    Hello together!

    In this screenshots it looks like the members of the Volkssturm are wearing their armbands as cuffs.

    
    I am very sure that the men of the Volkssturm were marked with a moveable armband that could be slipped
    over every coat or jacket and it was worn on the upper arm for better visibility.  -> Like today's captains in a football/soccer team.
    It was not a tightly sewn cuff/bracelet like e.g. with the SS uniforms.

    Here are some photos, that support my statement:

    https://imgur.com/WTLCT1S

    https://imgur.com/qvNtDAr

    https://imgur.com/yZ7ay4S

    https://imgur.com/V7ejAX1

    https://imgur.com/kgpmlAK

     

    
    
     

    I think you're correct about that.  Those photos are quite sad 😔.

  7. Four years later than the last post and I've just played this as Carius and co.  Yes @George MC it is excellent.  Lost one Tiger and one Stug so far with some minutes left (I got all of the Stugs back to the village and set them up in ambush positions to back up the couple of Tigers I had there).

    Favourite moment was watching one of these Tigers bounce 88s off the turret of a tough IS2 which sneakily had made its way into the back of the village from the slopes on the right flank.  No penetration achieved by the Tiger, but it did make the IS2 go into reverse - straight towards two waiting Stugs.  Both Stugs opened fire and and penetrated the rear hull and turret.  Very nice moment for me but not for the IS2 crew...

    Thanks George - hope you can add more scenarios in Fire and Rubble if you haven't already 😉.

  8. 12 hours ago, MikeyD said:

    if you have a new Panther mod in a Z folder and run the vehicle over muddy ground the game's default 'muddy' tagged art will over-write it (usually tracks, but sometimes wheels and even lower hull). So you should make sure your mods have all the proper tagged versions included to over-write the default art. Same applies to 'snow' taged bits and pieces too.

    This is way more complicated than i first thought, but in a good way 😉

  9. Just to report back here, I had all my mods in the MODS folder and that was working fine (but taking a lot of space on my C drive as I added more mods, as Aquila-SmartWargames said earlier).  I therefore moved them all to a newly created Data/Z folder (in my installation folder on the D drive) and I can confirm that that also worked fine.  Seemed to take longer to load first time, but after that it seemed to be back to normal so the end result is good.

  10. 37 minutes ago, akd said:

    (MODS overwrites data and folders within MODS overwrite each other in alpha-numeric order).

    Thinking about this now (brain ticking over slowly). 

    1. Does a tagged mod over-ride this, assuming I have it and a lot of other mods in my MODS folder? 

    2. Is a mod which may be tagged by some scenarios/campaigns still loaded by un-tagged scenarios/campaigns based on the above alpha-numeric logic?

    3. Should I stop asking questions and just try it 😁?

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