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dbsapp

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Posts posted by dbsapp

  1. If those videos teach us anything it's that "Soviet dictrine" in CM doesn't work.

    Halpless virtually lost most of his tanks early in the game simply because they couldn't see enemy. 

    Those theories on "Soviet doctrine" look nice and clever on paper, but the simple truth is if your units can't see enemy which is right in front of them they can't win.

    Competition of blind and sighted person is predetermined. 

  2. 33 minutes ago, Phantom Captain said:

    Ha!  Very true!  They are a bit blind...  The beast here never even spotted who was hitting him.  

    Fun watching those M60s get spots and make hits but can't kill while the T-64s sit back and shrug off hits but can't see anything!!  

     

    Yea, it was designed in this game as a target. 

  3. 14 hours ago, Simcoe said:

    Does anyone else have performance issues in "Bear in the Sun" I can play the huge NTC map/ Russian maps just fine but this mission brings me down to 15 fps or below when looking at anything more than individual units close up.

    Is this just my computer? Is there any way I can improve my fps besides the standard methods?

    Try switching to turn based mode if you are playing real time. 

  4. On 1/23/2022 at 10:16 PM, rocketman said:

    uP0MbQR.jpg

    I got a request in another thread for this mod. All credits goes to Kieme for the ground texture that was a part of his Black Sea terrain mod. I have just added "mini" textures that matches the size of the FB stock ones as well as making one for the [cold] mod tag used in FB. Those textures are slightly desaturated and made a bit lighter to create a colder feel.

    Download here for now: https://www.dropbox.com/s/x8l4xuykq3nad1t/FB Ploughed fields less moiré.zip?dl=0

    @Bootie: please upload to CMMODS when you find the time. I'll keep it in my Dropbox for a couple of weeks at least.

    Does it work in other games?

  5. 10 hours ago, FogForever said:

    I got the urge to play some Black Sea and decided to do the Ukrainian campaign.  In the 2nd scenario, I have a Forward Observer with a laser designator and a clear LOS on a target.  My 120mm Mortars each have 12 Gran He ammo available.  As far as I can tell, I have met all conditions to request a precision 120mm Gran HE strike on the target but I am not getting the option for a precision strike.  Any ideas why not?   Thanks.

    There are no precision munitions for Ukraninan 120 mm mortars.

    From the manual:

    "American 155 mm artillery, Russian 122 mm and 152 mm, and Ukrainian 152 mm artillery have precision ammunition. American and Russian 120 mm mortars have "near-precision" rounds that while still very accurate, are not quite as accurate artillery precision ammunition. 

    Other important notes for precision artillery missions: 
    - Precision missions must use a Point target. 
    - Russian and Ukrainian precision missions are laser-guided, which requires that the spotter team possess a laser designator. American precision missions are GPS-guided, which do not require a laser designator. 
    - Precision missions do not have a duration. The maximum number of shells that can be dropped during a mission is one per gun".

  6. 21 minutes ago, Pelican Pal said:

    There is good documentation that artillery damage against subsystems isn't just too low but outright broken.



    I'm not entirely sure why people continue to re-argue this again and again and again.

    -----------------------------------------------------------------------------


    Artillery within CM has a few key problems that make it less effective than it ought to be and the linked article is useful for proving that point.

    #1: Fragmentation does not cause subsystem damage outside of tracks/wheels.

    The "dumb artillery article" proves that this is incorrect here: Artillery-Effect1.png

    Where near hits cause extensive damage via fragments. What is interesting is that even "blast kills" in CM do not cause subsystem damage. Now this leads into a discussion of the correct amount but currently all that we need to show is that in the real world its possible and that its not possible in CM.
     





    #2: Artillery does not cause vehicle crew to button up sensitive sights.

    Obviously tank crew will turn in but they won't close armor covers over sensitive sights during an artillery strike. This represents a reduced capability for artillery to actively suppress a target even if the long-term damage is nil.


    #3: While the above two are known the third is my theorizing that the lack of projectile modeling from artillery fragments has some impact on tank crew morale.

    -----------------------------------------------------------------------------------


    The discussion always ends up circling the drain around kills when kills are likely fairly accurate. The real problem with artillery is that you are losing out on degradation of vehicles and short term suppression.

     

    There was an interesting topic here on why avtive protection systems on tanks don't contain more than 4 rounds. 

    The answer: because the debris from destroyed RPG\ATGM and defensive projectile would damage APS system quicker than it can use more than 4 shots.

    Now imagine what artillery can do.

     

  7. 10 hours ago, CanuckGamer said:

    We are about 60% through playing the Against the Odds scenario and I am playing the Russians.  I have lost about a dozen tanks to two German tanks, both Mark IVs.  One King Tiger was hit about a dozen times, 8 of them from the rear.  Of the dozen 3 were from a SU-122 firing 122 mm AP.  One of the hits rocked the Tiger and it indicated gun mount hit.  Unfortunately it didn't disable the main gun so it then knocked out the SU-122.  Earlier it knocked out another SU-122.  Talk about being indestructible!!!!

    There are three Russian planes which are "preparing" so unless they can knock out the Tiger and my friend tells me there are more, then this scenario is over.  

    I'm really surprised the 122 mm hits from the SU didn't take the Tiger out.

     

     

    Had the same issues with ISU152 hit the side of King Tiger with zero result (it killed ISU 2 sec later).

    Unfortunately, ISUs are underpowered  + frag artillery rounds aren't modelled right in the game.

  8. Would like to point out NATO were deadly serious in their war plans vs Soviet Union. 

    The Cold War wasn't some silly game, but a real threat. It cost billions and billions and many lives, caused unspeakable misery and damage and the only reason why the NATO didn't attack was that it would cost them more than they could pay. We in Russia should learn more lessons from it, instead of neglecting our military once again and leave the initiative to an evil and merciless enemy, who never brought anything else than bad news.

    😂🤣😂

  9. 48 minutes ago, cdplayer said:

    Thanks all.  I have sorted it.  So far I have always played with level set to "Basic Training"  as Im still relatively new to the game.  It seems if you turn the difficulty up to Veteran or above the icons show up.  You would think "basic Training " level would give the most assistance to the player.  I just tested several battles and quick battles.  With difficulty set to Basic training NO pre contact recon.  With difficulty set to anything else contacts ARE SHOWN. 

    Thanks for your help

    LOL it proves yet one more time that Basic training is the most difficult setting.

    It also gives player permanent artillery shower by AI.

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