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Showing results for tags 'bug report'.
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I'm playing a scenario called UK Armored Assault. CMSF 2.03. I discovered a very strange tank path finding problem. The path I plotted told tanks to drive near the canal edge, to same direction as the canal goes. This is shown in the picture as blue line. What happened was that tanks drove down to canal and got stuck. Currently one is immobilized and the other is just temporarily bogged. So the weird thing is: my order was not to cross the canal, but just drive along it. And these 2 tanks decided to drive to the worst possible place and now I'm about to lose them because of this bu
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Have reported this before, but this wasn't patched in the recent patch: The Syrian BRDM-2 (AT-3) has six missiles racked, and can therefore correctly fire six missiles before reloading. The BRDM-2 (AT-5) has five missiles racked, and can fire... six missiles before reloading. No idea where the other one comes from. That's clearly not intended behaviour. The equivalent vehicles in CMBS do not display this discrepancy - the five-shot BRDM can only fire five shots before reloads.
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This bug has been hanging around for a long time - has it been logged? Conducting indirect fire missions from on-map assets (only guns of various sizes, not mortars), rate of fire is extremely slow, but accuracy is extremely high. All weapons fire with the same slow speed and high accuracy, from 75mm German guns to big 150mm howitzers. I know @RockinHarry also noticed this issue previously.
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Hello, I think this is related to a previous report - namely soldiers running to the wrong side of cover when engaged with Direct Fire. Ive seen it in two differant CMBN games. Both sides as the Brits (though I think it may be happening to my opponents as well - though not sure) I know previously their where issues with Mtr / Artillery fire but this seems to be with direct fire and bocage / hedgerows. If a gap is near by in the hedge row - if they receive a burst of MG fire their suppression seems to go up to full (seemingly on the first burst regardless if they take c
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In a scenario I'm building, I have deployed 4 on-map infantry guns. They all have green dots in all levels of C2 up to Battalion commander. However, when I choose any distant HQ and try to plot a fire mission, I get "out of contact" for the 4 guns. Even when I select the Battalion commander himself.
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AT gun crew seperates from the gun/gunner (bug)
rocketman posted a topic in CM2 General Tech Support
This is from a FB H2H game with latest engine. I was in the process of deploying an AT gun on the edge of a forest. They had moved along for a while to find a good spot to set up. I then noticed (too late) that the gunner with the gun has started moving in an entirely different direction and is hopelessly in the wrong position. As the crew can only move "normal" it will be difficult to rejoint the gun, if even possible. I have seen this from time to time. I have a save if anyone wants to have a look at it.