slysniper Posted January 31, 2013 Share Posted January 31, 2013 All these months and no one has even mentioned that the Semovente 90/53 does not have the crew modeled and shown. Which would be interesting since they were on the outside of the unit and completely exposed. The gunner and loader stood behind the machine on the ground during firing. So this brings up all sorts of questions as to how the game reflects it. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 31, 2013 Share Posted January 31, 2013 Dammit, that completely ruins CMSF for me! I KNEW there was something wrong with the French units! 0 Quote Link to comment Share on other sites More sharing options...
slysniper Posted January 31, 2013 Author Share Posted January 31, 2013 Maybe the unit in the game is a later version than what I have found on it. But the game has the two rear crew man shown up in the gun sheild. But the ammo is shown in storage only accessable from standing behind the unit. Also what I read said it only carried 6 rounds, not 12 as shown in the game. So they would have a ammo carrier and a couple of soilders to support with bringing ammo to the unit. (That would be nice to have in the game since it would give it the possibility of being a support weapon, where as at the moment, it has 3 HE rounds, where as if you actually fought against one, it would have a truck full of HE rounds. That could sure stop infantry at a few thousand meters 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted January 31, 2013 Share Posted January 31, 2013 The way that the Semovente 90/53 currently operates in CMFI is a compromise between limited resources and a vehicle that is very unique in its function. Every man hour we might spend making the 90/53 operate exactly as it did in real life (which, if you think about it in detailed CM needs, would entail a LOT of new features/coding/behavior for just one vehicle) is a man hour we could spend on something with a wider application to the game. Trade-offs like that are made in pretty much every aspect of a game. Some of them are just more visible than others, such as with very unique vehicles like the 90/53. Let's look at the 90/53 crew behavior for example. The idea of having a crew dismount, scuttle about behind (and outside of) the vehicle and operate like they would in real life would be a considerable investment of time to implement in CM. Currently, all CM crew stay inside their vehicle and don't move around, and with good reason, because 99% of AFVs operate like this. So right there whole new vehicle/crew behavior has to be made. And then there's the myriad combat situations possible in CM where that new crew behavior would have to be planned for, implemented and tested against. Doing all of this for one obscure vehicle would be... a huge waste of time to put it mildly. So it comes down to a choice: either have the vehicle in the game, and make some "fudges" in its implementation, or not have it at all. Obviously I decided on the latter. After all, 90mm guns are kinda awesome. The ammo carrier is a separate issue, which as I recall the official stance is that CM doesn't want to get involved in resupply/logistics simulation. 0 Quote Link to comment Share on other sites More sharing options...
slysniper Posted February 1, 2013 Author Share Posted February 1, 2013 The way that the Semovente 90/53 currently operates in CMFI is a compromise between limited resources and a vehicle that is very unique in its function. Every man hour we might spend making the 90/53 operate exactly as it did in real life (which, if you think about it in detailed CM needs, would entail a LOT of new features/coding/behavior for just one vehicle) is a man hour we could spend on something with a wider application to the game. Trade-offs like that are made in pretty much every aspect of a game. Some of them are just more visible than others, such as with very unique vehicles like the 90/53. Let's look at the 90/53 crew behavior for example. The idea of having a crew dismount, scuttle about behind (and outside of) the vehicle and operate like they would in real life would be a considerable investment of time to implement in CM. Currently, all CM crew stay inside their vehicle and don't move around, and with good reason, because 99% of AFVs operate like this. So right there whole new vehicle/crew behavior has to be made. And then there's the myriad combat situations possible in CM where that new crew behavior would have to be planned for, implemented and tested against. Doing all of this for one obscure vehicle would be... a huge waste of time to put it mildly. So it comes down to a choice: either have the vehicle in the game, and make some "fudges" in its implementation, or not have it at all. Obviously I decided on the latter. After all, 90mm guns are kinda awesome. The ammo carrier is a separate issue, which as I recall the official stance is that CM doesn't want to get involved in resupply/logistics simulation. Makes sence other than the ammo carrier. We have mortars and Mg's and other items that are able to transfer ammo within the game now by either the truck or ammo crew being placed near the unit being resupplied. It seems like it could be coded for this unit also. Or maybe not, since it falls into a different catagory and cannot use the coding. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted February 1, 2013 Share Posted February 1, 2013 Maybe the unit in the game is a later version than what I have found on it. But the game has the two rear crew man shown up in the gun sheild. But the ammo is shown in storage only accessable from standing behind the unit. Also what I read said it only carried 6 rounds, not 12 as shown in the game. So they would have a ammo carrier and a couple of soilders to support with bringing ammo to the unit. (That would be nice to have in the game since it would give it the possibility of being a support weapon, where as at the moment, it has 3 HE rounds, where as if you actually fought against one, it would have a truck full of HE rounds. That could sure stop infantry at a few thousand meters Just for the information: The small ammunition capacity of the vehicle was also a problem; only six rounds could be carried. This necessitated the creation of special ammunition carriers out of Fiat L6/40 tanks, one accompanying each Semovente 90/53 in the field. The L6 ammunition carrier itself carried 26 rounds along with an additional 40 rounds in a towed trailer. It fired Effetto Pronto, or HEAT rounds, which could pierce 70 mm armor plating at a range of 2,200 meters. http://en.wikipedia.org/wiki/Semovente_90/53 Michael 0 Quote Link to comment Share on other sites More sharing options...
wolf66 Posted February 1, 2013 Share Posted February 1, 2013 The Grogs are now busy with another platform that can model certain details more life-like : 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted February 1, 2013 Share Posted February 1, 2013 The Grogs are now busy with another platform that can model certain details more life-like : I can see it now: Lego Combat Mission. Hey it works for other game franchises, why not this one?! 0 Quote Link to comment Share on other sites More sharing options...
Lanzfeld Posted February 1, 2013 Share Posted February 1, 2013 SWEET! 0 Quote Link to comment Share on other sites More sharing options...
pord Posted February 1, 2013 Share Posted February 1, 2013 Wow, love the Lego Battle. Very well done. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 2, 2013 Share Posted February 2, 2013 IIRC, the Semovente's 90/53 ammo carrier was mentioned wayy back when FI first came out. The grogs have done their work on this already and moved on. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.