Redwolf Posted May 13, 2021 Share Posted May 13, 2021 Nice work! 0 Quote Link to comment Share on other sites More sharing options...
Dr.Fusselpulli Posted May 13, 2021 Share Posted May 13, 2021 4 hours ago, SgtHatred said: 5) Bunkers placed by the Client player seem to have random elevation issues when the game is started. That is the case for all Combat Mission games. Fortifications have an effect on the terrain and are lowering it to the lowest point of their placement after the setup phase. The same is true for buildings, but changes for buildings are done instandly. So, even if you place a trench of a bunker in the editor, you need to test it with "Scenario Author Test" beyond the Setup phase to make sure the trench or Bunker is placed in the way you want it to be placed. 0 Quote Link to comment Share on other sites More sharing options...
SgtHatred Posted May 13, 2021 Share Posted May 13, 2021 2 hours ago, Dr.Fusselpulli said: That is the case for all Combat Mission games. Fortifications have an effect on the terrain and are lowering it to the lowest point of their placement after the setup phase. The same is true for buildings, but changes for buildings are done instandly. So, even if you place a trench of a bunker in the editor, you need to test it with "Scenario Author Test" beyond the Setup phase to make sure the trench or Bunker is placed in the way you want it to be placed. Ah, that makes sense. Only one of us ever really uses bunkers so I always assumed it was related to a bug from a few years ago where trenches and other obstacles would fly or sink. Bunkers are something I generally frown upon in CMx2 games. I've had Pak40s in bunkers hit directly by AVREs, leaving comically large hit decals on the gun shield but having no effect on the bunker, the gun, or the men inside, but I've also seen british rifle sections credited with kills on a bunker from 600m while still having their full load of grenades and piats, as if sporadic rifle fire at max range somehow was able to kill every man inside the bunker. The machinegun or general purpose bunkers are less problematic, and I assume those are the only types that exist in Cold War. I've not checked. 0 Quote Link to comment Share on other sites More sharing options...
Dr.Fusselpulli Posted May 13, 2021 Share Posted May 13, 2021 (edited) As far as I can see, there are only shelters, but no bunkers with stationary weaponary inside available in cold war. But what I noticed with a trench was, that infantery sitting in the trench at the setup phase would sit on the ground, sticking through the trench, and staying there (in the air) when the game starts and the ground is getting shaped for the trench. So they are not properly in cover as they are supposed to be. Edited May 13, 2021 by Dr.Fusselpulli 0 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted May 14, 2021 Share Posted May 14, 2021 Firing a offmap US 107mm mortar maximum smoke mission not only uses up smoke but also HE. It also causes craters, so it seems that it is firing a 'dual smoke / HE' round. That seems to be a bug? 0 Quote Link to comment Share on other sites More sharing options...
akd Posted May 14, 2021 Share Posted May 14, 2021 2 hours ago, Lethaface said: Firing a offmap US 107mm mortar maximum smoke mission not only uses up smoke but also HE. It also causes craters, so it seems that it is firing a 'dual smoke / HE' round. That seems to be a bug? I think the small bursting charge in the WP shells is probably creating craters. Cratering is in generally exaggerated relative to charge size, especially when bursting on impact. 0 Quote Link to comment Share on other sites More sharing options...
111thGameBn Posted May 15, 2021 Share Posted May 15, 2021 15 hours ago, Lethaface said: Firing a offmap US 107mm mortar maximum smoke mission not only uses up smoke but also HE. It also causes craters, so it seems that it is firing a 'dual smoke / HE' round. That seems to be a bug? I think that's how it's supposed to work. You get the amount of rounds listed under HE in total, of which a certain number can be smoke rounds. 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted May 15, 2021 Share Posted May 15, 2021 I think that the spotting rounds are HE and once you have the fire for effect it will complete the mission with smoke. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted May 15, 2021 Share Posted May 15, 2021 7 hours ago, 111thGameBn said: I think that's how it's supposed to work. You get the amount of rounds listed under HE in total, of which a certain number can be smoke rounds. Yes, for off-map assets, the HE total is also the total number of rounds available to fire. 0 Quote Link to comment Share on other sites More sharing options...
Allan Wotherspoon Posted May 16, 2021 Share Posted May 16, 2021 Playing Mittelaschenbach PBEM as the US. My A company command tank had just called for artillery when it was hit and destroyed, although the full crew was able to bailout. Despite its vehicle having been destroyed and having no radio, the dismounted crew was able to complete the fire mission and call new artillery and air support missions. This appears to be a bug... 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted May 16, 2021 Share Posted May 16, 2021 2 hours ago, Allan Wotherspoon said: Playing Mittelaschenbach PBEM as the US. My A company command tank had just called for artillery when it was hit and destroyed, although the full crew was able to bailout. Despite its vehicle having been destroyed and having no radio, the dismounted crew was able to complete the fire mission and call new artillery and air support missions. This appears to be a bug... It's a side effect of the abstraction use for calling. The caller does not have have to have access to a radio. It is a way of abstracting field telephone networks. In your example is sure feel odd. If they ever increase the fidelity of the calling process then you might see that changed but for now it's as designed. 0 Quote Link to comment Share on other sites More sharing options...
Allan Wotherspoon Posted May 16, 2021 Share Posted May 16, 2021 I don't think I've ever seen that behavior in any of the other CM titles. 0 Quote Link to comment Share on other sites More sharing options...
Bufo Posted May 17, 2021 Author Share Posted May 17, 2021 The T-64 cannot use the BM-21 ammo, since it is for 115mm guns. (used by the T-62). @The_Capt 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted May 17, 2021 Share Posted May 17, 2021 On 5/13/2021 at 11:05 PM, Dr.Fusselpulli said: But what I noticed with a trench was, that infantery sitting in the trench at the setup phase would sit on the ground, sticking through the trench, and staying there (in the air) when the game starts and the ground is getting shaped for the trench. But trenches don't cause ground to deform in these games? I think only bunkers do that. 0 Quote Link to comment Share on other sites More sharing options...
Sgt Joch Posted May 17, 2021 Share Posted May 17, 2021 3 hours ago, Bufo said: The T-64 cannot use the BM-21 ammo, since it is for 115mm guns. (used by the T-62). @The_Capt the error in the manual had already been noted, but thanks. 0 Quote Link to comment Share on other sites More sharing options...
Bufo Posted May 17, 2021 Author Share Posted May 17, 2021 41 minutes ago, Sgt Joch said: the error in the manual had already been noted, but thanks. Sorry I had no way of knowing. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted May 17, 2021 Share Posted May 17, 2021 The BTR-60PBK has a MG but can't be issued any target orders. Haven't noticed if the TacAI fires it if there is an opportunity. All target orders are greyed out. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted May 17, 2021 Share Posted May 17, 2021 31 minutes ago, rocketman said: The BTR-60PBK has a MG but can't be issued any target orders. Haven't noticed if the TacAI fires it if there is an opportunity. All target orders are greyed out. Not able to reproduce this. Has the MG been destroyed? Is there no crew member to man the MG? 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted May 17, 2021 Share Posted May 17, 2021 From "Skirmish at Sichenhausen": No damage to MG, greyed out commands, and using the spacebar menu shows only the "Face" command. 0 Quote Link to comment Share on other sites More sharing options...
Allan Wotherspoon Posted May 17, 2021 Share Posted May 17, 2021 (edited) There's only a driver. There's no gunner for the MG. That's the reason the fire commands are greyed out. Edited May 17, 2021 by Allan Wotherspoon 2 Quote Link to comment Share on other sites More sharing options...
rocketman Posted May 17, 2021 Share Posted May 17, 2021 Didn't notice that. IIRC the unit hadn't participated in any combat, nor unloaded any units. Maybe exiting a HQ and getting them back in. So question is maybe the vehicle is missing a gunner in any editor formation or as single vehicle. 0 Quote Link to comment Share on other sites More sharing options...
Dr.Fusselpulli Posted May 17, 2021 Share Posted May 17, 2021 10 hours ago, Bulletpoint said: But trenches don't cause ground to deform in these games? I think only bunkers do that. No, Trenches deform the ground as well. Place 3 trench elements on the 20s fields, surrounded by these hights for example: 23 - 22 - 20 22 - 20 - 21 20 - 21 - 21 You will notice, that the trench will be sunken into the ground very naturally, but that the ground will pile up in the trench a bit, until the Setup phase is over. Soldiers sitting in the trench during the setup phase will now float in the air, above the trench, as they were formally standing on said ground. When they move, they will move into the depression of the trench. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted May 17, 2021 Share Posted May 17, 2021 (edited) 2 hours ago, rocketman said: From "Skirmish at Sichenhausen": No damage to MG, greyed out commands, and using the spacebar menu shows only the "Face" command. Oh, this is a known issue with a few units (in this case Btl. HQ) that are incorrectly setup with only 1 crew member (blue dot) and passengers (green dots). The passengers aren't able to take the gunner position. Usually the BTRs have 2-3 dedicated crew. Edited May 17, 2021 by akd 0 Quote Link to comment Share on other sites More sharing options...
The_MonkeyKing Posted May 18, 2021 Share Posted May 18, 2021 (edited) The fact that some of the scenario names end in number really messes with the PBEM numbers. First turn auto names from "Tank training 1980" -> "Tank training 1981" -> "Tank training 1982" and so on..... should be "Tank training 1980 001" but I think this is "engine limitation" so I renamed to "1980 Tank training 001". I think this should be the fix implemented to the game. Edited May 18, 2021 by The_MonkeyKing 1 Quote Link to comment Share on other sites More sharing options...
Allan Wotherspoon Posted May 18, 2021 Share Posted May 18, 2021 5 hours ago, The_MonkeyKing said: The fact that some of the scenario names end in number really messes with the PBEM numbers. First turn auto names from "Tank training 1980" -> "Tank training 1981" -> "Tank training 1982" and so on..... should be "Tank training 1980 001" but I think this is "engine limitation" so I renamed to "1980 Tank training 001". I think this should be the fix implemented to the game. I agree. This is a pain,especially using programs like CM Helper or Who's Turn is it? 1 Quote Link to comment Share on other sites More sharing options...
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