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Everything posted by BMBM

  1. Not so sure about that, since the default practice is yank-bank. P-47 desperately needs believable yaw modelling to execute its best [individual] move (lag roll attack), so until the physics and/or FM engine gets an upgrade it’ll be largely confined to diving and longitudinal combat.
  2. I recall a strangely rewarding sortie where I was battling a 109 of some sort (my recognition sucks) in a H81, on the deck, for lord knows how many agonizing turns and yo-yo’s - and won, to my amazement and relief (I was rusty). It was only upon glancing at the AAR I noticed that it was a G6, and I had been in a H87 <grin>. The guy was no beginner either. If I’d known at the time, I’da been toast. LOL.
  3. Technically speaking we could introduce it, in various ways. As far as ROI, gameplay and user/receiver experience goes, that’s a whole different kettle of fish. And in terms of dev/prod time and resources, I’d say it’s a pretty slim chance unless mgmt says otherwise.
  4. Begin flying with the most docile aircraft - Ju52, Dakota, then Hurricane. P-38 and P-39 are less affected by torque, they are easy to hold with rudder and brakes if need be. See link in signature to free pdf of In Pursuit - it’s a bit of a read though. Watch Youtube, there are lots of tutorials and combat clips out there. And do all of your pre-combat flying offline until you feel reasonably comfortable. Use drones (hit spacebar when flying) to supply you with static gunnery targets. Use the offline ground target range too for strafing practice. Best of luck!
  5. So, on average 2:1 axis.
  6. Whutlol. It’s a cabal I tell you, a cabal. AHC members are actually lizards with well-made human masks, but when you shoot them from 37 degrees the masks come off!
  7. Patience folks. We are aware, and working on it. It’s just going to take some time because we’re mostly volunteer staff with day jobs and nightly sleep requirements. More dev/prod people than me are in this project. And we’re going to make it as smooth (intuitive) and purty as we can get it. YOUR task in the interim, should you accept it, would be to s l o w down and try to grip and guide new players to a wholesome experience. Maybe try to self-balance sides and set up, well, ”fair” battles that are fun for both attacker and defender. Less gottawininitis and more letshavefun if you get my meaning.
  8. Keep at it DOC, your six is clear.
  9. No, we’re simply badgering he old drum in novel ways. The current list is WIP. FR should of course have Stuarts. I suppose I need to get more involved.
  10. No but I am now. Lists are managed by others atm.
  11. I preferred the old skool no-GPS map. No marks. No ”this is your position” heading and range circles. No realtime friendly team member map icons. THAT promoted teamwork because you had to stick close to someone who could navigate. More gizmos leads to more lonewolfing.
  12. I recall how it was in the beginning. ML had to confirm reports by anyone spotting, and a mouseover showed type, spotter and time. If reports were not confirmed, they would not appear on the map. It stressed the heck out of the ML, whose leadership energy was diverted and drained when it was needed the most.
  13. I seriously doubt a simple conversion would do the trick, as our hierarchy and dataset is probably unique. Would perhaps save some time, but likely require alot of reaarangement/data input akin to building from scratch. The polys are rarely the issue - everything else is.
  14. Who dat? (all planes in WB were cheap and infinitely supplied)
  15. Interesting. I’d appreciate the source if you can dig it up. I guess we’ll have to model court martials then
  16. DE had and should have more schreks for the same reason as US had and has more semis. FR has a few too many (to be fixed) while the UK and US are spot on. WRT armor numbers, count the high performers and leave out the middling stuff for a better comparison.
  17. Duly noted. We’ll see how it plays out.
  18. It was an outlier in cost and to eliminate the need to reduce its numbers due to cost overrun we eliminated the cost of all haulers, as they are fundamental to basic gameplay functionality.
  19. Due to haulers being fundamental to core gameplay functionality - setting fms, towing stuff and resupply - we decided to exempt them from cost. IOW, free rides for everyone.
  20. The semis are semi-historically represented. Recall that UK and FR have way less as well. DE has more than historically plus the FG42, which has no parallel.
  21. No the 7. It was an outlier in terms of cost/capability.
  22. Designer notes follows: In this revised iteration of the historically inspired, historically cost-based and equal budget system, several key factors have been adjusted and improved to provide a more balanced experience relative to in-game realities. It is by no means complete and work continues to further refine the disposition of equal budgets for all nations per tier. Key changes: • Infantry brigades are now more battle-group oriented, meaning that they have all been given a balanced complement of gun-turret tanks. • Infantry brigades are as before, as far as possible, equipped with infantry support tanks and/or tank destroyers. Where such specialized or doctrinal vehicles are not available, their nearest representative have been chosen. • Armor brigades now have a greater proportion of gun-turret tanks, and, as before, a greater proportion of cavalry tanks. • All brigades now have a minimum complement of DLC content and ”police vehicles”. • Outliers such as the Flak 36 (88mm), Matilda MkII, Char B1 bis and Sdkfz 7, which have no immediate counterpart either in capability or in cost, have been reduced in numbers. • The most critical budget value, armor, is balanced between nations in all tiers. • Infantry numbers and infantry categories, as well as gun numbers and categories, have been adjusted for general numerical rather than costing parity. Exceptions inspired by historical TOE are still in evidence, e.g. the ubiquity of US semiautomatic rifles compared to other nations. Certain other items that were not general issue have been included for gameplay purposes, such as the FG 42 assault rifle. These choices are deliberate so as to provide national character and historical color to the game experience. • The differentiation between armor and infantry brigades have been retained, however at a more moderate level. • Ratios of tanks inter alia remain inspired by historical precedent, however at a more moderate level, and vary according to historical timeline. • Vehicles and arms are no longer completely retired from service due to obsolescene but remain in play through all tiers, however at a low availability. • The quality/quantity effects of expensive versus cheap equipment remain in place, however at a more moderate level. This means that the historically-inspired rarity or prevalence of a certain type, based on production cost in then-year dollars and total production run, is still in evidence albeit adjusted for game realities. Have at it! Your friendly neighborhood CRS team
  23. Ya the Bofors needs some work. I’ll see what I can do about the neck/skull. Not a priority though.
  24. Not without a whole lot of jiggedly-pokedly of pivot points (aka DOF). The vehicle crewmen aren't as flexible as the infantry avatars. I could pivot and rotate the skull on the neck, but it won't be anatomically appealing <grin>. And, not worth the effort IMO.
  25. I believe this discussion has reached its end. Be advised that TOE changes are inbound, just like new vehicles and weapons are inbound, just as a lot of stuff that change the game experience is inbound. This game is constantly in flux - not only from a coding and rules perspective but from a population and attitude perspective as well. If you try to stay positive and perhaps refrain from scratching the scab of current woes, you might see that the big picture is somewhat rosier than it used to be. Short term fixes and tweaks are coming, soon. Big changes and new vistas are coming, soon. And Ian, you can respond in some other thread to just how much history you really want.