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Walrus Wrote:What is the diptet movie reference then?

4:22 here. A pitch(fork)-perfect impaling of the chasm between the reality and ideal of American parenting.

Walrus Wrote:...and you still won

Eh, I had higher powers on my side. It said so on every Wehrmacht belt buckle. Never argue with a belt buckle.

-- 30 --
Ah!
Raising Arizona yes?
Very good. Best Nick Cage film IMO.
Watching Leaving Las Vegas made me want to get very drunk...ironically.

I guess my Russians needed
"в darwin мы доверяем"
on their belts.
I'd wear that.

Hurrah!
No. In Darwin the few trust :)
We trust in the truth ;)
OK...OK...I am sorry.

I forgot at the Blitz there are rules......No politics...No Chickens (whatever that means) and...NO religion.

We will leave KranMax with the last comment.
I am sorry to bring the subject up...though really I blame you Gene Big Grin

So...now we are complete.
We can discuss war (except the realities of it) ...and puppies :rolleyes:

carry on....
TURN 9

Not much going on this turn; I think we're both regrouping a bit. Epoletov fired an RPG-29 crew at an Abrams just behind my in-contact Rangers. It missed and the tank popped smoke. A heavy HMG opened up on a scout Humvee, confirming that the Russians have at last established a line of defense in the north, along the urban hexes facing open field. This only defends three VHs, being so far east, but then it was no risk for Epoletov to set up.

My Warthog began my turn by strafing another ammo carrier, but to no effect. A Ranger squad found and killed the RPG team. The Apaches and their ground support killed two more units at Mt Acme. Other than that, I shuffled a lot of people and machines behind the lines of scrimmage. A lull round for both players.

At turn's end, Epoletov's artillery had of course shifted toward the firefight in the north. It's getting pretty hairy in those trees. The other Grach swooped in and one-shot killed another of my ammo carriers. That stung, but just before it left the screen one of the Ranger SAM units launched a little bee up its tailpipe. That's the end of that section of Grachs, at least. Problem is, Epoletov set up the game with 3 air points, each. He's got a grounded section of wounded Grachs, a largely shot-out section of Su-34s still flying, and ... there could still be some surprises lurking out there.

-- 30 --
Hi Seabolt,

I'm learning from your adventures in Oklahoma too! (Spam master? Good thing I'm a monty Python fan!)

But now for something completely different; the LOS thingie. LOS can sometimes shift a tiny bit. Has to do with rounding off in the code; if the LOS skirts the edges off a couple of wooded hexes for example, do they count as blocking LOS or not? The way the code calculates whether there is a LOS or not can be influenced by the tiniest of effects (0.499 becoming 0.501 so to say).
Can also happen with partial smoke effects. What happens is that each hex has a partial smoke score depending on smoke generating effects taking place in it. When that score gets high enough you see the wispy, barely there, thin smoke appear and as more partial smoke points are generated it gets thicker and thicker.
But it also mean a hex can have a partial smoke score without any visible smoke on the screen yet. Normally that's not a problem but if there are several of such hexes you can lose LOS.

Narwan
Narwan Wrote:(Spam master? Good thing I'm a monty Python fan!)

Technically, the reference is to the e-mail practice rather than the canned meat product beloved by the 1944-5 Red Army and unhinged Britons. (Although one has to wonder how exactly the latter usage evolved into the former.) Still, I have the sneaking suspicion that you've been called much, much worse. ;) Perhaps by myself a time or two, in fact. Possibly last night, actually ...

Narwan Wrote:But now for something completely different; the LOS thingie. LOS can sometimes shift a tiny bit. Has to do with rounding off in the code; if the LOS skirts the edges off a couple of wooded hexes for example, do they count as blocking LOS or not? The way the code calculates whether there is a LOS or not can be influenced by the tiniest of effects (0.499 becoming 0.501 so to say).
Can also happen with partial smoke effects. What happens is that each hex has a partial smoke score depending on smoke generating effects taking place in it. When that score gets high enough you see the wispy, barely there, thin smoke appear and as more partial smoke points are generated it gets thicker and thicker.
But it also mean a hex can have a partial smoke score without any visible smoke on the screen yet. Normally that's not a problem but if there are several of such hexes you can lose LOS.

That's sort of what I figure must have happened. I frequently see LOS contract after a single round fired from a tank's main gun; the small increment of smoke tipped the formula under a borderline value to see that far.

But the only round fired twixt time point A and B was the RPG round, and they generally are minimal smoke generators in my experience. As in, I can't ever recall an RPG generating smoke, or spotting one from the smoke signature, etc. Must have been an extraordinarily borderline value.

While you're at it: Have I just been oblivious to the fact that ground attack planes won't follow a V flight path? It occurs to me that there's often no replay after the attack run (if no ground fire occurs), so I might have missed this little detail a few dozen times.

-- 30 --
Hi
The air plot routine is temperamental, not impossible.
You MUST set the In and Out before selecting the unit and plotting.
Then don't touch that unit again until after it flies.
Each turn the In and Out re-sets to E-W, so if you 'shift fire" you must reset the In-Out first.

Bit of a glitch, but I never have a problem with it anymore.
You get the hang.

Cheers
My current game I have plotted the planes, get a 2.5 delay and then set the path when it gets to .5
Are you saying that doesn't work?
Sorry, as Walrus said flightpath has to be determined BEFORE you plot the strike. So no changing it when the delay becomes .5

Seabolt;
the LOS difference can happen if there are multiple rounding offs after each other. If unit A looks at B there can be a number of factors between them that affect LOS, eg X,Y and Z. To determine LOS from A to B the order for checking (and possible rounding off's) is X, Y, Z. To determine the LOS from B to A the order may well be Z, Y, X. That difference can mean A can see B but B can't see A because the order of rounding off varies. It's something like that anyway. Andy explained it to us back during the intial playtesting of the windows version. It's an artifact of the 'spaghetti-code', but rare though.
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