CMFB patch released

Elvis

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http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=350&Itemid=612


v1.01 PATCH NOTES:



Content

* Several scenarios and Quick Battle maps were updated to fix typos and other minor errors.

Gameplay

* Heavy Woods is now impassable to vehicles at all times, even when there is Heavy Snow.
* VT-fuze artillery can now perform General missions with ground impact.
* Bushes less likely to stop cannon fire.
* M8A1 HMC now available in Quick Battles.
* Vehicle commanders now button faster in response to small arms fire.
* Vehicles plot more direct paths when crossing barbed wire.

Weapons and Equipment:

* Corrected bugs with US 90mm ammo performance and availability.
* Corrected ammo allocation for US 57mm antitank guns.
* JagdPanzer IV(A) and (V) no longer carry smoke shells.
* JagdPanzer IV/70(A) now has 79 main gun rounds, up from 55.
* JagdPanzer IV/70(A) and (V) now have 1,200 rounds of 7.92 MG ammo, up from 600.
* Bunker fixes: vulnerability to mortars fixed, occupants no longer have perfect 360 vision.
* 57mm AT gun should no longer waste APDS rounds on infantry targets.
* Greyed-out and unusable MGs for some M4A1(76) Shermans in American campaign have been fixed.
* APHE ricochets should not explode when they hit the ground again.
* Fixes to targeting logic of M36B1 tank destroyer when using machine guns.

TO&E and Formations

* German Straggler formations added.
* All US armored infantry platoon halftracks now have the choice of M3A1 halftrack, instead of just the platoon HQ halftrack.
* LG 40 recoilless gun now uses an Infantry Gun floating icon instead of an AT floating icon.
* US B.A.R specialist teams now use the LMG floating icon.
* Scoped M1 Garand rifle removed, replaced with scoped Springfield M1903A4.
* Fixed typo in Gewehrgranaten Team title.

Audio

* New day background soundtrack.
* Modern SINCGARS beep removed from American artillery and air support voices.

Bug Fixes

* Floating trenches and moving fortifications in TCP/IP fixed.
* Vehicle rubberbanding across bridge fixed.
* Vehicle struck under bridge fixed.
* Fixed "bad" action spots in training campaign mission 2 and Trouble with Siegfried that would trap units in them.
* Problem selecting between 82nd and 101st Airborne uniforms in editor/QB purchase screen fixed.
* Corrected a small issue where the time limit on some quick battles was 5 minutes off from what was chosen.
* StuG crew will not keep manning the loaders MG under heavy fire, until most or all of the crew is dead.
* Halftracked vehicles destroy wire when crossing it.
* Mortar gunners will operate correctly when other teams are in the mortar halftrack.

Art Fixes

* Shadows toned down when sky is overcast
* The posture of passengers in most 250 and 251-series German halftracks were adjusted slightly to make them less vulnerable to enemy fire from outside the vehicle.
* Fallschirmjäger troops have a more unique portrait.
* Adjustments to the gear positions of US soldiers in Winter uniforms.
* Waffen-SS battalion commanders now always wear the proper cap for their uniform.
* Panzer IVJ (late) will no longer sometimes be missing turret skirt armor.
* Tiger I tank commanders now stand a bit higher in the cupola when unbuttoned.
* Brummbär LoD fixed.
* King Tiger LoD fixed.
* Sherman 105mm no longer showing gear shadows when there is no gear fixed.
* GMC truck, SPW 250/3, and SPW 250/7 crew postures adjusted so that crew are not clipping through vehicle.
* StuG, SPW 250s, and SPW 251 had some overly reflective pieces fixed.
* Adjustments to position of a variety of soldier gear items such as ammo pouches.
* Towed German AT guns, especially the PaK 40, link up better visually to the Opel Blitz.

Misc

* Optimized sound effect streaming to reduce graphics "stutter" for systems with less than optimal harddrive throughput. People experiencing this problem may have to move CM to their C drive or resolve issues which might be causing slowdowns to secondary drives.
* Intro screen displays any BRZ files that were expected but not found.
 

NUTTERNAME

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* StuG crew will not keep manning the loaders MG under heavy fire, until most or all of the crew is dead.
Nicely worded. I wonder what it even means? Most of the 'bullets' in that release seem to be the utterances of a dimwit.

If my suspicions are correct, the StuG loader WILL still pop out when the AFV is given an 'Unbutton' order. This is the root cause of the problem. I hate to confuse anyone at BF with such a technical concept, but one identifies and corrects root causes when there are technical issues.

No other AFV does this. It is another BF discovery through their expert guessing of how things worked. They are truly amazing.

Yeah. Fix the demo.
 

Elvis

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Nicely worded. I wonder what it even means? Most of the 'bullets' in that release seem to be the utterances of a dimwit.

If my suspicions are correct, the StuG loader WILL still pop out when the AFV is given an 'Unbutton' order. This is the root cause of the problem. I hate to confuse anyone at BF with such a technical concept, but one identifies and corrects root causes when there are technical issues.

No other AFV does this. It is another BF discovery through their expert guessing of how things worked. They are truly amazing.

Yeah. Fix the demo.
Somebody woke up with their cranky pants on. Turn that frown upside, buddy! Here are some emoticons that might help. :):D:laugh::smoke::cool::nuts:
 

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Somebody woke up with their cranky pants on. Turn that frown upside, buddy! Here are some emoticons that might help. :):D:laugh::smoke::cool::nuts:
* Bushes less likely to stop cannon fire.
 

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NUTTERNAME

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I wonder where this is coming from. Spielberger, Aberdeen (captured vehicle) and Bruno Freisen have it as 55. Unless post design changes later increased this amount.

Wet wheat can set off 75mm HE shells when fired at low angle.
I believe the earlier L48 version of the Jagdpanzer IV carried something in the 70 range. Considering that the L70 gun would take up more space, and the L70 ammo is larger, that would be one hell of a redesign!

I have no clue what "cannon fire" means as far as the patch. The game does mis-model AP rounds detonating in trees as well as other vegetation. I would assume that is what is meant, but its anyone's guess.

I don't think the game models HE fuses as far as having SQ (superquick) fuse settings, and also delay settings. 20mm HE such as the German AA guns can be set off by dry wheat! They are actually very sensitive and a very dangerous item that the treasure hunters find when digging up old battlefields. they degrade to an even more sensitive state.
 

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I actually don't know what kind of wheat it was. Just in Panzer Gunner Bruno Freisen was firing at a turret down T-34 trying to hit the TC peeking over a berm and the wheat set off the HE round before it got to the target.
 

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I actually don't know what kind of wheat it was. Just in Panzer Gunner Bruno Freisen was firing at a turret down T-34 trying to hit the TC peeking over a berm and the wheat set off the HE round before it got to the target.
Yes, I know, i own the book also.

But my point is, what exactly is meant by the childish phrase "cannon-fire". The game deals with detailed WWII tactical warfare and attempts to model things in relevant details. These 'bullets' in these patch releases are vague and badly worded. I suspect that ChrisND does them. I am sorry but calling weapons cannons is sort of goofy. But, he is about as much a military person as anyone else at BF.

WWII high explosive rounds, for almost all late war warring nations, featured SQ and Delay options on the nose fuse. A quick turn of the fuse could set them one way or another. Some nation's SOP called for storing them on Delay. This was actually a preferred setting in many cases also. But the game does not model this. All HE seems to be set for SQ. What triggers them seems to be contact with most things. even trees and bushes at point blank range. Which is incorrect since they are not only bore-safe, they have a minimum arming distance.

On the other hand, is this 'cannon-fire' actually WWII armor piercing rounds (APHE)? Does the bushes set them off? Like the trees do? Or the ground?

Hard to tell. Its sort of like the StuG problem. Since it is a multifacted issue, and not something that can be described in a blurb, it is not fixed correctly.
 

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* New Day background soundtrack.
Oh, those guys do a great cover...

[video=youtube;NUJvyzkJNR8]https://www.youtube.com/watch?v=NUJvyzkJNR8[/video]
 

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NUTTERNAME

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fair enough. let me ask...

Given the armor of a Jgdpnzer IV/70, at what ranges would you expect sherman 75mm and 76mm AP rounds to penetrate?

View attachment 53585
 

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This is the question I fed the beast. Got a page full of hits:
WW II U.S. 75 mm tank gun armor piercing ability
 

mOBIUS

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75mmM3 M72 upper front hull 0
75mmM3 M72 lower front hull 200m
75mmM3 M72 front super@60mm 50m

75mmM3 M61 upper front hull 0
75mmM3 M61 lower front hull 0m
75mmM3 M61 front super@60mm 0m

76mmM1 M62 upper front hull 0m
76mmM1 M62 lower front hull 1350m
76mmM1 M62 super@60mm 900m
76mmM1 M62 super @80mm 0

There are weak spots though near opening and edges.
 

NUTTERNAME

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I checked, and the game does not show the 76mm shermans in the demo having HVAP.

The JgdPnz IV/70 are more than likely all 80mm/super at this time (Bulge).

The numbers you give are with no obliquity. How much of an effect would, say...20 degrees obliquity change the M62 numbers?

Basically, you are saying the M61 has very little chance while the M72 has a slightly better chance? Is this because the M61 had poor performance against sloped armor?
 

mOBIUS

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Basically, you are saying the M61 has very little chance while the M72 has a slightly better chance? Is this because the M61 had poor performance against sloped armor?
My numbers don't come from a ballistics calculation but are a normalized average of all available data. (Normalized is 270 BHN armor vs. 237 BHN US standard)
So may be revised when new data sets are added. (It may be slightly different than PCO data as that was done several years ago and is rounded to the nearest cm.)
http://www.panzer-war.com/Images/75mmM3AP.jpg

The M72 is a solid shot ogive shaped projective. The M61 is capped and ballistic capped, with a small burster inside. According to Rexford it had a soft cap which wasn't as good as the hard cap the Germans had.
 
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