Broken wheels drives me crazy
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Close Combat Series -> CC5 Stalingrad Der Kessel

#1: Broken wheels drives me crazy Author: Miker1 PostPosted: Sat May 03, 2014 1:36 am
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Any reason for the constant broken wheels incurred by AT guns trying to move or worse, light vehicles?  I saw in an earlier thread about slow moving tanks that the battle had deep snow and that moving armor had troubles.  But at least that was cured in a fix along the way and tanks sped up.  For any of the half-tracks and armored cars, moving them is death because usually the wheels break and then those without turrets are left helpless often pointed in a bad direction and awaiting their end while those with turrets are still in pretty much the same situation.  I just don't believe they were that delicate.  Plus speed and maneuverability are what they depend on to survive.  I don't really care too much about the towed guns, because you don't move them much but if the problem fix applied to the vehicles could be also applied to them that would be nice.

Don't know if the designer even still frequents these boards and I want to say that I really enjoy this mod regardless.  Countless productive time has been wiled away playing it despite the broken wheel complaint.  How about anyone else?  Do all the broken wheel messages have you not wanting to use any halftracks?  I mean even a 50mm mortar team is more useful.    Smile

#2: Re: Broken wheels drives me crazy Author: dgfredLocation: N.C., USA PostPosted: Sat May 03, 2014 2:04 am
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Hello. From my experience vehicles only move ok on the paths. Don't move my guns much.

Ammo and fuel are so low in the mod, and the vehicles rarely do well vs tanks. Value not so high IMO.

I enjoy those mods too. Fun in the winter to play them.

#3: Re: Broken wheels drives me crazy Author: vobbnobb PostPosted: Sat May 03, 2014 4:18 am
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Broken wheel in game probably means they broke an axel which is easy to do. What causes it? Most axel brakes are caused by SPEEDING through rough terrain / off roading. So just don't move fast  in rough terrain much.

#4: Re: Broken wheels drives me crazy Author: vobbnobb PostPosted: Sat May 03, 2014 4:31 am
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Miker1 wrote (View Post):
 Plus speed and maneuverability are what they depend on to survive. )


I thought this also when I first started but not really so, you more visible moving than you are still.

#5: Re: Broken wheels drives me crazy Author: johnsilverLocation: Florida PostPosted: Sun May 04, 2014 1:47 am
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I also enjoy using  vehicles with 2cm "choppers", but with CC5, they just don't move well without breaking down. The Pz2 will do some better, but will also fall apart on rubble streets. Don't even think of moving the 3.7cm Maultier, or 222 on those same streets, even on anything other than a paved road in CC5 and rvrn then there is a good chance will get a bad wheel.

Agree the Stalingrad mods seem to be worse, possibly the snow and the Germans need all the help they can get. I use them a lot as static defense, you have to since they become broken down so easily.

#6: Re: Broken wheels drives me crazy Author: platoon_michaelLocation: Right behind you PostPosted: Mon May 05, 2014 2:42 am
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You will need to edit the Elements file in order to increase or Reduce the effect Terrain is having on Vehicles.


Look for the heading........
Base chance for vehicles to become immobilized in terrain. Numbers used should be from the Chance128 Table.  Range = 0 -128

#7: Re: Broken wheels drives me crazy Author: johnsilverLocation: Florida PostPosted: Tue May 06, 2014 3:33 am
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Thanks a bunch P/Michael  Very Happy

#8: Re: Broken wheels drives me crazy Author: Miker1 PostPosted: Tue May 06, 2014 12:04 pm
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Platoon Michael - Thanks for the solution.  Trouble is I don't know how to edit those files.  What tool do I need to get, please?  I would definitely like to decrease these breakdowns.

#9: Re: Broken wheels drives me crazy Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 07, 2014 12:00 am
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I need to know what exactly you are playing?
What version of CC and if your playing a Mod?

#10: Re: Broken wheels drives me crazy Author: Miker1 PostPosted: Wed May 07, 2014 12:14 am
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Playing CC5 5.01  I have the SDK mod in use.  I also play SDKDK.  Solo games against AI.

#11: Re: Broken wheels drives me crazy Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 07, 2014 7:38 pm
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When I look at the files Jager did I don't see where such things like Snow,Mud etc etc have larger values to immobilize vehicles.

But I do see where many other things could be causing one problems.
Before editing anything I'd wonder do you avoid Trees and other obstacles that would indeed break a wheel?
Below is the Chance 128 Table and the extracted Elements file from SOC_V1.2

0% 0
1% 1
5% 6
10% 13
15% 19
20% 26
25% 32
30% 38
35% 45
40% 51
45% 58
50% 64
55% 70
60% 77
65% 83
70% 90
75% 96
80% 102
85% 109
90% 115
95% 122
99% 127
100% 128



Elements (CC5).zip
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Download
 Filename:  Elements (CC5).zip
 Filesize:  6.49 KB
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#12: Re: Broken wheels drives me crazy Author: johnsilverLocation: Florida PostPosted: Wed May 07, 2014 9:02 pm
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That chart you made is like Gold for me Michael. 3 cheers  Exclamation

#13: Re: Broken wheels drives me crazy Author: DoktorPajLocation: Norrköping PostPosted: Wed May 07, 2014 9:52 pm
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Reminded me of another probability chart I had seen,  with the 0-512 count. CC2 Charts although its mainly for kill-ability and similar.

#14: Re: Broken wheels drives me crazy Author: Miker1 PostPosted: Wed May 07, 2014 10:27 pm
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I really don't play SOC at all.  Too tough for me.  As to when a wheel breaks the answer is practically anytime they move.  Don't plan on any move completing its destination.  In short order all vehicles controlled by humans stop moving within a couple of minutes - usually less than one.  The AI doesn't seem to have a problem.  Russian AC's pester you until you kill them.  They rarely break down.  So is the elements file you attached a fix?  Or is it just something that already exists.

This back and forth reminds me of my Play by Mail days.  Smile

#15: Re: Broken wheels drives me crazy Author: johnsilverLocation: Florida PostPosted: Thu May 08, 2014 4:34 am
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Quote:
I really don't play SOC at all.  Too tough for me.


It's a brute, agreed.

Am thinking of removing the rocket spotters from Russian forces, or at least editing them down to 1 per battlegroup. The amount the Russians have, tied to the accuracy they somehow have makes them impossible to deal with in SOC IMO given the extremely limited forces the germans have, actual or not.

I got crushed, annihilated.. Whatever you want to call it vs the Russian AI. In this Mod, it's quickly a game of target the Ruskie off map spotters and those pesky 15cm guns, or they will shell the few AT guns AND tanks you have to oblivion quickly.



Close Combat Series -> CC5 Stalingrad Der Kessel


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