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Showing content with the highest reputation on 12/20/2014 in all areas

  1. 2 points
    rocketman

    Update on Black Sea release

    Chris, any chance we will see a beta CMBS scenario on Twitch tomorrow?
  2. 1 point
    At long last... ...I have finished and released my Factory Mod Set and the Bitvagorod map. A heavily damaged industrial town, based on a large set of modded buildings and other files. Get it here, at GreenAsJade´s wonderful site: http://cmmods.greenasjade.net/mods/5371/details 16 In short, this is a set of mods that allows you to play in a town that looks a lot more heavily damaged than anything you can get with the stock building and terraing textures. And thanks to CM´s new scenario specific mod tags system, these mods will only show up in the maps that have been designed for these mods (unfortunately, there is one exception: The additional flavor objects in this mod set will work in all scenarios. But that shouldn´t be a problem. More on this later - or read the pdf in the mod set). Included is also a map created for the mod set: The fictional town of Bitvagorod - with a large factory complex and an small industrial river harbour. This mod set and map has taken nearly six months to create - and is 351 MB large (zipped). It includes 409 BMP files and 24 MDR files. The modded textures are mainly: Buildings Bridges Flavor objects Roads Terrain And a few vehicles turned into flavor objects (a railcar and an old GAZ truck) This is primarily a map: The btt file Bitvagorod is first and foremost a map - meant for CM players to create their own scenarios/quick battles on. There is an axis vs AI scenario included as well, but this scenario is very, very rough and unfinished. It is not at all ready for general release - and I have only included it to give players who don´t have the patience to create their own scenarios a chance to play right away. But play at your own peril! I am currently working on a proper scenario for the map, but this will not be finished for probably two months at least. A few words of caution: The Bitvagorod map has been thoroughly tested with the kind help of several members of this forum, and the tests show that these mods will probably slow down your game - or maybe even make it crash. This is probably because of the large number of files involved. The only way to find out how it will affect your computer is to load the game in CMRT. If the game crashes, it might help to remove some of your other (non scenario specific) mods. Also, the use of these mods do have some minor negative effects on gameplay. So to avoid frustration, I strongly advice you to read the PDF file "The boring stuff you need to read to avoid unpleasant surprises" included in the mod set. A bit of background I have aimed to create a damaged town that looks realistic - more realistic than is possible to make with the stock damaged buildings. Consequently, the core of the mod set project has been to turn some of the current stock buildings into heavily damaged buildings. I had to make this mod set as the damage shown on the stock CMRT buildings didn´t allow me to create a heavily damaged town. A bit simplified the damage on the stock buildings could be described as: Either a large hole in the wall - or completely flattened. However, I would like to stress that I don´t think this is due to bad or sloppy work from BFC, but because they have to deliver a game where all the little pieces fit perfectly together. As a modder, I have the luxury of being allowed to make texures that will work in some situations but be completely useless in others. I ´ve tried some of this before: Six or seven years ago I made a "Stalingrad-ish" mod pack with damaged buildings for CMBB. I´d been considering doing the same for CM2 ever since the release of CMBN, but I decided against it for several reasons: Firstly, because the way textures are used and displayed in CM doesn´t go very well with making damaged building mods. But more importantly: Making these mods would affect the buildings in all the player´s scenarios, not just the ones they were intended to be used in. That meant that the players using the mods would have to move the mods in and out of their z folder, depending on which scenario they were currently playing. Fortunately, that is no longer an issue since the release of CM2 3.0 and the introduction of scenario specific mod tags. The mod tags make sure that the mods will only show up in the scenario that are made for these mods (except for flavor objects, unfortunately). So I thought I´d give it a try. Enough words - the rest for now will be pics Enjoy PS: I am very grateful to the following for their invaluable help and advice in creating this mod set and map: Juju TanksALot EarlofGrey The same goes for the guys that helped test the map: Sburke AlexUK Erwin Buzz Blazing 88´s 28 27
  3. 1 point
    Title says it all - will there be a Christmas 'bone' this year? Obviously we know the status on the release of CM:BS, but maybe another 'Road Ahead' bone? Thanks for all the hard work BFC Chad
  4. 1 point
    Wicky

    Zero Warning Points

  5. 1 point
    borg

    CM:BN Screenshot Thread #2

    LOL ! I saw it i saw it ! It reads 'Aim at the Enemy' well.. something like that. But the panzerfaust clearly shows an instruction picture label of how to hold and aim. Impressive. Do these type of details generally make it (or made it) out at launch ? Or do CM developers simply leave it to us to discover. I wish i see a comment from some big chief dev at BFC.
  6. 1 point
    Warts 'n' all

    CM:BN Screenshot Thread #2

    I have to admit that despite having this game for about 8 months, I didn't know until yesterday that Panzerfaust had instruction labels on them, let alone that the labels come in different colours. I'm a novice when it comes to posting screenshots. So I hope it works.
  7. 1 point
    I apologize if I have bad English. After conflict in South Osetia in 2008, organizational and staff structure got a few changes. The motorized company have been cut on personnel and armament: the HQ units have been cut on MG’s crew (PKM , PKP), but set into each squad replacing RPK. Personnel count in companies depends on type and can be 105 to 120 men. ---------------------------------------------------------------------- IFV (BMP) Motorized Company. Company HQ: 1)Company Commander, 2)Deputy Commander, 3)Gunnery Sgt., 4) Ground Radar Operator, 5)RTO, 6)Senior Corpsman, 7)Gunner, 8)Driver. !!! In some units there are 3-4 extra snipers per HQ squad. !!! !!! There’s Radar Operator position, but in fact, there’s no men could operate them, as well as there are no radars themselves. Haven’t seen them by myself too. !!! Platoon HQ: 1)Platoon Commander, 2)RTO, 3)Corpsman, 4)Sniper (SVD/SV-98) or Sniper pair (SVD/SV-98) A normal squad with BMP consists of 9 men: 7 infantry men and extra 2 as BMP crew. Dismounted: 1)Squad Leader 2) MG 3)AT 4)Assistant AT 5)Senior Rifleman 6)Rifleman 7)Rifleman BMP crew: 8)BMP Gunner 9)Driver !!! In some units, there’s no rifleman. One position is cut. !!! ----------------------------------------------------------------------- BTR(APC) Motorized Company. Same as IFV platoon, except for the sniper: there’s no one in HQ, but each squad has marksman (SVD) . APC companies are added with ATGM platoon to withstand enemy armored vehicles. MT-LB Motorized Company. Can’t say anything about this one. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! A word on snipers in Russia. Snipers in motorized platoons in AFRF are more like Sharpshooters/Marksmans compared to Western qualifications. Professional snipers are usually operating along company and batallion HQ’s or operating independently having their own tasks. In massive military units, there’s special infantry platoon, from which the professional snipers and marksmen distributed into other platoons. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Radio Communication. Radio communication in companies nowadays developed a way forward since 2008-2009, platoon commander can now contact with any of the squad leaders. There are two radiostations in squad now: squad leader has first, senior rifleman has the second. Snipers in IFV platoons also have radios. Optics. There are 2-4 1P63 collimator sights per squad. It depends on commander how they would be distributed along the men (e. g. 1st and 2nd patoons consist most of the contract operators, means they’d get 4 sights per unit, rather then 3rd platoon with recruit men, who get 2 sights per unit). There are units fully complected with 4 sights per squad. Usually, there are 25-40 sights per company. There are no helmet-mounted NVG’s in units, but many firearm-mounted scopes ( 1P51 “NSPU-3” ), 3-5 units per squad, 30-50 per company. !!! Some of contract operators buying themselves modifications for their firearms, e. g. optics (Western too), tactical grips, rail systems and so on. !!! Some of HQ units bying themselves a thermal-imaging devices. !!!!!!!!!!!!!!!!!!!!!! In general, the motorized company of AFRF can be compared to one of 2005’ish era of US Army. !!!!!!!!!!!!!!!!!!!!
  8. 1 point
    borg

    CM:BN Screenshot Thread #2

    Where the hell are we Shultz?
  9. 1 point
    c3k

    Zero Warning Points

    I am a non-zero! Woot for me, you silly rules-followers. Free youselves from tyranny!
  10. 1 point
    Jim1954

    Zero Warning Points

    You only seem to see your own, not anyone else's. Must be some new, secret forum tool to keep us miscreants in line.
  11. 1 point
    Nidan1

    Zero Warning Points

    I think it may have something to do with having birds in your avatar....I have it too.
  12. 1 point
    Atago

    57mm Zis-2 is a SOB

    ATG guns are a B!+ch. I find them much harder to handle than an enemy tank (Wittman said something along those lines, I beieve). With a tank you can see when you've K.O.d it. With an ATG you can pound the area with HE and think nothing can survive it - but unless you see the K.O.d ATG you never really know. As said, one poor survivor can man that gun to amazing effect, and the ROF doesn't seem to be negatively impacted very much. I have to pull back and remind myself that this is a game/simulation. A few rough edges where things seem 'off' don't matter much. I use more HE now than perhaps a real-life battle would take. That ATG gun will be knocked out, scattered to scrap and there will be nothing resembling a human form left of the crew before I get done with it. I keep suppressing fire on the position unless or until I see that dead gun!
  13. 1 point
    Hister

    CM:BN Screenshot Thread #2

    In position to provide cowering fire: In the swamp: *Both screens taken from MG Borderland mission.
  14. 1 point
    Na Vaske

    Update on Black Sea release

    Well, in Russia/Ukraine Christmas is January 7th, so perhaps you might still make your goal!
  15. 1 point
    miller41

    Update on Black Sea release

    Agreed, I would prefer to have a product that is ready when it is ready then to have it early and then run in to problems. am sure it till be worth the wait
  16. 1 point
    Bud Backer

    CM:BN Screenshot Thread #2

    So I did a 30 minute battle, American assault on a tiny map. The single US vehicle was an M10 TD that came charging out the gate shoring up everything in sight. I had a PAK completely across the map and was a bit worried this might go badly, Then the schrek team you see im the foreground, the one I expected to get chewed up by the infantry accompanying the M10, popped up, and took two shots. The second one killed the M10. I liked the perspective shot here, shooter close to the "camera" and the target in view in the distance.
  17. 1 point
    YankeeDog

    Arguing with a guy about Rudel.

    Bear in mind that the attack profiles the Ju-87G is capable of while carrying the 37mm cannons are not particularly steep, so it can't achieve very "flat" hits against the top armor of an AFV except in special circumstances such as when the AFV is on a steep incline. When carrying the 37mm gun pods, the Ju-87G is actually not a dive bomber -- to improve performance and reduce weight, the dive brakes were removed when the 37mm gun pods were carried, and the weight of the gun pods also dramatically reduced the ability of the aircraft to pull out of a steep dive quickly -- each gun pod weighed nearly 300kg and unlike a Stuka on dive bomb run, and the Ju-87G had to drag this weight all the way through the pullout rather than jettisoning it just before the nadir. So the typical Ju-87G attack profile was actually a shallow dive. Penetrations of e.g., the T-34 16mm deck armor might still be statistically possible, but at these aspects the side and/or rear plates (assuming a flank or rear approach to the target) would make up a much larger percentage of the target cross-section and therefore hits to these plates and/or the tracks and running gear would be much more common than top hits. However, at least if the pilot pressed this type of attack to close range, 37mm APCR from a Flak 18 probably could penetrate T-34 side or rear armor -- bear in mind that much of the effectiveness of the T-34's side armor especially comes from slope, and plunging fire from a 30-45 degree angle will negate much of this slope. It's still not a matchup that's particularly favorable for the shooter. In addition to being *really* hard to hit a small target like a T-34 with gunfire when moving at 300+ kph (and only getting a few seconds on target, and therefore only a few shots per run), the behind armor effect of 37mm APCR is not good. So a significant proporation of the penetrations achieved are going to cause only minor damage.
  18. 1 point
    borg

    CM:BN Screenshot Thread #2

    Spot the spent cartridge
  19. 1 point
    Johnny Canuck

    CMBO and CMAK on Windows 8 OS ???

    I'd been mucking with 3D options, compatability options, all to no avail. I kept searching and found another thread here that mentioned pressing Alt-Tab. So, I Alt-Tab'ed out of CMBB and then back into it. . and it's now working. One would think that if Battlefront is still selling CMAK/CMBB, that they would provide a patch for that. . . So, I guess we're stuck with 1.04 and the Alt-tab hack, which is better than the slideshow I was seeing.
  20. 1 point
    I have looked into this a little further. This bug affects any AT guns purchased as part of a formation in which they begin limbered to half tracks: UK Antitank Battation (CMBN) US Armored Infantry Battalion (CMBN) GE Regimental Anti-tank Company (CMBN and CMRT) (let me know if I missed any) It also affects three half tracks when purchased as individual vehicles: UK M5, US M2A1 and US M3A1 (2 x MG). Other half tracks seem to work fine with AT guns as long as they are purchased individually.
  21. 1 point
    pkanarki

    German 75mm AT Guns - Stealth Mode?

    The wonders of technology... Invisible AT-guns. The germans would have won the war. -BUT Good about Combat mission is that it always has been wellbalanced game: so dont worry cause in cmbn the UK and US are also in possesion of invisible AT-guns. could battlefront please finally look into these AT-guns, it has been reported repeatedly for over one year if not more. http://www.battlefront.com/community/showthread.php?t=117232 http://www.battlefront.com/community/showthread.php?t=116413 http://www.battlefront.com/community/showthread.php?t=112664&highlight=antitank
  22. 1 point
    Johnny Canuck

    CMBO and CMAK on Windows 8 OS ???

    That CMAK/CMBB bundle I bought a while back (which worked on Win 7) sure runs horribly on my (relatively new) Win 8.1 computer. That would be a 4770K CPU, 32G of RAM and an AMD7870 GPU. The graphics just chugs along. . . to the point of being unusable. With the DRM issue's I've encountered, the effort in trying to install it on my 5 year old laptop (which also runs Win 8.1) is probably not worthwhile. Ugh! Update: Just upgraded video drivers and still no luck.
  23. 1 point
    Vark

    BATTLE DRILL - A CM Tactics Blog

    Can I second the, watch, wait, observe, act cycle. Had some Marine recon move into a building and open up as soon as they saw Syrian Paratroopers in the building opposite. The first time they took three casualties and suppressed the force, but had to rely on more and more assets being employed to help them, End result, a Ko'd LAV and a team out of action and the enemy still lurking, though badly shot up. Next time, I put the recon on hide and short target arcs, they snuck in and watched for 3-4 minutes, locating a sniper, squad of paratroopers and RPG team. As the intel filtered down, I moved assets to prepare for an assault. Once everything was ready, I launched the assault. End result: one lone Syrian survivor retreating, sniper and RPG team dead and best of all, the Syrians had themselves to commit reserves to bolster their defences. Those defences were pinned and a precious BMP-3 lost, with the Marines suffering one red and three yellow casualties. So recon, recon, recon, then plan and only then, strike.
  24. -1 points
    pnzrldr, I'm glad you found my comments helpful. What is RW ATK, please? Am quite confused on CM game engine issue. My understanding was that we first had CMx1 (then revolutionary, now old engine) for CMBO, CMBB and CMAK. After that came the new engine, CMx2, which got off to a very rocky start in CMSF, then went into CMBN and CMFI. Whereupon we eventually got CMx3 in CMRT. We now have retrofit options to put CMx3 for CMBN and CMFI. I thought CMx3 was supposed to be the carefully thought through basis for many games to come, one with the flexibility to properly model conflict spanning at least WW II-Near Future? Now you tell me, though, we can't do what we the gamers were told was doable, until CMx4, yet another engine, is brought forth well down the road. How is it that we wound up still so short of the mark when it comes to depicting modern warfare? What am I missing here, please? Regards, John Kettler
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