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Peter Panzer

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  1. Thanks to John at BFC for his on-the-spot customer support and several of you helping me narrow down the possibilities, it looks like I'm back up and running in v2.20. Whatever the issue was, performing a clean re-install of the game cleared it up. I'll definitely be a lot more "by the book" when applying updates in the future. I have to say, while performing the re-installs and launching the game in various stages, it was fascinating to be reminded of how far its development has come. Best wishes to BFC for their impressive dedication and for creating a long-standing place for this community of wargamers. I hope building this game brings you as much satisfaction as playing it does for so many of us! Good and Proper 251/17 BletchleyGeek: No worries, that was just my temporary, kludgy way of making sure the 3.0 installer was replacing what I perceived to be the key, new data files into the CMBN directory when attempting the first reinstall of the update by itself. John helped me get sorted out straight away.
  2. Thanks for the confirmation Mord. By the way, I still use your sh*t hot voice mods prodigiously. Just know sir, that on any given evening, your digitalized vulgarities are broiling through the night air somewhere in the American west. BFC has sent me a utility to address the 2.0 license error issue - I’ll give it a go tonight. Again, my thanks to everyone who has chipped in on this thread and to John at BFC for his prompt help.
  3. Thanks to everyone who has chimed in on this thread. I have been contacted by BFC via the helpdesk. Erwin, I did have numerous mods in place when I installed v3.0, so I may have brought this on myself to a degree. I removed the entire "Z" folder when I tried reinstalling v3.0 after seeing the problem with the MG AFV's, but it didn't produce a correction. I then uninstalled the entire game and began reinstalling when I ran into the 2.0 license error, which is where I am presently stuck right now. I saw your thread about MG content being greyed out initially. This happened to me after applying v3.0 as well. Are the AFV models displaying correctly for you?
  4. Well, this is turning into an adventure. While attempting a clean install of the entire game and its components, I received a license error after applying the 2.0 upgrade. This has effectively stopped me in my tracks. I have submitted a helpdesk ticket to BFC with my 2.0 key and a link to this thread. BFC/beta testers: please feel free to redirect me if I am going through the wrong channels or if there is something I can do to correct this on my end.
  5. Thanks everyone - I appreciate the help. CM has always executed flawlessly for me, so this is a new experience. akd, yes, I was patched to v2.12 and everything was working great. Here is what I have tried thus far, in order: removed entire "z" folder from Data removed v100E and v220 .brz's from data re-ran v3.0 installer reactivated v3.0 confirmed v2.20 on intro screen reopened scenario in the editor and was presented with a red dialogue box saying the Market Garden Module was needed for some content restarted the game - red dialogue no longer appeared in the editor, but the AFV's still fail to display correctlyI noticed when activating v3.0 the "Unlock Success" dialogue noted "CM Normandy 3.0 cmbn+cw" and "CM Normandy 3.0 market garden." I did not purchase any bundles. Maybe that's just a technicality in the wording, but I thought I would mention it. Do I have to re-install everything at this point?
  6. Thanks akd. I tried reinstalling the 3.0 upgrade with no luck - do I also have to reactivate the new installation too? Isn't the number of allowable reactivations limited? Thanks for any guidance.
  7. Several Market Garden Module AFV's do not display correctly after installing v3.0 (2.20). This is not mod related. Are others seeing this? Here are examples of some I have already found, there may be more: Mobelwagon 251/17 Flak 8t The US jeep with M2 .50cal (not pictured) also fails to display in the same manner as the Flak 8t and 251/17.
  8. Thanks for the quick revision - that did the trick (705kbps is apparently the magic number). Here's looking forward to the US voices. Thanks again for your work in compiling and sharing these!
  9. Saferight: Thanks for the British voices - there's some good stuff there. I noticed the "chatter" files play too quickly in-game. Could that be because they have a different bit rate (352kpbs) than other .wavs I have seen used by Combat Mission (705kpbs). I'm curious if anyone else has noticed this. By the way, the version of your German helmet mod with the corresponding normal maps is quite good as well. I'll bet you could put together some pretty amazing US versions if you ever got a wild hare.
  10. A quick note of thanks to ChrisND for his previews of Black Sea through its developmental stages. This title has considerable potential and I'm definitely looking forward to seeing how it turns out. It may be too early for scenario design questions, however I would like to learn more about the thinking behind the perceived readiness of the future combatants represented in the game. How might the regular, conventional (i.e. non-SpecOp/Airborne/Ranger, etc.) US, Russian and Ukrainian army units best be envisioned in terms of in-game experience and motivation levels? Is it assumed the represented US forces will have an advantage in terms of overall experience stemming from their more recent 10+ years of involvement in low intensity conflicts? Would the bulk of the lessons learned in Iraq and Afghanistan be viewed as non-applicable versus a modernized, digitally networked opponent? What about the contemporary Russian army's perceived capability and performance? Bearing in mind their participation in the Chechen wars, the resulting counter insurgency operations and select units involvement in South Ossetia, will the Russians be depicted as bringing a comparable level of relevant battlefield experience to this hypothetical regional conflict? Would it be reasonable to say scenario designers could best represent US and Russian forces in a state of relative parity with the Ukrainians portrayed in a more uneven state of experience and motivation? This might translate into game terms with the US and Russian armies exhibiting a combination of predominantly "Regular" units with some "Veteran" formations in the mix - most of which rating with "Normal" or "High" motivation values. Should the Ukrainians then best be simulated primarily by "Conscript, Green" and some "Regular" formations with "Normal" and "High" motivation values to represent their inconsistent training while fighting for their homeland? What do those of you with in-depth knowledge of these forces think?
  11. EZ: Thanks for your US and German Infantry uniform mods - you have a real knack for getting the most out of the uniform and gear textures! I would love to see you take a swing at the SS and Fallschirmjager should you have the time and interest.
  12. Below Top: Attempting to disrupt the Germans ability to coordinate a sustained defense of the crossroads, Baker Company's mortar teams continue dropping their 60mm rounds at the direction of 2nd Platoon's lieutenant. In these two images, a Fallschirmjager assistant machinegunner catches several fragments from a detonating round and drops to the ground. Below Bottom: While the bocage dissecting the battlearea frustrates the ability to observe the fall of shot, the US firemission nevertheless achieves marginal effect on target by temporarily interdicting the defenders movement, lightly wounding several paratroopers and forcing the German motor transport units to withdraw further to the rear. Below Top: In an audacious bid to roll up the German positions within the farmstead and mitigate the need to cross open ground in the face of automatic weapons fire, the veteran sargeant of 2nd Platoon's 3rd Squad leads his experienced GIs in a wide flanking action with the support of the attached M4A1. Below Middle: 3rd Squad's view of the farmstead prior to their lefthook. The Fallschirmjager MLR lies behind the far hedgeline extending behind the structures while 1st and 2nd squads' ordeal continues to unfold beyond the trees on the extreme right. Below Bottom: Using the hedgelines to conceal their movement, 3rd Squad pushes wide of the suspected German positions and crosses the paved lane leading to the Platoon's crossroads objective. Assuming they are under observation, the seasoned squad executes a hard right turn and begins aggressively bounding toward the farmstead with the M4A1 on overwatch. Below Top: The German paratroopers continue to leverage their short lines of communication and well sited OPs to anticipate the Americans actions and reposition their reduced squads and support teams for maximum affect. In these images, a Fallschirmjager squad displaces to consolidate their platoon's line and bring their GPMGs to bear on the unit's exposed flank. Below Bottom: Reacting to the imminent pressure of the US combined arms assault, the Panzerjager Abteilung detaches a pair of tank destroyers into the Fallschirmjagers' platoon area. Having received only a cursory OPORD and a scant ammunition loadout, the Marder IIIMs take up hasty positions in order to establish communications with the paratrooper platoon and appraise potential fields of fire.
  13. For those interested, this little storyboard is continued from part one here. Overview As the set-to between the American infantry platoon, their pair of supporting M4s and the defending Fallschirmjager begins to swell, each sides respective battalions begin committing additional attached and organic assets into the AO in an escalating race to shape the battle in their favor. What started as a struggle between two depleted platoons for a minor crossroads and an adjoining farmstead begins to transfigure into an increasingly invested and lethal encounter. Below Top: To the rear of Baker Company's stunned 2nd Platoon, a US combat engineer platoon debuses into the battlearea and immediately begins moving to the sound of the fight. Below Middle: Combat hardened and considerably equipped with assault demolitions and man portable AT weapons, they adeptly set to linking up with the freshly positioned M4A3 sent to aid 2nd Platoon's snakebitten 1st and 2nd Squads. Below Bottom: Continuing to develop the situation, the engineers coordinate their efforts with 2nd Platoon's supporting armor and breach a hedgerow to afford the tank crew a more protected route to assist the panic stricken infantry forward of their position. As these actions are conducted, the engineers' own attached M4, equipped with a 105mm gun, comes online. Below Left: Apprehensive the Americans are following their earlier area reconnaissance with a committed tank/infantry assault along his weakened company's MLR, the Fallschirmjager captain moves forward to better control indirect fires. Below Center and Right: From their positions in the farmstead straddling the crossroads, German observers maintain eyes on the leading elements of the enemy advance. The appearance of American armor and light mortar rounds impacting near his OP persuades the lieutenant to peel back his forward fireteams. Having stalled the progress of the leading US squads, the paratroopers reconfigure their positions among the hedges from an "L" to a "U" in an attempt to avoid direct tank fire and draw the bloodied Americans deeper into their killzone. Below Top: Moving to exploit the breach created by the combat engineers and cover their advance, the crew of the M4A3 reverse out of their overwatch position and fire two white phosphorus rounds into suspected German positions to the front of 2nd Platoon's two lead squads. Below Middle: Having gone to ground while enduring the steady volume of automatic weapon and mortar fire that initiated the German ambush, the rear most fireteams of the hard-pressed infantry squads are bolstered by the sight of the M4A3 maneuvering through their position and set about asserting fire superiority. Below Bottom: The forward fireteams of 2nd Platoon suffer 5 WIA, including the corporal leading the moderately experienced 1st Squad, before their armor support can position itself to lay effective suppressing fire on the last known German positions and help them break contact.
  14. Below: Precious minutes pass while the tank platoon CO coordinates his unit's movement with the men of 2nd platoon. A plume of exhaust trails the platoon commander's M4A3 as the buttoned crew exploits a weak spot in the hedge. The infantry's foundering 1st and 2nd squads will need their direct firepower if they are to have a chance at breaking contact without taking heavy casualties.
  15. As point teams from both sides bound forward through the hedges, tilled fields and criss-cross of sunken tracks, initial contact is made by each platoon's respective marksmen. Below Top Left: A US SDM enagages enemy personnel in the farmstead bordering the platoon's objective. The CO can be seen in the background coordinating a firemission for the company's 60mm mortars. Below Top Right: A German sniper conceals himself behind a hedge overlooking a field on his platoon's flank. In the distance, a MG42 team establishes their field of fire. Below Bottom Left: Movement in the hedgerows soon becomes a tense undertaking. 1st squad's BAR gunner stumbles backward after taking a sniper round in the hip. Seriously wounded, he becomes the first casualty in what is about to become a close-in knife fight between several opposing squads. Below Left: The balance of 1st squad moves through the cavalry troop's former position. They are under enemy observation. Moments after the US platoon takes its initial loss, a steady burst of enfilading MG42 fire sweeps through 1st squad's position sending the inexperienced troops diving for cover. Bottom Right: A GI desperately scrambles to get off the dirt track in front of the burning M8. The German machinegunner finds the Americans' range and begins delivering increasingly accurate bursts. Rattled by the volume of incoming fire and unable to hear the urgent shouts from their lieutenant, 1st squad loses a second man before it extricates itself from the immediate killzone. The American GIs are being fixed and flanked - accurate German mortar fire begins impacting along the length of their position. Below Left: Two M4's arrive in support of 2nd platoon. Determined to avoid the cavalry troop's fate on an established road, they enter the battle area cross country, which significantly delays their arrival into the fight. By the time they come on line, a sizable portion of 2nd platoon is pinned down by the German sniper, a pair of well placed MG42's and 81mm mortar fire. Below Right: An inexperienced M4A1 commander exposes himself to sniper fire in order to make ready with the tank's .50 caliber machinegun. Moving into an overwatch position and restricted by the surrounding hedgeline, the crew is reluctant to use their 75mm gun for fear of causing friendly casualties among members of 2nd platoon to their front.
  16. Here's a little narrative from the current scenario I am playing... Overview: It's mid-July and an understrength US Infantry platoon is tasked with seizing and holding a minor crossroads in the battle area outside of Saint-Lo. Prior action resulted in elements of the supporting, forward cavalry screen being pushed back by German infantry using handheld antitank weapons. 2nd platoon, Baker Company must now initiate movement through the cavalry's former postion on the way to their objective. Below Top: Facing the Americans is a battered, combat savvy platoon of Fallschirmjager. Led by a veteran officer, they are highly motivated, well armed and spoiling for a fight. Their orders are to actively harass the enemy in their AO and launch localized hit and run attacks as opportunities arise. Here, the German RTO catches up with his CO as the platoon swings into a hasty blocking position just north of the American objective. Below Bottom: 2nd platoon's competent, but largely untested lieutenant attempts to get eyes on a likely enemy observation post before committing his men. His platoon is comprised of a small core of veterans and a supporting mix of modestly experienced troops and fresh replacements. They must maintain cohesion and a rapid tempo in order to reach their objective by nightfall. Below Left: A German squad leader sprints through a gap in the hedge as his men take up positions in a small farmstead. Lying astride the American objective, the farmstead and its surrounding honeycomb of hedge-lined fields will become the focal point of the coming fight. Below Right: The Fallschirmjager platoon lacks heavy weapons, but is generously equipped with an array of man portable antitank weapons and GPMG's. In anticipation of enemy movement, key points in the AO have been pre-registered by the company's mortars and are taken under observation. Below: Unlike less fortunate units in their battalion, these German paratroops have retained some of their light motor transport. This Kfz. 70, positioned to the rear of the now strongpointed farmstead, is standing by in case a rapid withdrawal is needed.
  17. Zebulon: Thank you for taking a moment of your time to explain that - I think your right. Like I said, I only used certain bridges with unpaved roads in the past, so apparently I was assuming too much. Also, it looks like the "16" Footbridge is intended to be used across a Shallow Ford tile in order to anchor properly. Spanning it across a normal Water tile results in the deformation pictured above. Thanks again, I'm glad this was a case of ignorance rather than a game issue.
  18. After playing around with this further I don't think it' user error. For the sake of demonstration, here are the results when making all of the action spots the same elevation (as suggested above). Is this something that will be addressed in the small patch in production? Footbridge in the editor Footbridge in 3D Paved Road and Unpaved Road in the editor Paved Road in 3D Unpaved Road in 3D (displays as expected)
  19. PSW 231 PSW 233 PSW 234/3 Marder I Marder II Flak Mobelwagon SdKfz 10/5
  20. Thanks kensal, I tried that (assigned all action spots to "11"), but there was no change. I have included bridges in scenarios before, but always with unpaved roads, so I have never encountered this type of problem before. Part of me thinks there is something screwy with the way paved roads interact with bridges. I have no idea why the footbridge doesn't adjust to the appropriate elevation. It really shouldn't be a tricky process editor wise in either case.
  21. Has something changed in the way bridges are anchored (i.e. at least 2x2 action spots with the same elevation at each end) and how they are connected to paved roads and footpaths? When I set the terrain up in the editor as shown below I get the following unexpected 3D results. Is this a terrain bug or am I doing something wrong? Footbridge with Footpath in the editor (removing the footpath does not eliminate the issue) Footbridge in 3D (footpath) Stone Bridge with Paved Road in the editor (removing the paved road or using an unpaved road does eliminate the issue) Stone Bridge in 3D (paved road)
  22. waclaw: Thank you for this great compilation! I tend to mix files from several sound mods to form a collection of effects I feel work well together and portray their real life actions with the most fidelity. The majority of my sound files are from your mod - you really put together an enormous amount of quality work here. I'm curious, is the voice work for "screams" 24-31 you? If so, congratulations as they sound very plausible. Convincing voice work is surprisingly difficult to create and really does require special talent and intuition. Most "scream" effects end up sounding like dramatic hyperbole, flat comedy or bad porn, but you've done a compelling job with several of them!
  23. Fuser: I think you are getting some great effects with the richer tones and more deliberate application of the wear/weathering textures in your most recent efforts - even the welds between armor plates seem more pronounced. As accomplished as your earlier work remains, the newer techniques produce a more subtle, intentional and realistic looking model. That said, I would echo Ian’s preference that you touch on as many different models before spending time revisiting prior work. In the end though, I clearly love your aesthetic and want you to creatively go wherever your passion and inspiration leads you. This should be fun for you too! Loose notes… Thank you for the US small arms mod. I lifted your Fortress Italy version for the Germans and applied it to the Normandy game long ago. Great work - you and Rambler could make one hell of a collaborative effort in this area. BFC reworked the model for the Sherman III in v2.11, which appears to have reassigned some of the textures and negated your previous mod. That’s progress, I suppose. Keep up the exceptional work - I really dig the latest SPW’s. I swear the Germans were bolting auto cannons on anything that would move towards the end.
  24. One other quick note, shouldn’t the Marder II, or any AFV for that matter, appear in the Single Vehicles menu for a given timeframe if it appears as a subselection from the Formations Menu? I noticed it is missing while attempting to assign a single vehicle to a Fallschirmjager platoon in a homemade scenario. User error? TOE omission?
  25. Wow man, thanks for the lightning response and confirmation! If those personal goblins listed up top are getting a going over, I'm definitely putting my current scenario on hold.
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