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Peter Panzer

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Everything posted by Peter Panzer

  1. <broken record> Kraut halftracks...</broken record>
  2. Yep, that's what I thought. I still don't know what's more incredible to witness, the effort you are making to re-texture every vehicle in the game or the level of quality and speed at which you are doing it.
  3. Great to see the remaining 251's getting the treatment as they were a fairly ubiquitous vehicle in the German TOE. I'm curious though, did I miss the 251/9 "Stummel" at some point? A few folks have commented that the 251/10 will complete the 251 series - I'm not sure that's accurate. It practically goes without saying at this point, but the 251/10 pictured above looks great!
  4. Oh, thank Christ he's back. I was starting to think the tattoo of Fuser's face I got above my right hip back in August during his unrivaled modgasm may have been...wreckless. Options for filth, nah. When I click on an "Aris Mod" link I know I am in store for the most exquisitely placed splatters, plentiful abrasions and delicately overlayed films going. The visual balance is already there and it is a supreme testimony to your skill. Ain't no need to dial it back or "scale for effect." Spend that time adding more decal options - now those really pop! Thanks again for all of your dedication and generosity. I'm one of those funky WEGO guys that watches a replay half a dozen times and your work helps bring the game to life in a big way. Oh, and uh, the 251's man. When folks say any models in the game not bearing your textures look unfinished, they ain't blowin' smoke. You must finish the 251 series - it is...your destiny...
  5. Oops, I have been doing this for some time - I thought it was common knowledge given the way folks mix uniforms! Yep. This threw me off at first, but it does work in the manner you describe.
  6. Fuser: All of the M4's thus far are outstanding - I especially like the variants you have introduced in some of your mods! Do you think you will circle back and mod the remaining 251 series halftracks and Mk V Ausf.G at some point?
  7. Fuser: Interesting to see you turn to the M4's next as I thought they were among the better "stock" textures to come with the game. That said, you definitely have the knack for transforming good to great, so I sure as hell ain't complaining! Do you think you will return to and "complete" the 251 halftrack series? I thought your 251/1 was fabulous. I'd love to see you take a whack at the StuG III and the german PSW's too, but I understand this is something you are doing for fun so do whatever brings you the most satisfaction - just be sure to share the results with the rest of us! Oh, and don't think the nifty little details you slip in like the casings on the halftrack floor or the graffiti on the 57mm ATG shield are going unnoticed - very much admired and appreciated!
  8. Those 250's are outstanding. I rarely gush about this sort of stuff, but damn! You are really starting to flirt with deity status. Brilliant work.
  9. Talented and prolific - just how we like 'em. I'll tack on another thanks. I don't ever recall someone cranking out so many high quality mods in such a short period. What a treat this has been. Take a break and come back to us with a fresh set of smears, splats, films, spatters and sludges. Besides, you just gotta do the German halftracks!
  10. Fuser: Any chance the wrong .bmp got bundled up in your 57mm ATG mod when you uploaded it? When I placed your .brz file in my "z" folder the version that displayed in-game looked nothing like the image above - perhaps an earlier draft of your mod got uploaded instead? The M7 and M3A1's look great!
  11. Fuser, you have a fantastic eye for detail and a rather well developed sensibility to bring the entire effect together - thank you very much for sharing your work! I would love to see you have a go at the US/German halftracks should you have the desire. Hell, I'll be honest, I would like you to keep going until you have hit every vehicle in the game.
  12. I'll pass along the file(s) if it crops up again. I noticed this about two weeks ago as I only get to play on weekends. Unfortunately, I do not keep all of my "Save Game" files and I wasn't sure if this was a bug or not. So, if anyone else notices this as well please feel free to jump in and submit your file. Who/what address should a future file be sent to?
  13. That is correct. True, however the status of the tubes (2) never changed from "Spotting" to "Firing" and the FO kept calling for FFE each turn until I finally cancelled the mission. Also, "Light" missions will drop several rounds - I think what you are describing is "Harass." In terms of how I thought this was supposed to work, I thought the FO would ideally prefer to see the spotting rounds but after a few rounds of "I'm trying extra hard to get this right" would declare "close enough" and call FFE. Perhaps I am mistaken or maybe there is something weird that happens time to time.
  14. From the v1.01 release notes: I think this is a good adjustment to the game and certainly accentuates the challenges faced by FO's in Normandy, but I wonder how smoothly it is actually working at times. For instance, I am playing a scenario where spotting rounds landed within a few meters of the unit being targeted for a "light/quick" fire mission. The spotter actually called "fire-for-effect" for several turns, however only single spotting rounds continued to fall in what seemed to be shaping up as a perpetual loop. Part of me wonders if this tweak may have shifted too far in the direction of being conservative or if there is an error that causes an inadvertant loop at times. That said, I play with "Iron" FOW, which effects artillery call times so I'll keep watch as I get more playing time.
  15. Frankster65: I'm glad you liked it. I am having a lot of fun with the game and thought it might be nice to share a bit. I dig the way it pulls me in and enables a story to evolve all the way from lone fireteams to the company CO. To me, that suggests a lot of things have "gone right.";) sawomi: Yeah, but for a Yank I was pretty close! Broadsword56: Our LAV's and M1's are passing through the Suez as I type. Sit tight. mjkerner: I "roll my own." I think CMBN especially shines at the platoon level and I actually enjoy creating small (500x500), detailed maps. So, I build my own scenarios to suit my personal style of play. Plus, I always play Hotseat against myself, which is a fun way to experience the fight from both sides simultaneously and avoid the negative aspects of an AI. permanent666: Nothing fancy by today's standards: PC, Dual Core CPU at 3GHz, 2 Gigs RAM, GeForce 8800 GTX GPU (768MB). Because I play scenarios on a small scale, I can pack the maps with detail, max out the game's settings and still get away with high intensity firefights without any slowdowns. Of course, BFC's art team is stellar and we have some very talented forum members who donate their work to the community too. So, it's a bit of all of the above.
  16. 1st Platoon/Fox Company finds the war. They are an understrength patchwork of crews and machines. Students of June's hard lessons, the tankers of 1st Platoon are relatively vetted, topped off and spoiling for a fight. Going forward... Far too early to see how this one will shake out. At this phase it's chiefly a matter of maneuver and counter-maneuver as each side develops the fight. The immobilization of the German tank destroyer places additional preassure on the pickets of 2nd Platoon/3rd Kompanie. They must remain adaptable and give ground as required. Any viable defense will likely hinge on how effectively they deploy their MG's and infantry AT assets in the dense terrain without getting pinned and killed. The mud, rain and bocage are as much of an obstacle to the Americans as the Heer. 3rd Platoon/Charlie Company's best chance for success may lie in how flexibly they utilize their breaching elements - they are simply too attrited to wage a head on fight against a determined defense. The recent arrival of 1st Platoon/Fox Company and their single "Rhino" M4 has the potential to provide valuable unpredictability and a favorable tempo to the assault. The Game... I love all of the stories that unfold over the course of a scenario. Sure, there are some pieces of the game that can be shored up, but hot damn if v1.01 doesn't do plenty of things right. I am eager to see this game grow and intrigued at the chance to game out the brutal stuff between the Canadians and the 12th SS. It's been a hell of a ride since CMBO and I think the best is yet to come.
  17. An American MMG Team packs up as 3rd Platoon shifts its posture to deliver a "right hook" on the German's likey position. Harassing fire from an unseen MG42 is now entering the platoon area. 3rd's command track can be seen in the background attempting to locate the German firing position. A Marder IIIM is released from the gruppe's mobile reserve and seeks out a position on 4th Kompanie's MLR. To the left, one of the Weapon Kompanie's remaining trucks shelters behind a farmhouse being used as an OP. Within minutes of reaching the FEBA, the German tank destroyer throws a track while trying to negotiate a low berm. The experienced crew stays with the vehicle as it is oriented in a workable position along the area's main north/south road.
  18. 2nd Squad picks up the pace and captures their first hedge lined field as German infantry are confirmed to be on the move at approximately 150 yards, 10 o'clock relative to their position. 3rd Squad/3rd Platoon/Charlie Company waits to move forward in support of 2nd Squad's effort. To their front, a breaching team assigned to 1st Squad is observing distant German infantry while trying to maximize their own concealment. American light armor and infantry have been spotted 200 meters south of 2nd Platoon/3rd Kompanie's screening elements. A pair of Landsers advance cautiously into forward positions to better meet the American advance.
  19. A few vignettes from a scenario I recently began... German troops fighting against the Americans in the hedgerows devloped a title to capture the nature of the bitter, field-to-field fighting. They called it "Scmutzinger Buschkrieg." The Dirty Bush War... Early July, 1944, 3rd Platoon/Charlie Company is about to encounter a PaK screen in the Norman countryside. Ground down and tired, the US Armored Infantry attempt another push through the bocage. Their objective is to capture and hold a minor road junction approximately 500 yards to the north of their jump off position. Battalion is in no mood for setbacks. A reinforced platoon of German Infantry is deployed in a series of machinegun pickets and well sited strongpoints 150 yards to the American's front and defends an area in depth for another 300 yards beyond. They are fatigued, blooded and low on ammunition, but are capably led and remain motivated to fight. 2nd Squad/3rd Platoon/Charlie Company is caught scrambling for a position behind a stretch of low bocage. German infantry are reported to be active north of the squad's first objective - the distant farmhouse. One of 3rd Platoon's M3's takes up the slack behind 2nd Squad. The inexperienced machinegunner's poor fire discipline has already alerted the Germans to the track and it's supporting infantry's position. A 4th Kompanie PaK40 crew anchors the MLR and stays ready to work fast. The continual rain and saturated ground will likely encourage American armor to remain on or close to the area's few dirt roads.
  20. Thanks WineCape - let me know if there is anything I can clarify. A few other items I noticed last night while working on the same scenario: Many of the Specialist Teams for US Airborne are listed twice in the force selection window. Perhaps they are meant to represent "Parachute" and "Glider Infantry," but are not labeled? I could not assign a "Leadership" value to a US Airborne light mortar team. Regardless of what I selected (+2, +1, -1, etc.) the unit would display "-2" within the 3-D Preview mode. I also could not assign a "Name" to the unit. I even tried deleting and "reviving" the unit to see if that would "unstick" the default values to no avail. I hope this helps.
  21. Any chance a Beta Tester could sneak a peak at these two flavor object hiccups? I know folks are hard at work on v1.01 - perhaps these are issues that could be pinned down relatively easily. To recreate them, open the editor, lay down the objects in question, exit and re-enter the 3-D Preview Mode. It may take a few enter/exit repetitions, but you will likely see what I describe sooner than later.
  22. Magpie Oz: That's actually a very good theory, unfortunately I have made/seen this happen in open ground away from any structures as well.
  23. Has anyone else noticed an issue where the "Junk 1" and "Junk 3" Flavor Objects do not get saved within the scenario editor? The first image below shows the flavor objects as I originally placed them. I then exited (Esc) the 3-D Preview Mode to continue working on the map and when I re-entered Preview Mode several of the objects were missing. I have only seen this happen with "Junk 1" and "Junk 3" thus far and saving the map within the editor does not seem to make a difference. You can reproduce this in the editor very easily - I noticed it seems to happen the most when the objects touch each other. Flavor Objects present: Flavor Objects missing: I have also seen, on occasion, the bug introduced into the engine somewhere around CMSF v1.30 where multiple flavor objects are set on the map even though a single mouse click was issued. This seems to happen primarily with the "rock" and "junk" objects. The six objects below were generated as the result of two clicks.
  24. Another small visual item - passengers feet "clip" the bottom of the US jeep model.
  25. That rug really tied the room together, man. Admittedly, not a huge issue by any stretch. It would be great if the M20 weapon station behavior got fixed up in v1.01 though. I tend to use light armor quite a bit, so the stuff a lot of folks find less glamorous tends to jump out at me pretty quickly.
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