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RockinHarry

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Posts posted by RockinHarry

  1. 5 hours ago, Seedorf81 said:

    Even weirder?

     

    https://www.bbc.com/news/world-europe-66023631

     

    I took some time to look better at the available footage of the "mutiny" to check if I really saw what I thought I saw.

    Compared to every other uprising, coup, mutiny and/or civil unrest I read about, saw pictures or camera-footage of, or heard witnesses/participants talk about, the Wagner-advance seemed to show a remarkable lack of stress, chaos and apprehension.

    To me this whole thing looked more like an ADHDfilled teenager-schooltrip, than an "everyone's future and lives are very much at stake" high-stress occurence.

    Prigozjin is looking remarkable relaxed throughout, which is quite a change from his earlier recent appearances. He is laying his life on the line, not only because of the "failure means death"-probabilty, but if there would be any resistance against this mutiny, he would be the prime target. But he, and his entourage, are all the time behaving like it is a walk in the park.

    And look at the way most of the troops behave. Do they act like they expect enemy fire? Are they using every bit of cover while advancing? Are they nervously looking out for snipers or armor? Does it look like they expect any resistance at all? No, they go for coffee and food, sit very relaxed on parkbenches and cafe-terraces, stroll as if they know there will be no resistance. Very strange, especially when you realise that a lot of those soldiers recently were in combat at heavily contested frontlines, which tends to make anyone pretty anxious and alert in an urban situation where enemy fire can be expected any minute.

     

    Every other coup or mutiny (etc) had camera-footage and reports that show chaos, excitement and confusion. People being very nervous/agitated. Adjutants, security-guys, messengers and officers, all running around and looking around and gesticulating and a lot of yelling and shouting going on. A continuous reporting and updating of enemy positions, resistance-levels, progression of advancing friendly units, news from the rest of the country, and so on.

    I did not see that on a level that I would expect in a "mutiny" that was so sudden, so big and so powerful as this one. Not at all. While the possible, or likely, enemy force could be enormous.

    Even when things were unfolding it almost looked to me as if, at least a big part of, the mutineers knew, or at least suspected, that there would be no real resistance.

    Maybe they had perfect intel? Maybe it was Wagner self-confidence? Trusting in being lucky? Or, very possible, is my comparison with other mutinies and uprisings wrong?

    I don't know what happend, but the fact that even 'Steve" and "TheCAPT" were uniquely shocked, proofs to me that this was one of the weirdest mutinies, and mutiny-endings, EVER.

     

    that was exactly my same impression. Whoever will be purged now, I don´t think Prig will be among them.

  2. Exactly. That´s what makes me hate seeing timber frame type roof sides on more modern city buidlings quite in particular. Can only get rid of them by replacing with own modded roof types (brick wall or plastered). Still remains the annoying random swapping of roofs once a map/mission gets saved and reloaded. 🙄 Not to mention the Potemkin type attributes related to CM buildings generally. (fake windows/doors, damage and cover modelling)

  3. On 6/8/2023 at 8:24 AM, 37mm said:

    I stuck with the "stand to kneel" animation changes (there's a few exceptions, RPG's can still be fired standing up IIRC) played around with vehicle gunner stances & used the medic stance change.

    The medic stance change has a very noticeable gameplay effect but that one change alone confirms a lot of your hypotheses (i.e. the 3d model itself has a kill box of some kind & animation changes can move the kill box).

    I've been using the WW2 version since Christmas & the modern version for about a month... I think I notice a difference (roofs seem less hairy, men seem safer if fighting on a ridgeline) but time will tell.

    thanks. The trade off is you´ve less shooting and spotting in lowered stances, thus "lowered carnage". That was the initial aim of the concept. Medic makes a difference for sure as this was my starting point for all other stance edits. Otherwise I wouldn´t have had wasted time on those. The modular concept (if beeing used) gives all players choices which the stance settings to use and which not. In my personal set I´ve lowered stance reload anis beeing active all the time. These and medic is good starting point. Every other depend on how much daring or agressive I want the opponents be. Pity that animations is almost all or nothing, as ani files are shared between opponents. So you can´t make one opponent more cautious and the other more daring this way. I.e I´d like having snipers keep a lower profile, but they don´t have seperate animation files unfortunately.

  4. On 5/21/2023 at 4:31 AM, 37mm said:

    Extras & Options

    Here you will find various extras which can be activated when needed or desired for example there's a modern version of @RockinHarry's re-animate mods (I used a lot of SF1 animations for the modded stances) designed to keep the pixeltruppens heads down & (possibly) increase their survivability.

    Just out of curiosity. Which parts of the "concept" do you use here? Does it have a noticeable impact on game play for those using it? I got fairly little feedback on original "mod" (simple file renaming), thus I ask. Thanks. 😎

  5. On 4/15/2023 at 4:25 PM, kohlenklau said:

    Yes, I think I have and it is frustrating. The centerline of the sandbags item seems not aligned to what you'd think it would be for HMG and guns.

    @RockinHarry might know what causes this based on his intense deep dive into the mechanics of such or similar items.

    yeah, there´s an offset and sandbags rotate around a given center point in a radius. IIRC I once found the Meta Data dealing with just that (Meta 1 or 2 maybe). If changing these it can become tricky to get any CM units aligned to them properly. Though you can make sandbags rotate on the spot, just like most the flavor objects i.e.
    I oftentimes find it much more useful to mold combat positions by use of (blue) ditch locking straight into terrain mesh. It also yields way better footprint for protection and vs enemy spotting. Anyway, like most CM forts sandbags are just a bad looking "here we are, shoot at us" features I´d rather avoid using.

  6. 20 minutes ago, Haiduk said:

    Video of K-2 battalion of 54th mech.brigade how Wagners assaulted small UKR position near Verkhniokamyans'ke (Lysychansk direction, between Soledar and Siversk). 8 UKR soldiers against 30 Wagners, which likely approached to position along dense tree-line and started assault, outflanking UKR position.  UKR infantry called mortar fire on themselves - shells hit in approx 20 m from our trench and several airburst explosions eliminated most of Wagner group (dead Russians are blured dynamcally on the video)

    This is the same location, which we already could see on previous videos - with single tank attack and Wagners attempt of advance. For this time as it seen, UKR troop advanced along the tree-plant and seized T-crossing of it

    Part 1. To be continued...

     

    saw that in social media earlier. Impressive and most effective defensive artillery (or mortar) fire I´ve seen in such a small area. 😎 Almost hunted the mofos all down singly.

  7. 3 hours ago, WimO said:

    I have this evening posted my 82nd Airborne in Normandy campaign, "Mission Boston - Objective La Fiere" at the scenario depot.

    This is my final contribution to CMBN. With that I am retiring from all things CM and moving on to other interests. I will check in here once in a while for the next few months to see what's new.

    wow, looks cool and highly elaborated, thanks! 😎 Hope I´d find time for it anytime soon! Good luck and have fun with other interest then. I´m in very similar situation btw. 🍻

    https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/mission-boston-objective-la-fiere/

  8. 10 hours ago, quakerparrot67 said:

     great pics.  they have an almost '3d' look to them.  really liking your b/w's, too.

     

    cheers,

    rob

     

    thanks QP 😎 That 3D effect is intended actually. It´s part Reshade DOF (depth of field) filter, further enhanced with GIMP´s soft focus filter put on top. Other things is white point and contrast improvements, but nothing else. 😎

    10 hours ago, JM Stuff said:

    Agree but dont tell me that the vegetation and the trees are the same from hot France vs cold far away Ukraine ?

    But ok I see that all work very nice, I was used the CMRT vegetation and terrain from the CMMODs, but I will do the same as you just changing some flowers in pehaps sunflowers or whatever,.. I will see, clever clever the Harry !

    Yes, I tell you. lol 😅 Original map setting is clear hot summer (august) 1944. Didn´t change it. Luckys´ mods is activated in my CMRT by default and after opening the maps first time, I didn´t see a reason to change anything. Though I added some foot paths to simulate vehicle tracks in the greenery. That was just for the snapshots and aren´t part of the original map. Yeah... LuckyS added lots of nice optional stuff in there (or variations) and swapping some to something you need or want is fairly easy. I just normally swap some ground textures to some I tweaked myself. Like i.e making foot path texture look way darker in wet weather (ground) and so on. 🍻

  9. Just now, Bulletpoint said:

    That would be nice to give the withdraw command more functionality than simply being a quick way of issuing a FAST move order. (I still believe it's just a FAST move, with no extra benefits).

    you mean player fall back? Yep, fast and face. Fast is the main issue, since fast lets the TacAI choose the most obstacle free terrain/route to anywhere. If there´s a bottleneck (door, hedgerow or wall gap) then weird things do happen.

     

  10. 4 minutes ago, Bulletpoint said:

    Don't bother with trying other maps, because the result will be the same. The game is hardcoded to not allow the withdraw command when you're in the ground floor of a building.

    This change was deliberately added a couple of patches ago in order to prevent the AI from running out of buildings when under fire. Before the change, it was often possible to eliminate enemies from buildings simply by suppressing them, and they would eventually trigger the fall back behaviour, which works for the AI just like for the human player.

    The AI troops would then run out of the house and often straight into the street and get shot down easily. It made it too easy to clear buildings. And since they were not able to improve the AI behaviour, they instead just disabled the function when inside buildings.

    Wondering BFC didn´t implement the "retreat" order that you can use for scripted AIP. It´s different from player "retreat/fallback" in that it´s beeing covered with a smoke grenade throw and ordered retreat for single pixeltroopers with squad leader bugging out last. Very nice and versatile feature actually.

  11. 3 hours ago, JM Stuff said:

    But my dear friend Harry, @Lucky_Strike created this mod for CMBN, but yes my friend @RockinHarry is clever enough to use it also for CMRT, never thinking about to use it...where I have my head...😉

    I don't know where he is and this is a little annoying 🙄

    No cleverness at all. Just dumped it into CMRT mods folder, selected options (like you do for CMBN as well) and here you go. 🤪 Hm... pity with Lucky. Hope he´s going well at least.

  12. 13 minutes ago, Chibot Mk IX said:

    that's a good suggestion, as long as your opponent don't bring up an ISU-152 next turn.

    hehe... of course. Method for when the guys in the building received some considerable suppression and player maybe wants moving them out through the backdoor during next few turns. Timing is crucial and as said Plt HQ (or any other taking responsibility like Coy or Bn HQ) should be in C2 to speed up the process.

  13. 2 hours ago, Phantom Captain said:

    I really like these.  The 1st one especially.  

    thanks! Yours are surely the reference for everything else here. 😎

    2 hours ago, JM Stuff said:

    Your grass look very nice Harry (1st picture), are you also working on, can you pointed to a link ?

    My friend you should actually recognize all the terrain beeing @Lucky_Strike ´s gorgeous works! https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-other/cmbn-lucky_strikes-hedgerow-hell-or-how-not-to-be-seen/ Where is he btw? 🤔

    Everything else is @Zveroboy1 ´s work. (1/ Estonia - Kapera (raw map) ) Excl. forces. Might try the first map/mission in single player (looks like it can be played from SOV side only), then do some captures with original forces. 

  14. 1 hour ago, domfluff said:

    Oh, quite, but the player role in CM isn't a squad leader - control is usually two layers down, so the CM player is representing a Platoon leader in the lowest bound.

    This is naturally also the reason why there isn't more explicit control over other small-scale decisions, like ammo choice, and why building interiors are abstracted - it's just not a game which offers that level of fidelity. If it was, then controlling a battalion and perhaps even a company would be extremely tedious.

    Sure, but we mostly almost all play it at this level and splitting/squad composition is the running topic. But it´s understandable that BFC won´t change or improve anything due to the reason you just mentioned. Maybe in Pro version that we unworthy ones never get to see. Or next game version in say... 10 to 20 years. Current CM base engine ain´t that innovative anymore like it was 15 years ago.

  15. 7 hours ago, MikeyD said:

    'Test maps' can be problematic testing infantry maneuver because there's often no defilade, no terrain features, no x-tall grass or forest to run to. You're often in full view and rifle rage of the enemy. That's a recipe for the simplest command to go wrong. Someone once asked what's the best way to place infantry in a building. I joking replied that the best spot to place them is behind the building. Because most buildings are as porous to fire as cardboard.

    exactly. But there´s yet another method. Turn the unit away from the enemy by assigning a half-circle target arc towards the backside of a building and "hide". This keeps the pixeltroopers in, while allowing the enemy to loose LOS/LOF on them. The larger/deeper the building, the better it works usually. Give 1-2 game turns for the units(s) to recover, then turn them around under "hide" again and do what you got to do with them. Plt leader should be at least in vocal C2 range all the time to preserve influence.

  16. 9 hours ago, Chibot Mk IX said:

    Does anyone know how to make mounted PzG squad's LMG gunners standup and fire the LMGs when mounted on SPW?   

    I used open up , then click the PzG squad, target area. it's always the K98 and G43 riflemen stand up and fire

     

    Thx

     

    No go. BFC apparently just allows the gunner station to be used fo LMGunning. 😛

    6 hours ago, domfluff said:

    Doctrine. You'll note that the Panzergrenadier squad usually splits into two, each team with an MG42. The truck mounted ones split into three, because the panzershreck (or rifle grenade) teams are pushed down to the squad level (rather than being a separate team), so the "split teams" allows you to have two MG-centred teams and one AT team.

    In RL the system was much more flexible, not just for Panzergrenadiers. The squad leader employs and divides his squad as he sees fit for a task or situation. That could be both lmg guys in a support group and the rifle guys in a maneuvre or assault group. The squad leader can also decide to just have a sniper employed and keep everybody else under cover. Also squad leader position is flexible. He´s in most important element during an engagement, i.e leading the lmg guy, assigning him targets while using his binocs. Also could be he lends the binocs to one guy in the squad for observing with everybody else beeing kept in cover. So compare that with BFC system and you see serious limits concerning "realism" in the game. Not that it would be easy implementing all that, particularly for AIP use, but all infantry combat is just a very rough approximation of the real things.

  17. 4 hours ago, chuckdyke said:

    Too many times I found all the tentative contacts misleading or it was so obvious as being irrelevant. Before your attack, I think there has been a patrolling program for some time. I would include some standing patrols in a scenario. Or include some POWS taken during a raid the previous day. Unlock intel by a touch objective with a spy located. Campaigns lend themselves better, I think.

     

    Misleds are part of the game. Call it disinformation or Maskirovka. :D But you can do it in more creative ways actually. While BFC does not allow to "reveal" particular enemy units dispositions, there´s some workaround to get it into a mission nonetheless. However.... who says that an enemy unit (most the time beeing unspotted at mission start) is and will remain at "known" position? You can make the AIP move them off via scripting, set up traps or simply...misled.

    Yep, standing patrols is something doable in the game. I´m sure the wishlist threads are full with good ideas, but it likely remains like that. Many good ideas that never get picked up by BFC. So us players and wannabe mission makers need to be creative. However, while doing ingame recon can be and oftenly is fun, parts of that can eat lots of mission time, both for battle planning and its execution. If it´s missions with limited execution times (game turn amount) then it can lead to hasty playstyle and applying not well thought out tactics and battleplans. Of course this can be made a particular mission type, but IMO needs beeing combined with other mission design measures for credibility. Just making a mission with limited game turn amount and declare it "difficulty level" is bits of...well, not my desired playstyle at least. But that´s all matter of tastes of course. 🍻

    2 hours ago, chuckdyke said:

    @RockinHarry did you download the paper textures or did you make them in your program?

    all made in GIMP. Basically captured the original ingame maps overhead looks with FRAPS, then apply some filters for certain effects. Above map/briefing style is just an example from couple years ago. Worked that out with @GeorgeM during CM1 (BB, BO and AK) high times. Today I simplify even more (sketch type) and outsource unnecessary info to a PDF or Word file. But depends on mission type and other things.

  18. 3 hours ago, Paper Tiger said:

    That's a really nice looking format. I was thinking along those lines for WW2 missions, for the tac map at least. I find heavily de-saturated works nicely for modern era for my taste. Operational maps come in handy for folks who know very little about the conflicts covered - the old grog breed seems to be dying out nowadays so it's not a given that folks will know the history. But that's along the lines of what I was considering - 50-50 op map and the rest used for the OB reinforcements. Or even just what is necessary for the Operational to use in the Strategic box instead. That would work for Montebourg. If the player doesn't know where Normandy, Luxembourg or Italy are, well, I'm not overly concerned about informing them :D

    A lot of my early works just have nice pictures in those boxes. :D They don't even look good nowadays, especially 'Hasrabit', some of which are absolutely ghastly. My old campaigns badly need an update.

    Thanks. Yep, depends upon which player types one wants addressing I think. With BFC format it´s very hard to make all happy. I rather tend to make two scenario/campaign versions, each addressing the grog and one more the beginner or interested. It´s not considerably more workload for the maker IMO. Otherwise I´d rather provide some internet links to historical stuff or add additional reads like i.e @GeorgeM with the zipped mission package. Did I mention that BFC briefing format s*cks? lol But to be fair, I currently don´t know any wargame that provides more flexible and creative means to design briefings, so...

    Heavily desaturated or grayscale maps... I find too much color is straining for the player/reader as well, similar to text info overload, all worsening the situation IMO. But I own, read and evaluate dozens my original WW2 period german (and US, UK, few Sov) manuals and regulations. Map/sketch formats, intel providing and gathering, orders schemes and other stuff have big parts in those. So I have a strong bias towards those methods that stress simplicity, clearness and leading to results in quickest and most efficient ways. It also adds a nice "historical touch", depending for which player side one got to make a briefing. 🍻

     

  19. 14 hours ago, Vergeltungswaffe said:

    This mod was specifically for 250's and 251's.

    I did a quick search and here's the thread with multiple iterations as Harry worked his way through it.

    Page 4

    US HT (and lend lease SOV) were on my list as well.  Didn´t came to it unfortunately although doing it the same way like german HT would be fairly "easy" (though time consuming). Anybody with halfway good knowledge in Blender (I just can bits of tweak and rearrange CM stuff) can do it principally.  Needed info is to be found in Nigel/NPye´s Berlin thread IIRC. 🍻

  20. 15 hours ago, Aragorn2002 said:

    That's us, Harry, always moaning and never satisfied. You deserve better, my friend. 🍻

    lol. Without giving names (we know who they are) there´s many who deserve better here. Good that I´ve never a boring moment in my life and can switch to way different (non CM) projects any minute seamlessly. Lack of time is the actual problem and we´re not getting younger. And we´ve exiting and turbulent times ATM 😛🍻

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