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Mudhugger

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  1. Yes it is. It can be set up to follow your mouse cursor, so you can move the magnifier around for reading the briefings or the UI. It's not perfect but it certainly helped me read that stuff.
  2. I have found the magnifier app works pretty well in game to take a close look at the UI. Helps me a lot with the briefings and in the editor as well. Mine is set up to on and off with a couple of hotkeys.
  3. How about some Cuban paratroopers and some US high school partisans. Then I might buy it.
  4. If you use fielddivision as a mod tag in the summer of 1944 it works. It is a very subtle change, mainly more gray helmets. Most notably a gray helmet with webbing. The same for cavalry in CMRT. A mod tag and the soldiers will wear the blue trousers.
  5. Markus200544, I recently went through this search for explosions as well. There are a couple of mods with good stuff, depending on your preferences. HerrTom's and Aris' are the two I used. I've never seen War Thunder's or been in a WWII tank battle so it is basically what you prefer. I played around with them, and the CM stock explosions and smoke and ended up with a compilation of the three. For which I liked in the Italy time periods in CMFI. I'm sure you can find something you enjoy. The explosions graphics must look well with both your AP tank hits and the HE explosions of artillery and guns. A link to the mods: https://cmmodsiii.greenasjade.net/ Hope this helps.
  6. Sorry Erwin, I wasn't clear. It is the game start Icon, that you right click. In my case the CMFI icon. Good luck.
  7. Erwin: I just installed CMFI on a Windows 10 v1909 machine new in March. The two slight glitches I experienced were : Defender Smartscreen. It blocked the app from installing until I found the Run Anyway button. After that it installed everything just fine. And activation went flawlessly. When I tried to launch the game it seemed to start but then went to desktop. DPI settings. I had to override High DPI scaling settings and let the application do it. Right click the start icon and then hit properties, click compatibility, and then Change high DPI settings. Then check the box next to Override high DPI setting and set the box below that to application. OK and then Apply. It worked for me. Hope this might help with your machine.
  8. Any plan to add the machinegun in the weapons slot of the Russian tanks? The blank spot still throws me off when I see it.
  9. John Kettler, I saw this on a Tiger site. The dates are a bit off from the picture, but some may have left for Paris early. Seems 3. did not fare so well in Normandy. At least they saw Paris. 18 July 1944---- 3./ is bombed during Operation Goodwood, but only two Tigers are lost, one burnt out and the other was flipped over by a near miss. 13 Tigers lost during the day to all causes 20-29 July 1944----3./ ordered to Mailly-le-Camp for re-equipment with Tiger IIs 12 August 1944----3./ entrains for Paris mid-August 1944----Most of 3./ destroyed by Allied fighter-bombers, all of the rest of the Abt. is destroyed during the retreat from Normandy, only 2 Tiger IIs of 3./ on strength
  10. I hope this will be corrected as discussed in the thread below. I finally got a graphics card after playing with integrated graphics for years, and now it is very noticeable to me.
  11. Don't know about Panzerbiltz, but there was always a Submachinegun Company in the rifle regiment, two in a Guards rifle regiment. I think he is talking more of the rifle company, perhaps as outlined at this sight: https://www.battleorder.org/ussr-rifle-co-1944 Although I hope BFC just adds this type and doesn't remove the others, from my digging it didn't just change to this TO&E overnight across the board.
  12. Yeah thanks. I know that procedure. I am making a Regiment core force. I want to keep the scenarios to a battalion at a time, but would like to simulate the casualties of the other battalions on that day. And then play one of them in the following battle, and so forth across Belarus. Then I can use the Regiment's assets and even the Division's more realistically. I think I will have to make a small battle to make casualties perhaps with German artillery to simulate the other Battalions casualties on that day. Still mulling that over. Anyway it's all fun. The editor and the game.
  13. I have been testing campaign scripts in CMRT and these are my thoughts: None of them are all or nothing. In my opinion, the percentage chance in all categories is for each individual soldier or weapon. For example; set at 50% refit each casualty and lightly wounded man rolls for a replacement, over 50% he is replaced, under and he is not and/or a lightly wounded man stays in the game wounded. In my tests I have had HQs replaced or not, a squad with 4 casualties and two lightly wounded, getting 3 replacements including one of the lightly wounded and two of the casualties. And many other combinations. I have had squads with no replacement and others where all casualties were replaced. And being a roll for each soldier it is very rare that the number of replacements equals half the casualties and lightly wounded, as per tossing a coin, could be more or less. Resupply works the same. On a weapon basis. If the roll comes up and your man is carrying a SMG he is topped off with SMG ammo, up to the amount that an individual carries. If some of the other SMGer's fail on their roll, they just start the next battle with what they had left. The interface shows the total SMG ammo and is why it is not as high as the original total. Sometimes they all hit the roll and the SMG ammo total goes to the max allowed carried by a squad. Same goes for the rifle carriers and LMG's, even the pistols and heavy weapons. Rest was harder to comprehend. I crawled the company around until all was fatigued, then cease fired. At 50%, when I started the next battle, squads were at different states of rest ranging from ready to exhausted. I came to the conclusion, that the state of rest of each soldier is tracked individually and the ones who made the roll and returned to rested, increased the overall squad rest in the interface. Not sure on this, just my conclusion. Vehicles. I used tanks in my tests. A little more uncertainty, but it looks like it is the same. Replacement tanks at a 50% setting, can yield replacements or not. Surviving crew are considered as well. I have seen replacement tanks manned with surviving crew even with an assistant driver missing in a T-34 76. A three man crew and the Commander is wounded. And other times the crew are removed and the replacement tanks get new crews. A cool feature I noticed was when a Platoon HQ unit was removed, a surviving tank in his platoon can move up to Platoon HQ. He keeps his lower rank, and have even seen a Private in command when the tank commander had been removed because of casualty. Repair vehicle is the same in my opinion, Damaged tanks can be fixed or not individually. This proved hard to test, but I always saw some tanks with track or radio or whatever damage not fixed. These are all great features of a campaign, and I think more thought should go into assigning the percentage numbers, especially with ammo. I do wish the refitting/replacement slot was divided for vehicles and soldiers, though. A couple of other notes, which may be just my ignorance of campaign scripts, but there may be others who don't know these. First, the example script in the manual is what I used as a template to make my scripts. It shows percentage numbers in the first battle, refitting, repair, resupply, etc. It took me multiple attempts to realize those are not needed, as the refit, and resupply, etc., from the first battle comes from those percentage numbers in the second battle. I could never correlate the results with the first battle to the percentages in the first battle until I realized that. You must have those lines in the script to avoid errors, but they do nothing as far as I can tell. I set them all to 0%. Secondly, I found out you can not use the reduced headcount feature in the core force. It just loads the entire force no matter what. I have been looking for a way to reduce a battalion in a campaign without actually playing them through a battle. Any suggestions?
  14. I am trying this in a CMRT campaign. Narrow frontages, and realistic unit boundary lines, so no sweeping lateral movements, the battalion to your left or right has that sector. Your sector is yours. Advance with company through company to concentrate the fire and spread the casualties over the entire battalion so your best companies aren't depleted in the first battle. Not sure if others would find this fun to play. Control is not that overwhelming because all your force is not moving at once, usually. I am having fun with it anyway.
  15. I am currently working on a scenario with a Red Army Rifle Battalion, and am experimenting with the entire map as the objective. It is a narrow map with small frontage for the attacking Red Army. Plenty of time allotted. German AI get points for destroying Russians. Obviously you must be careful and thorough. Isn't that what the infantry did? Take the ground. Anyone have any experience with the entire map needing held?
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