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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

Rinaldi

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About Rinaldi

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  • Birthday 12/12/1991

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    Brighton, East Sussex

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    Toronto, Ontario, Canada

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  1. By the Beautiful Blue Dniepr

    @HerrTom would love to look at the map when it's finished!
  2. Yes, exactly. The BMP-3Ms that carry the ATGM ammo can be set to dismounted and will become caches.
  3. Tactical Lifehack

    Wow first off thanks for the flattering assumption; but I must qualify that I was but a humble Canadian reservist (who actually did his PLO and showed up for parade days!) and am an enthusiast at best. The only fights I have now are in small claims court/OCJ and with my growing beer gut 😓! That being said I think your assumptions are based on sound observations. Afghanistan was a very formative experience for the Soviets and the successful continuation of many Afghanistan tactics to Chechnya would prop your assumptions up. That being said; I can't speak to the Israeli experience. I've read nothing beyond pop histories and a few CSI articles. The Israeli penchant for offensive action doesn't really provide insight about technical specifics.
  4. I'm currently playing a match as the REDFOR and it's too early to tell. My opponent is smashing the vehicle fighting positions with arty fire so it's looking grim; but he's barely advanced and has lost an Abrams and two Bradleys. The mission is very time sensitive so his pace may play to my advantage. Myself and a couple of mates playtested V2 as the Russians; they won two major victories and one tactical. Those results would've survived the point adjustment. In my first Russian playtest I was able to counterattack my hapless opponent. It's a pretty tough mission for both sides - but I've tried my best to compensate by putting realistic expectations. If the Russian player delays and attrits; he or she stands a good chance of winning. The idea is that the Federation is trying to establish depth. The NATO player has all the usual political constraints of affordable cost, to boot. Finally; as it's a breaching mission: a mobility kill is all REDFOR needs. I scored my major victory through punishing tardy movement with precision artillery; an immobilized Bradley or Abrams can't complete the penetration after all. A good question. See above. My discovering of how to give ATGM units ammo caches have really changed the game. The US player must close and fast or suffer constant deterioration. I know people have qualms with portrayal of one side or the other; but I've done my best to portray both sides as competently lead, motivated professionals. Which the US and "echelon A" Russian units definitely are!
  5. But they have Digi camo! It must be modern
  6. Power Hour

    Yes, that's correct.
  7. This certainly; indeed in-game APS stands a fair chance of defeating the 2B as well.
  8. Abrams loaders are issued with Thermal Weapon Sights, ostensibly for use with the M240 but can be used in what we call eye-defilade on its own. They've had that since the first TUSK package. Additionally they have a rear-security thermal sight oriented to the chassis' 6. The separated ammo compartment is handled by a foot pedal and I think we can safely say has very little to do with using one's upper body and eyes. The loader also has 360 degree periscope, standard for most 4-man tanks. If memory serves; the driver shares his night-driving vision with the same periscope so its use is limited to daylight hours. Not sure if it has magnification; never seen through it myself. I've likely missed a few other amenities, but my real life encounters with M1s and their crews were fleeting, brief moments. However, the bottom line is that they have a 4th man with limited thermal capabilities and a wide field of view. I think it's uncontroversial to conclude that is more useful viz. situational awareness than an auto-carousel. As an aside; unlike Leopard 2A4s as well; the Abrams loader has less technical tasks; the gunner on an Abrams must keep track of rounds, compared to a Leopard's loader. Leaves more time to look and listen for the Abrams' loader.
  9. Serious wargames present the opposing forces as realistically as possible. Combat Mission is a serious war game. Funny no one complains about how the Italians are as brittle as dried elastic - isn't that unbalanced ;)? Balance isn't realism; it's a tournament.
  10. Power Hour

    New version of power hour released. Shane is currently on holiday in Ibiza and will upload to TSDIII when he returns. For now the new version can be found here: https://drive.google.com/file/d/0Bzk0WVH5NChWdlFVX2wzZE1HMWs/view?usp=sharing CHANGELOG V2: Accidentally forgot to give the Americans credit for ammo preservation (>50%) - which is why I ended up with a draw in my match with @Saint_Fuller Improved fighting positions for the Russians further; this will allow BMP-3Ms to engage with much greater ease Adjusted objectives; more breakdown in points for vehicles for the Russian side. Adjusted objectives; Russian total points reduced from 1500 Adjusted objectives; US player total points increased to 1250 Reduced Russian TRPs; changed artillery package to match with what is stated in briefing (added a battery of 152s) Added ammo caches for AT-14s Changed recommendation from experienced player REDFOR to BLUFOR Final playtest video; also can be found in Screenshot thread. Only difference between the video and the release is a slight improvement in fighting positions and the ammo preservation gaffe. Spoilers, obviously. That'll be that for this scenario, hopefully.
  11. Were there TRPs?
  12. @Chudacabra I actually made an attempt with one of the security teams to use a Javelin and knock out the ATGM but had trouble with targeting. For most of the map all the good fire positions are simply out of range or exposed enough that the enemy would probably get the Javelin teams. Power Hour is a fairly quick scenario relative to its size; being only forty-five minutes long. The need for a rapid exit overrides some of the more cautious tactics that would work in seize-type missions.
  13. Thanks for watching. I fight habitually unbuttoned in 4-crew tanks and 3-crew IFVs unless I'm doing a BP engagement or have already identified the enemy. Yes, I find it helps for spotting moving units and close-ins and improves things in general. Maybe its only a placebo in-game but we fight our tanks like that in reality; generally mirroring reality hasn't done me wrong yet in a CM match.
  14. I'm a big fan of the Hull Down command, like @IanL but my only issue with it is that its impossible to jockey with it in the same turn. I usually off set that by trying to activate near the end of the minute cycle. Otherwise I try to manually find hull downs and plot the jockeying myself. I don't see a reason for shoot and scoot - just like the tabled follow command its something that sounds wonderful in theory but might be a mess in practice. We already have people who insist that Hull Down doesn't work for them, for example. Every time shoot and scoot is mentioned to, I notice CM1 players tend to roll their eyes . Apparently it didn't work very well in that title either.
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