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ncc1701e

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  1. Like
    ncc1701e reacted to Haiduk in Russian army under equipped?   
    No, indirect fire of tanks or BMP guns is not implemented. As well as AGS-17/30 can't fire indirect, though mainly its used exacly in this way.
    Indirect fire of combat vehicles practiced as far as in USSR times. During Donbas war there were many examples of successful attacks against vehicles or fortified points by Ukraininan gunners of tanks, BMP-1 and SPG-9. The spotter with PDA (and sometime with the light UAV) with artillery soft transmitted data fire to the crew and they hit the target with indirect fire. There was a video, where enemy BMP-1 in the trench was hit with two indirect shots of SPG-9
  2. Like
    ncc1701e got a reaction from Freyberg in Function suggestion: Conditional action.   
    You can already do this by a combination of commands. See here:
    The right timing is sometimes hard to find. Agree that a single command would be useful.
  3. Like
    ncc1701e got a reaction from Bulletpoint in Informal Poll Winner - Engine Update   
    Better to move directly to Vulkan. DirectX is slower than Vulkan on Nvidia GPU.
  4. Upvote
    ncc1701e reacted to Probus in Battlefront Poll Updated   
    1. Blitzkrieg: 1939-40 
    WWII Early war
    Poland
    France
    (also Finland)
  5. Like
    ncc1701e reacted to Probus in Battlefront Poll Updated   
    11. New Modules more battlepacks for existing titles
    New Countries for Barbarossa (Bulgaria Hungary Romania Yugoslavia Partisans). 
    Additional modules for Red Thunder
    Additional modules for CMSF2: Modern Day Syria, Turkey, Iraq 
    CMBS Marines (from both sides)
    Commonwealth forces and expansion into VE Day for Final Blitzkrieg
  6. Like
    ncc1701e reacted to Probus in Battlefront Poll Updated   
    9. One Engine - CMx3
    game performance improvments, graphics improvements, ray tracing, intermediate distance bitmaps
    additional editor features, dynamic operational campaigns
    additional gameplay features, coop, LoS tool, visible aircraft
  7. Like
    ncc1701e reacted to Combatintman in Map Symbols for Scenario Makers   
    This is a pretty good free online tool which requires no downloads for those wanting to create great tactical maps for their scenarios:
    https://www.map.army/
    Example graphic that I knocked up in half an hour using it:

     
  8. Like
    ncc1701e got a reaction from Falaise in AI triggers small tutorial   
    Orders for AI group number 2:
    This group represents the infantry squads that are inside the M1126 Stryker carrier vehicles. Basically, they have quite nothing to do. They have to wait for the Stryker carrier vehicles to be in place i.e. to have executed Order 4 of Group 3.
    So, the Setup just says to wait from 0 to 20 minutes (I should have put a value higher than the scenario length here) for the Strykers to arrive in position.

    Once the trigger fires, they can execute their next order that is Order 2. And, Order 2, says to the infantry to disembark with once again the parameter "Passengers Dismount" and to do a "Max Assault".

    They will have to:
    Go to the yellow square doing a "Max Assault". Perform an area fire while advancing on Target 2 (squares in red). At the end of the movement, be sure to still face those buildings (the square in green gives the direction to face).
  9. Like
    ncc1701e got a reaction from Falaise in AI triggers small tutorial   
    Orders for AI group number 3:
    This group contains the M1126 Stryker carrier vehicles. I would like them to advance toward Target 1. Thus, I am using the Setup plus 3 Orders.
    Again the Setup is without terrain zone to keep the existing deployment of my troops. The vehicles will wait 3 minutes before moving except if some enemy units are entering in terrain zone defined by Trigger Red 1.

    Order 2 contains several things:
    First, advance to their movement zone (squares in yellow). Second, perform an area fire while advancing on Target 1 (squares in red). At last, at the end of the movement, be sure to face those buildings (the square in green gives the direction to face).
    As you can see, this order 2 does not contain a trigger. So, after 7 minutes, the units will switch to the next one i.e. order 3.
     
    Order 3 gives one minute, between 7 and 8 minutes, for the vehicles to reverse. That will generate a smoke screen that will be usually for my infantry attack.

     
    Last order, Order 4, consists of:
    An advance to the yellow squares. An area fire on those buildings in front of us (squares in red). By security, I am still adding a face order (square in green) to be sure of their orientation at the end.
    What is important to see here is that I am adding the option "Can Trigger" just under Order 4 in the graphical interface. Doing that, I am generating another form of trigger. This is a trigger that will activate once the current Order 4 is finished. Please also note that I have selected "Passengers Dismount" at the bottom of the graphical interface to tell the infantry this is time to go...
  10. Like
    ncc1701e got a reaction from Falaise in AI triggers small tutorial   
    So that you are not lost with the graphical interface, I will detail exactly what to be done in order to create orders and selecting triggers. Here, I am taking AI group number 1, as an example, but there is absolutely no unit inside. This is just to show you the needed manipulation.
    In the first screenshot, you can see that there is nothing in the red colored zone. This is the default Setup. To add one order, you need to click on the Add button. You cannot apply a trigger on a Setup. This means you can't trigger reinforcements by a trigger as I understand:

    Once the Add button has been performed, go back to the Setup order by clicking on Order 2 and selecting Setup:

    On the bottom, you can now see and click on Wait For button:

    A pop up appears allowing you to select the trigger you have created (I will explain the Group 3, Order 4 value later):

    Select Trigger Blue 1, or another for example, then click on OK:

    You can now play with the + and - buttons to adjust timing of the order.

    Here the values are Exit Between 00:00 and 01:00 and Wait For = Trigger Blue 1. It means that, if units were in AI group number 1, those units will wait during 1 minute the occurrence of Trigger Blue 1, so waiting friendly units passing over the terrain objective defining Trigger Blue 1.
    Two cases here:
    If friendly units are passing over Trigger Blue 1, between 0 minute (start of the scenario) and 1 minute after the beginning of the scenario, the units of AI group 1 will immediately perform the order defined in Order 2. If the trigger is not activated 1 minute after the beginning of the scenario, the units of AI group 1 will perform the order defined in Order 2 anyway. If you want absolutely the trigger to be waited before going to Order 2, set the second timer to a value higher than the scenario length.
  11. Like
    ncc1701e got a reaction from Bil Hardenberger in AI triggers small tutorial   
    Before continuing I would like to give some few reminders on the AI. The AI is programmed by painting on the map the orders that must be performed by each AI group created. AI is not complicated. You just need to practice.
    You have four options on the 2D map:
    Movement zone:
    You can paint square in yellow by left clicking on each of them. The map area that you will define is the zone where you want your AI group to arrive at the end of a particular order. The TacAI will determine the way to go there so if you want to influence the desire path for reaching an objective, you will need to create several orders. Do not forget that the zone that you will define must be large enough for your units. If your AI group contains four tanks, a movement zone of one square is may be not a good idea because the four tanks will not enter in one single square. You may define discontinuous squares. Again, practice to master this is the way to go.
    Fire zone:
    You can ask your units in the AI group to perform an area fire of a given map zone. For that, you need to paint the square of the zone to attack by using Ctrl-left click. This will paint your square in red instead of yellow. Please note that you can perfectly combine a movement zone and a fire zone in one order. This way, you can ask your units to move to a given position to perform an area fire on something, just do not forget the LOS rules apply. There is a second important thing to know. The area fire order has the lowest priority for your AI group so if your units find a good target, they will engage it first.
    Facing zone:
    Sometimes, a movement will end up with your units not looking toward the enemy. To mitigate this, you can select one particular square that your units will face at the end of their movement. To select this square, do Alt-left click on it. It will be painted in green. Since this is a single square, I recommend not to select the green square too close of your ending movement zone. Remember all your units will face the same square...
    Withdraw zone:
    You can ask your units to retreat. Your units will deploy smoke screens if possible. And, if there are vehicles in your AI group, those vehicles will reverse showing their big front armor. But, this is useful also in attack to create a smoke screen for your units. For this, you need to select one particular square by Shift-left clicking on it. The square will be pink. And the square must be in the direction your units/vehicles must face while reversing.
     
    Once the AI menu selected in the editor, you have access to several buttons in the below screenshot:

    The yellow colored zone, in the screenshot, gives access to all the possible AI plans within a given scenario. There are up to five AI plans per side plus a special Support Targets plan for artillery and air support strikes at the beginning of the scenario. Basically, one AI plan contains the orders for several AI groups. You can perfectly finish a scenario with one unique AI plan. The other plans are here to surprise your human opponent by new sets of AI orders for your AI groups.
    The orange colored zone, just below (yes yes this is orange), allows to increase the percentage of a given AI plan to be selected. If you have one AI plan, the default value of “Used Frequently” is the one to take. According to the manual: "A Plan with “Used Sometimes” is two times more likely to be chosen than “Used Rarely” while “Used Frequently” is four times more likely to be selected".
    The pink colored zone gives access to each AI group to give them some orders. Pay attention to select the correct AI plan (Blue or Red) and then the correct AI group to not mix up everything. With a litte practice, this works like a charm.
    The green colored zone allows to select, within one given AI group, several orders. By default, the first order of an AI group is Setup. You can use the button Add to add more. The subsequent order will be named Order 2, ...
    The white colored zone permits to select several actions that your units must do (orders, floors to occupy, stances, ...). I invite you to read the manual to understand each possible value.
    The red colored zone contains two importants values. Exit between 00:00 and 20:00. What does it mean? The units is the number of minutes and seconds since the beginning of the whole scenario. This concept is key to understand how it works. According to the manual: “Exit Between ... and ...” tells the AI Group at what scenario time to leave their current Map Zone and when to arrive at the next Map Zone.
    The first number tells the Group to stay at the current Map Zone until the specified scenario time is reached. With this setting a Group never moves on to the next Order before the specified time is reached.
    The second number defines the latest time that an AI Group should arrive at it’s next order, and causes the Group to try very hard to get to the next Order in the plan before the specified scenario time is reached. This does not mean the Group will do it, just that it will try. If it has taken excessive casualties, is immobilized or heavily engaged, it may blow the set time. It will still attempt to execute the next order in the plan, just not within the time that the scenario designer allotted for it."
    The blue colored zone is the one interesting in this tutorial because, clicking on it, this allows to select the triggers that we have created.
    Now that this brief summary is done, let's go to the orders for each AI group.
  12. Like
    ncc1701e got a reaction from chuckdyke in AI triggers small tutorial   
    At this stage, you need to split your forces into several AI groups. This is at your discretion but you can have a maximum of 16 AI groups per side. For this small amount of forces, and for what I want them to do, I have created three AI groups.
    AI group number 2
    This group will represent the infantry squads that are inside the M1126 Stryker carrier vehicles. This group does not take a lot of action in this scenario. Its main objective is to size the ditch once the M1126 Stryker have created a good smoke screen in front of them. To select the units inside AI group number 2, just select all the infantry squad and press the F2 key. You will see a [A2] tag. This is to say that the units are now in AI group number 2.

    AI group number 3
    This group will represent the M1126 Stryker carrier vehicles. Their objective is to reach waypoint number 1 (see first post) and generate a smoke screen. We can also imagine they can do an area fire on the ditch to suppress any enemy located there. Select all the M1126 Strykers of 3rd platoon and press the F3 key. You will see a [A3] tag. This is to say that the units are now in AI group number 3.

    AI group number 4
    This group represent the mortar team. Their objective is to perform area fire respectively on Target 1, Target 2 and then Target 3. Select all the units of the Mortar Section and press the F4 key. You will see a [A4] tag. This is to say that the units are now in AI group number 4.

    As you can see, AI groups selection is done based on the mission objectives to be done. You can perfectly assign several units from several formations inside the same AI group. All units are, by default, inside AI group number 1.
  13. Like
    ncc1701e got a reaction from chuckdyke in AI triggers small tutorial   
    The 2D map view is below.

    First thing to do is to paint terrain objectives that will be used to activate the triggers. You can have up to 15 objectives. Some of them to be used for victory
    points, ... some will be used for triggers. I am using Terrain Objectives (Blue) since I am acting on the Blue AI.

    Objective number 1
    Objective number 1 will be used for activating a first trigger to change the on map mortar fire from Target 1 to Target 2. Remember, I want to avoid friendly casualties. I am declaring Objective number 1 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 1".

    Objective number 2
    Objective number 2 is basically the same but it will be used to change the on map mortar fire from Target 2 to Target 3. Again, I am declaring Objective number 2 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 2".

    Objective number 3
    I want my 3rd platoon to react to an enemy move. So, to show how it works, I have created Objective number 3. I am declaring Objective number 3 as AI Trigger (enemy) because it is triggered by enemy forces reaching this terrain location. I am calling it "Trigger Red 1".

    Here is the 3D view in Scenario Author Test mode. The triggers are invisible playing in normal modes.

  14. Like
    ncc1701e got a reaction from chuckdyke in AI triggers small tutorial   
    Following a request of @Badger73, here is a small tutorial for introducing the usage of AI triggers. I am using CMSF2. Since I am beginning with IA, experts are welcome to comment to provide better solutions that the one I will present just after.
    Here is my small force.

    They are facing those enemy positions.

    And thus some few enemy squads. I have removed the RPG-7 on purpose for the tutorial.

    I would like to teach the AI to do several things.
    Phase 1:
    The on map mortar team will perform area fire on the ditch inside Target 1 Meanwhile, the other guys will advance inside their vehicles toward Target 1. But, I would like them to advance reacting to an enemy move.
    Phase 2:
    While the vehicules with the squads, still inside them, are progressing to Target 1. I would like the area fire to switch to Target 2 then Target 3 to avoid friendly fire casualties. Once the vehicles are at waypoint 1. I would like them to pop some smoke And, with the smoke screen in place, I would like the squads to dismount to assault the ditch.
    So how I can do this using the editor and AI triggers?
    To be continued...
  15. Like
    ncc1701e got a reaction from SlowMotion in What I'd like to see in CM3...   
    In fact, I do not need CM3. I will be more than happy with just few enhancements :
    1. Ability to split squads inside vehicule to dismount only the needed team.
    2. Ability to keep damage on a map like the old Operation of CM1 (a modern urban battle could be splitted In several scenario on the same map)
    3. In the editor, increase the number of AI groups - 32 instead of 16 (to allow more flexibility)
    4. In the editor, increase the number of Terrain objectives - 30 instead of 15 (to add more AI triggers)
    5. In the editor, allow Setup of AI group to be linked to an AI trigger (to add an AI group on the map depending on the location of the other side not only of a time period)
    6. In the editor, allow more control of AI indirect fire missions (duration, smoke or normal rounds, initiated by AI triggers)
    7. Add more default flavor objects
     
    But, if one would like a wish for CM3, introduce machine learning for AI so that it can learn battle after battle the best way to defeat you (both for StratAI and TacAI).
  16. Like
    ncc1701e reacted to 37mm in Heaven & Earth: The Delta   
    Now that the "Open Beta" has been released, @Aquila-SmartWargames has started the campaign set upon the Delta map...
     
  17. Like
    ncc1701e got a reaction from JulianJ in Consensus for the Best CMSF2 Module?!?   
    Also Syrian Air Force and some toys like ZSU-23-4 Shilka and ZU-23-2, on pickup, are coming with NATO module.
    https://www.battlefront.com/shock-force-2/cmsf2-nato-module/?tab=toe
     
    In fact, to summarize, each module is complementary, there is no best.
     
     
     
  18. Like
    ncc1701e reacted to Combatintman in Heaven & Earth - "Open Beta"   
    Brilliant mate - I'll finish my two scenarios by the end of March to keep my promise - exceptional leadership on your part to both start this project and bring it to fruition and this would be nothing without the contribution of the modders who have done a simply stunning job.  Bloody well done mate and everybody else out there who put the hard yards in.
    Africa next … you know it makes sense … 😉
     
  19. Like
    ncc1701e reacted to 37mm in Heaven & Earth - "Open Beta"   
    Heaven & Earth, the "Vietnam-esque" Super-mod, is still very much a work in progress but I think we're now at a stage where we can start an 'open beta'.
    Enjoy & don't hesitate to give the team some feedback.
     
    The download link (includes the manual)...
    https://www.mediafire.com/file/ij3gj4f3qmosjny/H%26E_0.96.7z/file
    The manual only (for those who just wish to peruse) link...
    http://download1979.mediafire.com/t2e7pgu84vqg/9vrw3i18q5qpydf/H%26E+0.96+Manual.pdf
    The kind of stuff that you can expect...
    Content includes...
    Two "Bong-Hai Civil War" Era Campaigns (one original 15 mission campaign by @puje and a 7 mission "conversion" campaign by myself). Eleven "Bong-Hai Civil War" Era scenarios (all "conversions"). Nine Modern Era scenarios (one original scenario by @Sgt.Squarehead and eight simple conversions by myself). Three Quick battle map conversions by @Combatintman.  
    Installation & set-up
    The Heaven & Earth modpack is designed for CMSF2 version 2.02, it is advised that you use no other mods alongside Heaven & Earth as it is a complete package with a unique UI, sounds, scripts, special effects, vehicle's & weapons... many of which are swapped by the use of tags.
     
    Place the mod pack into your empty mod folder in C:\Users\user\Documents\Battlefront\Combat Mission\Shock Force 2\User Data
    Place the contents of the scenario folder into your scenario folder in C:\Users\user\Documents\Battlefront\Combat Mission\Shock Force 2\Game Files
    Place the contents of the campaign folder into your campaign folder in C:\Users\user\Documents\Battlefront\Combat Mission\Shock Force 2\Game Files
    Place the contents of the map folder into your map folder in C:\Users\user\Documents\Battlefront\Combat Mission\Shock Force 2\Game Files

     
    In terms of settings, because Heaven & Earth maps are often more complex than the desert maps of CMSF2, you may find it useful to slightly reduce your '3d Model Quality' settings... 'Balanced' or 'Improved' should be sufficient for smooth gameplay. Remember you can change your '3d Model Quality 'in-game using Shift+[ & Shift+]. You can also toggle shadows with Alt+W.
    Some of the newly created objects may look odd with shaders off. Alt+R will toggle your shaders in-game.
  20. Like
    ncc1701e reacted to John Kettler in John Kettler's Omnibus Post   
    When this comes out, the Navy's going to need more aircraft carriers! The original "Top Gun" had a huge impact on naval aviation and the Navy in general, and I expect this will cause interest to explode. Cinematography has made an Oscar-sized leap in this film, and the actors have experienced ACM (Air Combat Maneuvering) AKA dogfighting with the best the Navy has--while sometimes pulling 7-8 Gs! All the trailers and some wonderful stuff from behind the scenes. Dying to see this!
     

    Regards,
    John Kettler
     
  21. Like
    ncc1701e reacted to John Kettler in John Kettler's Omnibus Post   
    ERwin,

    You're welcome. He and his outfit were heavily involved in "Fury". Millions were spent transporting many AFVs from his collection to another part of England.

    Restored Me-109 G6, flying under power of the DB 605A engine.
     

    Regards,

    John Kettler
  22. Like
    ncc1701e got a reaction from A Canadian Cat - was IanL in Map size relationship with OOB size   
    Thanks for the tips. I have run several quick battles to see the map size chosen with "tiny" forces and "medium" map size. This is good insight.
    I am extending the map. Back in few months... 😃
  23. Like
    ncc1701e reacted to Combatintman in Map size relationship with OOB size   
    @ncc1701e ultimately every tactical problem is unique which is why the military places great store in planning.  As a very rough guide to making your map an appropriate size for a company vs company engagement you need to consider what is a viable defensive frontage.  To do that you need an understanding of your key weapon ranges and force structure.
    Taking infantry as an example - the standard effective range for modern infantry weapons is in the ballpark of 300m.
    If your force size is a company, it will generally have three platoons.
    Applying some of the principles of defence:
    Mutual support Depth So with mutual support, that means that each element should be able to support each other.  Remembering that the effective weapon range of your weapons is 300m then your individual squads should be no more than 300m away from each other.  That would make the defensive frontage in the ballpark of 1500m to 1800m in open terrain.  For depth, most defensive layouts will have an outpost line and each platoon in the company will generally have two squads up and one squad back.  Likewise the company defence will generally go with two platoons up and one platoon back which would give a depth of about 900m to a kilometre.
    Now you have to build enough space on your map for the attacking force to manoeuvre - that would make the minimum map size for a fairly open map something in the region of 2.5km x 2km.
  24. Like
    ncc1701e got a reaction from Freyberg in China, Israel, France and other TO&Es!?!   
    The new Scorpion program is starting to be delivered right now:
    https://www.defense.gouv.fr/terre/equipements/scorpion/scorpion/scorpion2/presentation2
  25. Like
    ncc1701e reacted to MOS:96B2P in Hunt mode - unrealistic exahaustion   
    A heavy load of ammo will cause troops to fatigue.  Fitness definitely will effect fatigue.  Using Hunt or Fast for 50 meters will, noticeably , cause fatigue.  All movement commands will cause some level of fatigue except Move (walking).  Troops can actually improve their fatigue state while using Move.  My default movement command is Quick.  Quick from cover to cover with Pause.  Pause (since troops go prone or at least kneel) will help break any OpFor LOS on the team, will rest the team and allow the team to spot.  Pause used at certain waypoints will reduce fatigue of all the movement commands except Move.  Troops can use Move with no fatigue penalty.  Of course it is often not practical to use Move (walk) depending on the situation. 
    I generally use Hunt with Pause for scouts who I think are about to make contact but I'm not sure exactly when/where they will draw fire.  On Hunt the team of scouts will halt and go prone.  Then the overwatch and the rest of the platoon can begin to deal with the shooters.      
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