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tpr

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  1. Like
    tpr got a reaction from Sandokan in CMSF2 RPG-7 & Warheads, Slat & ERA Armor - Capabilities and Limits Player Guide   
    Rule Number One:You never can judge the threat of a RPG-7 without taking its warhead into account. While the launcher system appears almost unchanged for many decades, warheads evolved over the time and in CMSF2 you will encounter many different ones with penetration values ranging from 280mm up to 700mm RHA.
    Starting with the PG-7V and the PG7VL, these are simple HEAT rounds whith the VL being the improved more powerful version. They come with the iconing mortar/rifle grenade shaped warhead everybody knows from movies, games, and photos. It´s basically the most widespread warhead on the world and saw widespread use in Afghanistan and Iraq which prompted the Coalition forces to issue "up-armor kits" for their vehicles with addon armor systems like ERA blocks or the Slat/Cage Armor (which was already introduced in a smiliar fashion by German Forces back in WW2.) Both armor systems have the goal to "pre-detonate" the HEAT grenade before it can make contact with the main hull and inject its charge into it. You will see in this test that both systems work although success is definitely not guaranteed thus don´t "count" on them. Even may these armor systems look imposing and bulky they are just raise the survivability odds in situations you never wouldn´t like to find your vehicle in the first place. Also naturally the grenade can always hit parts that are not covered by both systems. You will also see that the impact angle contributes to the system´s effectiveness.
    However the Syrian Forces and also the UNCON forces in CMSF2 evolved and now possess warheads that can overcome these two systems like the PG-7VR which comes with a Tandem warhead that has the ability to defeat counter measures first with a smaller charge before the main charge makes contact with the main hull of the target. Furthermore they even more powerful than previous warheads also against conventional armor. In other words ERA or Slat is pretty useless against them (ERA at least is able to substract of its penetration value). The vastly different shaped PG-7VR is a very lethal threat to almost any vehicle in CMSF2.
    Furthermore there are the HE and Thermobaric Warheads which are designded for anti-personnel or attacking fortifications. So in CSMF2 you want to use them against infantry, especially in buildings. You can engage unarmored or very light armored vehicles but other than that they are quiet ineffective against defeating the armor. However they can damage optics and other systems outside of vehicles with their HE effect. It may also cause crew interference due to psychological stress and could trigger retreats (inexperienced, nervous crews). So it may be a viable option to use these against heavier targets via the target command to degrade their combat effectiveness.
    Also in the second video when firing from distant ranges you may notice a complexity of CMSF2 that isn´t represented in many games. While the RPG is quiet unprecise at greater ranges, the AI soldiers aren´t bricks, they "learn" with every suceeding shot and thus accuracy isn´t calculated always from the scratch (this is true for all weapon systems by the way). What I often did (better said not did) is that when I heard the sound of flash of an AT being fired towards my vehicles which then missed, I found myself relieved thinking "missed, everything fine again" but especially with RPG teams being able to carry alot of ammunition you may consider to reposition your vehicle as these shots may become more precise pretty quick maybe the 2nd shot already will be enough.
    Also keep always in mind: When the enemy AI fires something at you it does that most of the times because it thinks it can hurt you and achieve this with a considerable precision. So when unknown AT ordnance impacts beside your Abrams it may be able to hurt that Abrams and that the threat may be close by. The chances that this was just a guy who found an old ineffective HE warhead in his basement went to the streets and casually fired it towards your Abrams from 600m just to return to home after that is very slim.
     
  2. Upvote
    tpr got a reaction from c3k in CMSF2 CR´s Experiments and Tests Videos   
  3. Upvote
    tpr got a reaction from c3k in CMSF2 CR´s Experiments and Tests Videos   
  4. Upvote
    tpr got a reaction from c3k in CMSF2 CR´s Experiments and Tests Videos   
  5. Like
    tpr got a reaction from c3k in CMSF2 CR´s Experiments and Tests Videos   
    I´m collecting all experiments videos into this thread. You´re welcome to discuss the weapon performances and observations here but do it in a respecting and adult way.
     
  6. Upvote
    tpr got a reaction from MOS:96B2P in Questions regarding contact report sharing   
    Impressive, thanks for the detailed responses
  7. Like
    tpr reacted to MOS:96B2P in Questions regarding contact report sharing   
    Yes.  The link below provides a more detailed response. 
     
    Here is part of the same topic but it was buried pretty deep.  Thought you might find it interesting also. 
     
    http://community.battlefront.com/topic/126005-c2-information-sharing-redux/?do=findComment&comment=1731244
     
  8. Like
    tpr reacted to Bozowans in Questions regarding contact report sharing   
    I'm pretty sure the answer to all of those is yes. You can have a scout team run ahead, spot something, then run back and tell someone with a radio, then the info spreads through the radio net until everyone connected knows about it. It could take a few minutes for it to spread around though. It's especially important in the WW2 titles. In the modern war titles, the force sizes are usually smaller and every squad has their own radios so information spreads quickly, but in WW2 you get those huge battles with multiple large formations sometimes not connected to the same radio net, like multiple companies or battalions that don't have a higher HQ represented in the scenario. In that case, you can use a squad (XO teams are good for this) as liaison units that act as runners between companies, so that the spotting info from one company gets shared with the neighboring company.
  9. Like
    tpr reacted to Ridaz in Operation Resurgence - The Liberation of Rajo   
    The core unit for the whole campaign would be the light armored Recon Battalion. However the first few mission will be at company level since they had to open and clear the way for the main battalion to come through.
    I chose the the roads of Rajo cause geographically it's the gateway to many other provinces and is also has the shortest route to Aleppo which is where my campaign will end.
    The first battle is fairly easy since you're commanding company size and you only need to clear out the towns and secure the roads.
    You're fighting against the Assad's Syrian army. However later in the story you'll also be fighting against rebels who will be attacking you from places you have conquered. 
    Also since in real life t US had just pulled out from Syria, I feel that this would align with my story with their second intervention few years down the road. 
  10. Upvote
    tpr got a reaction from Kinophile in Reshade 4.0.2 Primer   
    Spinning can be stopped by simply setting "input processing" to "pass on all input". Yes everything what you do is also done in game but still makes things less nauseous and way easier so check your effect results.
    Also when ending up in menu with enabled reshade and getting the flower power visuals simply deactivate it now with your hotkey and locate any ingame Combat Mission menu button with your cursor and click it. Your screen will become normal again, no biggie.
  11. Like
    tpr reacted to DerKommissar in CMSF2 CR´s Experiments and Tests Videos   
    Can only hope they'll bring back CMA eventually.
    Thanks for compiling all your experiments!
  12. Like
    tpr got a reaction from DerKommissar in CMSF2 CR´s Experiments and Tests Videos   
    I´m collecting all experiments videos into this thread. You´re welcome to discuss the weapon performances and observations here but do it in a respecting and adult way.
     
  13. Like
    tpr got a reaction from DerKommissar in CMSF2 CR´s Experiments and Tests Videos   
    For me CM:A is an underrated title. Sure some of the variables and representations can´t keep up with 4.0 level but I still had a really great time with the Complete Incompetence custom campaign I did some weeks back then. The mountain mission also ended in one of the best looking CM experiences I´ve had, somehow all variables (game, reshade) resulted in perfection by accident. Still have the late war official Campaign and the UNCON custom campaign on the list.
  14. Upvote
    tpr got a reaction from HerrTom in CMSF2 RPG-7 & Warheads, Slat & ERA Armor - Capabilities and Limits Player Guide   
    Rule Number One:You never can judge the threat of a RPG-7 without taking its warhead into account. While the launcher system appears almost unchanged for many decades, warheads evolved over the time and in CMSF2 you will encounter many different ones with penetration values ranging from 280mm up to 700mm RHA.
    Starting with the PG-7V and the PG7VL, these are simple HEAT rounds whith the VL being the improved more powerful version. They come with the iconing mortar/rifle grenade shaped warhead everybody knows from movies, games, and photos. It´s basically the most widespread warhead on the world and saw widespread use in Afghanistan and Iraq which prompted the Coalition forces to issue "up-armor kits" for their vehicles with addon armor systems like ERA blocks or the Slat/Cage Armor (which was already introduced in a smiliar fashion by German Forces back in WW2.) Both armor systems have the goal to "pre-detonate" the HEAT grenade before it can make contact with the main hull and inject its charge into it. You will see in this test that both systems work although success is definitely not guaranteed thus don´t "count" on them. Even may these armor systems look imposing and bulky they are just raise the survivability odds in situations you never wouldn´t like to find your vehicle in the first place. Also naturally the grenade can always hit parts that are not covered by both systems. You will also see that the impact angle contributes to the system´s effectiveness.
    However the Syrian Forces and also the UNCON forces in CMSF2 evolved and now possess warheads that can overcome these two systems like the PG-7VR which comes with a Tandem warhead that has the ability to defeat counter measures first with a smaller charge before the main charge makes contact with the main hull of the target. Furthermore they even more powerful than previous warheads also against conventional armor. In other words ERA or Slat is pretty useless against them (ERA at least is able to substract of its penetration value). The vastly different shaped PG-7VR is a very lethal threat to almost any vehicle in CMSF2.
    Furthermore there are the HE and Thermobaric Warheads which are designded for anti-personnel or attacking fortifications. So in CSMF2 you want to use them against infantry, especially in buildings. You can engage unarmored or very light armored vehicles but other than that they are quiet ineffective against defeating the armor. However they can damage optics and other systems outside of vehicles with their HE effect. It may also cause crew interference due to psychological stress and could trigger retreats (inexperienced, nervous crews). So it may be a viable option to use these against heavier targets via the target command to degrade their combat effectiveness.
    Also in the second video when firing from distant ranges you may notice a complexity of CMSF2 that isn´t represented in many games. While the RPG is quiet unprecise at greater ranges, the AI soldiers aren´t bricks, they "learn" with every suceeding shot and thus accuracy isn´t calculated always from the scratch (this is true for all weapon systems by the way). What I often did (better said not did) is that when I heard the sound of flash of an AT being fired towards my vehicles which then missed, I found myself relieved thinking "missed, everything fine again" but especially with RPG teams being able to carry alot of ammunition you may consider to reposition your vehicle as these shots may become more precise pretty quick maybe the 2nd shot already will be enough.
    Also keep always in mind: When the enemy AI fires something at you it does that most of the times because it thinks it can hurt you and achieve this with a considerable precision. So when unknown AT ordnance impacts beside your Abrams it may be able to hurt that Abrams and that the threat may be close by. The chances that this was just a guy who found an old ineffective HE warhead in his basement went to the streets and casually fired it towards your Abrams from 600m just to return to home after that is very slim.
     
  15. Like
    tpr got a reaction from mjkerner in CMSF2 RPG-7 & Warheads, Slat & ERA Armor - Capabilities and Limits Player Guide   
    Rule Number One:You never can judge the threat of a RPG-7 without taking its warhead into account. While the launcher system appears almost unchanged for many decades, warheads evolved over the time and in CMSF2 you will encounter many different ones with penetration values ranging from 280mm up to 700mm RHA.
    Starting with the PG-7V and the PG7VL, these are simple HEAT rounds whith the VL being the improved more powerful version. They come with the iconing mortar/rifle grenade shaped warhead everybody knows from movies, games, and photos. It´s basically the most widespread warhead on the world and saw widespread use in Afghanistan and Iraq which prompted the Coalition forces to issue "up-armor kits" for their vehicles with addon armor systems like ERA blocks or the Slat/Cage Armor (which was already introduced in a smiliar fashion by German Forces back in WW2.) Both armor systems have the goal to "pre-detonate" the HEAT grenade before it can make contact with the main hull and inject its charge into it. You will see in this test that both systems work although success is definitely not guaranteed thus don´t "count" on them. Even may these armor systems look imposing and bulky they are just raise the survivability odds in situations you never wouldn´t like to find your vehicle in the first place. Also naturally the grenade can always hit parts that are not covered by both systems. You will also see that the impact angle contributes to the system´s effectiveness.
    However the Syrian Forces and also the UNCON forces in CMSF2 evolved and now possess warheads that can overcome these two systems like the PG-7VR which comes with a Tandem warhead that has the ability to defeat counter measures first with a smaller charge before the main charge makes contact with the main hull of the target. Furthermore they even more powerful than previous warheads also against conventional armor. In other words ERA or Slat is pretty useless against them (ERA at least is able to substract of its penetration value). The vastly different shaped PG-7VR is a very lethal threat to almost any vehicle in CMSF2.
    Furthermore there are the HE and Thermobaric Warheads which are designded for anti-personnel or attacking fortifications. So in CSMF2 you want to use them against infantry, especially in buildings. You can engage unarmored or very light armored vehicles but other than that they are quiet ineffective against defeating the armor. However they can damage optics and other systems outside of vehicles with their HE effect. It may also cause crew interference due to psychological stress and could trigger retreats (inexperienced, nervous crews). So it may be a viable option to use these against heavier targets via the target command to degrade their combat effectiveness.
    Also in the second video when firing from distant ranges you may notice a complexity of CMSF2 that isn´t represented in many games. While the RPG is quiet unprecise at greater ranges, the AI soldiers aren´t bricks, they "learn" with every suceeding shot and thus accuracy isn´t calculated always from the scratch (this is true for all weapon systems by the way). What I often did (better said not did) is that when I heard the sound of flash of an AT being fired towards my vehicles which then missed, I found myself relieved thinking "missed, everything fine again" but especially with RPG teams being able to carry alot of ammunition you may consider to reposition your vehicle as these shots may become more precise pretty quick maybe the 2nd shot already will be enough.
    Also keep always in mind: When the enemy AI fires something at you it does that most of the times because it thinks it can hurt you and achieve this with a considerable precision. So when unknown AT ordnance impacts beside your Abrams it may be able to hurt that Abrams and that the threat may be close by. The chances that this was just a guy who found an old ineffective HE warhead in his basement went to the streets and casually fired it towards your Abrams from 600m just to return to home after that is very slim.
     
  16. Like
    tpr got a reaction from mjkerner in CMSF2 CR´s Experiments and Tests Videos   
  17. Like
    tpr got a reaction from Howler in Reshade 4.0.2 Primer   
    Also here is my Nightvision effect. The original one is very grainy so I decided to update it you can see it in action in my "Night Vision Combat" gameplay on youtube. The UI is impacted by the nightvision which I personally like but with the method explained by billy_sp you can tweak this.
    NightVision.fx
  18. Like
    tpr got a reaction from Howler in CMSF2 RPG-7 & Warheads, Slat & ERA Armor - Capabilities and Limits Player Guide   
    Rule Number One:You never can judge the threat of a RPG-7 without taking its warhead into account. While the launcher system appears almost unchanged for many decades, warheads evolved over the time and in CMSF2 you will encounter many different ones with penetration values ranging from 280mm up to 700mm RHA.
    Starting with the PG-7V and the PG7VL, these are simple HEAT rounds whith the VL being the improved more powerful version. They come with the iconing mortar/rifle grenade shaped warhead everybody knows from movies, games, and photos. It´s basically the most widespread warhead on the world and saw widespread use in Afghanistan and Iraq which prompted the Coalition forces to issue "up-armor kits" for their vehicles with addon armor systems like ERA blocks or the Slat/Cage Armor (which was already introduced in a smiliar fashion by German Forces back in WW2.) Both armor systems have the goal to "pre-detonate" the HEAT grenade before it can make contact with the main hull and inject its charge into it. You will see in this test that both systems work although success is definitely not guaranteed thus don´t "count" on them. Even may these armor systems look imposing and bulky they are just raise the survivability odds in situations you never wouldn´t like to find your vehicle in the first place. Also naturally the grenade can always hit parts that are not covered by both systems. You will also see that the impact angle contributes to the system´s effectiveness.
    However the Syrian Forces and also the UNCON forces in CMSF2 evolved and now possess warheads that can overcome these two systems like the PG-7VR which comes with a Tandem warhead that has the ability to defeat counter measures first with a smaller charge before the main charge makes contact with the main hull of the target. Furthermore they even more powerful than previous warheads also against conventional armor. In other words ERA or Slat is pretty useless against them (ERA at least is able to substract of its penetration value). The vastly different shaped PG-7VR is a very lethal threat to almost any vehicle in CMSF2.
    Furthermore there are the HE and Thermobaric Warheads which are designded for anti-personnel or attacking fortifications. So in CSMF2 you want to use them against infantry, especially in buildings. You can engage unarmored or very light armored vehicles but other than that they are quiet ineffective against defeating the armor. However they can damage optics and other systems outside of vehicles with their HE effect. It may also cause crew interference due to psychological stress and could trigger retreats (inexperienced, nervous crews). So it may be a viable option to use these against heavier targets via the target command to degrade their combat effectiveness.
    Also in the second video when firing from distant ranges you may notice a complexity of CMSF2 that isn´t represented in many games. While the RPG is quiet unprecise at greater ranges, the AI soldiers aren´t bricks, they "learn" with every suceeding shot and thus accuracy isn´t calculated always from the scratch (this is true for all weapon systems by the way). What I often did (better said not did) is that when I heard the sound of flash of an AT being fired towards my vehicles which then missed, I found myself relieved thinking "missed, everything fine again" but especially with RPG teams being able to carry alot of ammunition you may consider to reposition your vehicle as these shots may become more precise pretty quick maybe the 2nd shot already will be enough.
    Also keep always in mind: When the enemy AI fires something at you it does that most of the times because it thinks it can hurt you and achieve this with a considerable precision. So when unknown AT ordnance impacts beside your Abrams it may be able to hurt that Abrams and that the threat may be close by. The chances that this was just a guy who found an old ineffective HE warhead in his basement went to the streets and casually fired it towards your Abrams from 600m just to return to home after that is very slim.
     
  19. Upvote
    tpr got a reaction from A Canadian Cat in Reshade 4.0.2 Primer   
    The absolute cruicial single file to run (or remove) the reshade plugin is for opengl based Combat Mission games:
    opengl32.dll
    Not crucial but naturally required and installed for visual enhancements is the folder containing shaders and some textures:
    reshade-shaders folder
    No later than the first game launch with reshade these files are created in CM root, will simply renewed by the plugin when not in place:
    opengl32.log
    reshade.ini
    When you create a reshade profile ingame another ini is created in root, alternatively a downloaded one can manually placed in root and then be selected in the reshade menu:
    yoursavedordownloadedpreset.ini
    Basically the first two two entries: "opengl32.dll" and the "reshade-shaders" folder are required to set up a reshade plugin with all bells and whistles can be copied all over around and installed in every other CM game or opengl game.
  20. Like
    tpr reacted to Sgt.Squarehead in CMSF2 CR´s Experiments and Tests Videos   
    Now you know why I love Shock Force & Uncons so much. 
    PS - Some of those chain demolitions are priceless!  I thought something like that could happen (having witnessed vaguely similar while testing Mosul stuff), but I'd say it's pretty much beyond doubt now. 
  21. Like
    tpr got a reaction from Sgt.Squarehead in CMSF2 CR´s Experiments and Tests Videos   
  22. Like
    tpr got a reaction from Sgt.Squarehead in CMSF2 CR´s Experiments and Tests Videos   
  23. Upvote
    tpr got a reaction from A Canadian Cat in CMSF2 RPG-7 & Warheads, Slat & ERA Armor - Capabilities and Limits Player Guide   
    Rule Number One:You never can judge the threat of a RPG-7 without taking its warhead into account. While the launcher system appears almost unchanged for many decades, warheads evolved over the time and in CMSF2 you will encounter many different ones with penetration values ranging from 280mm up to 700mm RHA.
    Starting with the PG-7V and the PG7VL, these are simple HEAT rounds whith the VL being the improved more powerful version. They come with the iconing mortar/rifle grenade shaped warhead everybody knows from movies, games, and photos. It´s basically the most widespread warhead on the world and saw widespread use in Afghanistan and Iraq which prompted the Coalition forces to issue "up-armor kits" for their vehicles with addon armor systems like ERA blocks or the Slat/Cage Armor (which was already introduced in a smiliar fashion by German Forces back in WW2.) Both armor systems have the goal to "pre-detonate" the HEAT grenade before it can make contact with the main hull and inject its charge into it. You will see in this test that both systems work although success is definitely not guaranteed thus don´t "count" on them. Even may these armor systems look imposing and bulky they are just raise the survivability odds in situations you never wouldn´t like to find your vehicle in the first place. Also naturally the grenade can always hit parts that are not covered by both systems. You will also see that the impact angle contributes to the system´s effectiveness.
    However the Syrian Forces and also the UNCON forces in CMSF2 evolved and now possess warheads that can overcome these two systems like the PG-7VR which comes with a Tandem warhead that has the ability to defeat counter measures first with a smaller charge before the main charge makes contact with the main hull of the target. Furthermore they even more powerful than previous warheads also against conventional armor. In other words ERA or Slat is pretty useless against them (ERA at least is able to substract of its penetration value). The vastly different shaped PG-7VR is a very lethal threat to almost any vehicle in CMSF2.
    Furthermore there are the HE and Thermobaric Warheads which are designded for anti-personnel or attacking fortifications. So in CSMF2 you want to use them against infantry, especially in buildings. You can engage unarmored or very light armored vehicles but other than that they are quiet ineffective against defeating the armor. However they can damage optics and other systems outside of vehicles with their HE effect. It may also cause crew interference due to psychological stress and could trigger retreats (inexperienced, nervous crews). So it may be a viable option to use these against heavier targets via the target command to degrade their combat effectiveness.
    Also in the second video when firing from distant ranges you may notice a complexity of CMSF2 that isn´t represented in many games. While the RPG is quiet unprecise at greater ranges, the AI soldiers aren´t bricks, they "learn" with every suceeding shot and thus accuracy isn´t calculated always from the scratch (this is true for all weapon systems by the way). What I often did (better said not did) is that when I heard the sound of flash of an AT being fired towards my vehicles which then missed, I found myself relieved thinking "missed, everything fine again" but especially with RPG teams being able to carry alot of ammunition you may consider to reposition your vehicle as these shots may become more precise pretty quick maybe the 2nd shot already will be enough.
    Also keep always in mind: When the enemy AI fires something at you it does that most of the times because it thinks it can hurt you and achieve this with a considerable precision. So when unknown AT ordnance impacts beside your Abrams it may be able to hurt that Abrams and that the threat may be close by. The chances that this was just a guy who found an old ineffective HE warhead in his basement went to the streets and casually fired it towards your Abrams from 600m just to return to home after that is very slim.
     
  24. Like
    tpr reacted to IICptMillerII in Sand T-72's   
    This is my attempt to create a sand colored T-72 skin. I think they came out well enough to publish. The skin pack applies to all T-72 variants in game. The skin itself is loosely based on pictures of Iraqi armor from the 1991 Gulf War. I liked how the Iraqi tanks tended to look very desaturated and thought they would fit well with the Syrians.
    I certainly consider myself an amateur at modding in general, and especially at doing vehicle skins, so any helpful suggestions are welcome. Additionally, if anyone has some suggestions for icons/markings to add in a future iteration please let me know. I've messed around with a few ideas but didn't end up with anything I was satisfied with. 

    T-72AV

    T-72M1

    T-72M (Gills)

    Link to download at The Few Good Men:
    http://cmmodsiii.greenasjade.net/?p=7628
  25. Upvote
    tpr reacted to Howler in Reshade 4.0.2 Primer   
    @Mord, I didn't mean to imply it wasn't 'good'. Quite stunning really and shows how few shaders are needed to be effective. @Captain Reyes and @HerrTom have a talent and you should look to them for inspiration rather than pay any attention to me. I'm more of a less is better and limit my use to sharpening with a light touch of colour transformation (usually mid-range).
    I posted my current CMSF2 preset in another thread which may be of interest as it uses low FPS impact shaders. I'm pleasantly surprised at how pretty CMSF2 is out of the box.
    I'm quite happy that you started this thread. Feel free to keep unused shaders as new releases/updates will overwrite them as needed. If you don't have a check in the box then it's only using disk space. Some like to use a central shader repository and run per-game presets against it. Also, get to know the 'Statistics' tab - an absolutely awesome facility. From it, you can direct edit the code of running shaders!
    If you're going the use the UIMask technique then you will need to create a mask as per instructions. It's worthwhile as it will keep the bottom game UI panel free from effects. My upload limit doesn't allow me to attach mine here. And, you only need to create it once for use across all CM titles as the UI is not changed much.
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