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Aquila-SmartWargames

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Everything posted by Aquila-SmartWargames

  1. This review covers the included campaigns and scenarios with briefings and first impressions.
  2. Was an updated version released in the meantime? If not, @Falaise is there a way to get your Polish Commando Mod? I would like to use it for the campaign playthrough.
  3. There is definitely something wrong with the ATGM vehicle variants. Very noticeable on low-vis or night scenarios.
  4. Makes more sense, I guess the spotted vehicle is triggering the targeting process of the AT gun which then causes model glitches. This indeed indicates that something got botched in the modding process. My rough guess would be either missed import/export metadata checks or something screwed up by loading multiple times the same model into Blender like tackled in the "Prominent Issues..." tut video. However without being the author and no inspection of the model it is naturally hard to pinpoint the exact cause. Yes existing CM models (parts) can be combined and if required resized afterwards. There is a "Combining Existing ..." tut video available for that aswell featuring the Stuart Flak idea. I generally recommend to at least skim once all the available documentation and tutorials here. It will save time and effort. Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  5. So this happens once any another AT gun is present on the map. This is new to me and might indicate that there are some sort of dependecies between them in context how the internal engine handles things but for now I don´t have a proper explanation for why and what. Is there something different with the other AT guns or is just the custom one affected? Before discovering the zeroing solution I managed complex scaling/rotation modifications by doing it one by one. However it can be a frustrating process that might require multiple exports/imports of the custom model until "everything stays in place". Do you still have the bugged 6pdr model that didn´t receive zeroing to check if this is indeed tied to the 6pdr´s zeroing/transforming or not.
  6. I do not have currently access to my gaming machine and to this date didn´t work on towed models but it seems to me that the zeroing fix might be the cause of this. There might be model parts or model markers that are providing coordinates for correct towing positioning, which either shouldn´t be zeroed or require the coordinates to be corrected again after zeroing. What you figured out by yourself is correct. If multiple models are loaded into blender, the software attaches numbers to model parts that were already present which can cause bugs. There might be other solutions but for now I recommend to start a new Blender instance and always load the model that is planned to be eventually exported first. I´ve tackled this issue and methods to prevent it in this tutorial:
  7. A lot of models are in .max format which can´t be directly imported into Blender but require conversion first. 3ds Max could handle this conversion but I never received the free version for academics which I guess is because of using an obvious incognito name in the registration process. For now I try to stick to the formats that are allowed to be imported directly into Blender. Did you try this
  8. I am currently still busy with the Year of the Rat campaign but excited to see that the upcoming campaign is going along well. H&E is an amazing experience.
  9. @3j2m7I try to mention the fundamentals when working on stream but I understand that it still can be difficult to follow for beginners. I assume you already watched the commented videos of the playlist I usually put in my comment footnotes? There are indeed many exciting models but some come in formats that are - at least for me - hard to work with aswell as my Blender not comes with the feature to import some formats that easily. If there still is something unclear about the shown methods I suggest to leave me a comment on my Youtube channel and we´ll see if it can be worked out. Mods: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  10. Its not a claim of how things fare in real world as I was neither a tanker nor did I command a Russian BMP-3 equipped unit in real life. Thats what I stated: Again to make it perfectly x-ray clear: So I am likely the wrong recipent for this inquiry as I only have the usual OSINT knowledge of said vehicle. Beside this, were you involved with the Russian Armed Forces, specifically with operating BMP-3s in your unit? Because using terms like "standing orders" in this context doesn´t really sound like it. No offense meant, just curious.
  11. Es posible que sea necesario modificar con Blender para eliminar las partes NVD
  12. The 2003 Iraq War has not much to do with Article 5. It was only once invoked in the history of NATO.
  13. I didn´t know that Berlin got also hit, long time since I´ve read it. It very likely wouldn´t require constitutional changes at all as in the case of a direct attack the Bundeswehr might already have legitimization by Art. 115a GG alone. However Article 5 NATO would be very likely activated aswell and thus there would be more then enough reasons for the government to give green light and enact a combat focused mandate. Exactly
  14. Things become different when NATO´s Article 5 is activated and collective defense is declared. This was the case with the 9/11 attacks and allowed German special forces and other units to operate in OEF which in contrast to the ISAF mandate was not a stability/peacekeeping mission. According to CMSF´s hypothetical background it can be assumed Article 5 would be activated aswell.
  15. The Bundeswehr wouldn´t have sent basic conscripts (Grundwehrdienstleistender, GWDL) into an operation like CMSF Syria. It is theoretically possible for volunteer extended-time conscripts (Freiwillig Wehrdienst Leistender, FWDL) to participate in deployments abroad but you definitely won´t see many of them aswell. There are some exceptions like special qualified civilians undergoing shortened training and contract time, who then receive a temporary equivalent of an officer rank but they almost exclusively participate in rear-area/build-up" operations or other non-combat related activities. The absolute majority of the force you would see in such a situation would be professional volunteers with contracts ranging from several years up to decades (Soldat auf Zeit, SAZ) or even lifetime contracts (Berufssoldat) bringing with them what was stated in the previous post, in game words: high quality. Hard to precisely predict how the German government would respond to CMSF´s backstory and conflict but it would be a good bet that they would sent in rather a smaller but highly professionalized portion of its army which I think is also what CMSF is portraying.
  16. Using the quantity of a nation´s wordwide military activity as the prime factor in order to evaluate the proficiency of (all) soldiers and units of said nation while neglecting all other factors is rather flawed. Despite this just because an army has conscription in place doesn´t mean that every soldier in said army is a conscript. German soldiers that are dispatched on tours to the Balkans, Afghanistan etc. are 99% volunteers with years long contracts and experience which underwent selection and extensive training. For a even more demanding operation like CMSF´s hypothetical Syrian Conflict you can be assured they would sent in personnel that have enough soft factors packed with them and many of them would rather disagree about that "little combat experience" claim. I am pretty confident that similar applies to NL, UK, and CAN guys which bear excellent leaders and soldiers aswell.
  17. While designing the Temple addon I´ve run a quick test on big model parts of buildings/walls/roofs: This is a roof filling a big part of the H&E Year of The Rat campaign map which is a quite huge map thus it seems there is no size limitation when model modifying buildings. Mods: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  18. No 100% but I think what @MOS:96B2P did here is using "blank" .bmp textures for some of the helmet texture versions. By using these blanks the object/model ingame becomes invisible. It is an handy workaround for many ideas.
  19. So twice it did not use the AC but ATGM-only and the rest it approached the situation like in the 1st post while nothing was changed, that´s interesting and indicates that there is something else involved or some sort of TacAI randomization. Did you try if a hide command changes anything? I was no tanker but from what I know AFV usually don´t ride around with "ready rounds" in the cannon breech like portrayed in many video games but it is loaded before the attack. Augmenting this is the claim that AFVs usually don´t "unload" ordnance once it is loaded into the breech no matter if it takes longer or not. Could be that it involves certain hazards to crew and ordnance, too complicated, and that some autoloader systems not even have the ability to (easily) extract loaded ordnance again. I am talking about the "big" cannons here such as 120mm or the bmp3´s 100mm here and it might be not true for specific (wartime) conditions and might be not true for how all armies and vehicles handle things in real life.
  20. I´m currently in a playthrough of dragonwynn´s CMRT Kursk campaign and I believe he did something similar in the 2nd scenario. Even with plenty of AFV support it was some of the hardest trenches I had to overcome so far.
  21. A possible explanation for this observation without guarantee that it is true for the CM simulation here or reality: 1) The BMP-3 has a 100mm and the 30mm. The 30mm is loaded with belt(s) and ready to engage before the engagement, the 100mm is not 2) The BMP-3 crew identifies the tank and starts to engage the tank right from the beginning with the 30mm while the ATGM is now ordered to be loaded into the 100mm and made ready. This might take some seconds. 3) when this process is finished, the crew aims and fires the ATGM For most situations this "maximum firepower" approach of the TacAI is also what I would prefer as AC fire even without penetration can severly surpress enemy tanks despite causing significant damage to optics etc. In my playthroughs in several similar situations the enemy tank was suffering from a combat-ineffective some sort of "stunned" state, buying time for the BMP-3 or others to take out the tank. However true is that for some situations especially when an "ATGM-only" approach might be preferred, opening up with the AC can be semi-optimal and enable the target or other enemy vehicles to identify the BMP-3 faster before it even can bring its ATGM to bear or deny its option to retreat. At long ranges the BMP-3´s TacAI seems to handle things this way. I imagine finding a general sweet spot distance between TacAI "maximum firepower" and "ATGM-only" might be hard if not impossible as it is very situation and tactics dependant. One could experiment if issuing a "Target Armor Arc" and/or "Hide" command to the BMP-3 might change something. I suspect not but I didn´t test it out.
  22. One of the best mods I´ve played so far.
  23. Year of the Rat Temple Addon - works like regular "skin" mods, place it in your z folder and they will appear - designed primarly for the Heaven & Earth Year of the Rat campaign, replaces the two monastery domes with temple roofs - damaged versions included - also works in regular CMSF2 and with other HE scenarios, however not all domes have been replaced, only the 17x17 roof and the 16x8 roof - unique textures for intact and damaged included (currently copies from the H&E dome texture), they don´t interfere with the regular dome texture, can be modified by liking Download: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Creation & Custom Buildings Tutorial (works for all CM2 games): https://youtu.be/vTnyRcb8NV0 - I by accident also did a 16x16 roof with the temple from the 2nd screenshot (not included) if one wants the files contact me on YT or Twitch. Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  24. Other (fun) example idea, 30 sec edit: But there are infinite other ideas Either as seperate model or included in the model there are damaged or collapsed building parts which are only shown when the building receives enough damage or the designer has set the building to this state. These parts can be edited seperately. For example more debris could be added which is then only shown when the building part is damaged/collapsed.
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