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PIATpunk

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  1. Like
    PIATpunk got a reaction from Erwin in OP BARBAROSSA on Amazon Prime   
    Perhaps he's referring to Shostakojak's down on Main st.
  2. Like
    PIATpunk reacted to Falaise in CM:BN Screenshot Thread #2   
    I'm trying to get back on track 😁
    The port of Beirut?



  3. Like
    PIATpunk reacted to Xorg_Xalargsky in Fire and Rubble   
    Day 3 of 24/7 Fire and Rubble vigil.

    So far no release, nerves frayed, body weak, but heart still strong.
  4. Like
    PIATpunk reacted to Falaise in CM:BN Screenshot Thread #2   
    Yes only you gave so many possibilities that i didn't
      still over, even if the month of August is well advanced.
    the idea is to use your mods as much as possible
    like for example (don't look for @Vacilllator there is no smoke and no plot ) i use all flax mods
    the same place  in june

    july

    august

    @IanLthe shadow play is nice on the 1st image, assault with 2 Sturmgewehr, it will bleed !!!
  5. Like
    PIATpunk reacted to Falaise in CM:BN Screenshot Thread #2   
    Here is a series of images with my August Normandy setting showing a good part of the Lucky strike mod. This option avoids the use of Shader that I do not like and also aims to have a homogeneous display even if you leave the level vision of the ground and that you gain height by avoiding the "plated" effect of the textures at mid height.
    Our war correspondent, friend of Ernest Hemingway follows an American attack in August 1944,he uses a personal film in Kodak Color normally prohibited on the Western Front !!!


    A Sherman progresses in a road...
    A classic portrait of a US infantryman awaiting engagement.


    The Shermans are making progress !! the photographer is hiding in a cereal field overgrown with cornflower flower

    By a breach in the hedges, he photographs an infantryman in the middle of the race.


    A sherman stopped at one end of a field of flax "rotting , ruissant in french". This culture is quite specific to Normandy

    Events are accelerating !! A combat group positions itself before the assault.


    The photographer decided to follow the attack as closely as possible

    A shooting breaks out at close range; a German grenade is visible in the back of the infantryman who fires! Luckily there is only one minor injury.

    While our reporter came to his senses, the attack progressed, the road is crossed



    The battle calms down, a Sherman approaches, the tank commander no longer fears snipers.


    The last image! next to a typical Norman house and a barrier eaten away by lichens, a pierced Panther next to which lies one of the crew members.


     
  6. Like
    PIATpunk reacted to Mogarth in So glad i found CM   
    Literally never heard of this game until i saw it on Steam last year and i scoffed at the price at first.
    5 months later I have purchased every single game and module except for CMFI, im going to buy it but my wallet lol
    Massive respect to the developers for creating something amazing, that seems tailored for me personally.  I've been trying to get my friends to play but they arent tactical
    Sorry if this is a boring post but I heard a podcast with a gentleman from BF and he mentioned they were testing Steam out and just wanted to provide this feedback
    Stoked for F&T and CW
     
  7. Like
    PIATpunk reacted to Falaise in New V2 Road at 22.5°   
    Yes I will put it on CM Mod Warehouse, I asked Bootie to put it online it's ebn cour
    It is an improvement of the first one which allows to have united roads on the maps of Kandu.
    By the way go see what he has posted on CMW since the beginning of the year, there is among other things a scenario on the battle of Buron "Bloody Buron overhaul" remarkable
  8. Like
    PIATpunk reacted to DerKommissar in Pre-orders for Fire and Rubble are now open!!   
    A towel is just about the most massively useful thing a tank hitchhiker can carry.
  9. Like
    PIATpunk reacted to JM Stuff in Fire and Rubble Update   
    I make a pre order because a fear of "a possible out of stock" if I decide to order it later ...
  10. Like
    PIATpunk reacted to Drifter Man in Some tank duel tests (CMBN)   
    I don't seek out armor duels because they are a bit like tossing a coin, but they come up again and again. So I was interested to learn what I can do to maximize the chances for my tank in a duel if it gets into one.
    So I put two identical Pz IVH (late) tanks with regular crews, no modifiers, against each other at 600 m range. I called one "Attacker" and the other "Defender", although it does not mean anything. I put both on a mild slope (partial hull down) and varied different conditions. Crew hatches open/closed, vehicle movement, terrain type, crew experience. I ran each case at least 1000 times and recorded the percentage of wins by each side. A 'win' means that the other vehicle was destroyed or the crew bailed out. If both vehicles were alive after 5 minutes, neither side won - usually one vehicle got hit and retreated back down the slope. If neither vehicle survived, both sides got a win.
    The tables show the win rate on each side. The statistics were not perfect even with 1000 duels per case. Results of repeat runs could vary by up to +/- 3%. Notably I did not get a perfectly symmetric results even for reference cases R1 and R4 where the vehicles had identical conditions on both sides. So, don't take the numbers as the absolutely accurate truth. They just show what works.
    Pz IVH was a good tank for this purpose because it can easily kill itself - powerful gun and vs weak armor. Therefore, the duels were mainly about who is able to spot first and land the first round accurately on target.
    I did not find anything revolutionary - mostly stuff people already know and do - but it was still interesting to see the numbers. Here it is:
    1. Keep your crew hatches open when expecting to fight an enemy AFV. If you can, force the enemy to close theirs.
    Table 1. Effect of crew hatches open/closed. Both AFVs are stationary on Grass.
    Attacker
    Defender
    Closed
    49%
    49%
    Closed
    Open [R1]
    48%
    50%
    [R1] Open
    Open
    76%
    21%
    Closed
    2. Minimize movement when within enemy LOS. Stop as soon as your vehicle can see the place where the enemy is (represented with the "Hull Down" command in the table below, which gives additional advantage of being harder to see and hit due to being hull down; this is not to say that the Hull Down command is always useable, but it worked here well because the Attacker was going up the slope). Movement makes you more visible - and it does not appear to matter what kind of movement command you use - in fact the faster movement commands seem to work a bit better.
    Table 2. Effect of vehicle movement. Attacker starts out of LOS and moves in towards the Defender using different movement commands. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Hunt [R2]
    41%
    57%
    [R2] Stationary
    Slow
    35%
    63%
    Stationary
    Move
    39%
    59%
    Stationary
    Quick
    42%
    56%
    Stationary
    Fast
    41%
    57%
    Stationary
    Hull Down
    61%
    29%
    Stationary
    Quick: Minimizes the time interval when the Attacker is moving within the Defender’s FOV. Therefore, Quick works well as it gets the attacker into position quickly, whereas Slow works poorly.
    Hull Down: Better cover than the Defender and minimizes time when the Attacker is moving within the Defender’s FOV. Also: Easier to disengage when damaged – probably for both sides. High percentage of duels with no winner.
    3. If you have to Hunt, point 1. about crew hatches still applies and can reverse the odds in your favor.
    Table 3. Effect of crew hatches open/closed while the Attacker is moving. Attacker starts out of LOS and moves in towards the Defender using Hunt. The Defender is stationary. Both AFVs are on Grass and the crew hatches are open.
    Attacker
    Defender
    Closed
    37%
    60%
    Closed
    Open [R2]
    41%
    57%
    [R2] Open
    Open
    64%
    34%
    Closed
    Closed
    14%
    82%
    Open
    4. Target arc can serve various purposes but does not help with seeing or hitting the enemy. TRP helps, likely by increasing the chances of a first hit.
    Table 4. Effect of using Target Armor Arc and Target Reference Point (TRP). Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    No arc [R1]
    48%
    50%
    [R1] No arc
    Target Armor Arc
    50%
    49%
    No arc
    TRP on Defender
    72%
    28%
    No TRP
    Note: Target Arc can still help by pointing the gun and the Commander’s attention to the right direction if the vehicle is not moving directly towards the defender. Also, it prevents distraction of the Attacker by other, low-priority targets.
    5. Ground type can provide some help by concealment. Tall types of grass (T and TY), Weeds, Brush, Lt Forest (without trees) and Crop 1 give a small advantage over hard or bare surfaces. Very tall types of crops (2-6) and Grass XT give significant advantage. There is no disadvantage in being on road or pavement compared to grass, but sand, mud and cobblestone seem to hurt a little, possibly because they lower the chances of disengaging when retreating in damaged condition.
    Trees are complicated and depend on type. Type A trees are somewhat helpful if there are 2 or 3 on the tile. Type B trees are not helpful at all. Type C trees seem to be best, especially if there are 2 or 3. Type D trees are somewhat helpful independently on their number. Type E are like Type A. Bush does not make much of a change.
    Stone and brick walls and low bocage give some advantage - can be concealment as well as cover. But bocage is the big one. A tank behind bocage almost always wins against a tank in open ground.
    Table 5a. Effect of Defender ground type – bare surfaces, hard surfaces and roads. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass
    45%
    51%
    Dirt
    Grass
    47%
    50%
    Dirt Red
    Grass
    49%
    48%
    Hard
    Grass
    50%
    48%
    Rocky
    Grass
    49%
    49%
    Rocky Red
    Grass
    52%
    47%
    Sand
    Grass
    52%
    47%
    Mud
    Grass
    50%
    49%
    Pavement 1
    Grass
    50%
    50%
    Pavement 2
    Grass
    52%
    47%
    Cobblestone
    Grass
    47%
    51%
    Gravel
    Grass
    46%
    49%
    Dirt Lot
    Grass
    49%
    48%
    Dirt Road
    Grass
    47%
    50%
    Gravel Road
    Grass
    51%
    48%
    Paved 1
    Grass
    48%
    51%
    Paved 2
    Grass
    47%
    49%
    Foot Path
    Sand, Mud, Cobblestone (?): Can impair movement, possibly making retreat of a damaged vehicle slower and less likely to succeed before the Attacker fires another accurate shot.
    Table 5b. Effect of Defender ground type – low vegetation and cultivated fields. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass
    Grass
    50%
    47%
    Grass Y
    Grass
    50%
    48%
    Clover
    Grass
    50%
    48%
    Flowers
    Grass
    49%
    50%
    Plow NS
    Grass
    50%
    50%
    Plow EW
    Grass
    43%
    57%
    Grass T
    Grass
    43%
    55%
    Grass TY
    Grass
    44%
    54%
    Weeds
    Grass
    44%
    55%
    Grass + Brush
    Grass [R3]
    46%
    54%
    [R3] Lt Forest
    Grass
    42%
    57%
    Crop 1
    Grass
    39%
    60%
    Crop 2
    Grass
    39%
    60%
    Crop 3
    Grass
    39%
    60%
    Crop 4
    Grass
    40%
    58%
    Crop 5
    Grass
    39%
    59%
    Crop 6
    Grass
    38%
    60%
    Grass XT
    Table 5c. Effect of Defender ground type – foliage. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R1]
    48%
    50%
    [R1] Grass, no foliage
    Grass
    50%
    46%
    Grass + 1x Type A Tree
    Grass
    44%
    51%
    Grass + 2x Type A Tree
    Grass
    42%
    54%
    Grass + 3x Type A Tree
    Grass
    49%
    49%
    Grass + 1x Type B Tree
    Grass
    51%
    46%
    Grass + 2x Type B Tree
    Grass
    51%
    47%
    Grass + 3x Type B Tree
    Grass
    43%
    52%
    Grass + 1x Type C Tree
    Grass
    33%
    62%
    Grass + 2x Type C Tree
    Grass
    32%
    62%
    Grass + 3x Type C Tree
    Grass
    44%
    52%
    Grass + 1x Type D Tree
    Grass
    44%
    51%
    Grass + 2x Type D Tree
    Grass
    40%
    55%
    Grass + 3x Type D Tree
    Grass
    50%
    47%
    Grass + 1x Type E Tree
    Grass
    42%
    55%
    Grass + 2x Type E Tree
    Grass
    41%
    55%
    Grass + 3x Type E Tree
    Grass
    49%
    49%
    Grass + 1x Type A Bush
    Grass
    52%
    47%
    Grass + 2x Type A Bush
    Grass
    50%
    46%
    Grass + 3x Type A Bush
    Grass [R3]
    46%
    54%
     [R3] Lt Forest, no foliage
    Grass
    44%
    54%
    Lt Forest + 1x Type A Tree
    Grass
    39%
    57%
    Lt Forest + 2x Type A Tree
    Grass
    37%
    59%
    Lt Forest + 3x Type A Tree
    1x Tree: Can be detrimental because it does not provide enough concealment and can trigger APHE shells passing high, wounding the exposed Commander.
    Table 5d. Effect of Defender ground type – walls and fences. Attacker on Grass. Both AFVs are stationary and the crew hatches are open.
    Attacker
    Defender
    Grass [R4]
    48%
    51%
    [R4] Grass
    Grass
    46%
    54%
    Grass + Stone
    Grass
    47%
    52%
    Grass + Brick
    Grass
     
     
    Grass + Rural Stone
    Grass
    43%
    55%
    Grass + Low Bocage
    Grass
    7%
    89%
    Grass + Bocage
    6. Crew experience - there is a big change from Green to Regular to Veteran, but Crack gives little advantage over Veteran.
    Table 6. Effect of crew Experience. Both AFVs are stationary on Grass and the crew hatches are open.
    Attacker
    Defender
    Green
    33%
    66%
    Regular
    Regular
    36%
    61%
    Veteran
    Veteran
    44%
    57%
    Crack
    Green
    20%
    78%
    Veteran
    Regular
    32%
    67%
    Crack
    Green
    18%
    82%
    Crack
  11. Like
    PIATpunk reacted to choppinlt in Operational Level Game Announcement   
    Hey all, I just wanted to give a quick update. We have come to tentative agreement to start full development in approximately 2 weeks! The devs are people I know and have dealt with before, and they live locally. This has several obvious advantages going forward.  While nothing is guaranteed yet, I'm confident enough to make this announcement. Check out the forum link below so you can stay up to date on the project.
     
  12. Like
    PIATpunk reacted to S.h.r.i.k.e in GOG Just Made Battlefront Some Cash   
    Hello all,
    I thought I'd tell a little story for what it is worth.  This post is bit related a little to CM's recent decision to start pushing the Steam front of things and a general need for exposure. 
    Something like 15 years or so ago I owned and played CMBO, CMBB, and CMAK.  I played for about 2 or 3 years before life took hold and I felt like I had mostly played those games out. 
    Well, a few weeks ago I was browsing GOG's sale and found all three of those old games for like $3 each.  For that price I bought all three to see if there was any magic left.  Partly nostalgia and partly based on fun game play, I had a grand old time even though the games are so old have have pretty poor graphics now.  So I decided to see if Battlefront was even alive and find out what they were up to.  Lo and behold, CMx2 was going strong. 
    I immediately downloaded the CMBN demo and was very impressed with how everything had improved (except for a little frustration looking for the old LOS tool).  About 15 minutes into the battle I witnessed a hidden German MG position open up behind a stone wall and my Shermans and M1918s returned fire.  Seeing my tracers ricocheting all over the place after hitting the wall (pretty much like in real life) had me let out a giddy laugh and I was sold.  It's amazing to me how rare it is to see that happen in games.  I spent about 12 hours on the demo playing the missions and testing out stuff.
    So thanks for letting GOG sell the old trio since you have apparently not spent a dime on marketing in 15 years ;).  As of now, I have purchased the CMFI big bundle. That GOG exposure will end up netting Battlefront at least the following sales from me within the next year: CMFI Big Bundle, CMBS (coding the need to split off some men from the squad disembarking the BMP to man the optics show a startling attention to detail that I love), CMRT + Fire & Rubble bundle (once released).  Who knows, maybe I'll get suckered in on some of the other titles too.
    Regards
  13. Upvote
    PIATpunk reacted to BarendJanNL in Welcome to 2021!   
    Can you elaborate more on the features of the Engine 5 Update?
  14. Like
    PIATpunk reacted to Macisle in Kharkov Map Sneak Peak   
    Happy New Year, everybody!
    Just a quick post to say that I did finish the elevations. So, other than smoothing out anything that pops up that my eyes missed, that giant bit of work is done.
    So, the plan now is to add more flavor objects from the current pool while waiting for F&R. I can't really do anything else without the new module assets. I don't have enough time these days to repeat work (map slicing and unit setups for example). So, I want all potential assets in hand before proceeding.
    Macisle out.
  15. Like
    PIATpunk reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    Okay folks - it's the weekend (still) and now that all the drama is over we can get back to driving tanks through hedges ... and of course today remembering the guys that did it for real.
    Go here to get the read me pdf file (please) 
    Then here and here for the two zip archives. (Hint - if you just want to get started without any faff then download the read me, grab the first zip file and you'll be playing in no time.)
    Once it's been out for a few days and nobody has complained that it's broken their rig I'll get in touch with @Bootie to upload it to the warehouse, 'cos he probably hasn't got anywhere near enough to do ...

    Now try to play this at iron, at ground level, with no spotting icons ... everything will soon suck!
  16. Like
    PIATpunk reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten   
    More anti-Partisan activity.  Imagine Partisans instead of placeholders.    



  17. Like
    PIATpunk reacted to Warts 'n' all in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    Two ploughs. I bet the neighbours were jealous.
  18. Like
    PIATpunk reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    Let's also see if we can kill my iCloud, OneDrive and Mega accounts - do Apple or MicroSoft have big enough pipes ...
    Go here or here or here to get the read me pdf file (please) and for the two zip archives. (Hint - if you just want to get started without any faff then download the read me, grab the first zip file and you'll be playing in no time.)
    Hah, just realised today is my 18th birthday on these forums to the day - happy 18th to me again ...
    Now I have to go and make a Sunday Roast 🐏 🍖 🥔 🥕 🥬 🍽️ 🍷- please don't break the internet. I'll post some more links later if needs be.
  19. Upvote
    PIATpunk reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell   
    @benpark So, as I'm quite close now to finishing the bocage textures and finally 🤞 releasing the mod, assuming that no other significant discoveries come to light in the meantime, I checked out what we might do for the thickets texture idea. With the amount of textures I have created it looks like we can just use some of the low bocage textures as representative of thickets in woods and forests. The image below shows a wooded area, it features quite a lot of brush doodads, two to three trees per tile, and a single tile of low bocage. The bocage is best used individually, not joined to a neighbouring piece, with corner angles and gaps looking most natural. The bocage provides some cover and concealment whilst there is also a slight mound underneath it. Placed deep in woods on heavy or light forest ground texture, the bocage will be complemented with brush doodads. Placing the bocage nearer the edge of woods with slightly less tree coverage, long grass and weed ground textures and doodads can be used with occasional bushes instead of trees. I think it looks pretty convincing. Whilst the hedge may have worked well if it's remodelled and given a distinct, tagged texture, I think we can avoid this altogether just using a mix of bocage textures, a simpler and easier approach for players and map makers - makers will just need to suggest the player uses some of my mod for full effect.

    The ReShaded version - single bocage tile and plenty of brush.

    Same view with @RockinHarry's movie shader - the scene is quite dark as you'd expect in a wood.
    Anyway, I'll leave it up to you folks to decide how this works. I can make a tagged, custom hedge texture, but for now I'll keep the mod focussed on the bocage as was my original intention. If there's enough of a clamour for a custom texture then I'll see what I can do when I make the customised 3D models addendum.
  20. Upvote
    PIATpunk reacted to Bufo in Interview with the Founder of Battlefront.com & Combat Mission   
    Rather try Scourge of War: Waterloo
     
     
  21. Upvote
    PIATpunk reacted to rocketman in Bridge bugs are back   
    Ok guys, just did a trial test and in a couple of turns I caused seven (!) teleportations from under a bridge to its top. Just like that. First observation that causes it is road under a bridge with a clearing that comes close to the tank to get through. The other is if a vehicle drives to close to a pillar and with the waypoint line through it. So I'm optimistic about this type of test getting somewhere. Will release in the coming days for those who want to participate.
    Here is the basic test area. Will explain more later on.

  22. Upvote
    PIATpunk reacted to Falaise in Wittmann's Demise Scenario   
    AAR Wittman Demise George MC
    Here is a scenario that I have been watching since I got the game.
    I opened it, I looked at the superb map, I recognize the places.
    But I'm not going to spoil it. Considering the amount of work to achieve it, the quality of the menu and the accompanying documentation, this is a great scenario and like a old bottle of wine, i respects
    You have to find the opportunity, take the time ...
    I also need to gain experience so that I can fully appreciate it.
    I think about it regularly, I look at the pitch every time I pass there.
    I open it from time to time to admire the map. I find the depression in the small wood where when I was 16 I found a tiger caterpillar link that I could not take, too heavy on my cycle, one of my big regrets !!!!
    Then the big day arrives, tomorrow I don't work, Madame is up to bed, the children too, not a noise outside just the regular purring of the cat sleeping on the chair next to me
    I have my plan in mind, a notepad handy. For the 1st minute, as usual, no movement, it's the observation turn, the vehicle pilots are unbuttoned to spot any contacts.
    I press the red button and place the camera just behind Wittman who is looking at the battlefield stand up in his turret. I’m Wittman, I’m him, soon I’m going to launch my tigers to conquer the Jalousie Ridge and make history again.
    Thirty seconds have elapsed I appreciate the moment… the sound of a hiss of shell, boom, a shell has just burst Wittman has disappeared ! a red cross floats above the tank. No it's not possible: Wittman is hit NO I check he is no longer in the tankcrew, NO
    I don’t believe it I check the other tanks everyone is unharmed.
    I'm aghast, one dead person in the record, that is Wittman.
    I want to start again but the magic is broken, frustrated I go to bed.
    Like  Bulletpoint sentence rings true
     
  23. Upvote
    PIATpunk reacted to Artkin in Fire and Rubble Update   
    This wasn't even directed at you.
    That's funny.
  24. Upvote
    PIATpunk reacted to Damian45 in NEW!! Updated 101st 82nd US Paratroopers MOD!   
    Hello all
    Spent many hours perfecting these units for myself, gonna share my new 101st and 82nd US Paratroopers with you all. The last US Airborne mod I made was way back in 2014, time flies. I also have so much more almost complete, such as SS, Heer, Canadian Para, British, Para any many more in the works. I hope you all enjoy this mod as much as I do. Cheers!
    What's in the mod?
    101st Complete Uniforms for Normandy - With Ranks
    101st Complete Uniforms for Holland - With Ranks
    82nd Complete Uniforms for Normandy - With Ranks
    82nd Complete Uniforms for Holland - With Ranks
    All Equipment/Helmets, changed colours ect.
     
    Pictures show a bit, best to get in game and see for yourself
     
    Download
    http://www.mediafire.com/file/9e1lw2wcprbu8xi/DM's+US+Airborne.zip/file
     
    Kind Regards,
    Damiano
     





  25. Upvote
    PIATpunk got a reaction from LukeFF in Happy 20th Birthday to Combat Mission Beyond Overlord ---Really???   
    How about taking it offline.
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