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Pete Wenman

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Everything posted by Pete Wenman

  1. I suspect you unzipped the download into a folder that contained other CM files and they have got mixed together. (The other option is you are running a mod that alters some of the .txt files that are not compatible with the game) Remove all mods and rerun a fresh unzip into a new empty folder and try again. P
  2. Same map, for **** n' giggles. Blue vs Red AI Attacker in a QB setup. I as the blue player had just gained 2 contacts (and the only contacts so far in game), one of which firmed up as a T-55, at which point the M60 with the sighting blew up, much to my surprise and lost the contact (not a surprise). All fun stuff P
  3. For stock mod tags, the textures used are already included in the game and so nothing needs to go into a mod folder. However this does mean the tag can only be activated in the editor. The final option in the mission part of the editor is the mod tag tab. Selecting this allows you to upload into the scenario a simple .txt document. This only needs to list the tags you wish to activate, so for example if you want to activate the mowed lawn and camouflage face paint you would just list lawn night Activated tags show at the top of the mod tag screen once added. HTH as its easier to do than describe P
  4. See Page 99 of the Engine Manual Reinforcements Up to seven groups of units per side can be designated as Reinforcements from the Available Units list, irrespective of their parent formation. This allows the sce- nario designer to have units enter the battle at some later and/or (more or less) random point in time. The units of each Group enter the map at the same time, but the entry location is set individually for each unit using the Deploy function. Staggering units can help with early game unit congestion, enhance the plot of the scenario, or simply spice things up. The first step is to assign units to a Reinforcement Group by highlighting them in the Available Units column and pressing a key on your keyboard (not on the NumPad!) from 1 to 7. This assigns the unit(s) to the respective Reinforcement Group, and a small [R] followed by the number of the assigned Group appears next to its name. For example, [R1] means the unit is assigned to Reinforcement Group #1. To remove a unit from a Group simply highlight it and press the 8 key and you’ll see the designation go away. Once you have at least one unit assigned to one Group you can specify when it comes into the game. To do this, click on the Group you want in the list on the left side of the screen. For each group, you can set the time of the earliest arrival, and determine a random time span within which the arrival time might deviate. Note: when deploying units in the 3D Preview of the Editor, Reinforcement units show an R in the Sup- pression area of their Team Info Panel, followed by the number of the group they belong to (e.g. R:1 indicates Reinforcements Group 1). Earliest Arrival Time This specifies the soonest a Group appears on the battlefield (for example, 5 minutes after the begin of the battle, or an hour, or more). Arrival Span Can be set to be Exact (no deviation, i.e. the unit will always arrive exactly on the time set above) or a value between 5 and 30 minutes in 5 minute intervals. Specifying a time determines a range which is added to the Earliest Arrival Time. Note: be careful of what you do here since there is a chance for significant unintended consequences. For example, if a 60 minute battle has Earliest Arrival Time set to 30 minutes and the Arrival Span to 30 minutes, the reinforcement group might ar- rive anytime between 30 seconds after the beginning of the battle and one second before its end. Or, if you set Earliest Arrival Time to 60 minutes and the Arrival Span to 10 minutes, then the reinforcement group will never arrive (because the battle will end before the arrival time). For AI planning see page 101 -108 of the Engine Manual P
  5. check if FXAA is on for your graphic card and if so turn it off. That may be the cause. P
  6. FM 100-2-2 gives details of Soviet river crossings https://irp.fas.org/doddir/army/fm100-2-2.pdf and has this to say Tank unit crossings are more complicated than motorized rifle assaults. Although tanks may be attached to support motorized rifle assault crossings,a tank battalion usually crosses in the second echelon. However, a tank battalion could cross in the first echelon in a weakly defended sector. A tank battalion crosses a river by fording, by going over bridges, by being transported aboard ferries or on tactical pontoon bridging, or by snorkeling. Although Soviet tank crews receive periodic underwater training, snorkeling is the least-preferred option. Some elements snorkel across at one site while others cross elsewhere by other means. Sealing arras arc [areas are] selected near concealed routes about 3 to 5 kilometers from the river. Snorkels are installed about 1 to 2 kilometers from the water barrier. Some tanks provide fire support for the crossing, and artillery is used for both direct and indirect fire. The far bank must be secured before tank snorkeling starts. Efficient traffic control is essential. If the traffic controller permits tank formations to mass, they become a lucrative target for enemy aviation and artillery. Tanks cross underwater in column formation at approximately 30 meter intervals. They cross at low speeds without shifting gears or halting. The tank must be halted to remove waterproofing before the turret can traverse and the main gun can fire. I suspect the process remains much the same for the Russians with that confirmed pretty much here https://community.apan.org/cfs-file/__key/docpreview-s/00-00-13-80-40/2019_2D00_12_2D00_04-Russian-Deliberate-River-Crossings-_2800_Grau_2900_.pdf Russian Deliberate River Crossings: Choreographing a Water Ballet from 2019 P
  7. What move command were you giving them as Hunt may have meant they didn't move if there was enemy activity going on in their LOS P
  8. Just trying my hand in editor - don't think I could make a map though - too much like hard work ! P
  9. Cheers mate Perfect, and just what I was after thanks P
  10. I seem to remember from some time ago that someone made a mod that differentiated dirt roads from footpaths in the 2d map editor. Anybody got a link or the file handy ? thanks P
  11. This is quoted within the information presented on the scenario selection screen, P
  12. Yep it's the time. Check out the compass rose when in a scenario - it contains a 24hr clock. P
  13. "Positions of Two NATO Ships Were Falsified Near Russian Black Sea Naval Base" https://news.usni.org/2021/06/21/positions-of-two-nato-ships-were-falsified-near-russian-black-sea-naval-base P
  14. try this https://contentdm.lib.byu.edu/digital/collection/GermanyMaps/id/360/rec/1 P
  15. Glenn - just to point out what you are discovering but creating editor map overlays can be a major task in itself. I find a blend of period maps (1:25k ideally) period photos if they can be found and GE provide the most help. The period map will give an indication of the built up areas at time, road nets etc and contours, while GE allows a level of detail re individual houses etc if the location has not change too much since WW2 or what ever period. A great many places, particularly rural areas in Europe have not changed a great deal since the war, but other areas are almost unrecognisable. Just for fun, but below are the overlays I used when I created the Arnhem Road Bridge map. It's worth noting that the bridge is not even showing on the period maps having only just been completed at that time, and so 1st AB were working with maps that did not include the bridge !! P
  16. Oh, the Womble resurfaces - hope you are good mate P
  17. If you mean this That was just me being too clever by half. When I was in the British Army it was (and likely still is ) convention when giving orders that the mission paragraph was always repeated for emphasis. Apologies it caused confusion P
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