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LongLeftFlank

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Everything posted by LongLeftFlank

  1. Thanks for the compliment, but there are no cellars in Ramadi, Iraq, which is the subject of this thread. Could you take that discussion elsewhere? And this is also not a best place for a scenario tutorial. Cheers! Don't want to be a fascist, but longtime Forumites will know I'm more than a little particular about keeping my threads on topic.....
  2. After a computer repair and several 60+ hour work weeks, I finally found a little CM time. Took me 6 hours of aggravation to figure out the H&E rooftop mod and then retexture it. But yes, after 20 years, the CM pixelverse finally features a corrugated tin roof! (could do without the European looking chimneys but wevs)
  3. [Update] OK, I discovered that it was in fact a typo on texture 9. The bmp files that say facade9-exterior had an extra space between 'facade' and '9'. So CM refuses to recognize the texture and also dumps any texture above the one with the error. So I am now functioning again. I hope some other poor dumb bastard can learn from the 3 hours of troubleshooting I will never have back again.
  4. Per the above, CMSF2 has abruptly refused to recognize any building textures higher than 1-8 (corresponding to the unmodded game). It was working fine with up to 14 textures and then suddenly it didn't. The game otherwise works normally. And yes, I've tried rebooting. And no, I'm not running a giant map, it's a small dealership test map. Creating a new map with a single building on it encounters the same issue. Now, in the Editor, I can shift click through textures 1 - 8, even if modded, but where I'd expect to see 9, 10, 11, etc., it just cycles back to 1, 2, 3. The game otherwise w
  5. Yes, ISTR the Syrian SAA reverted to 73mm BMPs for urban counterinsurgency fighting; the 30mm autocannons just go in one wall and out the other. Just the opposite of the Red Army in A-Stan which found it needed main guns with 'reach'.
  6. Ha ha, all this reminds me of one of the lines from Elford's "Devil's Guard" that persuades me it wasn't entirely fabrication (though much of it is): We crossed and took to the hills immediately, following a narrow depression that we had discovered on an old, wartime Japanese map. Strangely enough, this very important ravine had been missing from every contemporary French map of the area. More than once we discovered the superiority of vintage Japanese Army maps; they were more detailed and more correct.... Thanks to the meticulously precise Japanese cartographers we covered ten miles in
  7. In Austria, I imagine heavy demolitions work in the Alpine passes. While fighting off VDV and spetsnaz attempts to seize the same.... (btw, this little known Jimmy Stewart film set during the 1944 Japanese ICHIGO offensive against the Chengtu B29 bases, features a fairly realistic infantry firefight, conducted at an appropriate tactical range. In 1960 a lot of Hollywood folks still had first hand experience with the real deal)
  8. "Well who *is* on our side?" "600 million screaming Chinamen." "But last I heard there were a billion screaming Chinamen." "There were..." (WHOOMPH)
  9. Mr. Neasbitt has learned the first lesson in How Not To Be Seen: not to stand up. However, he has chosen a very obvious piece of cover.... With regard to the OP, it seems fortification types are treated as immobile vehicles for certain purposes (though in some respects they are distinct). Therefore, they are spotted far more quickly than unfortified infantry. My longtime CM wishlist includes placeable abstracted 'camo' counters covering a single action spot. They do not hinder outgoing LOS but provide (invisible to the player) SMOKE like concealment to units in the square that have n
  10. Glad to see this thread still rocking out....
  11. "Team Yankee" is itself set within the future history backdrop of fomer BAOR commander John Hackett's "The Third World War: August 1985". Written in 1978 as a cautionary tale, it was a very influential book as the Brzezinski doctrine transitioned into the Reagan era. Klaus glanced down into the turret. It seemed to be full of blood and roughly butchered meat. There was an ugly smell of burning.. Hackett knew exactly what that looked like, from personal experience in M3 'Honeys' at Sidi Rezegh and later, at Arnhem.
  12. The building textures will work as is; the other mods would need reconversion.
  13. Yes, that occurred to me too. Especially since one possible gambit is to seize those tanks on the old airstrip and turn them on their former owners! Beats shipping them across lol and adds to defender confusion and demoralization. Providing your own side and air force knows that's in the plan.... Does anyone know if the Yonghu M60 has reactive armour?
  14. I'm reasonably good at buildings and other structures, as you know. Vehicles, not so much. @Erwin, do you happen to have that Korean war mod someone (@M1A1TC?) did for SF1? It had some good building textures: ugly green tilework, etc. My guess though is that this would become an offshoot of @37mm's H&E magnum opus, albeit with 'temperate zone' adjustments. BUT as I've noted elsewhere, work constraints strictly limit my ability to get sucked into another big project. .... But I was reading some (alarmist) stuff about how vulnerable Taiwan is to the New And Improved Xi PLA. And I w
  15. Agreed, and I was thinking you might be especially intrigued! The more time I spend zooming in/street view on GoogleMaps and Wikimapia, the more interesting little bits appear; for example, the disused southern airfield appears to be a tank park now. The workshops, though, are in the main base area, that cluster of hexes at the crossroads between the main city and the active airport.
  16. ... so I'm musing that the Longmen fishing port at the east end might offer a channel deep enough to run a modified cargo ship into, based on the bigger fishing boats moored there. You stick it fast in the entrance and unload across the mole. But it would certainly be a tricky operation, and wouldn't allow too many AFVs to be carried in. Transferring troops to lighters at sea (at night) to lighten the draft would be inviting disaster; the 'Black Ditch' channel running between Penghu and Taiwan proper is known to be a treacherous piece of water.
  17. I just spent several hours today pinning out a theoretical PLN Marine Corps coup de main against Magong Island, the largest in the Penghu (Pescadores) group. Magong, whose port was the key Japanese navy base and launch point for their 1941 invasion of the Philippines, sits about 30km offshore of the southern half of Taiwan. It would need to be neutralized or occupied by the ChiCom PLA as prelude or part of any invasion. Cursory research indicates the Penghu group is defended by 2 infantry brigades (likely reservists only activated in wartime) and the 503 Armoured Brigade with 60
  18. I haven't shared anything new yet, so whatever has gone to CMMODS are the CM1 editions. @Erwin, the file you're referencing is the Ramadi 'master' as it was in 2014. I've built a fair bit more since then to accommodate WICKED WEDNESDAY and some other stuff. ...Slowly I am starting to get the look I want; I don't want to choke my maps with thousands of objects but I want to convey an authentic atmosphere. No sterile generic looking maps for this expat.
  19. So I take it the CMCW hive mind does not place much weight on the Kharkovite monstrosity critique? 😝 Otherwise, we would have been watching 1/3 of your T64s "definitely to work as self-digging knifes" and not even to arrive on glorious field of battle?
  20. Merci bien for the kind words! The reason I gave up on DBP was that although bunkers have been hardened some since 2012, regular entrenchments don't provide anything like adequate infantry cover vs direct fire. So you can just stand back and blast infantry out of their holes, even with small calibres. Besides the lack of slit trenches, there are no embrasures or firing ports, even abstracted. Unpinned defenders 'prairie dog' up constantly to spot, and in time just get their heads shot off: law of averages. Alas, that hasn't changed much since 2012, as @RockinHarry and @Kaunitz have
  21. Ha! bon chance with this project, mon copain. Did the 1940 Armee de Terre have any special tactical strengths (intrenchment, mine warfare, use of field guns, etc.) brought in from their 1914-18 Calvary? ...This brings back memories of my 2012 effort to recreate a rather different AdT, at Dien Bien Phu. One possibly relevant point I recall is that the Hotchkiss and Reibel air cooled MGs and the MAC 24/29 LMG had quite distinct characteristics (although the Bren is probably close enough to stand in for the latter). Postwar feedback from Indochina: The 1924-1929 machine rifle "is
  22. I love the burning vehicle effects, with dense gouts of smoke and flame belching out. Far more atmospheric than CM which, being still at core a tactical wargame (animated ASL), uses the flames and smoke pillar as a marker.
  23. Hey, while we're fantasizing, how about a little Simon Stålenhag filter, for that 'Twilight of the Gods' feel?
  24. I've never played these shooters, but have friends who are addicts. I always wondered what would happen if you held a PVP platoon-platoon tournament with a meaningful purse of, say, $2k each for survivors of the winning clan. All the latest realism mods applied, but ZERO respawns. So if you die, win or lose, you get *nothing*. ... Would you then see a tense, cautious combat tempo that looked more like an actual WWII battlefield (eerily deserted, lots of 'peeky-peeky-blamo' or bursts of area fire to suppress unseen targets and cover bounding movement)? I mean, instead of hectic every-super
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