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Posts 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. [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.

  3. 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 works and displays normally. And yes, I've tried rebooting.

    This affects the H&E pack as well as my Ramadi mod pack. I have checked and rechecked the bmp file labels for typos, removed them from the Z file, put them back in one at a time and removed all other mods to ensure there's no 'conflict'. No tags are being used. (And no, I haven't 'skipped' Building 9).

    I get little enough time as it is to spend on this game; to have to putz around with this nonsense for hours on end is simply infuriating and makes me want to find another hobby.

    Has anyone else had this happen, and have any idea what's going on? If I crack it (before I fling my laptop against a wall in frustration) I'll tell you how.

  4. 10 hours ago, Amedeo said:

    As you know, the 75mm M3 gun mounted on the Sherman was a superb HE-chucker, superior, in this role, even to the long barrelled 76mm gun.

    The 73mm gun on the BMP-1, as Mikey wrote, is a glorified RPG. It was intended mainly as a short range AT weapon to give the BMP a token capacity to engage enemy AFVs in the dead zone of the Maliutka ATGM. Yes, it has also an HE round but its fragmentation capabilities are vastly inferior to those of the US 75mm HE shell, not to speak of its poor accuracy and short range. 

    Summing up: it might be of limited use against not dug-in infantry without significant AT assets (and even a Dragon ATGM counts as significant in this regard), but don't expect the BRM-1 to be a mini assault gun. You should think about the BRM as an enhanced BRDM, not a scaled down ISU-152! 😁  

    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'.

  5. 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 about six miles, over very difficult terrain.

    There was good order in Japan—as there used to be in Germany. The French housekeeping was nothing but a giant whorehouse, from maps to machine guns. Nothing ever functioned properly. Not even the water closets.



  6. 20 hours ago, IICptMillerII said:

    There's a reason they're airborne qualified!

    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)

  7. On 4/24/2021 at 5:31 AM, MikeyD said:

    Imagine a spot on a map that it would take heavy US forces four days to get to, heavy Soviet forces three days to get to, and Airborne forces one day to get to.

    "Well who *is* on our side?"

    "600 million screaming Chinamen."

    "But last I heard there were a billion screaming Chinamen."

    "There were..." (WHOOMPH)

  8. 13 hours ago, chuckdyke said:

    Yes, the proverbial sniper in the church steeple. Sure, nobody can see him, but everybody can see his hide. I just lob a few 75mm HE in those places of worship to make sure. 

    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 not moved or fired. Once any unit in the square moves or fires, the 'camo' is removed and plays no further function in the game. Not perfect, but an improvement....

  9. "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.

  10. 15 minutes ago, Artkin said:

    CM about to turn into arma

    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? 

  11. 53 minutes ago, mjkerner said:

    How far are you planning on taking this, LLF? I have thought about doing Taiwan-China uniform and gear mods, in both SF2 and CW, but I’m no good at buildings or vehicles.

    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 was kind of, ok, well if I was Xi and didn't want to risk 80,000 young men dead at the bottom of the ocean when it turns out I don't have the air/sea mastery I thought I did, what might I do short of full OVERLORD? And 'grab Penghu' was one obvious answer.

    Which led me to, well, how might one do that? And I figured I'd share my musings.

  12. 20 minutes ago, MOS:96B2P said:

    +2.  Penghu is an interesting island, airfield, ports, urban area.  Lots of cool possibilities for different operations.  

    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.

  13. On 7/16/2020 at 5:35 AM, MikeyD said:



    ... 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.

  14. On 7/16/2020 at 5:35 AM, MikeyD said:

    8. Back when Steve was pondering doing something with China I had suggested the 'near future' Chinese invasion of Taiwan. Taiwan has some nifty M60 family armor (with cool camou.) But Steve was cool to the idea, said the conflict would be over in no time were to really happen.  Taiwan's half again larger than Israel with three times the population. it seems as viable a theater of operations as any other.

    Here's a weird set of picts. A Taiwanese M60A3 with... logs fitted to the sides and turret? Or am I misinterpreting the picture?

    GLSrU0Q copy.jpg

    1dSCcvU copy.jpg

    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 60-70 locally modified M60s ("Yonghu"), amtracs, M113s and MLRS artillery. Part of the elite 101st Amphib Recon Battalion ("Frogmen") is also deployed there. At a guess, say a max of 4000 defenders in a position to pick up rifles in the event of a surprise attack?


    .... So if Chicom troops could somehow* get ashore in force, with some mech of their own, they would still face some heavy slugging, with air-sea superiority being intensely contested.

    Most of the old coastal forts, which include fake cement naval guns and Kyu-go tanks, are today in ruins and mere tourist curiosities. But even though Google has 'blanked' some of what are obviously military installations, it's pretty obvious that there are a lot of tunnels (the island is volcanic basalt). So it would likely be a tough nut to crack, even for elite forces with heavy fire support.


    * The 'getting ashore' is, of course, the tough part, and it is why Taiwan remains self-ruled today. But let's not do geopolitics here please....

    For CM purposes, I'd posit a surprise attack a la 'Red Storm Rising' (Iceland) or the 1918 Zeebrugge raid, with a modified container ship being deliberately stuck fast into one of the small fishing ports (Shanshui, or wherever water depth might allow such a thing), disgorging a PLN Marine regiment including a few light AFVs and a robust selection of AT, artillery and AA assets. Simultaneously, an airliner 'emergency lands' at Penghu Airport with 100 commandos, to neutralize the Taiwanese helo and AA assets, secure key road junctions and even raid the nearby TAF HQ. By dawn, the eastern half of the island and both airstrips fall under PLA control with the ChiNat defenders in disarray as the air and naval battle begins in earnest.

  15. 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.



  16. On 3/29/2021 at 6:42 PM, The_Capt said:

    I can't really comment definitively on price as I think they are still tweaking the QB but right now they are somewhere around 75% the cost of the T64.  Basically in a Large game you can get a LOT of them but you will need to watch the terrain.  The T62 is very effect at close range 1500 and below, which I think you can see in this game.  Its armor is ok but it is not going to stand up to concentrated fire.  It gun is excellent at shorter ranges, I have seen a T62 kill an M60A3 in the front at 1000m.

    So I guess the short answer is that it is a fine tank if you know how to use it...en masse, closing distance quickly and knife fighting.

    I personally prefer it over the T72, which really feels to me like the red-headed stepchild in this title.  This tank gets lot of press but it never was really taken seriously by the Soviets, a cheap export model.  Now the T64B and T80s are a different story, the T80 is rarer but begins to catch up on spotting/sniping and the T64B is the second only to the M1 (and much, much cheaper) for being an all around beast, its frontal armor is excellent and the gun is brutal.  The T64B is probably my favorite tank in the game. 

    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?

  17. 39 minutes ago, JM Stuff said:

    Very interresting job @LongLeftFlank I wish to see more about your Indochina mod !!

    I know that you made already always good job and I am happy to support yours eventuals future projects, with the relaese of CMCW you will have some more stuff appropriated and if you need help...just ask ! 

    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 attested in their attempts to recreate positional assaults.

    This has potential to impact this project too, since I vaguely recall 1940 French infantry tactics were very much still rooted in seizing favourable ground and digging in deep, while preventing the enemy doing the same.

    IIRC, many of the late WW1 'storm' tactics the Germans get credited with were in fact French field innovations, learned by lethal trial and error in the Verdun salient. These include rifle grenades, trench mortars, flamethrowers and claymore mines. The Germans had mastered the best of these by 1918 and used them on the British.

  18. 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 an accurate, sturdy, powerful and light weapon, remarkable in its simplicity. But our good-old machine rifle has a weak point: its cartridge clips are heavy, burdensome and rather fragile. It is these cartridge clips which cause most of the firing accidents.... 

    The 31A machine gun (Reibell) "permits... firing at night. In an established position it is advisable to use the round cartridge clip. The 40-round cartridge clip is very satisfactory when moving....[but] the tripod mount is heavy and difficult to handle...

    On 10/29/2012 at 3:12 PM, LongLeftFlank said:


    Foreground: US Airborne modded (poorly) to French "lizard" camouflage; Canadian airborne.

    Background: Polish infantry with LW wireframes and camo with US webbing added to represent Algerian Etranger units; using the officer uniform eliminates the chinstrap and allows a mix of helmets and berets.

    With support for the war waning in France, the all-volunteer CEFEO (Corps Expéditionnaire Français en Extrême-Orient) was a pretty cosmopolitan force by 1954, with nonwhites (Vietnamese and North Africans) making up nearly half the headcount even in elite Metropole, Coloniale and Etranger Para battalions. Vietnamese supplementifs (porters, runners, translators and scouts) had given way to autochtones (soldiers) at squad level, in addition to all-Vietnamese companies with local officers. Reverting to ancient custom, these men commonly took their families along with them to war!

    Few CEFEO units retained parade ground uniformity in terms of uniforms and equipment in the field; a mix of US, French and British WWII surplus was issued.

    I tried retexturing the Garand to look like the French MAS36 service rifle but gave up. A better modder than me will need to push this forward from here. I will probably mess around some more then release what Indochina mods I have.


  19. 17 hours ago, Thewood1 said:

    This is the Cold War DLC for ARMA 3.

    It shows the good and bad.  The movement is good.  Some cool weapons and vehicles.  Fairly atmospheric.  But you can see there is almost no coordination or cohesion with your own troops or by the AI.  Its like every individual is on its own missions and has its own tactics.

    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.

  20. 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-superhero-for-himself arcade gameplay.

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