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LongLeftFlank

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Everything posted by LongLeftFlank

  1. Do the Turkish Phantoms also pack Vietnam-era HARM missiles? A little "Wild Weasel" action might be in order. Of course, the Syrian SAM guys are likely used to this from the good old days playing footsie with Israel in the Bekaa valley.
  2. Ayyyyyy!!! Joey has "the place for ribs", so why should we gainsay him? And ISTR that in spite of miserable logistics, leadership, mobility, tactical doctrine and increasingly, morale, the Italian infantry had a rep for being quite dogged in close quarter battle, both on defense and offense. A hard won legacy of the Isonzo front campaigns of WWI. You didn't want to go to sleep at night in the front line opposing them. Lots of grenades and infiltration.
  3. No, it's really quite simple; there are 2 files, boccage and boccage2. Replacing the former with a blank (transparent) tile randomly removes either the bottom, both top and bottom or neither from a given bocage segment (3 segments in a given Bocage tile except where there's a gap or an X/Y shape), leaving only the bare "sticks" I'm concerned that it now looks too bare and will mislead players who'll think that they can now spot or move through ungapped Bocage. But so far I haven't been able to add a thinner layer of leaves or vines to the transparent tile using Photoshop Elements. I may try Gimp, which is on my laptop.
  4. Thanks Mord. It now seems conceivable that BFC will see the light and realize that the PTO may be an attractive submarket, with a scale of tactical infantry action quite well-suited to the engine. And that creating a quality CM:Pacific game does not in fact require creating a massive new terrain set... caves, maybe. And some kind of treetop sniping platform. In the meantime we can play around.
  5. Just want to make a plug for gullies here, for those now busily working on scenarios! Gullies are the bocage of Sicily (or any arid terrain) in that they're key tactical avenues of advance (and defense), as well as hindering AFV movement. The volcanic surface of Sicily is heavily cut with these things. Gullies, gullies and more gullies, both barren and brush/tree-filled; they'd mostly be dry at the time of the invasion. Excessive reliance on aerial imagery (Google as well as period) can cause them to be left out, or be made so shallow-sided as to be of negligible tactical value. One disappointment in CMBN is that very few designers put in small streams and their embankments; it was generally either larger streams or nothing. They're not easy to build in the editor as you need to lock the adjacent banks. Also, be sure to fill them with Light Forest so that infantry will follow them and gain the cover benefit instead of wandering in and out! Caves would be nice too, but would be a new feature and aren't urgently needed.
  6. Still messing around with terrain. Removing the lower level of the high bocage makes a very pleasing understory of tropical trees, or a mangrove swamp as shown here (165th Infantry assault on Buna, anyone?). Only downside is that LOS and navigability looks better than it actually is. Also, put an "x" shaped bocage tile at the foot of a single Type C deciduous tree and you've got a banyan tree (vinelike roots dangling down).
  7. Hmm, CM:PTO may just have found a new base army to use for the Japanese....
  8. Somewhere in Calgary, a Canadian grog long banished from these forums is dusting off a whole load of Ortona research..... Look forward to that one, as I had relatives who left quite a bit of blood there.
  9. Body proportions seem OK, but the men all look fairly jacked to me -- maybe CMSF Marines should look that way, but the majority of kids who fought WWII were kind of scrawny (growing up in the Depression), which got worse the longer they were in the field; their helmets, uniforms and gear looked baggy on them more often than not. The SS-HJ gorilla second nearest the camera in this shot is an exception; he's virtually too big for his helmet!
  10. Sorry, one look at that map screenie and I call BS on "greater realism". Not one car in sight, first of all. High-res houses and walls look very nice, fine, but there are absolutely no hedges or other vegetation other than big mature trees -- yes this friggin well matters, because all that clutter restricts LOS and can make a suburb like this a real b**ch to fight through in high summer. As it is now, you're either in a building, in a street or in a yard, and whoever has the big uber tank(s) or the infinite ammo chaingun strapped to his waist or whatever sweeps all before him within moments of the enemy opening fire. No "tactics" required. From a pure tactical standpoint, not really much evolution from the Battlezone arcade game I used to play as a teen 30 years ago. True, a lot of CMBN maps also suffer from a lot of these same issues, but it is clear to me that a game engine derived from some real estate CAD program doesn't do much from a "realism" standpoint to compensate for slipshod map design. All that said, I do agree that CMx2 is quite a resource hog for what you get visually. There are good reasons for that though, and at day end, frankly, I'll take CMSF / CMBN over anything else on the market any day of the week.
  11. Not abandoned, just temporarily tabled in favour of a couple smaller projects... And a whole load of RL.
  12. ... move around much on D-Day so AI programming shouldn't be too hard.
  13. Thanks to your dad for his courage; rest easy. The famous photo above actually shows the first wave, "Force Z" of the 105th that preceded the 165th and secured the wharfs flanking Yellow beach. Wading 250 yards over submerged coral, with no cover whatsoever except a few thin-skinned Alligators must have been the stiff of nightmares (they miscalculated the water depth); although enemy fire turned out to be mercifully light. I am going to try to make this a short project, at least by my standards. The Japanese force on Makin didn't
  14. The "distant ground" (ocean) tile could be lightened a bit, true, although its shading needs to be uniform because it "tiles" as opposed to being a single image like the skybox. Re the eucalyptus leaves, note that there are both "wet" and "dry" jungle environments, often occurring on opposite sides (windward/leeward) of the same island or mountain. Deciduous trees in the wetter areas tend to have massive trunks (banyan, eucalyptus) and feature dangling vines and creepers. But feel free to do your own tweaks if you like. I don't pretend to have anything like the modding skills (or free time) of others on this board.
  15. First screenie from my WIP 1600x720 map of Yellow Beach, on the north (lagoon) shore of the central fortified zone of Butaritari Island, Makin Atoll. Unmoved by the terrific Yankee air and naval prep bombardment, two intrepid rikusentai sharpshooters of the Sasebo force wade out to a hulk rusting in the shallows near the shattered On Chong Wharf and await the blue-eyed invaders whose barges are now massing in the lagoon.
  16. Also turned Bush 2 ( into a taro plant; Pacific natives grow this staple crop in padis, or simple marshy pits near their villes. The pits make effective, though soggy, mortar positions; their dense foliage also claimed a number of Allied vehicles fooled into thinking they were level ground. Note also I have created a simple ocean horizon (i.e. no mountains). When I'm satisfied, I'll release an improved rev2 of my PTO Terrain mod.
  17. Been playing around with different kinds of leaves for the bocage but nothing actually gives as good an effect of dense jungle undergrowth as the original, paired with my modified heavy forest tile.
  18. The JonS post Jason seems to be referring to is here. (Just to save people the trouble) Re the OP, I feel artillery is very well modeled; as I've said before (though not for a while) it is infantry's response to artillery, and incoming fire of all kinds, that still needs some work in the game. CMBN infantry can only be in one of 3 basic poses: prone, kneeling, standing. This posture determines its vulnerability, but also its own LOS. I'd guess that in response to tester complaints about prone units who can't see a damn thing, even at close range, Charles tweaked things to make the pixeltroops stay "up" a lot longer than their real life counterparts would do under severe fire (that's also why they fire MGs from the shoulder so much, bizarrely). This, paired with a ballistics model that tracks every bullet (and fragment), results in units sustaining high casualty rates for extended periods throughout the firefight rather than the "diminishing returns to fire" that should obtain as men rapidly put solid terra firma between them and the identified sources of danger. The solution I suggest to this is for the men to have a "hit the dirt" reflex to different kinds of incoming. Of course, that might then create visual oddities similar to the "whack a mole" phenomenon you see with, e.g., halftrack gunners popping in and out of their AFVs. Imagine a dozen squaddies prairie-dogging up and down in their foxholes....
  19. Finally getting back to a little CM. The British Lloyd carriers make satisfactory LVT Alligators, albeit without the .50cal mounts and a vastly smaller passenger capacity.
  20. Scribd.com is a file sharing archive that contains pdfs on various topics, including military. Assuming Rexford has passed, the title is long out of print and didn't provide a significant income stream to his heirs, and the copyright owners are unlikely to pursue their rights vigorously, then it should be fair game to upload there for private use (not for profit purposes).
  21. Ah yes, the Oliver Stone "Imaginary Friend" theory of the Missile Crisis.
  22. No, it's totally real. See, I have a link from the Interwebs that proves it! I am starting to think John's "highly placed government source is this guy. I remember seeing these things in NYC in the 1980s. He too just "had to get the Truth out, man" and followed the voices in his head.
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