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LongLeftFlank

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  1. Upvote
    LongLeftFlank got a reaction from Arjuna.R in Company HQ close to action?   
    This was your original query. @Combatintman,  who does this for a living in RL, gave you a series of very useful and documented answers.
    You could at least have the good grace to thank him for his efforts before getting cute with corner cases (if those are your Likes, fair enough).
    (Thanks, CIMan!)
  2. Upvote
    LongLeftFlank reacted to Falaise in What I hate in mission combat! (22.5 ° angle road)   
    There are 2 things I hate in mission combat
    It
    and that "shark teeth"

    As for the distortion in the ploughed fields, Kieme's mod brilliantly solved the problem.
    But for shark teeth alas, it is a constraint related to the engine of the game.
    Some scenario maker and map maker make a lot of effort to avoid them.
    I am thinking of the Bulletpoint "front contact" scenario where no shark teeth are visible, which gives you some of the most beautiful and realistic map. some other map makers , shift the bend two or three turns to avoid the effect of shark teeth.
    However for historical scenarios that rely on a precise map of places there is sometimes no choice.
    I recently tried the scenario The Carillon 1 It's Quiet-Too Quiet and I noticed this curious road with an unknown angle of 22.5 °
    Revelation !!
    The author, (I do not know who) is a genius who managed with the highway tiles to do this feat, opening a new field of possibility in the design of the maps.
    The only flaw is the visual
    So I created this little mod to give a coherent visual.
    Now I like everything !!
    Road of Carillon

    Change on the map of "Liking up and breaking out"
    then and now

    this one to compare with the one above that I hate

    the different angles of the road

  3. Upvote
    LongLeftFlank got a reaction from LukeFF in Company HQ close to action?   
    This was your original query. @Combatintman,  who does this for a living in RL, gave you a series of very useful and documented answers.
    You could at least have the good grace to thank him for his efforts before getting cute with corner cases (if those are your Likes, fair enough).
    (Thanks, CIMan!)
  4. Upvote
    LongLeftFlank reacted to Combatintman in Company HQ close to action?   
    “The company commander posts himself where he can best direct and control the action. Whenever practicable he occupies an observation post from he can see all or at least the vital part of the company zone of action; observers are posted to watch the remainder of the front and flanks. His position must be able to communicate readily with the company command post, with the support, and with supporting weapons under his control. Whenever conditions make effective control of the entire company impracticable from such an observation post, he goes wherever he can best observe and control the action of that part of the company whose operations are most vital to success.”

    FM 7-10 Rifle Company, Rifle Regiment date 02 June 1942 PP 20-21 refer.

    Or put another way, there is no set distance, the commander needs to position themselves so that they can see the battle and influence it. That could be a tactical bound behind the lead platoon or it could be sat on a hill a couple of hundred metres behind the rifle platoons.
    The stated distance for the Company Command post in the publication above is about 400m away from the front line. This is where the XO would hang out. The whole document is here:
    https://archive.org/details/Fm7-10/page/n1
     
  5. Upvote
    LongLeftFlank reacted to A Canadian Cat in is it planned to let infantry ride tanks?   
    LOL if you ever were in a unit equipped with BMPs I expect that could be arranged
  6. Upvote
    LongLeftFlank got a reaction from agusto in Mord's Mods: Shock Force 2 Edition   
    Re "girl's basketball", you can keep your New York Liberty. I'll watch the Aussie netball thanks very much.

  7. Like
    LongLeftFlank got a reaction from Josey Wales in How I view most scenarios and the designers...   
    FWIW, I made my peace with CM's massively ahistorical casualty levels by presuming many casualties are not in fact hit, but rather gone to ground and unavailable for further orders in game terms. 
    In the same way, I mentally reconcile CM and historical timetables by presuming 'lulls' in the action during which neither side is doing very much beyond skulking around, observing and medevacing. Not every minute is an on the clock mad minute. I don't know if that helps anyone else.
    Perhaps it's my hex wargaming background that lets me comfortably apply these filters and not take the visual literalism of CM2 too, umm, literally. Those brought up on FPS might have their own. 
  8. Upvote
    LongLeftFlank reacted to 37mm in Shock Force 2 Unofficial Screenshot And Video Thread   
    A nice walk in a river valley with the Syrian Army...
    ... playing all that CMA came in handy.
  9. Like
    LongLeftFlank got a reaction from RockinHarry in Fortified houses and basements   
    The cathedral and Sauron tower are pretty damage resistant, even to heavy FP. (That's why I was sad they couldn't get something of that nature into CMSF2. But anyway.... )
    Sink the structures a metre into the surrounding earth and you have additional cover. Prone soldiers in there are nearly immune though I haven't tested that rigorously.
  10. Like
    LongLeftFlank got a reaction from ncc1701e in Resuming Carillon Nose campaign project   
    My ADD/OCD fidelity mapping project for tonight: Claies de Vire.
    1. Overview 


    2. A nice back door into the German anchor position at St. Martin for Company A, 119th Infantry?
    3. Simple. Just cross this weir, single file.


    4. ... and hop the open barge lock (US engineers subsequently shut it btw, flooding German footbridges upstream as far as Pont Hebert).


    5. ....But wait, it gets *better!* You then cross the dam and take the solid stone powerhouse/mill by the old mill pond. (No chance the Krauts have turned that into a blockhouse or anything).
     

  11. Like
    LongLeftFlank got a reaction from CMFDR in Resuming Carillon Nose campaign project   
    My ADD/OCD fidelity mapping project for tonight: Claies de Vire.
    1. Overview 


    2. A nice back door into the German anchor position at St. Martin for Company A, 119th Infantry?
    3. Simple. Just cross this weir, single file.


    4. ... and hop the open barge lock (US engineers subsequently shut it btw, flooding German footbridges upstream as far as Pont Hebert).


    5. ....But wait, it gets *better!* You then cross the dam and take the solid stone powerhouse/mill by the old mill pond. (No chance the Krauts have turned that into a blockhouse or anything).
     

  12. Upvote
    LongLeftFlank got a reaction from Warts 'n' all in Resuming Carillon Nose campaign project   
    My ADD/OCD fidelity mapping project for tonight: Claies de Vire.
    1. Overview 


    2. A nice back door into the German anchor position at St. Martin for Company A, 119th Infantry?
    3. Simple. Just cross this weir, single file.


    4. ... and hop the open barge lock (US engineers subsequently shut it btw, flooding German footbridges upstream as far as Pont Hebert).


    5. ....But wait, it gets *better!* You then cross the dam and take the solid stone powerhouse/mill by the old mill pond. (No chance the Krauts have turned that into a blockhouse or anything).
     

  13. Like
    LongLeftFlank got a reaction from benpark in Resuming Carillon Nose campaign project   
    My ADD/OCD fidelity mapping project for tonight: Claies de Vire.
    1. Overview 


    2. A nice back door into the German anchor position at St. Martin for Company A, 119th Infantry?
    3. Simple. Just cross this weir, single file.


    4. ... and hop the open barge lock (US engineers subsequently shut it btw, flooding German footbridges upstream as far as Pont Hebert).


    5. ....But wait, it gets *better!* You then cross the dam and take the solid stone powerhouse/mill by the old mill pond. (No chance the Krauts have turned that into a blockhouse or anything).
     

  14. Upvote
    LongLeftFlank got a reaction from A Canadian Cat in Resuming Carillon Nose campaign project   
    My ADD/OCD fidelity mapping project for tonight: Claies de Vire.
    1. Overview 


    2. A nice back door into the German anchor position at St. Martin for Company A, 119th Infantry?
    3. Simple. Just cross this weir, single file.


    4. ... and hop the open barge lock (US engineers subsequently shut it btw, flooding German footbridges upstream as far as Pont Hebert).


    5. ....But wait, it gets *better!* You then cross the dam and take the solid stone powerhouse/mill by the old mill pond. (No chance the Krauts have turned that into a blockhouse or anything).
     

  15. Upvote
    LongLeftFlank reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Yes.  It works in CMSF2 also.  It was made by @LongLeftFlank.  Ramadi Buildings mod
    Store fronts, closed with graffiti.  

    The Mosque look.

  16. Upvote
    LongLeftFlank reacted to Combatintman in Shock Force 2 Unofficial Screenshot And Video Thread   
    What's the scenario called … Grand Theft Auto? 
  17. Upvote
  18. Upvote
    LongLeftFlank got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Glad multiple forum members are getting use out of that map! 
  19. Like
    LongLeftFlank got a reaction from Bulletpoint in Resuming Carillon Nose campaign project   
    More source material on the attack
    The first combat order of the 137th Infantry during World War II called for an attack at 0600 the following morning, 11 July 1944, on German positions from the Vire river near St. Gilles, extending southwest through la Petite Ferme toward le Carillon.
    During the night of 11 July 1944, the 1st (A,B,C) and 2nd (E,F,G) Battalions were in position for the attack, with Company G in reserve. The 3rd Battalion (I,K,L,M) was held as Division reserve, due to their late debarkation and arrival in the area.
    In the early morning, both 1st and 2nd Battalions received enemy mortar fire. Company C encountered an enemy patrol, which was driven off, in the first actual contact with the enemy. Company F also encountered an enemy patrol during the night. 
    The attack jumped off at 0600 after an artillery preparation from 600 guns. Corps artillery was in support of the operation. 
    With the attack scarcely begun, the 137th encountered a fortified church on Highway 3, north of St. Gilles, and for most of the morning was pinned down by heavy machine gun, mortar and artillery fire.  Regiment commander, Colonel Layng was wounded in the face and leg by machine gun fire at 0715. At the same time the commander of the supporting 219th Field Artillery Battalion and artillery liaison officer, were killed, and the first platoon of Company G suffered heavy casualties. After being pinned down for over two hours, when an artillery barrage forced the German machine gunner to take cover for a brief instant, Lieutenant Simpson was able to drag a wounded fellow officer to the slight protection of a tree and some hedge.
    On 11 July near St. Gilles, Company M medics rescued an injured soldier of the 219th Field Artillery Battalion who was enveloped in the flames of a burning quarter-ton truck after a direct hit from enemy artillery.
    Medic Sergeant Spengler, attached to Company F, at 1000 on 11 July ignored enemy machine gun and sniper fire and left the concealment of hedges to rescue a wounded soldier from an open field.
    Despite pounding by artillery, the fortified church north of St. Gilles could not be taken out. This, together with a fortified chateau in the same vicinity, held up 1st Battalion most of the day.
    2nd Battalion made advances up to 400 yards, with Company F making the greatest gain until a shortage of ammunition held up their advance. 
    3rd Battalion was committed at 1830.
    The first enemy prisoners captured indicated that the Division was facing elements of 897th, 898th and 899th Infantry regiments, and composing Kampfgruppe (Colonel General)  Kentner. 
    Throughout the day the regiment was subjected to heavy machine gun and mortar fire from well dug-in positions, and from 88mm and 150mm artillery fire from the rear. Due to allied aerial superiority, no enemy air attacks were encountered.  Casualties in the 137th for the first day’s operations were 12 killed, 96 wounded and 18 missing in action
    The regiment again attacked at 0800 on 12 July 1944, with 2nd and 3rd Battalions in the leading echelon. The weather remained cloudy, with intermittent showers. Tank destroyers were attached to the regiment and heavy artillery support was continued.
    Enemy fire continued from the church north of St. Gilles, and at 1045 1st Battalion stormed that stronghold and took it and the surrounding buildings. 1st Battalion then moved on and contacted elements of 3rd Battalion, which had cut in behind these strong points. 1st Battalion cleaned out remaining hostile resistance in the vicinity of St. Gilles by 1400. 
    3rd Battalion pushed on to Highway 3 southwest of St. Gilles, where they were held up by machine gun fire, mines and booby traps. At 1600 a strong enemy position was captured about 1000 yards south of St. Gilles.
    Company I. On 12 July, after his Platoon Leader had been killed, Sergeant Gonzales took command of the platoon, which had been under heavy mortar and machine gun fire. Using sound judgment and quick thinking, Gonzales commanded an attached Tank Destroyer, whose crew had been reduced by enemy fire, and blasted out a gun nest. When this TD bogged down, he returned to bring up another which pulled the first to safety. The Sergeant then blasted out the remaining nests and his platoon was able to advance.
    Heavy enemy mortar and artillery fire continued, and snipers were active. Casualties for 12 July 1944 were 7 killed, 74 wounded and 7 missing. 
    On 13 July 1944, the regiment attacked at 0800, with the 3rd & 2nd Battalions again leading. Visibility was poor, and aerial support was called off, but the artillery support remained excellent. The 3rd Battalion moved 500 yards before being held up by machine gun fire. 
    The 2nd Battalion on the right, received heavy shell fire and made no marked advance. 
    After being held up in the early part of the day, the 2nd Battalion broke through for a gain of 500 years. 
    An enemy counterattack forced the 3rd Battalion back to its original position at 2200. 
    Company M. On 13 July, after several unsuccessful attempts of his platoon to cross a field which the Germans had well covered with machine gun fire, and after his Platoon Leader was killed, Sergeant Hupp determined the location of the enemy emplacements, obtained a light machine gun, and firing from the hip, killed three Germans. This neutralized the first nest. He then led his platoon to clear out the remaining two nests. The entire battalion was then able to advance.
    During the afternoon of 13 July, southeast of la Meauffe, two members of Company A observed a disabled tank in an area in which they knew an artillery barrage was due to fall. A wounded member of the crew was still in the tank.... Private Nichols was wounded during the barrage, but after he and Sergeant Blair evacuated the three wounded men, Nichols joined his platoon in the attack until ordered to the aid station by his commanding officer.
    Executive Officer of Company A, assumed command of a provisional platoon on 13 July and carried out an attack upon a position where all previous attacks had failed. Exposing himself to enemy machine gun fire, he pointed out enemy emplacements from his position at the head of the platoon, and five emplacements were successfully disposed of. Eight of the enemy were killed, twelve taken prisoner, and a large amount of enemy materiel captured.
    Late in the afternoon of 13 July, two platoons of Company L were pinned down by machine gun fire. After the company radio man had been killed, Sergeant Hughbanks removed the radio from the dead soldier, called the battalion OP and requested artillery fire on the German position. For almost an hour he directed the fire, until the enemy emplacements were neutralized.
    These forces received heavy fire from enemy 88mm artillery regularly during the day, although at 1145 our own artillery knocked out two enemy mobile 88’s. Time burst was also used by the Germans. It was evident that the hedgerows so common in Normandy were being used to the maximum in the plan of the German defense. Forty-seven prisoners were taken during the day. Our casualties on this day were the heaviest yet, with 21 killed, 87 wounded and 17 missing in action.
    On Friday, 14 July 1944, the regiment attacked again at 0800, with one platoon of medium tanks in support of each battalion. 
    By 1300 the 1st Battalion had advanced up to 300 yards, but were meeting stiff resistance at la Pte Ferme. By 1630 the 1st Battalion was attacking the enemy stronghold at la Mare, where German troops had assembled in the stone buildings in that area. 
    The 3rd Battalion, on the right, had established contact with forces on the strongly held road junction of Highways 2 and 3. 
    All elements were encountering heavy minefields and 88mm fire. Casualties in the regiment totaled 127. Of these, 17 were killed, 106 wounded and 4 missing. Forty prisoners were taken. Some of the prisoners reported that many German soldiers wanted to surrender, but were being closely watched by officers and non-commissioned officers.
    On 15 July 1944, the regiment attacked, for the fifth consecutive morning, and were met by heavy artillery fire. 
    With the 3rd Battalion established 200 yards north of Highway 2, main road to St. Lo, Company K pushed forward to the road at 0910, but was held up there by machine gun fire. No large gains were made by any battalion during the day. (The main effort for the Division was made by the 134th Infantry). 
    Our 1st Battalion turned back a strong German counterattack at noon. 
    The loudspeaker method of contacting the enemy troops was again used, and 25 prisoners were taken. The 137th lost 16 men killed, 100 wounded and 1 missing in action. 
    On Sunday, 16 July 1944, the battle slowed down considerably. The weeks attack and the heavy artillery pounding was beginning to tell on the enemy forces, and reports began to come back of their units attempting to operate with a drastic reduction of men, with no replacements; of a shortage of food, water and ammunition; and of extensive use of horse-drawn vehicles due to lack of gasoline. 
    Our forces consolidated and strengthened their lines during the day. The 2nd Battalion operating in the vicinity of le Carrillon, advanced 600 yards at one point. Casualties in the regiment showed a marked decrease as the action slowed down and as the men were becoming more battle-wise. On the 16th, 5 men were killed, 23 wounded and 2 missing in action. 
     
  20. Upvote
    LongLeftFlank reacted to RockinHarry in Resuming Carillon Nose campaign project   
    this one  is a bit misleading. It actually shows the "Wilde Sau" area of the hurtgen forest after huge forest fires raged there post war. The pic is 1948 I think. For wartime conditions you´d see still lots of undamaged trees mixed with the bare trunks and stumps. Also the ground would be filled with all the branches and fallen trees still having needles attached and not completely burned off, like in the photo. This makes for excessively difficult and jungle like terrain, with very low LOS´s as one could expect. I used a telephone pole mod as well (similar to the Hurtgen Mod at CMMODSIII) and the main issue is an excessive frame rate drop due to the shadows used (drop shadow AND receive shadow) for flavor objects. This is somewhat different for regular trees. However, one can make a sound mix of regular trees, stumps and poles, with modded bocage and additional logs distributed to get a halfway realistic feel and looks. I´ll show some examples later this day.
    These wartime pics show the forest more realistically, although more devastated areas existed. Can´t find an example in the net, but I have some in my books.


  21. Upvote
    LongLeftFlank reacted to sburke in Resuming Carillon Nose campaign project   
    @Broadsword56 once created a woodland in one of our campaign battles that incorporated bits of hedgerow, clearings, paths etc  very interesting and tough fight
  22. Upvote
    LongLeftFlank reacted to RockinHarry in Resuming Carillon Nose campaign project   
    Using similar approaches with some variants. (Examples from "You Enter Germany" Scenario)
    For deciduous forests using gapped bocage in irregular patterns, brush and positive ditch locks (blue +1) for the edges and mixes of light/heavy forest, modded red dirt, brush and modded grass XT (bracken) for the interiors. For more density and cover might add some gapped bocage, blue ditch locks (+ or - ) and extra brush as well.



    I handle coniferous forests slightly different. Patterns for the edges are similar, while interior ground tiles are mixes of dirt, modded red dirt and far less underbrush (light forest or brush). For cases of really dense pine forests with branches reaching almost to the ground, I toyed with modded bocage/high bocage where leaf bitmaps are replaced with the needle ones (tree 6 i.e). This is a less than perfect method, but the overall looks at least are coherent. Also occasional bumps, holes and ditches (blue + or - ) add to realism and some cover if needed.


  23. Upvote
    LongLeftFlank reacted to Kaunitz in Improvement suggestions   
    I want to share what might be an interesting idea for fellow scenario-designers. I've been thinking about woods and thickets for my scenario lately. Looking at the maps featured in CM, planting trees on top of forest-ground seems to be the most common method. But then I asked the internet. And the internet gave me the idea that there might be a better way to give woods a bit more love, both in terms of gameplay-mechanics and aesthetics.  
    The problem I found with most woods on CM-maps is that they lack a proper woodland-edge (http://www.spektrum.de/lexikon/geographie/waldmantel/8789) - a rim of ca. 10-20 meters (1-2 squares) of very thick bushes and small trees. Basically, you want to create a rising, unbroken forest canopy, with bushes on the outside, followed by trees growing in size as you go deeper, first leaf trees, then conifers. A proper woodland-edge should block any LOS into the wood and provide excellent concealment. Once you're "inside" the wood, you'd get larger trees, i.e. no more treetops blocking your LOS. 
    Right now, mapmakers seem to rely on an increased density of trunks in order to block LOS into woods. This looks and feels wrong and severely restricts the ability to fire "out of the wood". Also, as long as concealment in woods comes from tree-trunks, moving to the edge (from inside) is very dangerous as the number of trunks between you and the enemy decreases. Breaking up forests into an edge-zone and an "interior"-zone is the way to go! With those dense hedges at the edge, you can quick-move units to the edge and only let them crawl the very last square safely. With treetrunks only, quick-moving towards a forest-edge was a game of roulette.
    After quite a lot of testing and fiddling around, I'm quite happy with my result (see screenshots). The most important finding was that - in CM:BS - you must not use "bushes" (foliage terrain) but bocage (fence-terrain) to represent thickets in the woodland-edge (or thickets in general!). What I've done is to simply place hedges in totally random patterns to create thickets. In my playtesting, the results were superb. Not only does the "low bocage" that I used provide excellent concealment (and still let's you see out), but also, a 2-3 square-wood-land-edge gives the enemy a much harder time when it comes to selecting suspected targets for area fire.
    Also, I placed smaller random patches of bocage/hedges "inside" the wood. This was a real relevation. The combination of readily available lines of sight (because there are only high trees "inside" the wood, so LOS is only obstructed by spaced-out tree trunks) and drastically increased concealment potential (hedges everywhere) led to very satisfying engagements in which firing almost never gave away the position of a unit to the enemy. Of course, in such a setting, you simply need to area-fire, and the AI cannot make use of it in a way an actual player could. But I'm really looking forward to testing my "wood" in a H2H game!  
     
    Some screenshots of the map for the scenario:
  24. Upvote
    LongLeftFlank reacted to RockinHarry in New Scenario - Assault on Port Cros   
    No time for actual playing unfortunately though I investigated in the editor somewhat. I made some flat roof mod to the 8x8 modular building (taking roof1 from CMSF2 Demo) and adding some (concrete) textures fitting to the ones I made for a scenario of mine using modular buildings as pillbox substitute. Could possibly be of use for you. I also needed something like this for a planned Metz, or Brest fortress scenario. Another recent finding was you actually can make large gates through modular buildings by removing (CNTRL Click 3D Editor) the facades at the bottom at both sides and then putting a 16m bridge (rail or stone) on top/through it. With the bridge taking precedence you even can move tanks through it now, which the AI wouldn´t do before. More on that after the holidays. Good work on the Port Cros map btw.
    8x8m Level 2 modular building with flat roof and new textures. Infantry and vehicles will use the bridge just like the building isn´t there. Yet the 2nd story above the passageway can be used normally like in any other building.

    I got a bit creative on one the forts on your map to see how the mod probably works out. It replaces the Holland independant building and got some flat balcony added at level 3. This enables any attackers to hava a look and shoot to the interior of the forts.

  25. Upvote
    LongLeftFlank reacted to Mord in Will Santa Steve ride tomorrow night?   
    Throughout the past wargamers all over the world (the groggy, semi-groggy and non-groggy alike) have gathered on December 24th, in a far corner of the internet, to await the arrival of Santa Steve. It is a storied tradition that has been passed from father to son, and son to another son, and that son to his imaginary friend, Jim. For what? at least four years now? So, it's time-honored. Like drunken derelicts in a Mexican whorehouse, a whiskey, beer, (or in Emrys' case, egg nog spiked with ex-lax) in hand, they jostle excitedly to be the first to sight the legendary WaffenKringle of the Great Northern East. For they know, with his arrival come tidings of war and what shape that war will take in the following year. It's the kinda joy that brings a tear to a grown man's eye and divorce papers from that same guy's wife.
    However, this December an old friend from the desert landed in a LZ that normally would be abuzz with the cries of "BONES! BONES! BONES!" This friend had lost ten years, and gained ten pounds, and looked like a million bucks! Seemingly sated and awash in desert badassery most have turned their attention to blowing the crap out of Syrian crewed T-72s or RPGing a Leopard or three. So, it begs the question, with our old friend to keep us knee deep in cordite and the WaffenKringle elves busy as only WaffenKringle elves can be, will Santa Steve ride tomorrow night? Will all the good little wargamers gather in the hopes that Santa Steve soon will be here? Or will it be the year without a Santa Steve? I for one hope to spy him drudging out of the snowy wilderness, brain-in-a-jar in hand, the pockets of his coveralls packed to the brim with CM news and wargaming goodness. But regardless as to whether it happens or not, I am thankful our stockings were stuffed early with SF2. It was a great ending to a very dry year! Here's to killing it in 2019; Russian winters and Brazilian waxings in North Italia!
    Merry Christmas, Fellas!!
     

     
     
     

     
     
    Mord.
     
    P.S. A year ago yesterday. Wow. We made it!!!
     
    http://community.battlefront.com/topic/126131-the-night-before-cm-mas/?tab=comments#comment-1731593
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