Jump to content

c3k

Members
  • Posts

    13,228
  • Joined

  • Last visited

  • Days Won

    22

Reputation Activity

  1. Like
    c3k got a reaction from Bil Hardenberger in Trying to use real world tactics   
    Bil, as usual, makes a very good point.
    Attacking where the enemy is weak is a key tactic. Given that most enemy positions appear strong, you can create a weakness by isolating that one spot upon which you wish to concentrate your overwhelming force.
    In CM, this is done by suppression and smoke.
    Once you break the integrated enemy position/setup, then exploitation is much easier. And, again referencing Bil, it forces the enemy to react. If he's reacting, you've won the OODA loop. The rest is up to your pixeltruppen. 
  2. Upvote
    c3k reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    @Lethaface So I installed ReShade 4.8.2, the latest version. There were a couple of errors, I noticed straightaway that the LUT effect in the sunny preset was not working as expected. This is because the designer of that fx has changed how he groups and apply LUTs. I have corrected that and now things should work as expected. I suggest installing all the fx packs when installing ReShade, this way you won't be missing any of the fx when you load my presets. You can always cull the unused fx later. 
    I am attaching my latest presets to this message. They are:
    CMBN Hot dusty sunny summer day 04 ReShade 4.8.2.ini - A hot, dusty, parched day with emphasis on oranges and leached out colours, high contrast, deep shadows and some haze in the distance
    CMBN Damp light rain mist summer day 04 ReShade 4.8.2.ini - A suitably dreary wet day with emphasis on greens, lower contrast and mist around tree tops and in the distance
    There are some screen shots below of these in action.
    You will need to make your own UI Mask of course. And if you haven't set the depth masking you won't benefit from depth related effects so switch those off (DOF, MXAO, Bloom), though it's a shame not to have at least bloom effects working as they are quite important in creating the look of the presets. IMHO it's worth investing a bit of time setting up ReShade to work with depth related fx correctly.
    Wet day with Reshade
    Wet day without Reshade
    Wet day with Reshade
    Wet day without Reshade
    Hot day with Reshade
    Hot day without Reshade
    Hot day with Reshade
    Hot day without Reshade
    Let me know how you get on with these.
    Hedgerow_Hell_ReShade_presets_v2.zip
  3. Upvote
    c3k reacted to umlaut in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    Finally, they are here - and man, were they worth they wait!

    I´ve just downloaded and tested the mod set on a few of my own scenarios (because I know in detail what they are supposed to look like). And what a huge difference! Amazing and beautiful work. 👍👍👍





  4. Upvote
    c3k reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    Thanks that’s good to know.
    The secret is to stand a little way back, tilt down a bit and use the zoom. You can get in close and see the veins on the leaves. Another fun experience is to line yourself up at the exact end of a good straight line of tall bocage and then to slowly push forward through its whole length, you get to see all the varieties of leaf and branch up close and personal. This is how I spend my time ... battle, what battle? I was just making a landscape simulator.
  5. Upvote
    c3k reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    Okay folks - it's the weekend (still) and now that all the drama is over we can get back to driving tanks through hedges ... and of course today remembering the guys that did it for real.
    Go here to get the read me pdf file (please) 
    Then here and here for the two zip archives. (Hint - if you just want to get started without any faff then download the read me, grab the first zip file and you'll be playing in no time.)
    Once it's been out for a few days and nobody has complained that it's broken their rig I'll get in touch with @Bootie to upload it to the warehouse, 'cos he probably hasn't got anywhere near enough to do ...

    Now try to play this at iron, at ground level, with no spotting icons ... everything will soon suck!
  6. Upvote
    c3k reacted to BornGinger in Trying to use real world tactics   
    The commander walks up and starts by asking "Anyone in this platoon named Frank? If there is, you go and stand over there for a special duty". It turned out there were six of them and they all took their gear and walked away from the others not knowing what this special duty actually was.
  7. Like
    c3k got a reaction from Bulletpoint in Spotting dirty great armoured behemoths   
    Yes, he did, but to give due credit, he did say it was a 210 ton vehicle. 
  8. Like
    c3k got a reaction from Lethaface in Marines Out of Tank Warfare!   
    An infantry support gun has been needed since, well, they've been around. The WWII 75mm and 150mm Regimental Cannon were gradually superseded by the various SPGs to tote those big 150mm's. 
    Today? Well, thinking in naval terms, I like the idea of a land-monitor.   I envision a support vehicle, in US terms, to aid the mounted infantry. There are some very good breech-loading 120mm mortars, in turrets. They are capable of direct fire (flat trajectory) and indirect fire with precision. Toss them on a Stryker or a Brad (or its replacement), add some vertical launch Javelin-ERs (a six pack?), and put 3 or 4 vehicles in the company support platoon. Allocate them to the maneuver platoons as needed, one support vehicle available per maneuver platoon (?).
    Direct lay: Got a bunker ahead? Fire 120mm HE goodness in its face. Same with a fortified building. That's much more efficient than thousands of rounds of small arms or needing an MBT with a hyper-velocity round.
    If you've got dug-in baddies, then the vehicles with the OTHER platoons can rapidly provide indirect mortar support. Again, 120mm goodness, organic to the company, will allow each platoon to help each other out. (Or, range dependent, the vehicle with the platoon.) 
     
    If enemy armor appears, well, it's not there to fight tanks or IFV's, but with a six-pack of vertical launched Javelin-ERs, it's got fangs.
    Obviously, since firepower if fun, I'd add a commander's RWS...in .50 cal. No, not the Ma Duece. I'm talking a GAU-19. 
     
     
    That, to me, is the concept of an infantry support vehicle, modernized.
  9. Upvote
    c3k reacted to MOS:96B2P in IEDs - LOS Required After Activation?   
    You need LOS to detonate the IED regardless of type.  You also need LOS for activation of Radio IEDs.
    The triggerman needs LOS and has to be within proper range of the device (the three device types have different ranges).  The triggerman can't be "panicked".  If the triggerman is suppressed to the extent that his LOS, to the device, is broken (fetal position behind a low wall) he will not be able to detonate.  
    If the triggerman cannot activate the IED the Target command won't be available.  If the IED is a dud then instead of showing Medium Radio IED (Activated) it will show Medium Radio IED (Malfunction).
    An IED can be activated and detonated by any triggerman.  Example: A Wire triggerman can activate and/or detonate a cell or radio IED.
    Some vehicles carry radio/cell IED jammers so you can't send a signal to your bomb to explode as it passes. Only wire IEDs work on those vehicles.  Bradleys & Strykers don’t have ECM jammers.  Some UK vehicles have the ECM jammer (don't remember which ones).
    And just because I have these screenshots in my Imgur account.    Small, medium, large & huge.  Wire, cell or radio.  

     
    And don't forget VBIEDs

  10. Upvote
    c3k got a reaction from A Canadian Cat in U.S. 37mm Antitank guns   
    Checking Spielberger, the later PzIVs all have 50mm of turret face armor, inclined at 80 degrees. The mantlet (called "roller mount") is also 50mm, curved.
    As can be seen on the US Army's 37mm penetration tables, this puts the PzIV at risk of turret penetration somewhat beyond 500m.
  11. Like
    c3k got a reaction from Howler in U.S. 37mm Antitank guns   
    Checking Spielberger, the later PzIVs all have 50mm of turret face armor, inclined at 80 degrees. The mantlet (called "roller mount") is also 50mm, curved.
    As can be seen on the US Army's 37mm penetration tables, this puts the PzIV at risk of turret penetration somewhat beyond 500m.
  12. Like
    c3k got a reaction from Bulletpoint in U.S. 37mm Antitank guns   
    Checking Spielberger, the later PzIVs all have 50mm of turret face armor, inclined at 80 degrees. The mantlet (called "roller mount") is also 50mm, curved.
    As can be seen on the US Army's 37mm penetration tables, this puts the PzIV at risk of turret penetration somewhat beyond 500m.
  13. Upvote
    c3k reacted to Sgt.Squarehead in graphic bug   
    I have one that is almost ready right now ('Winter of Discontent').....If you can live without tactical maps and with a simplistic briefing, I can have it ready in a couple of days:




    I'm having a lot of difficulties with 'out of memory errors' when running CM:A on my new Win10 machine.....Most of the bigger stuff I built in Win7 crashes after about a dozen turns on my new machine. 
    Saving constantly is the only solution.....When testing I play five turns then save the game and completely exit CM:A, before restarting and reloading.
    As you can probably imagine this makes self-testing a bit of a chore (I believe @MOS:96B2P had similar issues when testing this scenario on his Win10 machine).....It's taken over a year to test and tune this scenario, even though it's actually dead simple and built on a lightly tweaked stock map.
  14. Upvote
    c3k reacted to Roter Stern in Panzerfaust 3 too large?   
    @Lethaface, you know @LXGTR might be onto something here.
    The largest length of a loaded PzF3-IT that I found is reported as 1.35m - so let's assume that's what we should have in game.
    From that we have the following:

    Seems like a rather below average height German pixeltroopen to me.
    Wikipedia lists "average human height" as 1.7m - from that it does seem the PzF3 is in fact 30% too large.
    Here's a fairly similar side-by-side of CMSF2 and real life. Granted it's not the "IT" model on the right, however the launch tube should be fairly close in size across the PzF3 family.

     
  15. Upvote
    c3k reacted to LXGTR in Panzerfaust 3 too large?   
    Heya,
    I'm not quite sure, but I think the Panzerfaust 3 model seems a little to big. At least I don't remember it to be this big when I was in the army, even when extended for the tandem warhead.


  16. Upvote
    c3k got a reaction from grungar in High casualty rates in CM games   
    I find that, when leading my men, if I have a low-cost victory and all (or most) survive, I have a cold beer and look back at what happened.
    When my men die and suffer needless casualties and fail, I have a cold beer and look back at what happened.
     

     
     
  17. Like
    c3k got a reaction from Ultradave in High casualty rates in CM games   
    I find that, when leading my men, if I have a low-cost victory and all (or most) survive, I have a cold beer and look back at what happened.
    When my men die and suffer needless casualties and fail, I have a cold beer and look back at what happened.
     

     
     
  18. Upvote
    c3k got a reaction from BletchleyGeek in High casualty rates in CM games   
    I find that, when leading my men, if I have a low-cost victory and all (or most) survive, I have a cold beer and look back at what happened.
    When my men die and suffer needless casualties and fail, I have a cold beer and look back at what happened.
     

     
     
  19. Upvote
    c3k got a reaction from Sgt Joch in High casualty rates in CM games   
    I find that, when leading my men, if I have a low-cost victory and all (or most) survive, I have a cold beer and look back at what happened.
    When my men die and suffer needless casualties and fail, I have a cold beer and look back at what happened.
     

     
     
  20. Like
    c3k got a reaction from A Canadian Cat in High casualty rates in CM games   
    I find that, when leading my men, if I have a low-cost victory and all (or most) survive, I have a cold beer and look back at what happened.
    When my men die and suffer needless casualties and fail, I have a cold beer and look back at what happened.
     

     
     
  21. Upvote
    c3k reacted to Sgt.Squarehead in Marines Out of Tank Warfare!   
    Oddly it was while doing exactly this that the USMC decided they needed tanks in the first place. 

  22. Upvote
    c3k reacted to Gpig in New WWII movie on Netflix, "The Liberator"   
    Based on Alex Kershaw's book about his experiences as a company commander from up through the Italian "Boot" (including Anzio), Southern France and into Germany with the 157th regiment.
    Was a really good read. The movie looks like it has added an entire dramatization that was absent in the book. The whole "dirty dozen/band of brothers" angle has been manufactured.
    Still, if it stays mostly true to the book it should be a compelling visualization.
    youtube trailer
     
     
  23. Upvote
  24. Like
    c3k got a reaction from BletchleyGeek in About us --- John?   
    Occasional typos are a thing. Illiteracy reflects poorly on the writer.
    Its or it's.
    You're or your.
    Could have or could of.
    (And by posting the above, I've put a bullseye on my back.  )
     
  25. Upvote
    c3k reacted to stuxneet in The British Forces Campaign - Highland Games   
    Had the same problem in the campaign, confirmed in QB that all British infantry platoon leaders are denied calling any artillery support, including their own 51mm mortar. Attached is a QB save file.
    Brit can't call arty.bts
×
×
  • Create New...