James
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Posts
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Posts posted by James
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Interesting stuff guys, thanks.
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I was wondering if anyone could give a rough ballpark estimate of how much protection buildings give against small arms fire. Wood/Brick against smg/rifle/mg calibre rounds.
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Sure, there are a whole bunch of them. I couldn't tell you which particular mods they come from as I mix and match from every one of the numerous ones available, all the way back to CM:FI and CM:BN (they're all compatible!). Just go to GreenAsJade's, download them all and go wild!
Which ones I cant find any , go on give us a clue as I too would like lots of visible impacts.
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But then I also have 30-40 mods so I imagine that this is a major factor in slowness.
I've got a lot of mods too. If I was to repack them into a single .brz file maybe loading would be quicker - anyone tried this? I haven't yet as I'm always adding new mods & tweaking those I've got.
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Bullets have zip sounds as they pass close, which great for emersion. But shells seem to pass by in silence. I'm not talking about incoming artillery which is already in, I'm on about shells fired on map by tanks & guns of medium/large calibre. What would be good is if they too could be heard as a "wooshhhh" as they speed across the battlefield...louder than bullet zips obviously and heard from a greater distance.
I'm making this is a request to Battlefront as I've found out that it cant be modded as shells cannot be allocated their own sounds in the bullet zip folder. So, maybe an addition in the first patch?
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Nope. We can't add sounds for specific weapons or situations.
We can only change the ones that are already there (or add more of those)
Thanks anyway Oddball. Perhaps if I ask the guys at Battlefront they could add it in the next patch.
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The sounds you are looking for are in the "zips" folder under the "bullets and shells" folder.
I am 99% certain tho, that I have heard zips from tank gun shells too. However, since they use the same sounds as the small arms do, they won't sound nearly as impressive as the OP would want them to.
Damm...it seems there aren't any separate "zip" sound files for shells! So...could shells be assigned there own zip (or "whoooshhhhh") sounds by you clever modders out there?
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Bullets have zip sounds as they pass close, its great for emersion - but shells seem to pass by in silence. I'm not talking about incoming artillery which is already in, I'm on about shells fired on map by tanks & guns of medium/large calibre. What would be good is if they too could be heard as a sort of "wooshhhh" as they speed across the battlefield...louder than bullet zips obviously and heard from a greater distance. Close up it would be a sudden loud rush as the shell passes by. From a distance the "woooshhh" could even be left to right in stereo if it was passing left to right from the camera point of view. I realise that tracking a shells path in game and producing a corresponding direction of sound and Doppler effect relative to the camera would be difficult!....so maybe a simple woooshhh would do!
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Waclaw Thanks for your sound mod, it really adds another dimension to the experience!!
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I would be fine with it being completely abstracted like it was in CMx1 where you just saw the troops making "I'll hit you with the butt of my rifle" movements in the air and soft thuds of close combat were played...
I'd be fine with that too. Hand to hand fighting would of sometimes happened so it should be simulated. Maybe extremely rare on the western front but the Russians with their courageous and desperate disregard for losses could use it to take a position. The bayonet charge would also be a psychological weapon with the defenders standing their ground or more likely running, depending on their moral.
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That's a shame, I can imagine the Russians being fond of the bayonet charge on occasions.
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I was wondering if hand to hand fighting is simulated in CMRT - I mean actual physical contact, bayonets, rifle butts ect.
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Hi Potemkine, I really like your splash screens! At the moment I can only choose one at a time as the "splash background.bmp" Is there a way to randomise which one is shown?
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Then maybe we could have two sets of tank-rider code, one for the Germans (dismount & use the tank as shield) and one for the Soviets (as it is now - hang at all costs till your in the enemy position) That way both sides doctrine is covered.
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Clearly been a while since he had seen a barber.
Michael
Actually I beg to differ Michael, take a closer look - his sides are neatly cropped. Surprisingly it seems that the German army allowed a fair bit of licence over regulation haircuts! ((My apologies, I'm getting seriously off topic here))
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is that none of the soldiers have their helmets on.
Michael
Hey get a load of that guys quiff, 2nd from the left!
Anyway seriously, I wrote in another post this suggestion to the tank rider dilemma:
What would be realistic is if tank riders dismounted under heavy fire then closely followed their tank using it to shield them from the direction of incoming fire.
In Tac-Ai terms the tank riders coming under fire heavy enough to cause suppression would automatically dismount but still be linked to their tank by a yet unwritten "follow close" routine until ordered to remount or move independently.
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What would be realistic is if tank riders dismounted under heavy fire then closely followed their tank using it to shield them from the direction of incoming fire.
In Tac-Ai terms the tank riders coming under fire heavy enough to cause suppression would automatically dismount but still be linked to their tank by a yet unwritten "follow close" routine until ordered to remount or move independently.
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Improved Infantry Behaviour? I'd say defiantly YES! I just got CMRT and as I've always liked infantry battles I fired up a small meeting inf only QB. I didn't expect much, it being only a QB, but was pleasantly surprised when I had one hell of a battle! Instead of charging on regardless the enemy AI inf quickly got fire ascendency before making measured advances - I was lucky to get a draw!
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Can a trigger be set for a group to withdraw if it reaches a predefined percentage of losses?
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For those who now have cmrt - what are your in-game impressions of the updated AI with triggers? Any surprises yet?
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Also can you set triggers for units based on casualties? IE if they suffer a defined percentage of losses a trigger is sprung for say defending units to withdraw to a pre-set point & attacking units to stop their advance?
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Could it also happen if the MG jams in a desperate situation?
Also I once noticed a german squad MG42 gunner let fly with his pistol because he came to the end his 70 round drum & had no time to change it - the enemy were only yards away.
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I'd love to hear BFC weigh in on just what the state the planning portrays.
Me too. I am very curious about what's really going on when your men start "planning."
Tank crew AI under fire
in Combat Mission Red Thunder
Posted
I totally agree with you.