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Erwin

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Everything posted by Erwin

  1. Ok, so the above "inaccurate" names must stay the way they are in order for the game system to recognize them is all I was asking. BTW: I noticed that some helmet mods I recently d/l-d start their numbering with "1". However, with vehicles you have to start with "2". I don't think any variant numbered "1" will be recognized by the game.
  2. If you read my post instead of knee-jerking, I said I LIKE the mods. Am simply asking the question... I dunno how many WW2 docs you seen, but I must have seen HUNDREDS of hours of WW2 film and stills over the last few years, and I still hold that it is HARD to see insignia or any ID on combat units. And it makes perfect sense why that would be. I would want to be camo'd to the eyeballs and no pretty red or silver flashes on my head or body. The point is that if there are icons and patches, they would be almost invisible from more than a few feet away. So, I am simply asking modders to make em subtle.
  3. Yeah, I saw that and had a bet going if I could get a rise outa u lol... ():
  4. And the Swastika was used by Finnish forces historically before the Nazis and until late 20th century IIRC.
  5. I think that the UN forces were Pakistani(?) And they didn't like moving into town. But, how about a rescue mission to get the beleaguered US Rangers out, using NATO units to stand in for the UN troops? What attracts me to that is the breadth/variety of units using all modules, and using the less powerful units esp vehicles.
  6. +1 to that. The RL disaster may not be fun. But, you could do a fictionalized version that gives the US a chance...
  7. Looks really nice. My only concern with mods is when their camo makes them stand out from the BG as opposed to blending in.
  8. "If you break off a scout team via a hotkey you typically get a two men with rifles. If you break off the team via the pop up menu you get a larger than normal team and sometimes they have autoweapons. These extra guys also happen with anti-teams and assault groups too." It is erratic, but not as predictable as the above. I use pop up menu exclusively and get varied results. I suspect it has something to do with the number or men in the squad and the order in which one splits off teams. I play mostly German and the larger 11 man squads with three columns in the bottom window can be broken into 3 teams. If the first team split off is AT, or scout, one gets the appropriate 2 man team. If the first split is something else, then the 2nd split off of an AT team gives a two man AT team with an INF icon, and usually a 4 man team WITHOUT any AT weapons which has the AT symbol. I can't recall how I get the 4-man scout team, but it could be via the 2nd split phenomenon, or when the 11 man squad occupies only 2 columns in the bottom window.
  9. I love all the wonderful helmet and uniform mods with patches etc. However, I bin watching a LOT of WW2 docs on Military channel etc, and I find it very rare to clearly see ANY patches/icons on helmets and uniforms, except when it's clearly a propaganda or peaceful rear area garrison location. While it's great to see these colorful mods in the game, many of these obviously mitigate the effects of camouflage. Can anyone clarify how commonly they actually were kept on by combat troops - as opposed to being ripped off or obscured by dirt etc (as Aris successfully does in his vehicle mods)?
  10. Really need those flamethrowers though...
  11. You'd be better off doing a scenario on the US attack on that other little island of Grenada. That used more modern weapons.
  12. You will have to renumber them regardless. Nearly all mods seem to be created with the numbers 2 and/or 3. I must have well over a dozen helmet and uniform variants now esp for the german camo versions. So, some are renumbered up to... 20(!) I just checked my Z folder. If they are in .brz files I always explode em, so one can see which are the better mods in game. But, I find most of the helmet and uniform mods are good. Which are historical and would be seen together in Normandy..?? Have little idea.
  13. At least SOME soldiers should be picking snot out their noses. I mean C'MON!
  14. Re: "german-waffenss-asg-uniform-blue & german-waffenss-peaked-hat-blue" being Luftwaffe. Should we rename them, or do they now have to be named as above? (And what would we rename em to anyway?)
  15. I have a variety of uniform mods for the Germans (esp SS) that have confusingly different names and it's unclear which are showing up in the game (where # denotes a number): german-waffenss-asg-uniform-grey #.bmp german-waffenss-uniform-black #.bmp german-waffenss-uniform-m43 #.bmp german-waffenss-uniform-m43-ankle-boots #.bmp Will all of the above show up in the game if SS are present? Or, are some named incorrectly?
  16. I was also wondering about the naming issue. I thought variants of a mod all have to have the same name with only the addition of numbers.
  17. Thanks. However, for those who like em worn/dirtied there are already some dirtied/worn ones at Repository from earlier last year.
  18. This is the same uniform as the older Erbsentarn d/l? So, only the helmets are added?
  19. Maybe that's what I remembered from waaay back... Do you have the d/l link? I'd like to try them in CMSF as well...
  20. What about dead platoon HQ's? Are XO's and 2IC's able to provide C2 and bonuses, or is it only the Co HQ (unless he's KIA)?
  21. I doubt if it's "realistic" but an effective tactic is to call for prep fire turn one on an unseen location, then move units to LOS of that location to correct the fire. Also, one can even move units close to that location to determine if there is any enemy there at all... saving ammo. It seems to be accurate and even quicker(?) when one adjusts a prep fire order than a regular order made during turns 2-onwards. I wonder if correcting a prep fire is treated as if there was a TRP at the new strike location??
  22. I love all these uniform variants. Were they ALL used in Normandy? ie: Can we simply mix and match all of them?
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