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Lt. Smash

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Posts posted by Lt. Smash

  1. Thank you, @Bil Hardenberger and @The_Capt! Thank you, @Battlefront.com and team! As a child of the Cold War, this game has surpassed my expectations on Day 1. I had so much fun fighting as the "hated" Soviets and loved playing as the "good guy" Americans. The equipment and technology is a blast. This has immediately become my favorite CM game, and I hope it gets the love the CMBN and CMSF have with lots of modules, battle packs and vehicle packs plus great support from the community.

    Lt, out!

  2. On 12/20/2018 at 4:46 PM, z1812 said:

    Adaptive sharpen:  Seemed to make it clearer, at least for me with my glasses.

    Another option is to remove GaussianBlur, or at least reduce the effect using the sliders from the Reshade panel. I find that the default effect feels a bit too blurry like when the old-school night-time soaps would put Vaseline on the camera to eliminate the wrinkles on the not-as-young-as-she-was actress.

  3. 12 hours ago, DougPhresh said:

    The Canadian Forces LBE seems to be a bit out of date. While the OD pattern was in use in the early 2000s, Afghanistan drove the development of new kit.
     

    This is what seems to be in game

    20170328_195226.jpg

    This is what I was issued for roto
    77.jpg

    Here's the temperate LBE over the arid frag vest

    JXJFh1l.jpg?1&hash=f6dc8b86d76bf04c0f668

     

     

    Looks like material for a good mod! Anyone?

    Smash, out!

  4. @Sequoia, are you asking what trucks are included for the Brits and NATO in CMSF2?  It is limited, mostly to light utility vehicles. Looking at the manuals, the British module adds the 2.5-ton M1078 A1 for the US Army.  The British are limited to the TUM, a militarized version of a Land Rover. The Germans, Canadians and Dutch have access to the Wolf/G-Wagen. The only other "general truck" available in the game is the US Marines' Mk23 MTVR. 

    Generally, CMSF uses APCs/IFVs for squad transport.  The Germans have the Fuchs, the Canadians have the LAVs, and the Dutch have the YPR.  The Canadians also have access to the Nyala mine-protected vehicle which is capable of carrying 8 soldiers.

    Smash, out.

  5. On 11/1/2018 at 11:09 AM, Erwin said:

    Wow... I would say the exact opposite.  It's the large mostly featureless desert expanses and larger maps with long LOS that differentiates CMSF from the other more "claustrophobic" titles. 

    It's one of the reasons that I love CMSF: great variety of battles from wide open terrain to building-to-building fighting! The other reason? Variety of forces. Each country is so different in terms of force composition ans weaponry. I only wish we had more variety from the Syrian side (i.e., Russian advisors, Iranian help, etc.).

    Smash, out!

  6. Hi, all.  I just realized that my old mod for CMFI/GL never ported to the new CMMODs III.  You can download the file here.

    This mod replaces the default floating icons in Combat Mission: Fortress Italy (CMFI) and its Gustav Line module. These stylized icons are based on the U.S. War Department’s 1943 Basic Field Manual FM21-30 Conventional Signs, Military Symbols and Abbreviations. The icons have a slightly three-dimensional appearance so that they look like counters from traditional board-based war games. And, when the icon blinks (i.e., the unit is selected or wounded), the unit’s national flag is displayed.  Detailed instructions included in the zip file explain what each symbol means and how to use the provided files.

    Fortress%20Italy.jpg?raw=1

  7. Hi, all.  I have posted a set of floating icons for CMSF2 at CMMODs III.  You can download the file here.  The mod replaces the default floating icons with NATO-inspired symbols.  There are detailed instructions in the zip file that explain what each symbol means and how to use the files provided.  Personally, I find these symbols easier to read/understand then the default icons.  For an added bit of fun, when a unit is selected, the icon will blink that unit's national flag (see the screen shots below for examples of British, Syrian and American icons).  I built this mod from the CMSF2 demo but it should work with the final game and all modules when it is release (whenever that may be 😉).

    Shock%20Force.png?raw=1

     

  8. I am having path issues. In both Wilcox and Bank, I have units going out of their way to avoid a seamingly straight and clear line between waypoints. In Bank, my UK sections regularly ignore one door to loop around to the side of a building without cover, only to get killed. In Wilcox, I know the terrain just outside of town has areas that are impassable, but my Brads would rather ignore two orders that are only meters away to double-back and find a road. 

     

    Smash, out.

  9. On 9/26/2018 at 5:10 AM, domfluff said:

    Since CMSF was the first version-2 game, you can really see the progression in sophistication in scenario design - both in terms of map making, and in things like AI plans. Some of the scenarios in the CMSF1 base game are very basic.

    As a simple example - CMSF 1 Al Huqf Engagement. 

    Funny, I thought the simplicity of this scenario is what made it work so effectively.  I found it a terrific training ground to learn how the TacAI worked and how one type of platoon would perform against another.  In fact, I created lots of flavors of this scenario that replaced the US Army side with the Marines, Brits, Canadian, Germans and Dutch. I even created versions of it in other CMx2 titles to do similar experimentation and learning. So, I look forward to it being ported.  I just hope they don't make it more sophisticated!

    Smash, out!

  10. Just after CMFI was released, Battlefront released a "hotfix" that included new shaders for ATI and nVidia cards.  Does the v4 upgrade replace these shaders?  I was just doing some clean-up and realized that I still have these files in my Mods folder.

    Smash, out.

  11. According to BF the delay is not so much caused by development problems of the new content, but by the new store front.

    Yes, if I was a small business owner, it would be killing me to have products ready to sell but be prevented from collecting the revenue due to infrastructure issues like a website or an ecommerce store. It is easy to say that these things are easy to get rolling (after all, how many companies offer "free" stores) but the reality is that you get what you pay for and free rarely cuts it.  This is even more true for a software company that delivers digital good because it has to deal with licensing, too.  As I said, if I were Steve, this would be killing me.

  12. For what it's worth, I do hope there is a way of keeping the games upgraded to the same version of the engine. Even if say the work is rolled into and released with the next module rather than as a separate release.

     

    The fact that I can pick up a CMx2 WW2 titles and everything works the same is I think one of the strongest selling points of the series. No other tactical wargame series I can think of has it set up where the 'rules are the same behind the scenes.' Where an MG42 in a West Front game will behave just the same as on an East Front game. This truly lets the different theater's attributes such as terrain features and TOE of the forces involved really shine through.

     

    Two cents plus sales tax. :)

     

    Ithikial_AU, I totally, 100% agree!  This is noticeable when I go back to CMSF or CMA and find little differences between the engines feel quite big!

  13. Hey neat idea.  Wait what happens with HQ, Snipers and FO's when they flash?

     

    Great question! By default, the red side uses Russian flags and the blue side uses NATO flags.  But I've included a couple of extra files that allow you to swap things around.  So, the blue side can use USA or Ukrainian shared icons if you prefer.  I've also included optional files for Red versus Red and Blue versus Blue battles.

  14. I'm pleased to release my floating icons for CM Black Sea. You may download the file here until the repository is available.  This mod replaces the default floating icons in Combat Mission: Black Sea (CMBS).  These new stylized icons are based on the U.S. Department of Defense Interface Standard (MIL-STD-2525C) and supplemented with NATO’s Military Symbols for Land Based Systems.  The icons have a slightly three-dimensional appearance so that they look like counters from traditional board-based war games.  And, when the icon blinks (i.e., the unit is selected or wounded), the unit’s national flag is displayed. Pretty cool!

     

     

     

     

    LtSmashsFloatingIcons_BlackSea_zps34f777

     

    Download: Lt. Smash's Floating Icons_Black Sea.zip

  15. I have downloaded Aris' Terrain Mods (Aris_Terrain Mod Pack V2 parts 1, 2 and 3) twice and keep encountering the same problem. When I extract Part 2, get a message that crater.bmp has a data error and ground rocky red.bmp failed its CRC. When I extract Part 3, I get a message that ground rocky red.bmp has a data error. I'm using 7-zip to extract these files. Is anybody else having these problems? Any suggestions what I'm doing wrong? Does anybody have crater.bmp or ground rocky red.bmp from this texture pack that work? Can you email them to me? The rest of the mod looks great. Thanks in advance.

  16. I'm pleased to announce the release of my first scenario Operation Ladbroke. This small scenario for CMFI (Gustav Line required) depicts the battle between the British 1st Airlanding (glider) Battalion and Italian Coastal Division at Ponte Grande Bridge on 9 July, the night before the Allied amphibious landings in Sicily. It is playable as either side or head-to-head.

    It is available for download at The Few Good Men website. You can download it from this page. It is the last scenario listed.

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