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Battlefront is now Slitherine ×

37mm

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Everything posted by 37mm

  1. A reworked mod compilation... the last update of which was beta 4.
  2. Yes to both, however I don't believe I had movie mode on for that playthrough... just a bit of Clarity & FXAA. Sigh... I am now a 'Titbit/Tidbit' grog backed up by Ngram analysis & etymology. Thanks Warts... thanks a lot.
  3. A quick 'Tidbit' of the "Into Lithuania" scenario...
  4. The simplistic stats I've seen indicate that the British Empire used an average of six million 0.303 rounds per day during WW1... I very much doubt they were inflicting hundreds of thousands of casualties per day. All of the great powers were producing SAA in the billions. If we take a random offensive in 1918, say the fifth battle of Ypres, the Brits expended a million rounds of artillery during a four day battle. Total German casualties (from all causes) were in the tens of thousands but far, far below any conceivable 8-1 ratio. In my opinion, all warfare features vast expenditures of ammunition for relatively few inflicted casualties. Apparently, during the Napoleonic wars, the common saying was that "to kill a man required expenditure of an amount of lead equal to his weight". A medieval English army of, say, 5000 archers could expend 60,000 arrows a minute in theory.
  5. It definately works Red vs Red... An H&E content experiment from several weeks back confirms uncons can get very close to enemy troops before being discovered.
  6. Chain detonations are cool for an oil refinery fire... however, for this "napalm" experiment, I just dropped the invisible burning vehicles straight onto the map as (enemy) reinforcements. As the explosions, smoke & boom are just theatrical, cratering is optional.
  7. The [bhcw] tag comes with an invisible vehicle... I'm kinda annoyed it took me so long to consider trying out this possibility.
  8. You, @Combatintman, @Sgt.Squarehead, @puje, @MOS:96B2P & @Aquila-SmartWargames are the only ones who've recieved various updates (other than a string text file). For everyone else, any modpack & content pack will only be released when ready. As well as avoiding confusion this has the added side benefit of ensuring everyone gets all available content in one go.
  9. Yep... the 'Open Beta' is the only thing that has been released to the general public (content creators are another matter) so far. However, I will add this strings text file to anyone who wants to play the 'Open Beta' (which was designed for v2.02 CMSF2) with the latest, 2.04, version of CMSF2. The 'People's Beta' (which, primarily, is just an expansion of content & a refinement of the modpack) is definately approaching completion... half of the 'People's Militia' campaign now has briefings & designers notes (all of it has undergone at least some playtesting). The headline "A damn Miserable Performance" scenario has been ready for awhile, various other extra content is also basically just waiting refinement & briefings.
  10. That goes both ways... the Open Beta has been released for most of the year. One could have played it all along without getting hung up on imperfections. Either way, the People's Beta will be finished soon enough.
  11. Very peculiar... I did a few quick experiments & checked the in game .brz's. All other CMA mods follow the naming convention as prescribed in the OP... however the DRA don't seem to work the same. For example, I decided to create a second alternative "kepko" texture for their headgear. That alternative showed up... however, from what I could tell, ONLY the alternative showed up. Nothing I did managed to get a different DRA texture to show up in game... I also don't recall anyone every releasing a DRA uniform mod. EDIT Clearly @Suchy has proven me partially wrong.
  12. particularly Well, as per usual, I let others do 95% of the heavy lifting (in this case, and also as usual, @Combatintman)... then add a bit of jungly gloss & grab the glory. My first paytest of the scenario I assigned for that map was mostly successful (it was both fun & brutal)... I think I have come up with a particularly devious tagged concept which I intend to experiment with on the next playtest. For the rest of the People's Militia campaign, I've begun the briefing writing & final tweak stage.
  13. Yes I got it, extensive work by @sdp. Thanks @Bootie!
  14. As the UI isn't scalable, to my eye, I think you're running at 1440 & not 1080... but @Schrullenhaft is correct that you should check. Looking at your screenshot full screen (on a 4k TV) the only issue I really notice is that the AA could be somewhat better (although I've been spoiled by Reshade & its SMAA options)... I suppose we need to clarify what you really mean. Does the game look "terrible" or just not quite as "crisp" as before? If the latter, it might be that something has changed with your AA options... either in-game or perhaps with how your system is interacting with the new monitor.
  15. It is peculiar that the two extra packs have survived... but not the base pack itself. I'll bump @sdp, @Erwin & @Bootie... one of them might know where it is.
  16. Not only do I agree with this... I suspect it is, by far, the most popular opinion. People care about having a good time playing a game not whether or not the points balanced out correctly after they finished playing it... consider any scenario you played, say last month? Do you remember that mortar barrage which shredded your platoon? That blasted AT unit behind that corner? Those f***ing cowards who refused to advance & got themselves all killed? Or, do you remember how many points you earnt from the friendly condition bonus? Perhaps you remember if it was a minor, tactical, major or total "XXX" (I'm assuming you'll remember if XXX was a victory or a defeat)? Can you recall, roughly (just a ball park figure), how many points your enemy gained from inflicting losses on you?
  17. Anybody have the "sdp_ITA_basic pack"? The other two parts are at CMMODS but apparently not the base modpack itself.
  18. A slight mix up between naming conventions used for roads in the modern games & the WW2 era. That particular (CMBS) road has since been allocated for use within Bong-Hai's cities only. The rest of Bong-Hai gets a mix of CMA & WW2 roads. This is the same village today...
  19. After a few mishaps, the converted village is starting to take shape now... ... another subtle modpack change is i've swapped the CMSF2 roads with a mix of roads from other CM games (CMA, CMBS & CMRT).
  20. https://www.battlefront.com/shock-force-2/cmsf2-base-game/?tab=demo
  21. As spectacular as your outpost line was, it didn't last long during the pre-dawn assault & all of the outposts were completely overwhelmed/abandoned by first light. Apparently the 54 B-52's were unable to cause much damage (that sounds somewhat unlikely but whatever) so really the rest of the battle was at the airfield. I have no idea if you intended to try & recreate an evacuation (or how that would be done)... so breaking up this "Mini-Dien Bien Phu*" into a mini-campaign would probably be optimal (plus you could feature a "prologue battle" at Ngok Tavak). *Apparently the whole battle was an attempt to create a war movie.
  22. Originally it was intended to be Kham Duc (what I've now turned into the beginnings of a village was originally the northern part of an airfield).
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