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37mm

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Everything posted by 37mm

  1. Still a few issues but not bad for a quick bit of work...
  2. Oh it will be a tagged option for a number of reasons (sounds, ground pressure differences, BTR's obviously fit better with the BMP's & T-55's/T-62's) however it will be a pretty iconic option for the "Imperial Cavalry". As it happens, I'm going to go for the engineering YPR rather than the FV432... as that vehicle, for all intents & purposes, is an M113. I had a number of swaps planned for the Technicals however the Kamaz 4310 one I'd never considered.
  3. Initially, I did consider using some of those British vehicles but rejected the idea as modern Blue vehicles of the 21st Century come with thermals, pda's, optics & stuff like that. However, thanks to your post, I've realized that I could just model swap it for something like a BTR-60PB. I'm pretty certain @dpabrams camo'ed up a bunch of British vehicles for his Euroscape mod, so the idea would require virtually no work on my part. Thanks for the input sburke.
  4. I imagine i'll do a quick update of the Euroscape mod at some point ( @dpabrams already gave me his blessings in that regard)... tagged sloped roof options, fighters & combatants with European faces, a visually crenallated rooftop option (for a rudimentary Church), a few textures recoloured & an updated script file is all that would be needed I think. Obviously, much of a revamped Euroscape mod could be used by players interested in the Balkans.
  5. Does anybody know if the "Syrian Infantry only get 100 rounds of MG ammo" issue has been flagged up appropriately? It's kind of irritating... especcially when combined with the lack of ammo dumps.
  6. I started another conversion... can anyone tell what scenario this is from?
  7. I've been using Geoforce experience since CMSF2 was released... I once had an issue with bizarre audio buzzing (for about a week). Other than that it has been plain sailing. I did try out OBS... however, as it does not record post-processing effects from reshade, I got rid of it. As for the screen flickering that Master J is experiencing, I googled about it but I can't see any fixes or reasons for the issue. It seems to be a genuine mystery.
  8. Yep, if you check out the tagged options folder you will even see I created the tag txt files ready for importation. PS I've already reached out to @dragonwynn but he's not logged in for months. Hope he's okay or just having computer issues.
  9. My understanding is that this is indeed possible as tags are imported at the individual scenario level. Additionally, because this mod is so extensive, we'll have a pretty good idea of what can & can't be tagged when it is finished. It seems certain, for instance, that I'll have to leave things like the initial splash screen & splash music untagged.
  10. Well we can provide the tools... ...but, ultimately, it will be the scenario designers who will be the most important part in making Heaven & Earth a unique experience. If there are any scenario designers interested in making a scenario (from tiny to huge), for the public release, then don't hesitate to PM me as the mod package is coming along well now. I'm no scenario designer so I'll probably just contend myself to converting a few scenarios like Operation Barras.
  11. A quick pic of an updated SE Asian version of Operation Barras, by @Combatintman, for Heaven & Earth... https://ibb.co/SKzqD9F
  12. The m16a1 is from CM: Afghanistan, @Sgt.Squarehead is making the amazing maps (I'm just using portions of them for these videos). As for the download? I'm hoping it won't be long before Heaven & Earth can enter a beta testing phase.
  13. I'm really going to have to look at those Asian faces at some point... nice images though!
  14. The mod package is for scenarios set in a fictional country. Either way, here's another look at what we've come up with so far...
  15. I think I've, mostly, fixed the visual artifact (oh & the black square too). VERY nice looking map. https://ibb.co/k2qynVr
  16. They are combatants... model swapped with spies... who are then given Asian faces, Asian voices, Type-56 AK's (from CMA) & re-coloured fighter uniforms. I will grant that I can be pretty industrious & innovative when using mods.
  17. Already done for Syrian Airborne/Special forces (check out the first vid in this thread). As Squarehead points out we CAN'T do Vietnam hence why we've decided to do a, suspiciously similiar, looking war (and its aftermath) centered on & around a fictional country. However I will disagree with Squaredhead that it will only be superficially similiar. At the gun enthusiast/military FPS scale, I'm sure the differences between a 5.45mm AK-74 & a 5.56mm M-16a1 are many & significant... however, at CM's scale, I doubt the differences are any more noticeable than being out of position by a few metres when the firefight begins or even a single alteration to a units soft factors. I/we intend to povide you many of the tactical conundrums, situations, terrain & atmosphere that the real Vietnam War produced... at least as much as is possible whilst using a 21st century Desert War simulator like CMSF2.
  18. You can make transparent BMP's. I use a program (designed for children!) called Pixelformer for most of my work/experiments.
  19. I've only managed to get a fraction of what's needed done but it's enough for a bit of a teaser..
  20. I've been surprised at how well the older scenarios still hold up. Other than replacing Marsh with proper water, like I did for the video, the only other additions I would suggest would be something to help out the BMP's (who are, after all, lying in wait)... making sure that they're manned with at least 3 men, an exp boost, TRP's etc. One or more of those, some harrasing mortar fire (by a spy FO?) & some foxholes near the bridge would be more than enough. PS I don't know if you're aware but you can update to CMSF2 for as little as $15.
  21. Hmmm where would I fit in Low, by Flo Rida, if we use Fortunate Son?
  22. Technically speaking I consider it a mix not a mod... Vein is the actual talent who made the tracers.
  23. As per the text document & the initial post in this thread, you need to put two z's before either night or day (the two z's are before day by default). For the explosions, smoke, small arms etc you put one z before the option you want. The whole thing is a bit of a complicated mess really... hence the need for a mod enabler. However if you can figure it out it does give you a lot of versatility (as I hope my video channel helps show).
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