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37mm

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  1. Like
    37mm got a reaction from JM Stuff in Heaven & Earth- The People's Beta   
    The Syrian vehicles are almost entirely from @dpabrams old CMSF "Euroscape" mod & they're indeed very cool... I only had to make a few tweaks, rename a few bitmaps & fill a few missing gaps as part of the CMSF2 upgrade process.
    The only current version of H&E is "The People's Beta" (aka H&E version 0.97).
    The next version is still WIP but has been delayed by my various "side projects" & the current war in Ukraine.
    @Requin87 recently made a video explaining how to use mods for Steam CM's (snowscape mods in this case but the principals are the same for H&E)...
  2. Like
    37mm reacted to fireship4 in HD Pack CMBS   
    My backup has moved here: https://www.dropbox.com/sh/fdgcyjxwy99csp5/AAB2HVemThOm9vyqdj2lj_I8a?dl=0
  3. Like
    37mm reacted to Artkin in Fording the Siverskyi Donets   
    So I just converted my demonstrative scenario to this map using my Russian troops but leaving the blue troops. I deleted the bridges since the scenario involves "creating" them in the first place. The briefing is in the other thread. This scenario is perfect for showing how these brigade level engineering vehicles are used in combat.
     
    Download link: https://www.dropbox.com/s/2nkv8meoghyzrux/Russian MRB Demonstration Scenario 2 v2.btt?dl=0

    (Bridge competed successfully, BMK-255-1 Tug boat deployed from truck, all while under the guidance of the Shore Trafficability team)
     
     

    (Engineer TOE)
     
    Thanks for the map!
  4. Like
    37mm reacted to Jace11 in Fog artifacts   
    Is it just me or do other people get this effect with fog conditions? Seems common to all CM titles I have and the effect is stronger as I increase the fog from light to dense. Doesn't appear with mist or haze though as far as I can tell. I get seemingly random dark tiles that lack fog. These appear and disappear depending on viewing range. I did a quick test map and found its not related to elevation or lighting. The only thing that seems to cause it is the number of different tiles bordering each other. If more than 3 different tile textures border each it other it occurs. In the screen below you can see it doesn't occur at the tile junction closest to the camera as the two grass textures (which are actually different tiles - clover and tall grass) use the same ground texture but different doodads. Anyway, would be nice to see a fix at some point.

  5. Like
    37mm reacted to Jace11 in Snowy Windows   
    Little mod I made to supplement the snow effects on modular buildings in CMFB
    What it does:
    Adds snow effect to doors, windows and window frames in snow conditions (i.e using tags).
    Adds some snowy balcony frames - these aren't very good though as they way texture is used elsewhere prohibits a nice effect on the balcony floor, but better than nothing I suppose.
    Also, I fixed the window alphas for every window used on modular buildings so when you look through a window the frames and windows are in the correct position (i.e the window texture and alphas now match up so the window is transparent and the frame isn't - not always the case in the window textures.).
    I'll try and post some screenshots at some point.
     
    https://drive.google.com/open?id=147QdozhNwhkrec0gvVDnvcDZyA4qk_zL
     
     
     
  6. Like
    37mm got a reaction from quakerparrot67 in CMSF2-Afghanistan 'All in One'   
    Okay, the CMSF2-Afghanistan 'All in One' is now ready for release.
    The modpack itself is a further refinement of the 'initial beta' released back in April & is, at its most basic, a merger between CMA & @Zveroboy1's SF2 Afghanistan work.
    Changes mostly involve further tweaks of the CMA terrain to better fit with CMSF2, @Mord's original CMA & CMSF portraits as well as various ISIF tags have been added to the UI, the Soundscape is being upgraded to v1.6 (thanks to @waclaw's HQS 4.0), the uniform mix has been altered, (@Oleksandr's uniforms are now the ones often activated by the [mountains] tag), bridges & highways have been tweaked, @Pete Wenman's rural stone walls have been added & a new lowlands background is being used (sourced with the help of @Erwin).
    The marsh to water & rudimentary dutch ANA mods have been deleted as they're no longer needed & @Zveroboy1's green ANP pick-ups are now activated by tag [anppu].
     
    In terms of content, I've collated all CMSF & CMSF2 Afghanistan scenarios & campaigns I could find (including a few french ones, now translated, thanks to help by @CMFDR).
    The SF2 stuff, by @Zveroboy1 & @puje, has been left almost entirely untouched however the CMSF scenarios & campaigns (including @dragonwynn's 'Heart of Darkness') have all been given a lick of paint... mostly by the simple method of swapping marsh into water tiles.
    I've also converted the eight CMA quick battle maps by @Stagler for use with CMSF2 & the 'All in One'.
    In total, there's two campaigns (19 scenarios between them), 37 single scenarios* & the 8 quick battle maps.
    I was hoping to make some original stuff this year but that'll have to wait for another time.
    Anyhow, here's the download link (I advise adding the modpack to an empty mod folder only)...
    https://www.mediafire.com/file/s7ignwwd9fo8aue/zzzzCMSF2-Afghanistan.7z/file
    ... and here's the eye candy...











    *About a third of these are by @Combatintman
  7. Like
    37mm got a reaction from RescueToaster in CMSF2-Afghanistan 'All in One'   
    Playing the 'Joint Venture' scenario by @afreu alongside the "All in One"...
    ... I originally thought this was a scenario by @Combatintman however a google search made me aware of my error (they have a very similiar briefing style though).
    It was great fun, a really brutal scenario.
    I am slowly implementing a "rudimentary vehicle weathering" technique for the CMSF2 vehicles... so you can expect an eventual update to the pack later this year.
  8. Like
    37mm got a reaction from ncc1701e in Unofficial Screenshots & Videos Thread   
  9. Like
    37mm reacted to MrTimn in Fording the Siverskyi Donets   
    My second map project in CM, with maybe a scenario to follow. I wanted to explore the failed Russian river crossing near Bilohorivka and ended up creating this map based on satellite imagery and the various images and videos of that event. 

     

     

     

     
    Currently just quick battle maps with no AI plan, so HTH only. I'll try to update this with AI plans when I get a chance.
    Fording the Siverskyi Donets QB HVH Red Probe.btt Fording the Siverskyi Donets QB HVH Blue Attack.btt
  10. Like
    37mm reacted to Artkin in MASTERTOE Russian Motorized Rifle Brigade   
    Demonstrator Scenario 2:
    Focuses on how the Bilohorivka river crossing attempt/incident #1 could have occurred.

     
    Russian Situation:
    04:50
    The Brigade commander has chosen our crossing point over the Siverskyi-Donets river. We are rushing direction from our BTG's column right over the river. Be as fast as possible. Also, our Reconnaissance Patrol is about 15 minutes late.
    Orders:
         Reconnaissance Patrol:  Secure river crossing location, ford before pontoons arrive if able.
        Engineer Recon Platoon: Establish platoon on the river bank when safe. Send divers to search ford (water only) for underwater mines.
        Engineer Platoon:            Secure river crossing location, search for mines.
        Bridging Platoon:             Establish shore traffic vehicle and all bridging assistants on the river bank. Reverse your PP-91 pontoon trucks (Starting and ending with the "PP-91 Bridge Ramp") into the ford. Create a straight line with the trucks spanning across the river and covering every tile of water. 9 Pontoons are required to cross with ramps included. If the ramps are destroyed then bridge can be created with regular pontoons on edges but will be limited to 1 vehicle crossing ford at a time. Next drive the Tug Boat Transport Trucks with the BMK-255-1 tug boats to the river. Before you are able to use the pontoon you need to have 3 tugboats on both sides of the pontoon to prevent it from shifting. Picture is provided. After this your vehicles may freely ford the river SINGLE FILE (Pretend they are using the pontoon bridge that you just made).
         Advance Party:                Cross river as quickly as possible after pontoon bridge is established. Antitank + Mortar Plt cover crossing
         Radar Recon Platoon:     These are here just for atmosphere.
         Artillery:                           Set 15 minute delayed fire missions for all guns on turn 0, somewhere beyond the crossing point to make sure nothing unexpected approaches us. Have them set to the max size of 700m. This is doctrinal even for 2022.
     
    Ukrainian Situation:
    04:50
    Russians have been probing all over the Siverskyi-Donets river for the past month. My reconnaissance company has orders to hold here while major parts of the brigade reinforce the North Western line. About ten minutes ago first platoon reported hearing tracks approaching from the East. They are on orders to patrol the woods and see what the situation is.
    Orders:
        Defend your position to the death, keep essential troops alive. We cannot let them cross. Multiple assets will be available in time for the Russians.
     
     
    Download link: https://www.dropbox.com/s/ge79li7g150r39s/Russian MRB Demonstration Scenario 2.btt?dl=0

     

    Notes: No AI plan, Blue shouldn't interfere with crossing. Playable in H2H or Hotseat alone. If not - demonstrator scenario per name. Ford completion in real life is supposed to be under an hour. Bridge can hold 60 tonnes at 270m length. At 130m length pontoon bridge can support 120 tonnes.
     
  11. Like
    37mm reacted to Artkin in MASTERTOE Russian Motorized Rifle Brigade   
    I have quickly created a crude demonstrator scenario based off the Russian BTG on the move.

     
    Ukrainian Situation:
    March 3rd, just South of Ivankiv.
    Yesterday the Orcs completely captured Ivankiv. Today they penetrated our lines deeply in the Southern direction and have left us cut off from the rest of our Battalion. We haven't created any serious defensive positions along this axis since nobody expected an attack from Pripyat.
    Orders are to hold position and cause significant damage to our enemy. Prevent them from entering Alsfeld (Town South of river ingame). Their strongest forces have already passed, and have made contact with our rear.
     
     
    Russian Situation:
    Today our Brigade has made huge advances in the direction of Kiev. Territorial Defense completely collapsed under the might of the God of War!
    You are in charge of a Battalion tactical group on the march. Ahead of you is 2nd company, who just reported in on Battalion net 5 minutes ago claiming that they made significant contact in Alsfeld.
    Your task is to keep up with the rest of the BTG. Move all of our supplies and logistics forward as soon as possible and help the fight at Alsfeld. The pace of the march into Kiev relies on you, Commander. You have one hour.
     
    Black box indicates where scenario takes place:

    Download link:
    https://www.dropbox.com/s/7fv64y9aj8e14a7/Russian MRB Demonstration Scenario.btt?dl=0
    notes: This scenario gives a feel for how the Russians might have felt early on in the war: Rushing equipment forward like a traditional Soviet assault to outpace the redeploying Ukrainian army. 1 small AI plan for each side, Pbem compatible (set reinforcement to 8 for blufor main body. Also set to muddy conditions). 100mm guns represent 122mm grad rocket launchers. Also the BTG Support company + Artillery Bn were chopped down a bit.
     
  12. Like
    37mm got a reaction from danfrodo in Unofficial Screenshots & Videos Thread   
  13. Like
    37mm reacted to Chelentano in War 2022   
    And so almost a month later I release a new script "Steel Strike"
    He will talk about the confrontation between the reinforced company UA and BTGr RU.
    The former have total reconnaissance and a large number of anti-tank weapons. 
    The second has firepower and numerical superiority (the Russians have a lot of tanks, a lot).
    As you can see, the Ukrainian infantry has even more foreign weapons (in the conditional March scenario, so the matter is limited to infantry weapons for now).
    I also decided to add TB-2 to the game (its role is played by MQ-1 Grey Eagle (by the way, yesterday there was a message about their possible delivery to Ukraine in the amount of 4 pieces)). Knowing that Bayraktar was used only against rear units and SAMs, but I still decided to add this legend to this scenario.  
    If you have any questions and suggestions, I am ready to answer and listen to you
     
    https://www.dropbox.com/sh/ca0n1ly8x89l0df/AAByXJbTGiflIldujft8Yy35a?dl=0
  14. Like
    37mm reacted to Chelentano in War 2022   
    I'm back in touch.
    I have finished my new job and I am in a hurry to share it with the community.
    I will also leave my old works again (a couple of minor lexical errors in the briefing were corrected in them).
    Well, all in the same place I will leave a couple of screenshots made by me.
    The briefings are pretty well scheduled, but if you have any additional questions, you can ask in this thread 
    Good luck!
    https://www.dropbox.com/sh/ca0n1ly8x89l0df/AAByXJbTGiflIldujft8Yy35a?dl=0
  15. Upvote
    37mm got a reaction from MOS:96B2P in Unofficial Screenshots & Videos Thread   
  16. Like
    37mm got a reaction from scarletto in Unofficial Screenshots & Videos Thread   
  17. Like
    37mm got a reaction from Splinty in Unofficial Screenshots & Videos Thread   
  18. Like
    37mm got a reaction from RescueToaster in Engine 5 Wishlist   
    There are no distant shot sound .wav's... which is what I wished for.
    There are no "heavy bullet zip" sound .wav's ... which is what I wished for.
    The popularity of the semi-transparent tree mods is what leads me to suggest it'd be a good idea to integrate it into CM via Alt-T... which, again, is what I wished for.
  19. Like
    37mm reacted to laurent 22 in Winter UK truck Bedford   
    Winter Bedford-qld and Bedford-qlt (Aris' mods based)
    View:
    https://www.mediafire.com/view/vtm0ynjbs7ot83s/Bledford_winter.jpg/file
    zip:
    https://www.mediafire.com/file/9a69vzukme74n7i/Bedford_snow.zip/file
  20. Upvote
    37mm got a reaction from Lucky_Strike in Missing in action   
    Last time I heard from him he was dealing with real life issues... he went "missing" for a few months last year also, so I'm hopeful he'll return soon enough.
  21. Like
    37mm got a reaction from George MC in Missing in action   
    Last time I heard from him he was dealing with real life issues... he went "missing" for a few months last year also, so I'm hopeful he'll return soon enough.
  22. Like
    37mm got a reaction from Vacillator in Missing in action   
    Last time I heard from him he was dealing with real life issues... he went "missing" for a few months last year also, so I'm hopeful he'll return soon enough.
  23. Like
    37mm got a reaction from purpheart23 in Unofficial Screenshots & Videos Thread   
  24. Like
    37mm got a reaction from purpheart23 in Engine 5 Wishlist   
    There are no distant shot sound .wav's... which is what I wished for.
    There are no "heavy bullet zip" sound .wav's ... which is what I wished for.
    The popularity of the semi-transparent tree mods is what leads me to suggest it'd be a good idea to integrate it into CM via Alt-T... which, again, is what I wished for.
  25. Upvote
    37mm got a reaction from MOS:96B2P in Unofficial Screenshots & Videos Thread   
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