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akd

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Everything posted by akd

  1. In most forums you would get banned for this sort of massive thread derail. Have some respect Steiner.
  2. Actually, that's an assumption based simply on the fact that other stuff was cleaned out but the beret was left in. However, without LODs frame rate could be affected, so perhaps that was not the intent. Still, it is a starting point.
  3. White Phosphorus ammunition for the 60mm M2 mortar (m302) was not introduced until very late in the war.
  4. Guess what Corps-level formation 1st Polish Armoured Division was part of?
  5. The links on the turret were wrong for the type and time period, as was pointed out here in the forums. They have only been removed by alpha layer, so you can easily add them back on if you wish.
  6. You were likely hearing stock Canadian voices (which use the US samples, but have their own files). Mord's mod should have no effect on Brit, Canadian or Polish voice files.
  7. There was no "officer beret." Evidence points to widespread use of helmets by officers and enlisted in combat. Some individuals wore their berets in combat (and others probably put them on for the cameras), but there is no way to apply that consistently. Since most troopers wore helmets in combat, that is the appropriate depiction. However, BFC included all the files needed to replace the helmets with berets at the user's discretion.
  8. Of course that "worthless" scenario took someone many hours of work, and many people appreciate having small scenarios that can be played in a single short sitting. You sure are critical for someone who expects others to do so much for him.
  9. Is it possible you hit the hotkey combo to turn smoke off?
  10. Generally, "smoke" is a burning type shell, creating a persistent smoke screen originating at the point of impact. The screening effect takes longer to build, but lasts longer. "Smoke" poses little threat to personnel. "WP" bursts with casualty effect within a certain radius (less than HE). The smoke builds more rapidly but dissipates faster also. When both types of shell are available, the WP appears to always be used first.
  11. Leaving the other factors aside, I don't see anything unusual about a shot from a high velocity tank gun being both quick and precise at 200m.
  12. They can also fire from bunkers, as can rifle grenades now, so watch out.
  13. It is currently missing from QBs. In the editor it is an option for one of the companies in the Armored Aufklarung Battalion, or from "single vehicles".
  14. You might want to open a thread in the tech support forum for this.
  15. Although I haven't looked inside the files, I'm guessing "zSmall_Arms_Sounds_V3.brz" may have a few conflicts, and as it is named it would load over my mod if left in the folder ("zSmall" comes after "ZBase"). This would only affect a handful of small arms firing sounds, but I would suggest temporarily removing this one to try my mod out to make sure you are hearing only the modified shots from AKDSM. The other three should have no overlap as I haven't modified voices or vehicle loops, unless Mike's Vehicles of War modifies more than just the loops.
  16. It is available now (to pre-orders) and you still have a chance to pre-order: http://www.battlefront.com/community/showthread.php?t=102854
  17. *COMPATIBLE WITH CMBN V1.10 AND CMBN COMMONWEALTH FORCES MODULE* The latest version of my sound mod is made specifically for Combat Mission: Battle for Normandy v1.10 and the Commonwealth Forces module. If you have not updated to version 1.10 of CMBN or installed the Commonwealth Forces module, you will be missing a number of new firing sounds for small arms. This version of the Sound Mod is also not intended for use with any version of CM:SF or CM:A (use AKD Sound Mod v1.2 for these titles). To install, simply add "ZBase_AKDSM_v2.brz" to your "Data" or "Data\Z" folder in your root CMBN directory. If you are already using another sound mod, remove entirely from your Data folder (my recommendation as a starting point) or follow the instructions below for using multiple mods, but be aware that files from sound mods made for v1.01 or earlier of the game will not cleanly overwrite all files from this mod (or vice versa) due to revision and expansion of weapon assignments to unique .wav files in v1.10. *A note on CM mod file structure: the .brz files are added to the game in alphanumeric order. If you want the sounds from another sound mod to be used over sounds in AKDSM, simply add the prefix "ZZ" to that mod's file/folder. If you wish to further customize AKDSM or mix with another sound mod, unpack the .brz files using the tools located in the "Mod Tools" folder in your root CM directory. ------------------------------------------------------------------------------- Contents ZBase_AKDSM_v2.brz - contains universal sounds like bullet hits, zips etc. and shots and explosions with a "close" feel. Modules for distant shots, distant explosions, vehicle engines, background sounds, etc. may follow. sounds modified: firing sounds (small arms, cannon, launchers, mortars, etc.) explosions bullet hits bullet penetrations bullets "zips" (changed to "snaps") collapse reload cannon shot trail flames garand ping ------------------------------------------------------------------------------- Available from the Battlefront Repository: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1772 Attempted to upload to CMMODs but got repeated failures. May be available there in the future.
  18. That's because it modifies scripts.txt, which has been updated in v1.10. Anything that modifies scripts.txt will have to be updated for the latest version.
  19. What exactly are you testing here? These "who wins the duel" tests seldom control for a single factor, so if you believe a single factor is off (pistol accuracy) you should try to test that. BFC can't exactly reduce the "winningness" of tank crews until they reach the right "winning percentage". They are okay as a test of "effectiveness" (but even here I think you should test against a control, i.e. tank crew v. tank crew), but don't produce data that can be used to actually make changes. I would use single drivers armed with pistols against some fixed-size immobile target (exposed vehicle crew perhaps) with cover arc to control return fire. See what the actual chance to hit per shot is at various ranges.
  20. Too late because it has already been fixed.
  21. The list is not comprehensive, as I know of several minor bug fixes not included there. AFAIK, the bunker issue has been resolved.
  22. Ammo sharing happens amongst units under a single HQ (usually platoon). Do the driver and the MG team share the same HQ? If so, then he should share the ammunition with the MG team as long as he is nearby.
  23. AFAIK, bursting WP rounds will cause casualties, but the smoke cloud itself will not and is safe to move through.
  24. Plate schurzen didn't stop ATR rounds, either; it destabilized them. Mesh had the same effect. What are they basing the claim that the Thoma skirts would be effective against HEAT on? Second sentence is about the effect on ATR rounds.
  25. You can't, but since the vehicle's crew acquired the ammo, they may share it with themselves. I'll have to check on that. edit: nope, that doesn't work.
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