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Chainsaw

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Everything posted by Chainsaw

  1. Aris, great work! What is the name of the brushes you use for mud effect in Photoshop? Ive been doing some skining for Steelbeasts Pro and I have been doing my mud from scratch. the mud you got look superb so I want to get my hands on those mud brushes/plugins! /Chainsaw
  2. I Don't care what announcement it is. as long as its Western front still and not "we gonn shut down" I will surely scream like a girl in happiness when I read it. OP Market Garden module, working Fire with firevehicles etc etc, I dont care any news is good news
  3. Looking good! seems to be a challenge to assault across if the enemy is prepared and waiting Can't wait to play this campaign! CMBN starts to wear me out a bit, longing to get back to 2008 again!
  4. IMHO its realistic. We (still!) had the same problem while I was in the army. Our tank commanders in their Leo2A4 was all riding high and having a good look around, totally ignoring our small arm/machine gun fire against them. We bitched plenty about it so after a while both the commander and loader had to wear BT system (simfire system that tells if you are shot) like the ones we had. Commander Casualtys increased like bloody hell and loaders stopped playing with that damn loader MG They learnt the leason, after one weeks exercise where they had pathetic amounts of TCs shot they learn to hunk down and not show so much of them self...
  5. I would say Pearl Harbour. Sure even before PH the US supplied UK with plenty of support, but without the US armys GIs the Normandy landing could never have taken place anyhow considering UKs extrem lack of personel by that stage of the war.
  6. Anyone play Steelbeasts Pro PE? its a tank simulator that many armies uses as training tool. It has a pretty advanced mission editor and trigger is the main point in it. You can create random paths. for example you can give every unit 4 (or more if you like) different roads, and then add random variables so it takes any of those 4 roads and you can never know which it will take. "move if/retreat if" - You can script the units behavior. for example: -if this unit is under direct or/and indirect fire. -if this unit see/do not see enemy unit, and you can specify that if its generic or in a certain zone. including if a condition is met or a trigger is pressed. You can script it to move if certain unit gets bellow certain strenght, or move if in a zone blue or red force outweights eachother etc etc. You can set up triggers that the user can trigger himself. for example a preplanned arty fire and you get several different arty plans, then you can give the player 4 triggers like "Arty triggerplan 1" etc. or triggers to execute an entire attack. there is more options that I havent bothered listing, but here is a screenshot of the trigger command So I know that triggers enhances the game by tons! :cool:
  7. Thanks for the laugh of the day! Sadly its true somtimes
  8. Yes they would. Mk III helmet was handed out to the "assault" units first of all, and then other units as available. So the assault units who charged onto the beach on D-day mostly had Mk III (the whole unit, ie the battalion). But as soon as replacements came in to compensate the losses they came from RHU (Regimental Holding Units) who still had Mk IIs, then other units where broken up and divided into other units etc etc. So already after 1-2 weeks in Normandy there was a hell of a mix of Mk II and III in the units. But the Mk II was used untill the wars end so it was never entirely replaced. so the mix BF has now is pretty correct.
  9. The helmet scrim is looking good benpark! Supposed to be that way, its a Mk III "turtle" helmet. the other 2 are Mk II helmets. :cool:
  10. Lovly!Looking forward to when you get to the churchills
  11. Pretty much what Erwin says... A clear proof of that is when I replay a scenario (even with several AI plans) I now know fairly much where the enemy line of defence are, so I can move good speed to the enemy, and from there start scouting like hell. Normally I always win the scenario In the first go I scout as hell from the first 10 meters. and doing bounding overwatch, Hunt etc takes time, time we are not given. And that means that in the end I'm bloody short of time and have to rush when I'm actually in contact... A Very simple solution to this is give the player some GOOD intel. Write in the briefing that patrols been out during the night and located the forward enemy screen at Grid XXX/YYY or along road X/Y. Then you as player know that you can move fairly safe (Fairly, enemy situation can always change, you can bump into a counterattack, a enemy patrol etc) and start scouting from right place instead of the djump off point. This point is very important with the CW module, the British infantry's organic lack of firepower means you have to build it up over a long time. and that also means that anytime they are opened fired on they start out in great sh*t. I can live with short timespan if I have at least a fair clue of where to begin searching for the enemy.
  12. Works fine here. Realtime, Iron, Allied against AI.
  13. alternate and alternate... well I have done one patch, but that is for 2nd Bn Essex Regiment that was a part of 56th Ind Inf Brig, so it didn't belong to any division until August And then it was 49th West Riding! :cool:
  14. Nope, the f*ckers where firing back with that MG like hell.... :mad: well, atleast untill I brought up the 6 pdr
  15. You should have seen CMSF 1.0 - 1.7! Now there was some crazy pathfinding issues!
  16. Indeed! at least when it comes to installing CW
  17. yes, remove your Z folder before installing CW, then add it back in. If you get strange stuff going, remove the Z folder first of all and check if that fixed the problems. Some mods has caused some strange errors in CW module... :eek:
  18. Now its bugging me in the other direction! In the scottish Corridor I had 2 platoons of infantry with Brens firing against a german HMG in the roof of a building for more then 10mins and the damn jerries didn't want to leave! I had to bring up a 6pdr and after 2 HE shots they were persuaded to left the building!
  19. Thats what they mostly did to! I'm reading through 2nd Bn Essex Regiments War Diary and in most attacks they attacked on a 2 Coy frontage with 2 Coys in reserve behind. But that was until they had to disband D Coy because of casualties, then it was 2 up and 1 behind for a while :cool:
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