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Sgt.Squarehead

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  1. Like
    Sgt.Squarehead reacted to benpark in Custom 3D Models and Mods Compilation   
    This will help your UV unwrapping in Blender greatly:
    https://gumroad.com/l/uvpackmaster2
  2. Like
    Sgt.Squarehead reacted to Macisle in RT Unofficial Screenshot Thread   
    The Alley Cats don't run in front of the Panther, but instead attempt to park themselves just to its front-right. The lead man doesn't even get a chance to think about pulling out a grenade, though. SMG fire from enemy infantry down the street cuts him down as soon as he stops. The two remaining Alleys displace again. Where you ask? Why...

     
     
    Back down the alley!

     
     
    Meanwhile, a tank is ordered to move up and finish off the perimeter threat currently duking it out with Based LMG Guy. He pulls up and stops on the north side of Pointy's building, being very careful to avoid the LOS of Ranbo and his panzerschreck. The tank puts several rounds into the perimeter threat's location.

     
     
    Speaking of Pointy...despite getting off a number of rifle rounds, Ranbo recovered, switched back to his MP40 and won the duel with Pointy. RIP Pointy!

     
     
    An adjusting friendly artillery round then lands right beside the north tank, damaging a track lightly, but luckily nothing else. Let's hope that's the last one of those because...

     
     
    The reserve platoon of 1st company is taking position to join in a combined arms assault on the Panther and Ranbo. The pieces are in place and it's time to avenge Pointy!

     
    Tune in next time for the plan and the action!
  3. Like
    Sgt.Squarehead reacted to Macisle in RT Unofficial Screenshot Thread   
    Meanwhile, another German unit defending the inner perimeter of the current macro block opens up on Pointy's building and the small Soviet-held factory beside it.

     
     
    This rattles the "Alley Cats" who are at the northern end of Pointy's building. They exit out the back and head toward the friendly factory.

     
     
    However, they don't go in. The Alleys are practitioners of the "Scout by Rout" school of infantry tactics. There's an alley down on the left. And the Cats just can't resist a good Alley.

     
     
    On the plus side, the based LMG gunner on the east side of the factory proves himself a rising star by dropping two of the perimeter Germans in quick succession.

     
     
    Not bad for a regular Joe!

     
     
    As he does this, the lead Cat (Alley motto: "Run fast, die young") passes one of his dead comrades from their last jog around the block. The smoking tank beside him tried to dislodge the Panther's infantry screen before the barrage, but when they let up on the HE a little too early, the former owner of Ranbo's panzershreck didn't waste a second in giving the tank crew its final exam in thermodynamics. They all failed.

     
     
    So, the Cats jaunt down the alley, take a right and...why...look where the Orange has Clockworked us! We're back at the peak moment of the high noon duel between Pointy and Ranbo!

     
     
    Now, someone like Pointy or Based LMG Guy might hesitate when stumbling onto a live Panther. Men like that might, say, stop and chuck a few grenades at the rear of the beast. But not the Alley Cats! Are you kidding?! Not when an unexplored road into enemy territory is right there only a hop, skip and jump in front of the Panther's MGs and canon.

     
    To be continued...
  4. Like
    Sgt.Squarehead reacted to RockinHarry in RockinHarry Scenario Thread   
    bits of playing around with damaged wall alpha textures for independent buildings. Always disliked the completely flat appearance for destroyed buildings, as well as the wooden planking in damaged walls. Here´s some WIP. (also testing google photo storage).
     

  5. Like
    Sgt.Squarehead reacted to Aquila-SmartWargames in Heaven & Earth: Project discussion thread   
    I´ve made some H&E forces preview videos:
    You can find additional H&E forces under recent videos.
  6. Like
    Sgt.Squarehead reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    M48 Patton Tank

    In Action:
    - textures again are vanilla CM textures but you can apply some Camo scheme and a more detailed track texture to make it look better. Textures also can be reassigned in Blender.
    - track/turret works
    - commander open up in decent looking place
    - use it for the T55 and the M60 can be renamed to a T62 replacement
    - removed cupola and commander MG and reworked the AA MG (can be removed too in blender)
    - project file included
    I nearly gave up on this one as turret, hull, and range finder were molded into one piece. I had to slice them into pieces. I recorded the process and will upload it for educational purposes.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  7. Like
    Sgt.Squarehead reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    First thanks for the kind words.
    Second I fixed the turret on the M60 Tank
    The turret rotation issue and alot of other scaling/rotation issues that often happen when moving/scaling parts should be fixable with this function which "zeroes" the model part:

    I tested what happens when you name the new model track wheel "wheel wheel1 wheel2 etc" ... they dissappear"
    M60 Tank V2
     
    - turret rotation fixed
    - other issues fixed
    - commander open up position moved + added a little hatch which opens up
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
     
     
  8. Like
    Sgt.Squarehead got a reaction from Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Yup that one would be spot on.....It has a pintle .50cal on top of the cupola which is typical for 'Nam and would better match the underlying model (you could remove the MG in the cupola itself as they were usually the same gun).
    Here's a typical 'Nam spec M48A3:

    If you want more info about & pictures of this type, just give me a shout and prepare for a deluge! 
  9. Like
    Sgt.Squarehead got a reaction from George MC in Custom 3D Models and Mods Compilation   
    What's the best size & type of image for those please @MOS:96B2P.....I'd like to make a few images (more movie posters etc.) for possible use in the modern games.

    Soon.....Very, soon. 
  10. Like
    Sgt.Squarehead reacted to 37mm in No African American GIs?   
    One of many reasons why we went the fictional "Vietnam-esque" route... the people of Bong-Hai are suprisingly tall & lanky for South East Asians.
  11. Like
    Sgt.Squarehead reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Alright I´ve just tested the H&E mod and thought about creating something new.
    M60 Patton Tank (Experimental/Alpha)

     
    In Action:
    - was created in half of an hour so its rough
    - Has a working track
    - Texture are vanilla CM supplements but can be modified/changed to something better
    - has a working turret and muzzle. However the turret is currently rotating in the wrong axis which looks obviously awkward. This should be fixable in blender by modifying/switching the turret axes (the three colored arrows) but I yet don´t know how this can be done. Perhaps someone else can figure it out.
    - Can be used as vehicle, flavor object, mission objective etc etc. 
    - replaces the T55 1974 but can replace any other tank/vehicle/object by simply renaming the .mdr files
    - Download and blender project file in the dropbox, feel free to fix/mod it.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    - Can be used for modern scenarios aswell due to the fact that the M60 is still in service of several armies to this day (although most are modernized of course)
  12. Like
    Sgt.Squarehead reacted to Macisle in RT Unofficial Screenshot Thread   
    After an extended barrage of Soviet medium howitzers lifts, squad leader Ranbo von Assenkicken notices that his Panther's infantry screen appears to be down to him, his MP40, and a newly-acquired panzerschreck. No matter, he'll stand his ground. Do or die! He opens up at the first red to sniff around the barrage zone. But who is he firing at?

     
    Why, it's none other than our favorite Point Man from a few posts back!

     
    Ranbo decides the small arms duel isn't cutting it and he goes for his 'schreck. BOOM!

     
    That'll teach...oh, wait..it looks like Point Man is ready to do a little Assenkicken of his own!

  13. Like
    Sgt.Squarehead got a reaction from Freyberg in Soviet Op Bagration and later corps structure   
    I have the following approximate structure for a 'breakthrough unit' from 11th Guards Army at roughly this time (allegedly in order of deployment):
    T-34 Mineroller Company
    Heavy Tank Regiment
    Assault Engineer Battalion
    Heavy Assault Gun Regiment
    First 'wave' of Rifle Regiments
    Flamethrower Tank Company
    Light Assault Gun Regiment
    Second 'wave' of Rifle Regiments
    All a little vague I know, but it's what I have.
    FWIW
     
     
  14. Like
    Sgt.Squarehead got a reaction from PIATpunk in Rome to Victory Release Date   
    Does that count? 
  15. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in Possibly Interesting New Perspective For Scenario Designers   
    I could probably rustle something up along those lines using 'H&E'.....Well, actually, I already am. 
    My mini-campaign starts out with the player chasing a group of Islamist bandits and heroin traffickers, led by the notorious Mg-Pyay-Ag (Trust me, you'll really, really start to hate him!).....Various 'complications' follow on from there. 
    PS - If you want to try an early iteration of the first scenario, ping me a PM.
    PPS - Also check out what @MOS:96B2P has been up to recently.....I've tested an early version of that and it is a truly brilliant concept! 
     
     
  16. Upvote
    Sgt.Squarehead got a reaction from zmoney in Experience levels   
    That can kind of be done manually, with trickery in the core units file, but it only really works reliably for a single small unit.....A narrative campaign about a single platoon might be doable and TBH CM:A would probably be the best game to do it with as it has a fourteen year calendar!
    PS - This is kind of what I'm doing with Abdul Gul's war.....I'm not increasing the various units' experience, but characters Abdul Gul knows or encounter along his journey may later show up as permanent (assuming the player doesn't get them killed) members of his band (and the larger Mujahideen organization surrounding it).  Mohammed, Abdul Gul's son, is a teenage Spy unit in the very first scenario, but has the potential to return as a Mujahideen commander later in the story, according to the players choices.
  17. Like
    Sgt.Squarehead reacted to Erwin in Experience levels   
    Looking forward tho that.  One could always introduce "reinforcements" in subsequent missions that are "new" but higher experience, and named exactly the same as the lower experience units in the previous mission(s).  Would that be a simple method of simulating increasing combat experience?  The only problem is that the new units would not have suffered the same losses as may have previously occurred since the designer would not know about that.  But, one could make a guess...
  18. Upvote
    Sgt.Squarehead got a reaction from Warts 'n' all in CAAR - CMFI Rome To Victory Beta - The Kirpan & the Rhino   
    I'm with the guy in the middle! 
  19. Like
    Sgt.Squarehead reacted to Aquila-SmartWargames in Possibly Interesting New Perspective For Scenario Designers   
    Playing a vs. cartel campaign in the "ruthless war/black ops" mood of movies like Sicario 1/2 would be a dream come true.
    The cartel faction could be represented well for example by using some of the vanilla combatants/spy combined with the African UNCON mod. Latter may just need minor face texture modification. 
     
  20. Like
    Sgt.Squarehead got a reaction from RockinHarry in Possibly Interesting New Perspective For Scenario Designers   
    Given the countless comprehensive mods already circulating, this:
    https://foreignpolicy.com/2018/09/21/the-coming-crime-wars/
    May have a lot of potential as a source for scenarios. 
  21. Like
  22. Like
    Sgt.Squarehead reacted to Lt Bull in New Scenario: Assault at Huberderie   
    **********SCENARIO SPOILERS INCLUDED BELOW IN AAR!!!!!!!!!!!!!!!*******************
     
     
     
     
    Hey Fuser,
    I've returned to CM after a bit of a hiatus, and this scenario was the first SP scenario I've chosen to play. Just happens however that in my first PBEM back in another scenario, I thought I noticed in it what may have been the "evade towards enemy" bug that has been discussed.  Turns out, after a forum post discussion and an interrogation of the scenario file parameters, I discovered that the Allied (and Axis) Friendly Direction scenario parameter was incorrectly set to be West and East rather than North and South which explained why I was noticing my US infantry tending to evade west (rather than north).  I knew such a setting must have been defined somehow in scenario files but up until this investigation I had no idea how or where so it was all kind of new to me. The scenario designer apparently wasn't even aware the parameter existed.
    Anyway, when I was at the setup of his scenario, with the US setup in the south attacking north, I just happened to notice one US platoon was curiously facing east. Now that I know (from experimentation) that the facing of units when placed on a map is determined by the respective Friendly Direction setting of the scenario, and given my recent experience of playing a scenario where the Friendly Direction setting was not correctly set,  for good measure and a level of curiosity, I thought I should quit the scenario and just check with the Scenario Editor before starting that the Friendly Direction setting was as I would think it should be for this scenario, Allied south, German north.....just in case!
    Well, lucky I did, because I couldn't believe it when I saw the Allied setting was in fact set to north and the Axis to south! I of course changed it, saved and played the game without issue, which I will talk about below.  Before I do, I just have to say that unless it has been discussed elsewhere , I am absolutely surprised that I may be the first to have picked up on the fact that the Allied and Axis Friendly Direction settings were 180deg out of whack, and I had not even played one turn. I can only image how this reversed setting would have led to all sorts of odd/inexplicable evade/rout/retreat behaviour in all the games others have played. I am just curious to know if you were cognisant of this setting? Two random scenarios, two times this setting was not set correctly.  Is this a setting many scenario designers are not even aware of?
    TBH, I was already suspecting and have been trying to confirm just how many of the other reported instances of the "evade towards enemy" issue were actually probably more related to the Allied and Axis Friendly Direction parameter of the .btt file being played. This discovery just deepens my suspicions.
    Anyway, back to your scenario and my AAR. I don't know if it was bad luck on my behalf or just good predictive design on your behalf (probably the latter) but it seemed like my units were drawn like magnets to your hidden mines! Especially on the right flank along the train line and on the outer forward edges of those two wooded rises, I think those mines "saved the day" for the Germans. Even though I had discovered and taken out the ambushing Panther lurking in the wooded rise with an easy flanking shot from tanks nosing forward from the wooded train line, and had detected (and decided to completely avoid) the PAK gun and Stug on the far left German flank, and had discovered that 75mm PAK on the rear edge of the  wooded rise overlooking the approaches to the town which I knew had to be taken out,  I thought the the single infantry platoon that had taken only light casualties up to that point that I had sent that way supported by 2 tanks and HT was plenty enough to neutralise the two wooded rises as the rest of he force pushed in to the town.
    When I discovered this PAK gun, i dashed a jeep loaded with infantry up to the forward crest of the wooded rise tasked to advance on to neutralise the PAK gun, only to discover they were  taking some fire from enemy infantry firing from the adjacent wood rise where the Panther had been hiding.  I didn't realise at the time, but my end waypoint for the jeep  happened to be exactly over the top of a minefield, immobilising the jeep, and killing/shaking a bunch of the passengers, something I thought was being caused by the infantry fire coming from the adjacent rise. Even though I knew I could have ignored them the infantry in that wooded rise (and probably should of) I thought maybe I needed the kill points so I sent an tank up to the jeep for support to fire on the infantry while sending an infantry team up from the train line to the woods in the hope of easy kills on enemy infantry suppressed by the tank. My infantry get to the woods line and discover mines taking casualties.  They also lost the subsequent shoot out with what i thought was enemy infantry suppressed by my tanks area fire. The jeep passenger/crew survivors made their way through the woods to the PAK gun which now was now under constant area fire from a MMG located at range just centre right of town. Despite being pinned down by MMG fire and under close range rifle/carbine fire and several bazooka rounds, this PAK (and friends) just would not break. I decided to use my last full squad, mounted in the HT to once and for all neutralise this last nuisance PAK gun. As I sent the HT through the treeline at the train lines, it hits a mine and aborted its move.  The infantry disembark and suffer 25% casualties in the ensuing debacle.  I had to waste a few more turns waiting for my HT and infinity squad to recover before i remounted the inf in the HT and try another passage through the woods.  Again they hit mines, this time immobilising the HT, disembark and suffer the consonances.  My once full strength squad is now down to about 65% strength and again shaken.  More wasted time, when they recover I route them on foot through another path and this time they make it.  As I still hadn't noticed the mines that took out the jeep/infantry originally, I gave this reinforcing infantry squad a move waypoint near the jeep and once again fall victim to their third minefield.  I think all game there were about 6 separate minefield incidents.
    At this stage it was getting late for me and I was losing patience, and rather than take a break, save and return to it, I went looking for a quick and easy way to just finish up and win the game but it didn't happen.  I ended up taking more risks and paid the price falling in to some excellent ambushes.  Here is what happens when you get impatient and a little to sure:
    )
    It looks like you really spent some time setting up the defence. You really did a great job with this. Totally recommend this scenario (remember to update Friendly Direction settings and re-release!)
    Do you have any others?
    Bull
  23. Like
    Sgt.Squarehead got a reaction from General Jack Ripper in The Path Forward?   
    Yup, it's all down to you.....Hang your head in shame young man! 

  24. Like
    Sgt.Squarehead got a reaction from Aquila-SmartWargames in Possibly Interesting New Perspective For Scenario Designers   
    Given the countless comprehensive mods already circulating, this:
    https://foreignpolicy.com/2018/09/21/the-coming-crime-wars/
    May have a lot of potential as a source for scenarios. 
  25. Like
    Sgt.Squarehead got a reaction from Bud Backer in CAAR - CMFI Rome To Victory Beta - The Kirpan & the Rhino   
    Hope Kurt has a MP.40. 
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