Jump to content

CMFDR

Members
  • Posts

    460
  • Joined

  • Last visited

Reputation Activity

  1. Like
    CMFDR reacted to BarbaricCo in CMBS Winter Mod   
    As far as I know we still don’t have official Winter campaign for CMBS and CMRT so I guess it’s still a thing 
     
    @kinophile & @dragonwynn
    There were many Winter additions by numerous modders (I will miss someone if try to name all) from gui icons, textures, sounds, buildings, uniforms, vehicles to scenarios and campaigns.
    Those are real fruits of Winter mod and even if I know that CM users prefer to personalise their experience, I'm always in for any kind of compilation and easy of use for players.
     
     
    I updated dropbox links.
    Those 2 mods are essential for “winterising” Combat Mission although I haven’t checked does everything still works in engine v4.
    Winter Mod ADVANCED TERRAIN PACK For CMRT/CMBS
    https://www.dropbox.com/s/2botqwom4y7red9/Winter Mod War Movie ADVANCED TERRAIN pack.zip?dl=0
     
    Winter Mod CMRT COMPLETE  Snowy Roofs (those are responsible for burnout )
    - Winter Mod Snowy Roofs Part I
    http://cmmodsiii.greenasjade.net/?p=2836
    - Winter Mod Snowy Roofs Part II
    https://www.dropbox.com/s/wamu7vah2wj7v4y/Winter Mod Snowy Roofs II.rar?dl=0
    - Winter Mod Snowy Roofs Part III
    https://www.dropbox.com/s/uvc5nqd44cctv8y/Winter Mod Snowy Roofs III.rar?dl=0
    - Winter Mod Snowy Roofs Part IV
    https://www.dropbox.com/s/1jf2hrvpchumhzs/Winter Mod Snowy Roofs IV.rar?dl=0
    - CMBS FLAT roofs
    https://www.dropbox.com/sh/l1t6npuq30qh07i/AACrEJnPWgvz6FuBAxih17ana?dl=0
     
     
     
     
  2. Like
    CMFDR reacted to JM Stuff in Warsaw Uprising 44   
    Hi there
     
    Time that some of us are waiting to CMRT module " the grand Russian Offensive Bagration"...
    in a poor western region the Polish peoples prepare to resist and have the hope to receive some help to the Russian Army...
     
    This is why I TRY to built a little mod...
    I guess everybody saw the movie ...if not copy and past the link in your browser,  to see the trailer...
     
    This is what I realise for the time.
     

     
    But because I don t have enough knowledge’s in the modding world, uniforms are with a lot of bugs and far away to be finish yet, I am busy to  trying to modding some 
    weapons like Sten and Kar98  to added to the " Shadow Polish Resistance army".
     
     
     Also the german troops categories SS, are not including in the CMRT module, than i have to pick up left and right uniforms from some Modders.
     

    If somebody is interesting to lend me a hand I will really appreciated.
     
    My goal is to added all these one...I made a mistake in my mdr mds files and dont find more who is what but soon...
    I dont use Photoshop but Paint this is why the result are not perfect...for the time !!
     

     
    Copy and past the link to see the trailer
     
     
    https://www.youtube.com/watch?v=Kw7inmswJ1A
  3. Like
    CMFDR reacted to George MC in CMRT Campaign - Kampfgruppe "von Schroif"   
    About the Campaign
    This campaign covers a short and sustained period of combat operations taking place over a period of less than 72 hours, in Poland, on the Eastern Front in early August 1944. Although fictional it is heavily based on actual events.

    In the campaign you take the role of 1 Kompanie Commander Hauptmann Hans von Schroif, of the 3rd Panzer Division’s (Known as the Berlin Bear division – the bear features on the city coat of arms) I(gep)/PzGrn Rgt 3 equipped with half-track carriers (SPW). Hauptmann von Schroif - AKA you - has been tasked with commanding a small kampfgruppe, to which has been attached the 6 Kompanie (Panzer IVs) under the command of Hauptmann Eric Faust. You have a sister kampfgruppe – commanded by Hauptmann Krüger – with roughly the same make-up, SPW and PzIVs. Krüger is a glory hunter with a desire for a Knights Cross. Correspondingly his unit is very aggressive. Other elements from Division will be attached given the situation – mostly recce units from Aufklärungs-Abteilung 3 (AA3). 

    Reinforcements; Resupply and Refit
    It is worth noting that the player receives no reinforcements and little in the way of refit in the 72 hour period.
    Therefore you, the player, have to use your forces wisely, especially your panzergrenadiers. Keep your casualties as low as you can, for as long as you can. The key to success is close co-operation between your SPW, panzergrenadiers and panzers.
    Key characters, including platoon leaders, are all named individually and are tracked throughout the campaign. You’ll notice, as casualties mount that key names slowly start to disappear. Don’t get killed yourself though early on, as it may lead to you ending the campaign, like your life, prematurely. 
    Player Campaign Briefings and Tactical Maps
    The briefings take the form of an immersive narrative. Therefore they tend to be fairly lengthy, Not everyone’s cup of tea but I like that. To help process the info I compiled all the campaign briefings into a PDF file titled Kampfgruppe von Schroif Campaign Briefing Handbook. Each brief is linked via the Campaign Flowchart so you can quickly access the briefing you want. If you don’t like reading then the Operation and Tactical Maps in each mission provide the key info required at a glance.
    There is also a table showing your unit, its commanders and their ‘soft’ values e.g. experience, morale etc. In addition there are Force Tracker graphics which allow you to track casualties and effectiveness of your unit as the campaign rolls on.
    In addition there is a pack of Tactical Maps included in the zip file. These are maps of all the main missions and are blank unannotated JPGs. They offer the player the ability to use them to plan their actions either on paper (print them out) or digitally on your PC/Laptop.

    Mods
    There are no mods required to play this campaign. It’s playable “out of the box” using the base CMRT game. If you are interested in what mods I use (and you’ll see in the screenshots) then I use the following:
    Aris' vehicles (both German and Soviet)
    Kieme's buildings and terrain mods
    Tanks a Lot buildings (these just add more 'skin' options for buildings but they are great!)
    Veins' German and Soviet soldiers
    Veins' tracers and special effect s(smoke, flame and dust)
    Rambler's CMBS Trees and Hedges (yup CMBS mod but it works in CMRT).
    Acknowledgments
    Huge shout out to SeinfeldRules for the kind permission to use his “Assault Position” scenario in this campaign.
    I owe a huge debt of thanks to the guys who did the playtesting. So a big shout out and thanks to the following for playtesting, feedback, proof reading and critical comment:
    SeinfeldRules, Raptorx7, mjkerner, RepsolCBR, TAKODA. BarbaricCo, olliwa, SlowLarry, Reech, borg, bangalor44, Chudacabra. 
    Special mention goes to Combatintman who painstakingly proof read and checked all the briefings for every scenario and their associated tactical and operation maps. I think the words Oberleutant and Oberstleutnant will be forever etched in his brain! He also provided the “Force Tracker” graphics.
    Any subsequent errors, omissions and weirdness are entirely my fault!

    You can grab a slightly tweaked version 3 (some minor changes made to the first mission and corrected some typos in the brief) from TSDIII HERE.
     
  4. Like
    CMFDR reacted to Warts 'n' all in I am looking for a mod   
    No, despite being a great mod pack. It doesn't contain a British Infantry Uniform mod for the 50th (Northumbrian) Division.
  5. Like
    CMFDR reacted to dragonwynn in New file at the Repository: In the Fields Where the Poppies Grow (2014-12-07)   
    In the Fields Where the Poppies Grow was my first attempt at campaign creation and is still very special to me. Since then I have created a few more and during that time learned a great deal of the mechanics as well as the creative process of making campaigns/scenarios on CMx2. I also learned that I had made a huge number of mistakes in "Poppies". The AI was atrocious,( I was clueless in how to create and setup AI plans) and the campaign showed it. It was my first attempt at mod tagging, of which the mod folder was forgotten to be attached to the upload.
    So I have gone back and revisted "Poppies" and have totally reworked the entire campaign. The storyline is the same as are the units and the characters that make up the storyline. However I have made what I hope are some good improvements that will make this campaign what I had envisioned it to be in the beginning.
    The AI has completely been revamped on all missions. It is now more aggressive and the units are tagged to their AI plans correctly. All the plans have been adjusted or changed completely. Setup zones for the enemy should be correct now. Triggers have been added on alot of missions. The German forces will not go down easy.
    Some German units have been changed or had their positions moved around.
    The scoring system in the campaign has also been reworked. There are many more opportunities for both sides to score points so every unit is important as its loss can hurt.
    I have also reworked some of the maps slightly. Some roads have been straightened out (mainly on the first 2 maps) to elimnate the motion sickness caused by zigzagging .
    A few maps have had small things like walls or boccage adjusted, mainly visual stuff.
    The heart of this campaign is the same. You take the role of 1st Lt. Stevens as he moves his company across the war torn landscape of Normandy, France. It is a story of men at war.
    Hopefully those that played it previously will revisit it again as it will offer a different and hopefully better challenge. For those that have not played it I hope you will give it a try. As always let me know of any problems or bugs.
    Here is the link and I hope it proves enjoyable. Put the .cam file in your campaign folder in your game directory and the mod folder which is included into your data/z directory.
    https://www.dropbox.com/s/uita7ni2k6ljiyp/In the Fields Where the Poppies Grow.zip?dl=0
    Michael
  6. Like
    CMFDR reacted to Steinfisch in Campaign editing   
    Combat Mission Universal Utility Help
    You use this tool at your own responsibility. To prevent irreversible lost of data save all game files befor use!
    With the help of CMUU you can modify the campaign files, change the scenario sequence, add and delete scenarios (battles) and change some scenario preferences. Further features will be installed later.
    The scenario files (.btt) cannto be edited by the tool at the moment because there are some encoded data blocks. Thats why CMUU unpacks all scenario files (.btt) in a subfolder of the campaign folder called 'CM' after start. You can edit theese files using the editor included in the CM executable. After ending this editing process you should return to CMUU and 'Save' the campaign. Edit the campaign properties using the right property window.
    You can select a single .btt file outside CMUU and Copy it to the clipboard. Then you can paste it into CMUU. You can open multiple campaign files at the same time and copy/paste it between the campaigns.
    It's also possible to create a campaign script from the currently loaded campaign. To do this use the toolbar button 'Make Campaign Script'.
    To load scenario .btt files doesn't make sense at the moment for the reasons mentioned above.
    Best regards
    Steinfisch
    Mail to mumumba@gmx.de
     
    CMM uses CMx2 ScAnCaDe sources by Mad Mike
  7. Like
    CMFDR reacted to Mad Mike in Does this file program work SF2 CMx2_ScAn_CaDe_v2.0   
    Just have to mention that ScAnCaDe v2.0 will only work with the new CMSF2 campaigns, so the US Army, US Marine Corps and Training campaigns.
    It will not work with the still old CMSF1 campaigns, which are the British and all of the NATO campaigns.
    This is due to the slighlty different layout of the campaign files.
  8. Like
    CMFDR reacted to Rokko in uncam: Combat Mission campaign extractor   
    Hello,
    I had pretty much given up on CM back in 2016 for various reasons and mostly lost interest in anything CM related as well. The announcment of CMSF2 has brought me back somewhat and, coincidentally, I am currently learning a new programming language. So I decided to write a little application I had wanted to write even way back then, which can extract scenarios from campaign files so you can look at them in the editor or edit them. Mad Mike's ScAnCaDe is a great tool for parsing scenario files, extracting campaigns and visualizing scenario and campaign metadata. However, it does not work with the 'legacy' CM games Shock Force 1 and Afghanistan. Also, who knows if Mad Mike is still around to update it anymore for future versions. He did a great job deciphering the various campaign file formats that have existed throughout CM's lifetime and much of what I did is based on his groundwork (which involves a lot of staring at hundreds of rows of bytecode and figuring out which bytes stand for which variables), so credit where credit is due. And while according to the devs you should be able to play any old campaign in CMSF2 out of the box, now you can also extract the scenario files from these campaigns and update them to the new engine standards, even if the original creators are now longer around.
    I decided to focus on the extraction part and didn't bother with any of the metadata listing and visualizing. The tool should be able to extract any campaign file from any CM game so far and should also work with CMSF2 once it's released. I originally wanted to extract every bit of information required to also recompile the campaign from the extracted data without any further input, but that proved to be more difficult than I anticipated because some of that information is compressed or decrypted within the campaign files and I have not found a way yet how to extract that. This includes the campaign victory/loss texts and the complete core units and campaign briefing data. Maybe I will manage to add this at a later point. For now the scenario extraction works really well however, but I need some feedback from others. I don't have any CM games installed currently besides Shock Force and thus have only been able to  thorougly test the CMSF stock campaign as well as many campaigns downloaded from the Scenario Depot. So if anyone finds a campaign that does not work, make sure to post or send me the error log file that should be created. Usage of the application is as simple as it can be, just put the .exe file in a directory that contains any number of campaign files and start the executable.
     
    uncam-0.9.zip
  9. Like
    CMFDR reacted to Sgt Joch in Battles for Chaumont author?   
    That would be me, I did both.
  10. Like
    CMFDR reacted to Badger73 in Question regarding troop uniform mods.   
    Speaking of figuring things out on our own, this is what the rezexploded USA uniform files look like to me. Would all ya'll mind letting me know whether it is complete and correct? Thank you!

    For USA using:
    ez US Infantry-Patched Uniforms_Normandy (Olive Drab)
    ez US Infantry-Patched Uniforms_Normandy (Khaki)

    v1 Uniform Mod files names....v2 Uniform files names
    us-helmet-m1.bmp.................. smod_american_helmet_soldier.bmp
    us-helmet-m1 2.bmp............... smod_american_helmet_soldier 2.bmp
    us-helmet-m1 3.bmp
    us-helmet-m1 4.bmp
    us-helmet-m1 5.bmp
    us-soldier-uniform 1.bmp.......... smod_american_m41_uniform.bmp
    us-soldier-uniform 2.bmp.......... smod_american_m41_uniform 1.bmp
    us-soldier-uniform 3.bmp.......... smod_american_m41_uniform 2.bmp
    ........................................... smod_american_m41_uniform 3.bmp


    v1 Faces Mod files names....... v2 Faces Mod files names
    us-soldier-skin 1.bmp................ american_skin 1.bmp
    us-soldier-skin 2.bmp................ american_skin 2.bmp
    us-soldier-skin 3.bmp................ american_skin 3.bmp
    us-soldier-skin 4.bmp................ american_skin 4.bmp
    us-soldier-skin 5.bmp................ american_skin 5.bmp
    us-soldier-skin 6.bmp................ american_skin 6.bmp
    us-soldier-skin 7.bmp................ american_skin 7.bmp
    us-soldier-skin 8.bmp................ american_skin 8.bmp
    us-soldier-skin 9.bmp................ american_skin 9.bmp
    us-soldier-skin 10.bmp.............. american_skin 10.bmp
    us-soldier-skin 11.bmp.............. american_skin 11.bmp
    us-soldier-skin 12.bmp.............. american_skin 12.bmp
    us-soldier-skin 13.bmp.............. american_skin 13.bmp
    us-soldier-skin 14.bmp.............. american_skin 14.bmp

    Good luck & good gaming!
  11. Like
    CMFDR reacted to mjkerner in Question regarding troop uniform mods.   
    Zenomorph, you'll find the new names/new textures in your CMBN Files/Data (where you keep the "z" folder) in the "Normandy v200" (basic Normandy) and "Normandy v200 Commonwealth" folders, inside the "uniform" folder. You'll have to "RezExplode" the brz files first.
  12. Like
    CMFDR reacted to AstroCat in Uniform mods skipping "1"?   
    I noticed in EZ's various mods out there and the variations he always skips the "1" uniform, other modders do this as well. For example: smod_american_m41_uniform 1 is always missing, same for all the other groups and nations. Is there a reason for this? Is "1" skipped if there is a .bmp that has no numbers? Like this:
    smod_american_m41_uniform 
    smod_american_m41_uniform 2
    smod_american_m41_uniform 3 
    In modding the sounds we always use the "0"
    sound 0.wav
    sound 1.wav
    sound 2.wav
    Thanks!
  13. Like
    CMFDR reacted to rocketman in WIP: H2H "Man of the Our"   
    This scenario is now released, see thread:
     
     
  14. Like
    CMFDR reacted to dragonwynn in CMFB Campaign: Fields of Tears   
    CMFB Campaign: Fields of Tears
    Fields of Tears is a interactive CMFB Campaign that picks up where my CMBN Campaign: In the Fields Where the Poppies Grow leaves off and follows the actions of Captain Charles Stevens and A Company, 31st Tank Battalion, 7th Armored Division, around St. Vith, Belgium during the Battle of the Bulge.
    It requires the latest version of CMFB and all immersion mods needed are in the download. They are tagged to this campaign only.
    It is playable from the Blue Side only.
    The campaign is a story driven campaign like "Poppies" where you must keep Stevens and other important personnel alive and still complete the mission objectives to advance in the campaign. The storyline is in the Designer Notes for each mission.
    The campaign begins with a mission in Germany and then continues after the Germans launch their Ardennes offensive Unternehmen Wacht am Rhein. Elements of the 7th Armored Division, the 31st Tank Battalion, including Captain Stevens and A Company are sent to the St. Vith area where they are to make contact and destroy the enemy forces advancing on the town.
    The campaign is based loosely on historical facts.
    Core Units:
    A Co HQ:
    Capt. C. Stevens (Snake Eye) (CO)
    1st Lt. P. Jarrett (Hammer)
    2nd Lt. R. Vanicor (Dancer)
    1st Platoon:
    WO C. Carlisle (Cowboy)
    SSgt B. Hash (Machine)
    Sgt. E. Edmond (Easy)
    Sgt. M. Newby (Dinosaur)
    Sgt. J. Smith (Cleaner)
    2nd Platoon:
    WO J. Courville (Pappy)
    SSgt. R. Davis (Uptight)
    Sgt. B. Tuck (Preacher)
    Sgt. K. Hooper (Jester)
    Sgt. D. Gray ( Slick)
    3rd Platoon:
    WO J. Royce (Southpaw)
    SSgt. C. Honeycutt (Cool Hand)
    Sgt. W. Morris (Hook)
    Sgt. S. Gappa (Cruiser)
    Sgt. D. Burlyson (Joker)
    B Company:
    3x Platoons
    31st Tank Battalion HQ:
    Lt. Col. R. Erlenbusch
    Maj. W. Beatty
    1st Lt. Minvielle
    CCB 7th Armored Division:
    Brig. General B. Clarke
    1x Platoon (Recon)
    Non Core Units:
    334th Infantry Regiment
    D Company
    38th Armored Infantry Battalion
    A Company
    B Company
    D Company
    423rd Infantry Regiment
    F Company
    168th Engineer Battalion
    A Company
    23rd Armored Infantry Battalion
    HQ Company
    B Company
    87th Cavalry Recon Squadron
    Troop B
    16th Field Artillery
    4 x 105mm Howitzers
    203rd AAA Battalion
    1 x Platoon
    275th Armored Field Artillery Battalion
    4 x 105mm Howitzers
    German Forces:
    13th Fallschirmjager Regiment
    193rd Volksgrenadier Regiment
    16th Panzer Regiment
    146th Artillery Regiment
    Fuhrer Begleit Brigade
    Grenadier Regiment 294
    Artillery Regiment 1818
    190th Regiment 60th Volksgrenadier
    14th Fallschirmjager Regiment
    116th Panzer Division
    19th SS Panzer Grenadier Regiment
    20th SS Panzer Grenadier Regiment
    1 Fuhrer Begleit Brigade Panzergrenadier Battalion
    Campaign Specifics:
    Campaign Tree:
    1. Antons Bridge ( Allied Attack)
    2. First Contact (Meeting Engagement)
    3. Holding the Line (Axis Attack)
    4. Something Wicked This Way Comes (Allied Probe)
    5. Counterattack at Hunnigen (Allied Attack)
    6. The II SS Panzer Corps Strikes (Axis Attack)
    Maps:
    The first battle, Antons Bridge, is an original map by me.
    The other maps in the campaign are from the excellent master maps that came with the game. I reworked them extensively to achieve the immersion I was after for the campaign.
    Mods: (All credit goes to the authors of the mods)
    US and German Snowy Uniforms and Gear by Ithikial.
    King Tiger Mod by PzPJ
    American Sherman Pack and Gear by Aris
    Snowy US Vehicles by Umlaut
    Mords US Portraits by Mord (modified by me with the unit insignias used in the campaign.)
    Various winter fortifications from the Winter Mod by the Winter Mod Team
    Assorted damaged vehicle textures by me
    Special Note: I used Worghern Blitzkrieg Environment : CMFB 2.0 while designing the campaign which is not included in the download. I highly recommend adding this as the campaign was designed and modified using these textures as well as the Winter Mod for CMFB which will work seamlessly with Worgherns mod.. While it can be played without these I highly recommend using them as the tags in the campaign will pick them up.
    Here is the link to download Worghern Blitzkrieg Environment : CMFB. http://cmmodsiii.greenasjade.net/?p=3984
    Here is the link to download Kohlenklau’s Winter Mod for Final Blitzkrieg. http://cmmodsiii.greenasjade.net/?p=3991&
    Also Umlauts Snowy German Vehicle mods are not included but highly recommended.
    Once again to follow the storyline read the Designers Notes.
    I hope it proves to be enjoyable.
    Here is the link to download:  https://www.dropbox.com/s/v0kdb0qhc34iti5/CMFB Fields of Tears.zip?dl=0
    Michael
    (dragonwynn)
     
     
     
  15. Like
    CMFDR reacted to Hardradi in German helmets not working to full capacity   
    Based on my limited testing it appears that the number of textures is directly related to "3D Texture Quality" setting. "Best" allowed me to view all of the stock textures and all of the textures I had in the mod directory.
  16. Like
    CMFDR reacted to Mord in A question about cover   
    Yep. By creative use of the pause command and stacking orders. Ex: You run your guys up to the crest of a hill, select the end waypoint, issue a pause (in 5 sec increments), issue an area target briefly to where you want them to fire or don't issue any target commands and let them choose when they get there. Draw another way point back the way you came or at least out of enemy LOS/LOF. So it plays out like this: team runs to hill top, stops for 10 seconds, shoots at targets of opportunity, retreats/repositions itself.
     
    Mord.
  17. Like
    CMFDR reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    Here is an interesting one.  A scout team from 1st Battalion uses a StuG’s radio (the StuG is from a Panzerjager Bn.) to send a report on a Soviet AT gun to 1st Bn. HQ.


    Scout team moves to within 32 meters of the StuG and horizontally shares information about the AT gun. 



    The scouts use the StuG's radio. If you look in special equipment the scouts have no radio of their own.  It does not matter if the StuG is buttoned or Opened Up as long as the scouts are on the StuG they can use the radio.  So this will not work for games that do not have tank riders.  However on map mortars can be two action spots (about 16 meters) away and use the radio.. 


     
  18. Like
    CMFDR reacted to MOS:96B2P in Questions regarding contact report sharing   
    Yes.  The link below provides a more detailed response. 
     
    Here is part of the same topic but it was buried pretty deep.  Thought you might find it interesting also. 
     
    http://community.battlefront.com/topic/126005-c2-information-sharing-redux/?do=findComment&comment=1731244
     
  19. Like
    CMFDR reacted to Combatintman in No Plan Survives First Contact With The Enemy - Planning Tutorial   
    There seem to be a few tutorials doing the rounds of late … so you’re going to get another one – on planning. So if you’re somebody who wondered how it is done, or are somebody who casts a rudimentary eye over the ground, skims through the orders and then just launches across the line of departure with the view to developing a plan on the hoof and wants to change this – then this is the thread for you.
     
    The vehicle for the tutorial is SeinfeldRules Assault Position Mission.  The associated thread is here:
     
    http://community.battlefront.com/topic/119212-seinfeldrules-scenario-thread/page-1
     
    The mission can be downloaded from here:
     
    https://www.dropbox.com/s/d85cs6w3xeeg0oi/AD%20Assault%20Position.zip?dl=0
     
    What do you get from this thread – simply put it will delve into the planning process and then roll into an AAR. I am playing this as designed so Axis attacker versus the AI. So without further ado, let’s crack on with it. Also I’d be grateful if people could refrain from posting spoilers on this mission if you’ve played it – I haven’t yet – which is kind of the point of stepping through the planning process first!!!!
     
    I will warn you that I am no means an expert on military planning but have been around it enough to know how it works. I will cut corners with it here and there but this isn’t necessarily about military doctrine, it is about giving you guys an understanding of some techniques to help you plan your battles should you have a mind to do so.
     
    Clearly questions (that do not contain spoilers) are welcome but many of my answers might be ‘I’ll come to that later’.
  20. Like
    CMFDR reacted to JoMac in M8 Greyhound around?   
    I have Aris M8 AC Mod (at least I think it's Aris)...Give me your email addy and will send it out later today.
    Joe
     

  21. Like
    CMFDR reacted to MOS:96B2P in Indirect Fire   
    Very big topic with many sub-topics and circumstantial situations.  Probably why you found so many related posts.  I will try to give some general answers to encourage discussion in this topic because I do think this is interesting.  My answers are far from conclusive but here they are:
    Command & Control: 
    To fire indirect on map mortars must be within close visual C2 (12A/S) of their COC or within voice C2 (6A/S) of any authorized HQ, XO, FO team or within 2A/S of a radio equipped vehicle. (Off map mortars always have their COC & C2) 
    A requesting HQ, FO, & some XO teams do not need a radio, COC or C2 to make a request for arty (field telephone abstraction).
    Rank determines ability (authority) to access arty (that doesn’t require an FO).          
    As long as the CO is alive a HQ can always request and adjust artillery even without a radio or C2. 
    Some XOs can call in artillery and mortars.  This includes tank platoon XOs.  The tank platoon XO is normally in Tank #1.   
    If I have on map mortars that I am going to use in the indirect fire role I typically try to deploy them in the Setup phase and check that the HQs can access them before I start the game. 
    How to decrease delay:
    Only off map artillery/mortars have delay option & have it the entire mission.  On map never has it (including during pre-planned setup). 
    When an arty/mortar mission is delayed the UI continues to display the delay time even after fire is adjusted making it seem the adjusted fire will take longer than it actually will. 
    There are some threads that discuss adjusting a fire mission constantly to keep it in a delayed state until you want it to fall.  I have never gotten this tactic to work properly.  I just mention it in case you come across it.  Maybe somebody else is able to make this work and will comment. 
    Also related to Time: 
    FFE times, in the support panel, are rounded to the nearest minute. This can make elite, crack & vet. appear to fire at the same time.   
    In WWII titles there is no difference in the artillery call times between a backpack radio, a command vehicle radio, a Bn. and a Plt. HQ.  
    Command vehicles only improve arty support response time in CMBS.  (Maybe in CMSF2?)  
    Experience is the only soft factor of arty & mortar assets (on & off map) that effect FFE times.
    How to improve accuracy? 
    To paraphrase something @womble said that helped me: The accuracy is determined during the "Spotting" phase.  Your observer needs to be able to see the fall of shot. He can be hiding during the "receiving" and "preparing" phases of the mission but should be heads-up and eyes-on during the "spotting" phase. If your observer has a bad line of sight to the target area (and the splashes of the ranging shots), you'll get a less accurate mission. Trying to hit an area or line where you can only see the two opposite points you clicked to define the line risks shells falling where they can't be seen.
    The Spotter also needs to be spotting (head up eyes on) when adjusting fire. 
     
    Limitations and considerations of the "Cancel' and "Adjust" order.
    Most of what I can think of was said above about "Adjusting"
    Cancel just ends a fire mission.  This can stop rounds from being wasted and allows friendly troops to advance into the area.  I found this most useful to keep from losing control of off map artillery when a spotter comes under fire.   I have had several incidents where a spotter directing fire was KIA.  After that happened I was never able to adjust or have a different spotter take over that off map arty.  Essentially losing the arty for the rest of the mission.  So my SOP is if I'm foolish enough to get my spotter in a jam I try to be quick enough to cancel the mission he is calling for so I don't lose both spotter and tubes.  
    I like to use a off map arty fire mission shooting at a low tube count and a low rate of fire and adjust it around the map as needed. 
    Other helpful hints.
    Off map arty/mortar ammo count shows total available rounds & of that total x amount may be fired as smoke or precision.  
    Pre-planned fires can be plotted anywhere on the map and do not require TRPs.   
    In WWII titles personnel airburst rounds must be requested during preplanned bombardment or in range of a TRP to work.
    In CMFB a (VT) equipped asset can fire personnel airburst rounds anytime without a TRP.  
    Personnel airburst will destroy transports & light armor.  Personnel airburst will damage tracks on armor but not other subsystems. 
    Artillery/Mortar status: Receiving, Preparing, Spotting, Firing, Adjusting, Firing.  
    Additional artillery/mortar status: Not positioned=Not Deployed, Denied=No authority, Out of Contact=Tubes Need C2, Empty=Empty
    If an on map mortar’s indirect LOF is blocked the target cursor will read “No Line of Fire”. A direct fire block will read “No Line of Sight” 
    Light mortars (US 60mm) can be very useful in the direct fire role using Target Light. 
    A Point Target will follow a moving target as long as the spotter has LOS.  A Point Target will not cease fire if the target is destroyed.
    Artillery smoke is NOT IR blocking. 
    The below was a bug that I think is still out there but I did not test it again before posting this (It may also be in CMFI since 4.0): 
    Arty/Mortar adjust bug in CMBN, CMRT, CMBS & CMFB: If one observer has two or more fire missions all firing at separate targets
    and adjusts any one of those missions to a new target ALL the fire missions adjust to the new target not just the one fire mission.   
    If anybody notices anything I screwed up please mention it so I can update my information.  
     
     
  22. Like
    CMFDR reacted to Erwin in Artillery rate of fire   
    I found a comprehensive chart of German arty stats in my old CMBN files dated November 2011. 
     
     
     
     
     
    GERMAN LIGHT/MEDIUM ARTILLERY
    81mm Mortar
    120mm Mortar
    75mm Inf Gun
    150mm Inf Gun
    75mm Howitzer
    105mm Howitzer
    150mm Howitzer
    Barrels
    2
    2
    2
    2
    4
    4
    4
    HE Rounds
    100
    60
    70
    50
    140
    140
    120
    Smoke Rounds
    8
    0
    20
    10
    40
    40
    40
    FAO Response Time (mins)
    Normal
    6
    6
    8
    8
    8
    8
    8
    TRP
    3
    3
    4
    4
    5
    5
    5
    HQ Response Time (mins)
    Normal
    8
    8
    13
    13
    13
    13
    13
    TRP
    4
    4
    8
    8
    9
    9
    9
    Mission
    Harassrnds/min
    p/Barrel
    3.3
    2.1
    1.8
    0.9
    1.8
    1.3
    0.9
    p/Unit
    6.7
    4.1
    3.6
    1.8
    7.2
    5.4
    3.6
    Max
    15min
    15min
    20min
    18min
    20min
    26min
    34min
    Shortrnds/min
    p/Barrel
    10.0
    4.0
    2.7
    1.4
    2.7
    2.0
    1.3
    p/Unit
    20.0
    8.0
    5.4
    2.7
    10.8
    8.1
    5.4
    Max
    5min
    8min
    13min
    19min
    13min
    17min
    22min
    Mediumrnds/min
    p/Barrel
    20.0
    5.0
    4.4
    2.2
    4.4
    3.2
    2.1
    p/Unit
    40.0
    10.0
    8.8
    4.3
    17.5
    12.7
    8.4
    Max
    2.5mins
    5mins
    8min
    12min
    8min
    11min
    14min
    Heavyrnds/min
    p/Barrel
    25.0
    5.0
    4.4
    2.2
    4.4
    3.2
    2.1
    p/Unit
    50.0
    10.0
    8.8
    4.3
    17.5
    12.7
    8.4
    Max
    2min
    5min
    8min
    12min
    8min
    11min
    14min
    Duration
    Quick
    p/barrel
    4-7
    3-4
    2-3
    2-3
    2-3
    2-3
    2-3
    Short
    p/barrel
    11-16
    8-11
    5-10
    5-8
    5-10
    5-10
    5-8
    Medium
    p/barrel
    27-32
    14-17
    11-16
    8-11
    11-16
    9-14
    8-11
    Long
    p/barrel
    41-53
    23-30
    20-28
    15-18
    22-28
    19-24
    15-18
    Maximum
    p/barrel
    100
    60
    70
    50
    140
    140
    120
                        GERMAN HEAVY ARTILLERY
    210mm Howitzer
    170mm Gun
    159mm Nbwfr
    215mm Nbwfr
    280mm Nbwfr
    301mm Nbwfr
    88mm Flak
    Barrels
    4
    4
    6x6
    6x5
    6x5
    6x5
    4
    HE Rounds
    80
    100
    180
    150
    108
    108
    80
    Smoke Rounds
    0
    0
    72
    0
    0
    0
    0
    FAO Response Time (mins)
    Normal
    21
    12
    12
    12
    12
    12
    12
    TRP
    17
    9
    9
    9
    9
    9
    9
    HQ Response Time (mins)
    Normal
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    TRP
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    n/a
    Mission
    Harassrnds/min
    p/Barrel
    0.2
    0.4
    1.0
    0.8
    0.6
    0.6
    1.1
    p/Unit
    0.9
    1.6
    5.8
    4.5
    3.6
    3.6
    4.2
    Max
    89min
    62min
    31min
    33min
    30min
    30min
    19min
    Shortrnds/min
    p/Barrel
    0.3
    0.6
    1.5
    1.1
    0.9
    0.9
    1.6
    p/Unit
    1.4
    2.4
    8.8
    6.8
    5.4
    5.4
    6.3
    Max
    59min
    41min
    21min
    22min
    20min
    20min
    13min
    Mediumrnds/min
    p/Barrel
    0.6
    1.3
    4.4
    3.4
    2.7
    2.7
    3.0
    p/Unit
    2.5
    5.1
    26.3
    20.5
    16.2
    16.2
    11.9
    Max
    32min
    20min
    7min
    7min
    7min
    7min
    7min
    Heavyrnds/min
    p/Barrel
    0.6
    1.3
    4.4
    3.4
    2.7
    2.7
    3.0
    p/Unit
    2.5
    5.1
    26.3
    20.5
    16.2
    16.2
    11.9
    Max
    32min
    20min
    7min
    7min
    7min
    7min
    7min
    Duration
    Quick
    p/barrel
    1
    1
    6
    6
    6
    6
    2
    Short
    p/barrel
        36
            Medium
    p/barrel
        36-72
            Long
    p/barrel
        72
            Maximum
    p/barrel
    80
    100
    180
    150
    108
    108
    80
    NOTES:
    MISSION = RATE OF FIRE
    · p/barrel = rounds fired per min per single barrel at selected rate of fire i.e. Harass
    · p/unit = rounds fired per complete unit i.e. all barrels in action
    · Max = time to expend all rounds when firing all barrels at selected rate of fire
    · Apart from 81mm Mortar then all other weapons appear to have the same rate of fire for Medium and Heavy... Maybe further testing needed
    DURATION = TOTAL ROUNDS PER MISSION
    · p/barrel = rounds fired per barrel over duration of mission. Nebelwerfers fire by multiples of its salvo.
     
    Here is a much briefer US Arty chart dated the same:
    CMBN US Artillery Characteristics
    Rate of fire is 1 round per x seconds.
    Duration is in rounds, or minutes if m suffix.
     
    US 60mm M2 mortar onmap
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:          18       |       6        |       3        |       2
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           6    7    7m  |  3    20   30  |  3    19   24  |  3    16
     
    US 81mm M1 mortar onmap
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:          18       |       6        |       3        |       2
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           5    10   15  |  6    10   28  |  3    10   25  |  6    12   22+
     
    US 105mm M2A1 Howitzer
    Mission:             Harass     |     Light      |     Medium     |     Heavy
    Rate of fire:        46-48      |     28-32      |     16-19      |     10-12
    Duration:         Q    S    M   |  Q    S    M   |  Q    S    M   |  Q    S    M  
    Rounds:           3    6    14  |  2    7    12  |  3    6    12  |  2    6    12
  23. Like
    CMFDR reacted to axxe in Artillery rate of fire   
    The below was not produced very rigorously, but it's been helpful for me to balance intensity and duration of fire vs. ammo consumption.
    It's US only.  Wouldn't expect a huge variation for other armies, but who knows.

  24. Like
    CMFDR reacted to A Canadian Cat in Urban Combat: share your tips and techniques that work for you   
    I'll start with something I discovered about a week ago.

    I was fighting the scenario that @umlaut put together on his map Large urban map, Ciembienne, released and I ran into that annoying problem of not being able to target a building containing the enemy just because they ducked down from the windows. My recon unit rounded a corner in their Bren carrier with the Staghound right behind them. An enemy MG42 at the end of the street opened up on them and the recon team bailed and ran for cover. The Staghoud returned fire. The enemy ducked down from the windows. As the turn ended I had men in the street and no spotted enemy in the building where everyone knew they were hiding. As I started creating a plan to dislodge them I, or course, ran into the problem that my main asset, the Staghound, could not target the known enemy position. Hell, even the Staghound crew new there was an enemy MG there because the fired on them already. Grrrr.

    Then I had an inspiration. As I looked down the street I realized that they could see a lot of the building and it got me to thinking about a discussion a while back where Steve described how when you give infantry an area target each man will shoot at what ever part of the action square they had LOF to. I wondered would that work for an AFV as well? Combine that with a recent LOS technique that someone described (sorry I cannot remember who) where you place a move way point in a location where your unit can see the target and then move the way point back and see what happens to the target line. I thought why not combine those two ideas and try it in this situation.

    Aces.

    I placed a way point down at the end of the street and targeted the building from there. Then I pulled the way point back right in front of the Staghound. Press the big red button and boom the Staghound opened up on the building and I was able to get men closer and get more guns on without the MG42 popping up again.

    I recreated the situation in the same place on the map to show how this works. Here is a Sherman in the very street unable to target the building at the end of the street.


    So I set a move way point down at the end of the street and target the building from there.


    Then move the way point back...


    ...right in front of the tank.


    And the tank moves forward a bit and lets loose on the building for a full minute.


    This works with mixed results on the buildings on the side of the road as well. I have done this many times with Shermans and Panthers and sometimes it works and some times it does not. What is clear is that the more of the building your AFV can see the better it works.

    Here is a video showing how this works:

  25. Like
    CMFDR reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    I have often used the HQ toggle with vehicles (mostly tanks).  Now that I started using US Armored Infantry, where the HQ is part of first Squad, I have noticed it with infantry also.  Thought I would share some screenshots of it.  The HQ toggle is probably common knowledge on vehicles.  Might not be so common with infantry.  The toggle is useful for C2 related issues. 
    Below shows the platoon HQ team in First Squad.
     
    Click the HQ toggle and now the entire squad is displayed. 

     
×
×
  • Create New...