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Ryujin

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Everything posted by Ryujin

  1. Just took it for a spin, very nice. I'm going keep the vehicle movement module in when I run my sound mod .
  2. Trying my hand at some quick HD germans to go with my playthrough of the campaign (making high res flecktarn was a pain, no good samples, so I had to remake the BF pattern at a higher res). All the german gear was pretty confusing, I tried to kit them out to match what appears to be a older vest they're wearing. Changes -Higher res flecktarn, somewhat less yellow (still going for the second gen non-white stuff). -New helemet covers with the "molle-like" stuff for sticking in brush I geuss. http://www.flecktarn.co.uk/photos/flphc3ua500c.jpg -Flag and "germany" patches on both shoulders -new pockets, buttoned leg pocket and small buttoned arm pocket. -occasional woodland flecktarn vests. Going to probably make a few more tweaks and release it, not going to go super in depth. Just need some more info on german gear circa whenever they wore that armor vest. Could probably make newer germans by hijacking the Canadian model and giving em the new armor/uniform with shoulder velcro (new helmet cover too?). Is there any NVG mounts or LBE they used?
  3. Great walkthroughs as always. It's interesting to whatch them after I play the mission and see how you did it differently. I've noticed the AI are noticeably tougher, more shifting positions and not opening fire till I'm pretty close. Although sometimes the scripted large scale falling back just gives away all their positions to my overwatch and I hit em with bombs and arty. Triggers would certainly be nice. Combined with tougher ROE, it's certainly a challenge. The MG3s are a great way to soften up a town and get the enemy (tac AI) to fall back. If you can get set up on the flank of a town, you can use the MG3s to try to flush out some of the bad guys without leveling the buildings. Hose down each position for a bit a see if anyone panics and runs out the back when you cease fire. Then when they fall back you can hopefully hit em from the flanking positions. I've actually been opening the hatches a lot on my Leo 2's and using the 2xMG3 per tank as a more architecturally considerate means of laying waste to everything (8x MG3s is quite a bit of suppression). Evidently redecorating every building with 500 bullet holes doesn't count as damage. Nothing that can't be fixed with a few gallons of plaster.....
  4. http://www.filefront.com/17487083/HD soundmod 0.68.rar Uploaded to filefront also.
  5. I uploaded it to the battlefront repository, still hasn't shown up though.
  6. Thanks. (silly 10 character limit...)
  7. HD sound v0.68 has been uploaded to the repository, should be up in a bit. Features a number of tweaks, including yet another sound for the 5.56 rifles (poppy, but less whoosh... if that makes sense) among other things like a new more cloth-ripping MG3 sound. Music is now in a seperate folder to make it easier to find and remove if you so desire. Still trying to figure out what sound the Marder uses, I think there's an old unused 20mm sound that came with base CMSF, it'll be something for the next update.
  8. My sound mod had new music Ashes to ashes by Hans zimmer on the main menu (which I thought was perfect) and "shoot to kill" by Two steps from hell as the loading music (they do of the movie trailer music), not quite perfect If that's not it, I think there was one other music mod on greenasjade's site. If you want to amplify a song, try a free audio editor like audacity. It'll look complex, but all you need to do is open it, amplify, export as wav.
  9. Yeah music intro.wav (menu) and music splash.wav (loading). I forget the one for when you finish a battle.
  10. You open it with winrar and put the contents in the Combat mission shock force\data\z folder. As longleftflank said, you can get a free version of it. No, unfortunately it will not work the multicam or other texture modifications, the gas mask bag is part of the overall gear texture, so it comes with ACU pouches. Although if you mixed it with ACU mod, it'd look ok.
  11. I'd like to do everything in "HD", but I've been swamped with university stuff. Hopefully when I get some free time again I'll release my updated HD US Army, USMC, and sound mod. Then I'll get around to buying NATO and maybe doing some of those guys. It'll be slow going though, I got to round out my portfolio too for this summer. So I got a lot of unrelated modding and 3d work to do in addition.
  12. Personally, the only thermal I've seen up close was a demo of the CROWs on a stryker at an auto show (that thing has a low ceiling in back, I'm short and I was cramped). Just putting that out there. Anyway, here's what I've got in terms of gen2 thermal reference I could dig up. Don't know the times of day. M41 TOW improved target acquisition system (ITAS). Bit low quality. Are you testing during the day or night? I wouldn't be surprised if ground temperature matters. In the desert it can obviously get close to body temperature during the day. I wouldn't be surprised if the thermal worked better at night. The contrast probably isn't as high as you think, especially during the day. Unless it's pretty cold out, it won't just be glowing targets on a dark background (if white hot). Stuff like bushes, trees, rocks, etc will still show up as having different temperatures than the ground. Some guy's head poking up over a rock could still be missed. There's also two other issues, abstracted cover/concealment and narrow field of view. I don't know if/how the gunner "scans" in CMSF.
  13. M1A1TC doesn't seem to run the highest settings in CMSF. So if you have a better PC than the one he's taking screen shots with, many of his mods will look a tad nicer on your end .
  14. Don't forget the M2A3 has a Commander's Independent Thermal Viewer, 2x jav's and a CLU, and BFT in addition to all the other stuff mentioned. You also get the oh so deadly M7 BFIST from time to time (first round fire for effect artillery). I'd say the mader scores points for it's low profile, use vs infantry, and general nippy-ness, but the Bradley is just on average better as an IFV. (although the commander/gunner should have to expose himself a little to reload the TOWs, they just don't model turning the turret 90 degrees left, max elevation, and then popping open the troop hatch to load missiles. Not nearly as bad as the Milan though). Yup, the damage model is top notch.
  15. Are those marders shooting at T-62s with their 20mm all the time? Seems like a good way to give away their position with zero effect. If they're going to shoot at tanks, they should at least use HE for a better chance of damaging optics or tracks, AP won't do squat. Hopefully they're not too eager to use their 20mm on MBTs when it's released. Otherwise, nice video .
  16. In theory, the idea is to not take hits in the first place. The difference in crew training would probably have a greater effect in environments larger than that of CMSF (4km and a handful of tanks is a very small and limited head on scenario for armor). Not to mention the skill level of the crew in CMSF does not reflect tactics and coordination. The M1 would still obviously have the advantage in a fair fight (two tanks slugging it out). However the point is that the fight would probably not be fair, the more skilled crews in T-72s would, spot coordinate, react, utilize combined arms, and maneuver better, allowing for engagements on their terms (T-72s firing the first shots within their effective ranges, probably on the flank). This would be sufficient to kick the crap out of the M1s, but to say the results would be exactly the same does seem a bit optimistic in my non expert opinion. Didn't bradleys kill the most enemy tanks in Desert Storm? If true, that'd be a pretty good example... not even a tank, has to ambush and shoot first.
  17. you mean the crew served grenade machinegun? It takes high velocity 40x53mm belted ammo, the AG36 UGL on the L85A2 takes low velocity 40x46mm which is what is in your bulldog I think.
  18. On a related note... why can't my BMPs/BTRs float in said water tiles?
  19. No downplay here, anyone who takes an almost point blank round to the side of the mouth, has everything put back together, and the returns to unit to move mules (I didn't find that bit till recently) is not to be downplayed.
  20. Unfortunately no, I don't know too much about his service (he passed away some time ago). I just remember seeing the shoulder patch (which says Merrill's Marauders) and a bronze star among his medals. Otherwise all I know is he was a sergeant, had something to do with cavalry, and ended up with mules. So I did some quick looking/asking around, I think he may actually have been 124th Cav with the Mars task force, but he does have the aforementioned patch, bronze star, and a citation, which makes it a bit confusing.
  21. Not necessarily for panicked troops, they're not always going to act in their best interest and getting up and running away at that range is going to be just as bad as running at the enemy. Higher quality troops will resist suppression better, but generally you shouldn't expect troops to charge into short range enemy fire. Since you haven't played CMSF, I'll add now that there is 1:1 troop modeling, sometimes a few soldiers will be cowering and others may return fire, so they may be slightly more effective under heavy fire, but they're still probably not going to do what you want unless you set them to high experience and high, near fanatical, moral. This is another thing I've noticed in CMSF (and probably by extension normandy), troops will take a lot of suppression, kicked up dust will obscure their view, and the moral can take a big hit if casualties were taken. Suppression will last for a little while after the barrage and moral will be down for much longer if the barrage was effective. An ineffective shelling on experienced troops is of course not going to have as much of an impact. So for CM:N, I imagine you'll see the effects you're talking about. Couldn't you shell everywhere in CMAK? I swear I remember doing it all the time and the accuracy was really bad. That said in CMx2 you could only shell everywhere during the setup phase, after that you had to see it. I'd second getting this feature back, as long as the accuracy is realistic, especially for non-preplanned or TRP firemissions. That and TRPs would be nice, so you could have one or two preregistered. The artillery modeling is better in CMx2 and your FO has to walk in spotting rounds. If he can fire on target's he can't see in CMN, you'd just have to hope they're on target the first time. The issue is not so much with the advanced modeling of command and control in CMx2, just the player feedback that needs to be tweaked. The C2 doesn't need to be dumbed down, just some quick way to see how your units are linked. One of the nice things about a less tradition wargame and more sim approach of CMx2 is that is harder to have a surefire plan or attack or defense, it plays less like "war chess". The problem with defending is it can only really be done well in multiplayer, the AI tends to bungle most attacks rather badly unless they have overwhelming numbers. That's my $.02.. oh and windowed mode please!
  22. Those might be Fallschirmjaegers in the screenshot. Visually they wouldn't look to different. I have no idea what the squadsizes are for each unit, but you can only fit 6 in a Marder. They do look a lot better though, especially the coloring of the camo. That MG3 at the squad level will be awesome, especially when you have an vehicle full of extra ammo (if the AI actually puts down a few more rounds per burst with it). On an unrelated note:
  23. I think MikeyD is right. Many, but not all, NATO countries standardized "3 color NATO" across their vehicles back in the day. Netherlands, US, Germany, and Canada (on their Leo 2s) use it, probably more I don't remember.
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