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Kieme(ITA)

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Everything posted by Kieme(ITA)

  1. Thanks for the ideas, I wrote total conversion, but chose the wrong words, I really mean something that can be done with the assets in game.
  2. I will look into the at-3 and see if it can be hidden. These are indeed extreme mods and labeled as such. The BMP-1 flavor object mod has been updated with the at-3 removed.
  3. I belive that the sacrifice of 2 men is not that big if that means having the ability and flexibility to use the javelin as you please. The US rifle platoon has a 2 men team as forward observer, you can give the javelin to that team (which is usually less used in combat anyway). There are enough instruments within the game to have solutions to the javelin and AT rocket use, if you want to control it as much as possible, you just need to start using the appropriate commands and combinations.
  4. As far as I know the ERA on BMP-3 was only developed after the UAE request for an ERA package. The only images of ERA BMP-3 in russian service are those of a vehicle with naval infantry markings, not sure if these are standard equipment for naval infantry or if it was just an improvised thing. Anyway, ERA BMP-3 and ARENA BMP-3 were just a different path of development for export concepts. Due to the bulk of ERA on BMP-3 sides seems that the .50 anti tank guns can't get any penetration.
  5. Can't imagine the complexity of a vehicle...
  6. I just did some testing. M107 barrett in sniper team vs some russian vehicles, distance 500/600m. M107 penetrates MTLB, BTR-80, BRDM-2, - on all sides M107 does not penetrate BMP-2 - frontally M107 does not penetrate T-72BM3/T-90 - on the back. M107 does not penetrate BMP-3 - frontally M107 penetrates BMP-3 - on the side Most of the penetrations did not cause damage to vehicle modules. But for one instance when a BTR-80 crew member was killed. On BMP-3: -the ERA version absorbs all shots (no penetrations) -the sides get penetrated but not reliably (most are partial penetrations and armor spalling). I saw a partial penetration causing a casualty + a light wounded to the transported infantry team. - a specific test on BMP-3, 10 turns long, with shots hitting the side, showed more or less one dead soldier inside the BMP-3 per turn, some sub-system damage (IR optics went even on Yellow, radio destroyed), until the remaining crew and mounted infantry panicked and dismounted the vehicle.
  7. Looking forward for the campaign. I was not far from the US base near Vicenza few days ago, and the hotel I picked out of the city turned out to be having a direct view of a US weapons deposit, possibly nuclear.
  8. For what I understood: -the "3d modding" is not illegal as far as the extracted models are used to create free mods for the game -the "3d modding" can cause more or less severe problems within the game engine, making such mods glitchy if not even game-breaking. Personally, I'd have a few ideas that could improve the game models without any kind of extreme change, for example: adding tree-branches to a vehicle as visible camouflage (a panzer IV or stug, to say a couple). Not a big impact on the game (maybe the branches could even be 2d doodads?), but a guaranteed aesthetic effect.
  9. It is better to give the javelin to rifle squads, so that you can split a 2-men team. Having a dedicated AT team helps a lot, and it's the best way if you want to make sure that asset will be used for AT support only. Besides, the split team can be re-joined with the original rifle squad at any time.
  10. There is a very simple solution to your problem: split your infantry unit, split an anti tank team, you'll get a new team with two soldiers one with javelin plus another dude, could be the sniper or another solider, this way you have a dedicated anti tank team, order it a cover arc for enemy armor and order another cover arc for your infantry for all targets, you get all your firepower (minus two soldiers you must spare for the AT team) for infantry targets, but you are 100% sure that javelins will be used for enemy armor only. If you want you can try to split your unit and try to see if most if not all of the soldiers with AT4 get into a single unit, then consider that an AT unit (only for close distance, keep in mind). AT assets acquired from vehicles are casually distributed to the unit, but you can experiment by splitting before the acquisition and/or after it. There's no guaranteed result, but you could achieve interesting mixes. Example: split a US rifle squad by creating a scout team, you get two soldiers in a team, order that team inside a Bradley and acquire two AT rockets, so you get a tag team of two with rockets to whom you can order a cover arc for armor only.
  11. If you want to change the color/texture of the ERA blocks, there's a dedicated file among those Others of the T-72. If you want to change the shape of those blocks, you can't. You could still make them disappear by adding a "blank" or transparent texture to them. For the game's sake they will still be there (the game engine will do as they are there, in fact they are even if transparent/invisible).
  12. From the manual, seems clear to me: The Target Armor Arc works exactly the same as Target Arc, except that the unit will only engage armored vehicles such as tanks within the designated arc Example - you have hidden away an anti-tank gun overlooking a likely route that enemy armor will use to attack. You want the anti-tank gun to maintain the element of surprise, so you give it a Target Armor Arc over the area to ensure that it does not fire on any enemy infantry preceding the tanks.
  13. Remember that the steeper the elevation between two closer points the more stress the terrain rendering will cause to the system. So a gentle slope can save you a lot of power.
  14. Next time you can use a target armor cover ark, and set to to cover the entire map (if you want the team to engage any armor on sight), or restrict it to a given diameter (if you want the team to engage only closer targets). I mean, there are technical problems concerning the orders we can give to the troops, in terms of complexity the tools we have do not let us take all the actions we could imagine. But some tools are there for a reason. If I just read the title of this thread, the first thing that comes up to my mind is: use a target armor cover ark (they were introduced in the game for this very reason).
  15. Consider that CMBS simulates infantry body armor, and in general, all infantry defensive equipment is much better than any 1940s counterparts. Most 1940s weapons use different calibers than modern weaponry, and long rifles were indeed quite precise in good hands.
  16. Thanks sbobovyc, I am really looking forward for the buildings (could use an industrial rooftop).
  17. True, didn't thought of that. Problem is that the equipment is not so low tech. I mean, we have MTLB, BRDM-2, BTR-70, BMP-2 but the T-64s are not usable in a middle east theater (if not fantasy), T-72BM3 and T-90 could be interesting but their export not extensive. We have not very old tanks and IFVs.
  18. Hello everybody, given what we have in the actual CMBS (nothing new will come for quite a while), do you have any idea of a potential total conversion of the game? Examples: -home war (US army defending the country against a russian invasion - possibly the state of Washington? With the ukrainian army modded to represent local militia, at least the infantry). -back to desert (US army fighting OPFOR of some sort, with the ukrainian army modded to represent a local ally)
  19. I would be up for a back to desert mod for CMBS, but we are stuck with what we have right now. Ukrainians could be modded to resemble a US ally, possibly local. Russians have quite some modern equipment in CMBS, even the low tiers are T-72BM3, BMP-2, BTR-80a, MTLB. I don't know which setting could be represented using the avilable assets.
  20. I am positive that T-72, BMP-2, Abrams, Bradley from CMSF work in CMBS. There might be some differences with details or few parts. Some other vehicles should work too.
  21. Stowage of ammunition and especially charges on the floor of tank turrets (up to T-90), and on the side of turret crew compartment, stowage of ammunition on the front part of the tank (T-54/55/62), and in all occasions with no blast doors between said ammunition and the crew.
  22. What you said for russian weapons and T-34 can be said for US weapons (what about the development of Chobham armor?) and Sherman tanks.
  23. I endorse that courtesy, since I have a custom sound for T-72 and 64 and few other vehicles.
  24. It's really an unknown land that one. CM games have never been moddable in terms of 3d objects (they were not inteded for that kind of modding and therefore they don't support that), and the games are not yet 3d-modded today. The one person working on this is sbobovyc, of the pointed thread, and he knows how to use computer software very well. When it comes to 3d objects who knows if there are dimension constraints, polygon bugs or whatever. Anything could be. One thing is for sure, if you want to add the statue of liberty you might even get it right, but don't expect it to walk (i.e. programming and interaction with the game is really out of any mod scope). My posted mods are just a ports from another CM game, which all took was some renaming of files. Theoretically, all CM2x games are compatible (from CMSF to CMRT), so you can inter-change items, there are differences between the 3d engines, but the basic rendering system is the same. There might be glitches and little problems though.
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