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Kieme(ITA)

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  1. Upvote
    Kieme(ITA) got a reaction from agusto in Kieme's modding corner   
    I got another add on in the works, shuould provide some interesting addition for an abandoned military base, or just one of the several vehicle parks in eastern europe, here's a preview:
     

  2. Upvote
    Kieme(ITA) got a reaction from agusto in Kieme's modding corner   
    Kieme CMBS additional flavor objects  2 (military vehicles)
     
    This mod adds 2 new flavor objects to the game, in form of two military vehicles (a BMP-1 and a T-54b, stripped of most external accessories), textured as long-time abandoned hardware. The models and textures were ported from combat mission shock force game with some adjustments and heavy weathering.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find these in game's editor, under "vehicle" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Download: https://app.box.com/s/puyx6ropwm502j9zpjmm5v1r0y31vltc
     
    Preview:

  3. Upvote
    Kieme(ITA) got a reaction from agusto in Kieme's modding corner   
    Kieme CMBS additional flavor objects 3 (heavy vehicles)
     
    This mod adds 1 new flavor object to the game, in form of an empty ZIL truck, it should work both as civilian and military hardware. The model and textures were ported from combat mission shock force game with some adjustments.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find these in game's editor, under "vehicle" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Download: https://app.box.com/s/5iuxnrjqt05olpodsy0bsu0kcqpqr6vz
     
    Preview:

  4. Upvote
    Kieme(ITA) got a reaction from Fizou in Kieme's modding corner   
    Kieme CMBS additional flavor objects 3 (heavy vehicles)
     
    This mod adds 1 new flavor object to the game, in form of an empty ZIL truck, it should work both as civilian and military hardware. The model and textures were ported from combat mission shock force game with some adjustments.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find these in game's editor, under "vehicle" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Download: https://app.box.com/s/5iuxnrjqt05olpodsy0bsu0kcqpqr6vz
     
    Preview:

  5. Upvote
    Kieme(ITA) got a reaction from agusto in Kieme's modding corner   
    Kieme CMBS additional flavor objects 4 (bunker)
     
    This mod adds 1 new flavor object to the game, in form of a bunker. The model and textures were ported from combat mission shock force game with some adjustments.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find this one in game's editor, under "shelter" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Note: the bunker is not usable by infantry, it's just a cosmetic addition.
     
    Download: https://app.box.com/s/z2aeqpm7ecsznnpgjn5sdnvmgtzql9ax
     
    Preview:

  6. Upvote
    Kieme(ITA) got a reaction from Krasnoarmeyets in Kieme's modding corner   
    Kieme CMBS additional flavor objects 4 (bunker)
     
    This mod adds 1 new flavor object to the game, in form of a bunker. The model and textures were ported from combat mission shock force game with some adjustments.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find this one in game's editor, under "shelter" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Note: the bunker is not usable by infantry, it's just a cosmetic addition.
     
    Download: https://app.box.com/s/z2aeqpm7ecsznnpgjn5sdnvmgtzql9ax
     
    Preview:

  7. Upvote
    Kieme(ITA) got a reaction from Krasnoarmeyets in Kieme's modding corner   
    Kieme CMBS additional flavor objects 3 (heavy vehicles)
     
    This mod adds 1 new flavor object to the game, in form of an empty ZIL truck, it should work both as civilian and military hardware. The model and textures were ported from combat mission shock force game with some adjustments.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find these in game's editor, under "vehicle" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Download: https://app.box.com/s/5iuxnrjqt05olpodsy0bsu0kcqpqr6vz
     
    Preview:

  8. Upvote
    Kieme(ITA) got a reaction from TAKODA in Kieme's Maps   
    The following pack has 3 quick battle ready maps, based on the one posted above, suited for meeting engagement only (deploy areas in the corners NE/SW).
    All versions have the same size and deploy areas but more objectives (small has 1 objective, medium has 3, large has 5). all objectives are of the occupy type (point values in brackets).
    It's up to you to decide what version to play with, just keep in mind that the size is the same. For example: if you want to play a small battle with few forces, the small versions with only 1 victory location in the middle would be best suited to avoid dispersion. At the same time, if you play a huge battle with large forces the large version gives you not only that big objective in the middle but 4 more minor objectives around the map, but you might still want to play with just 1 objective, it's up to you.
     
    Important: this quick battle map pack is intended ONLY for player versus player games.
     
    Kieme's Highway PvP quick battle meeting engagement map pack download: https://app.box.com/s/woi7osiofy8tp9j2xer6hpjtrj2t6qyz
     
    Please note: there has been no testing on the balance of victory locations and deploy areas.
     
    Preview of the three versions:
    Small battle

    Medium battle

    Large battle

  9. Upvote
    Kieme(ITA) got a reaction from Fizou in Kieme's Maps   
    Hi everybody,
     
    a first attempt at map making. 
     
    Kieme's Highway
     
    A few statements to describe this map: 
    -Main theme of this map is a highway running east-west with an interesction in the middle going South and two overpass bridges.
    -map size is 2000x2000 meters roughly.
    -it is practically flat, the main elevation is 19, while depressions go down to 18 (17 in the corners) and up to 21/22/23 in wooded areas, highway is at 20.
    -the buildings are mainly of 1 level or 2 levels. Few exceptions for some buildings at 3 or even 4, but these have no Windows and/or unusable rooftops, so there is no key building dominating the map.
    -large open areas, with few complexes sorrounded by walls (such as an industrial area, a residential area, some farms).
    -wooded areas are small, vehicle passable, slightly elevated and with not too thick trees.
    -there are many ditches between fields.
    -it has few flavor objects.
    -there are no landmarks names.
    -this map is made up and does not represent a real world location.
     
    Notes: this map works best with my previous Modular Buildings mod and Modular Buildings Add-on. Moreover, it makes use of the Optional Highway mod (tagged version).
    HD terrain mod is best suited but not mandatory.
     
    Map only download: https://app.box.com/s/5xz78s9xrvgbvslcc1cwdhq4p8vi1jv6
     
    Intall: put the .btt file in your game files folder (under documents).
     
    Feel free to use this map for your needs, crop, cut, expand, change whatever you need for your scenarios.
     
    Previews:





     
    I decided to start with a concept for PvP (player versus player) coming in form of a basic pack where you can find 3 versions (same map, size, etc.), but with different objectives layout. These are intended only for player versus player and contain no AI plans.
    A preview and download of such "quick battle pack" is coming within this thread shortly.
  10. Upvote
    Kieme(ITA) got a reaction from Fizou in Kieme's modding corner   
    Kieme CMBS additional flavor objects  2 (military vehicles)
     
    This mod adds 2 new flavor objects to the game, in form of two military vehicles (a BMP-1 and a T-54b, stripped of most external accessories), textured as long-time abandoned hardware. The models and textures were ported from combat mission shock force game with some adjustments and heavy weathering.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find these in game's editor, under "vehicle" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Download: https://app.box.com/s/puyx6ropwm502j9zpjmm5v1r0y31vltc
     
    Preview:

  11. Upvote
    Kieme(ITA) got a reaction from Bud Backer in Anti-Material Rifles   
    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.
  12. Upvote
    Kieme(ITA) got a reaction from Bud Backer in Anti-Material Rifles   
    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.
  13. Upvote
    Kieme(ITA) reacted to Hapless in Unofficial Screenshots & Videos Thread   
    Ah, Operation Flashpoint and Arma: experience the short, sharp terrifying life of one your pixeltruppen. Loads of fun.
     
    Talking of short, sharp, terrifying pixeltruppen experiences here comes the start of my latest video AAR:
     

     
    Its a pity you can't prepare buildings for defence, booby trap things or barricade the streets etc, but hey ho.
  14. Upvote
    Kieme(ITA) got a reaction from xIGuNDoCIx in Anti-Material Rifles   
    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.
  15. Upvote
    Kieme(ITA) got a reaction from Neurasthenio in Anti-Material Rifles   
    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.
  16. Upvote
    Kieme(ITA) got a reaction from Haggard Sketchy in How to force infantry to use rockets on armor only?   
    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.
  17. Upvote
    Kieme(ITA) got a reaction from Bud Backer in How to force infantry to use rockets on armor only?   
    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).
  18. Upvote
    Kieme(ITA) got a reaction from RabidOtters in How do I place mines and fox holes on map?   
    They behave like units you can move around during setup phase (as long as they are inside your setup area, if they are outside they are fixed).
  19. Upvote
    Kieme(ITA) got a reaction from Parker Schnabel in Kieme's modding corner   
    Thanks Macisle.
     
    I hope these will be useful, I already started populating maps with some vehicles, and at least now the parking lots feel a bit better.
     
    Officially, it's not possible to make flavor objects. Unofficially yes, it is. First of all you need to know your ways with a 3d editor program, then, I would point you to this thread: http://community.battlefront.com/topic/118928-combat-mission-modding-tools/
  20. Upvote
    Kieme(ITA) got a reaction from Krasnoarmeyets in Kieme's modding corner   
    Kieme CMBS additional flavor objects  2 (military vehicles)
     
    This mod adds 2 new flavor objects to the game, in form of two military vehicles (a BMP-1 and a T-54b, stripped of most external accessories), textured as long-time abandoned hardware. The models and textures were ported from combat mission shock force game with some adjustments and heavy weathering.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find these in game's editor, under "vehicle" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Download: https://app.box.com/s/puyx6ropwm502j9zpjmm5v1r0y31vltc
     
    Preview:

  21. Upvote
    Kieme(ITA) got a reaction from Fizou in Kieme's modding corner   
    I got another add on in the works, shuould provide some interesting addition for an abandoned military base, or just one of the several vehicle parks in eastern europe, here's a preview:
     

  22. Upvote
    Kieme(ITA) got a reaction from HUSKER2142 in Kieme's modding corner   
    I got another add on in the works, shuould provide some interesting addition for an abandoned military base, or just one of the several vehicle parks in eastern europe, here's a preview:
     

  23. Upvote
    Kieme(ITA) got a reaction from Fizou in Kieme's modding corner   
    Kieme CMBS additional flavor objects (civilian vehicles)
     
    This mod adds 3 new flavor objects to the game, in form of three civilian vehicles. The models and textures were ported from combat mission shock force game with some adjustments and mild weathering.
    These flavor objects are not present in any game map created since now, but they will be available for map makers from now on if they decide to use them.
    You will find these in game's editor, under "vehicle" in the flavor objects 3 Group.
     
    Note: these flavor objects do not provide cover, don't block shots or vehicles movement and are sometimes glitchy with their shadows.
     
    Download: https://app.box.com/s/z745hm21a86oo924wkzelqib9dsdticc
     
    Preview:

  24. Upvote
    Kieme(ITA) got a reaction from Fizou in Kieme's modding corner   
    Next in line: a flavor objects add-on. Three new civilian vehicles can be added to the game, ported directly from combat mission shock force and adapted for the local scenario.
    I will add a few weathering effects and release these three as a package:
     



     
    For reasons out of my comprehension the windshields/Windows don't work. Besides that these models are not optimized for CMBS (some problems concerning shadows) and they are not "solid", so they won't give cover, even though the infantry appears to be lining near them realistically.
  25. Upvote
    Kieme(ITA) got a reaction from Holman in Kieme's modding corner   
    Next in line: a flavor objects add-on. Three new civilian vehicles can be added to the game, ported directly from combat mission shock force and adapted for the local scenario.
    I will add a few weathering effects and release these three as a package:
     



     
    For reasons out of my comprehension the windshields/Windows don't work. Besides that these models are not optimized for CMBS (some problems concerning shadows) and they are not "solid", so they won't give cover, even though the infantry appears to be lining near them realistically.
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