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Rambler

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Posts posted by Rambler

  1. Hey Rambler when you skin the Vickers MMG can you do it with the smooth metal with canvas sleeve on it or a version with both?

    Sure why not? It looks freakin' cool. I can actually have both versions in there; one with and without a sleeve. It's a simple matter of adding a number after the bmp name. Looks like you'll have to update your Vickers now Juju ;).

  2. We could probably go around and around on variations out in the wild, which there undoubtedly are. It was wartime after all. However, the regs state dark blue background. I tried to find the actual circulars to establish this, but the closest I could find was the history of enlisted rank on The Institute of Heraldry, Headquarters, Department of the Army's website. Here's the link. Scroll down to 1920 and 1942: http://www.tioh.hqda.pentagon.mil/UniformedServices/Insignia_Rank/enlisted_history.aspx

    Here's that section quoted:

    1920. The number of insignia was reduced to seven and six pay grades were established. War Department Circular No. 303, dated 5 August 1920, stated the chevrons would be worn on the left sleeve, point up, and to be made of olive drab material on a background of dark blue. The designs and titles were as follows:

    Master Sergeant (First Grade)

    Three chevrons, and an arc of three bars, the upper bar of arc forming a tie to the lower chevron.

    Technical Sergeant (Second Grade)

    Three chevrons, and an arc of two bars, the upper bar of arc forming a tie to the lower chevron.

    First Sergeant (Second Grade)

    Three chevrons, and an arc of two bars, the upper bar of arc forming a tie to the lower chevron. In the angle between lower chevron and upper bar a lozenge.

    Staff Sergeant (Third Grade)

    Three chevrons and an arc of one bar, forming a tie to the lower chevron.

    Sergeant (Fourth Grade)

    Three chevrons.

    Corporal (Fifth Grade)

    Two chevrons.

    Privates First Class (Sixth Grade)

    One chevron.

    1942. The grades of Technician in the third, fourth and fifth grades were added by War Department Circular No. 5, dated 8 January 1942. Change 1 to AR 600-35, dated 4 September 1942, added a letter "T" to the formerly prescribed chevrons for grades three, four and five.

    The first sergeant was moved from the second grade to the first grade per Change 3, AR 600-35, dated 22 September 1942. This change described the first sergeant’s chevron as - - Three chevrons and arc of three bars, the upper bar of arc forming a tie to the lower chevron. In the angel between lower chevrons and upper bar, a hollow lozenge. This change also included the material as khaki chevrons, arcs, T, and lozenge on dark blue cotton background or olive-drab wool chevrons, arcs, T, and lozenge on dark blue wool backgrounds.

    Juju - Yeah, definitely. The blue in the mod is a little brighter that what it looks like in real life anyway. Probably should have mentioned it when I helped you with the US rank in your first version, but I really didn't think it would be worth the hassle or become an issue. My apologies.

  3. That's cool if you prefer OD backgrounds, but it's still incorrect. Check out GvT's first link. Those are all dark blue at the top. Scroll down to the Chevron Types of the Second World War Era – "These are examples of the many different manufactured chevrons that existed during this time period. The War Dept attempted to regulate by approving (B) for wear on OD blouses and jackets and © for wear on the khaki shirt beneath... The attempt was abandoned. Type © became the nearest to universal."

    Description for (B): Embroidered olive drab on dark blue twill

    Description for ©: Embroidered khaki on dark blue twill

  4. No time limits (or substanitally longer time limits) is fundamentally unfair to the defender. In the game men, bullets, guns, tanks, and trucks are all resources to be applied and expended in order to achieve objectives. But time is also a resource. The attacker and defender view and use time differently, but for both of them it is a resource, and both must manage it.

    It doesn't matter whether you're playing the AI or another person, if the attacker is not resource-limited when it comes to time then he has a massive advantage.

    Huh? Even without time limits, both sides in a CM battle are resource limited by what each side fields. There's only so many troops, tanks and guns available to them. It's up to each side to effectively use what they have to either a) crush the defender or B) hold off the attacker by exacting enough casualties he can't continue and cease fires. Defenders can still win without a time limit. See TOW's Polish campaign. What you're really saying in so many words is that you like the ability to game the clock. You like to be able to eke out a draw or win as defender by running down the clock and having the battle *poof* magically end when time runs out. That's perfectly fine, but some of us don't like that. This was my main point; an editor that allows for for both play styles . You can stick to the scenarios where you can game the clock, and I'll stick to the ones where I don't have to worry about it. Everybody's happy.

  5. I firmly fall in the camp that would like to see the timer eliminated. In fact, I loathe the timer. I do not like my games dictating arbitrary deadlines to me, which then adds stress where there shouldn't be any. I work in a profession where I deal with time sensitive deadlines every day of every week. The last thing I want is some game setting another deadline for me. I play games to unwind, relax and be entertained. Gamey gimmicks like timers frustrate the crap out of me. This is a game. Not real life.

    That being said, I tolerate the time limits, like a lot of things in CM, because I realize that that is how the editor is set up to accomodate the AI. I understand Paper Tigers points, even though I strongly disagree with a few, because that's how it works in the current editor. This is where I think the crux of this issue lies; in the editor.

    As it stands now, the scenario designer has to draw up time based plans and do a lot of guesswork on how the player might approach a scenario. This is archaic, ridiculous and inefficient; a big time sink. Even the really good scenarios have their wtf moments due to BFCs approach to scenario design. What is sorely needed is a ground up overhaul of the scenario editor. An editor that allows for triggers and scripting languages. I believe this would make both camps happy. The players that like the scenarios where you have 30 minutes to capture 3 towns can script, trigger it up and knock themselves out. For those of us who enjoy the more leisurely approach, we can design our scenarios without time limits and include some pretty dynamic play. I think if some of you spent any time outside the CM bubble to check out how other studios approach mission/scenario design, namely BIS and ED, you would see how inane CMs system is. Imagine the possibilities if CM had an editor as powerful as ARMA 2s.

  6. Those are looking good so far benpark! Yeah, if you want to have dirty versions of the uniforms you pretty much have to do the gear as well to make it look right. That's what I ended up doing for my US uniform mod. Couldn't stand seeing the dirty uniforms with the bright clean gear!

    Also, a little quick tip you might want to experiment with. I always thought the stock uniform textures were a little too soft/blurry. I did one sharpen pass and then a selective color pass on the shadows (black) at 10% black. It brought more of the details in the texture out. You have to be careful though, since the sharpening may blow out some of the details. To avoid that, I recommend creating a duplicate layer of the base texture and sharpen the duplicate. If there are any anomalies, erase them out so that base texture will show through in those areas. Here's a little comparison that shows the results of the technique: http://i.imgur.com/ysfZQ.jpg

    Keep up the good work man!

  7. You do not need the CW module, but that might limit you to what battles you can participate in... Noob's are welcome, and how ya going to get good if you dont play... Also this is a long term campaign, as it will cover all the modules, and hopefully the next releases BFC has mentioned in games (Bulge, Eastern Front)...

    Thanks Fredrock! I went ahead and signed up over at the FGM forums.

  8. If I install a mod for SS vehicles, does that mean if I play several scenarios at once, including some with regular Wehrmacht vehicles, all vehicles in the scenarios will have SS markings?

    Yes

    Or, does the game actually allow for the different types of units and their markings?

    No. The only way around this is for the modder to create a series of separate textures with different markings that you can choose from. You then substitute the one you want for the base texture without markings. However, all of those vehicles will now have that particular marking.

  9. Finished up the US uniform mod I've been working on for awhile. It enhances and adds dirt/mud to the stock US uniform textures. There's two versions in the download; clean and dirty. If you opt for dirty, I highly recommend using Mord's War Ravaged US Faces, EZ's M1 helmets from his uniform mod and Rambler's Weapon Skins with it.

    It's uploaded to the repository and will be live whenever it gets posted, and it's available for immediate download at CMMODS here: http://cmmods.greenasjade.net/mods/4578/details

    Here's a comparison pic: http://i.imgur.com/ysfZQ.jpg

    Here's a preview pic:

    2u7ywpv.jpg

    Enjoy.

  10. Any of you guys play Steel Beasts Pro PE? It looks sick but my brain just won't let me spend that kind of money on one thing, and doesn't even have a demo to try it out first.

    I haven't played Pro PE, but I have played the original Steel Beasts. I'm sure there are some similarities between the two. It was well done and I can tell they did their homework on the functionality of the tanks they modeled. It wasn't really my thing though. I found it to be kind of boring tbh. I couldn't justify spending $125 on Pro PE due to my SB experience. If you can find a copy of the original SB, that might be a good indicator as to whether or not you want to drop the change on Pro PE. You may love it.

  11. afaik A-10C has always been around 60 bucks. I haven't seen it any higher anyway. Maybe you're thinking of Steel Beasts Pro PE? That one's over a $100. Anyway, A-10C is available for $40 right now over at their website ;). Money WELL spent. Can't recommend it enough. It's difficult, but there are training missions that ship with the game, a bunch of vid tuts on youtube and a lot of supplemental guides available at their forums that are invaluable when learning. The manual that comes with it is also very good.

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