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hcrof

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Everything posted by hcrof

  1. Does it have any pics? I would love to see Steves Weasel!
  2. I have read that before somewhere but people didn't seem to think the information was accurate. I don't know either way but it might be best not to take the article at face value. Im sure there is someone here with some specialised knowledge who can confirm or deny it.
  3. I for one love the idea of battling it out in Africa using antiquated equipment on both sides. I am currently fighting my way through my second African scenario and am trying to hammer out a couple of maps myself. In the mean time here is a little something to make CMSF feel a little more African! Features: - 2 new houses: a slum house and an African hut - Extra long grass instead of wheat fields - Tweaked colours so the gravel road actually looks like a gravel road and joins up better with the dirt track, the grass is a little greener too - 2 colonial style bonus buildings Obviously it is designed to go hand in hand with MikeyD's African theatre pack which I think is a brilliant idea. I would welcome feedback so tell me what you think! It will pop up on the repository soon! Edit: You don't have to use this as a specifically African terrain pack - as the houses are added on instead of replacing old ones it will work equally well in any other setting if you like the new gravel and long grass
  4. I often wondered about that untill I saw a high rez picture of one - turns out it is a snorkel.
  5. I hope vista 64 doesn't have the problems you describe - When I upgrade my computer I am going to Vista 64! (I can get it for free)
  6. Thanks for the advice Birdstrike, actually after posting that picture I stumbled across the method you describe except I used the long grass texture which got taller - It works very well! You are actually looking at a grain field - I changed the base to look greener in order to add to the grass effect. I am beginning to enjoy this modding stuff and have already done much of the work for a terrain pack but I still can't seem to work with alpha channels or 32 bit .bmp files which seem to be necessary. For example I want to add some new road tiles. I had been working with paint.net but now have started with GIMP2 with little success. I can't seem to get transparent bits on my bitmaps!
  7. well I finally found the modding tools and have done a few tweaks to some textures but I can't seem to get rid of the background on the grass, have a look: I have tried everything but can't get it to work. I have heard the term alpha channels thrown around from time to time but I don't know whether I am on the right track. Any ideas?
  8. I meant the visual effect - sorry, it was late when I posted. Basically the I want to replace the vertical grass with the vertical swamp and maybe change the colour a bit to have the game attributes of a long grass tile while making the grass look longer. The base would stay the same as the long grass base. If it takes more than a few minutes then I could have a shot at it myself but I cant remember how to open up the game to mod textures.
  9. Can I make a request for some kind hearted modder? The long grass never shows up in the game for me with my PC. Could someone perhaps replace the long grass vegitation with the swamp vegitation while keeping the base the same? I can garuntee that it will look like grass because of the different coloured base however it will be more obviously long. I am assuming it can be done because the water mods change the terrain and you can kind of get the effect when you checkerboard marsh and long grass tiles. You just cant move on it. I can post a screenshot of what I am after if you like. I am in the middle of building an African scenario very loosely based on the Angolan Civil war and want to get that feeling of the wide expanses of long grass found in central Angola around Huambo. Thanks!
  10. I like that idea - a bit more of an effort for the designers but it would add interest to the loading time and actualy get people to read mission briefings!
  11. It has to be pointed out that a Bradley is over twice the weight, 6 times the cost (or more) and can't carry as many troops as a BMP. On top of that, it was deliberately designed to be able to take out the 50 year old vehicle known as the BMP-1. So its not very surprising that the Bradley comes out on top. It also must be said that in Soviet doctrine that BMP's are always accompanied by organic tank assets which can deal with the Bradleys. I am not trying to say that the BMP is a very good vehicle. I hate the way that it brews up so easily but it does exactly what it was designed to do and therefore cannot be written off.
  12. As a piece of complete speculation I would say that it is just that there isn't a requirement for it so making the vehicles heavier and more expensive is a waste. If a second cold war started I suspect that vehicles like the warrior would get it. I think that historically, because IFV's such as warrior where supposed to work with tank and helicopter support they didn't need an ATGM too badly. Back in those days Britain didn't have a lot of money so couldn't afford to be too lavish with their spending. This is made worse by the fact that I am not sure that britain had a TOW equivilent back when they designed the warrior. Now we can afford it but you don't need TOW launchers in Afghanistan so they put cage armour on instead. The LAV-25 is a recon vehicle - not designed to engage armour. Putting a TOW on it would probably increase weight enough to make it less mobile - compromising its main defense.
  13. Moral was normal throughout the test on green experience. I tested it again with green, veteran and elite troops and the Elite crews would sometimes take the shot if they saw one tank but would always bug out if they saw 2. All other experiance levels bugged out within seconds of seeing a single tank. Thanks for having a look!
  14. Its been a while since we had one of these threads but could someone have a look at the bug out behaviour with BRDM-2s? IIRC there was an issue with TOW Humvees bugging out when spotting armour and therefore being unable to destroy it. The same is happening with me with the BRDM-2-AT vehicles. I put them in overwatch in a hull down position and they spot a T-62 3000m away. This is out of range for the tank but the BRDM should be able to take the shot (Armed with an AT-5) and destroy the tank no problem. I can understand if they bug out at less than 1000m and the tank is facing them but they should be shooting, not running at 3000m! Just wondering if the issue will be fixed for v1.2?
  15. It will only happen when the unit feels threatened. If it can't respond effectively to enemy fire or is outnumbered and taking casualties they will 'bug out'. You can't use the feature to shoot and scoot.
  16. just out of interest, how do you force the cpu affinities to use both cores? I am using vista 32
  17. And that is why I am mapping out a 10x11km area of Syrian countryside!
  18. afreu - I want to be able to replicate maneuvre warfare - soviet style to do that you need some pretty big maps even though total forces per map would only be a reinforced motor rifle battalion for the attacker. Besides, when an AT-3 sagger has a range of 3000m it is doing the weapon an injustice by using small maps!
  19. So its a hardware issue? I had the impression that CMSF didn't handle big maps well. I'd hate to upgrade my computer for nothing.
  20. I just found something very interesting about the RPG-7 which might explain why US and British forces seem so invlunerable to RPG's in urban areas. It was just one line in a reference book but apparently the penetration of an RPG-7 round decreases at short range because the warhead is moving too fast. Presumably it doesn't have the correct stand off so the molten slug cannot form properly. Has anyone else heard of this?
  21. Personally, I find using google earth without the maps most usefull. The maps on poehali (sp?) are very low resolution. I make a 150m grid using the 'draw lines' function then copy the height data already in GE onto where th lines intersect. Any funny heights and corrections are made next. Finally I add all the roads from the GE image and then everything else. Its resonably accurate and gives a great 'feel' for the terrain but quite slow and my Alt-Tab buttons are pretty much destroyed . I havn't released anything in a while but that is only because I am mapping an 10x11km area of the Syrian countryside right now! The only problem is that CMSF doesn't cope with big maps well. Several of my maps are 4x4km and the game crashes every time I load them. :mad: My only hope is that the Brits module will fix that otherwise I will have lost months worth of work. There is another map site which does high resolution images of some of Syria but at $90 a map I am going to hold off that one for now!
  22. Just to be clear on what is happening, The first blasts in the top left hand side of the screen where rockets being fired by insurgents and the reply was 155mm guns right?
  23. Very good stuff there - even my Brother who hates military stuff sat through most of it! Seriously though it was interesting to get an insight as to how textbook COIN ops are put into practice and the challenges facing the commanders on the ground. I just wonder who thought that sending a single battlegroup into Basra was a good idea?
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