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Everything posted by Boche

  1. I still have all the files...all i need is some tweaks and the motivation/time to finish it all up... 😅😌
  2. Im playing the dutch campaign and have to say the same thing has carried over from SF1, im suprised no one has mentioned it. The dutch GILL ATGM is completely broken. I havnt done the maths but im getting less than a 10% hit rate in all my launches. The missiles constantly over shoot the target and drop 50-100 meteres behind the target. We use that ATGM in my unit and although it depends alot on the users skill its nowhere near a less than 10% impact weapon.
  3. Another thing has come up. Whats up with the GIL ATGM? almost 20 launches against static targets and just 3 hits, all of the mises falling just behind the target. AI know the GIL i just another name for the Spike ATGM, which ive worked with. I accept they can be some misses sometimes but this many?
  4. Great to have the dutch back ! Im just having one issue with the CV90s. They are using their airburst rounds all the time instead of just targets in the open or in trenches, which means they waste their rounds targeting buildings etc. Here is a photo. All this makes their HE rounds useless when supporting. https://resizeimage.net/viewimg/ZONS707GAIwgjdOg/xJ7Uo/sin-t--tulo.bmp
  5. That harris detail is amazing jajajajja. Amazing work as always Oleksandr, great to have you around again! Downloading! Is there anyway you can make the Harris mod for the rest of the countries?
  6. Well if its that effective in real life...then thats what the game is supposed to represent. Ive fired AGLs at targets almost 1 kilometer away and they spread out but the group was tight, and this was from an AGL mounted on a humvee-like vehicle. And yes I have notied that tripod mounted AGLs shoot a tighter group. They also seem to fire off extremely long bursts. MIx the long burts with almost no accuracy makes them useless.
  7. Yeah i dont like the mk19s in CMSF2 either. The spread is awful. Im playing the CMBS battle pack and some platoons have 3 out 4 strykers armed with mk19s and its just bad. Much prefer the 50 cal. I believe this was addressed some time ago but i dont know what came of it.
  8. Yeah whenever they go over a certain weight limit they cant "fast". Doesnt have to have them carrying a heavy weapon, it can be tons of ammo aswell.
  9. All but the brit and dutch campaigns have been updated, so far.
  10. Topography of the Lang Vei SF camp area finished. Map size is 3840x4720. Now to get started on decorating it upload pic
  11. AFAIK the javelin was launchable from inside a building even in SF1.
  12. Well it aids in having more chance of surviving the combat experience yes
  13. This is deffinatelly somethign that would really help
  14. One of my pet peeves with scenarios is time limits, Often i find them too limiting. When I run infiltrations, and assaults in real life they take way longer than the two hours alot of the long scenarios give you. I would always ask for atleast 3 hours...
  15. Good to see this is back, have been waiting for the new installment too long! Lets see how tough it become for the marines in the city.
  16. Sounds good. I can get started on the lang Vei part... I can maanage the contours atleast and finish that soon. Thanks for the sources! Good thing about Lang Vei there seems to be alot of photos and maps on how the camp was organized. Ill probably make the map bigger just to fit my own plans for the map but it can always be scaled down to fit the campaign
  17. @Combatintman Coincidentally Ive been playing the old Vietcong and that got me reading into the Lang Vei SF Camp battle, and thought of this mod...and the area seems doable to do as a master map...thought id give it a go.
  18. Any chance we can get our hands on atleast the map texture part of the mod? so we can make a map or two?
  19. BMP3s also have infantry manning 2 mgs at the front. so you can have one expel insane fire from the front.
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