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mjkerner

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Everything posted by mjkerner

  1. Erwin, they should still show up...I have in the past misnumbered my uniform mods on occasion, and they still seemed to show up. But I never tested that. I always figured that numbering out of sequence would merely mess up the way they are randomly chosen. Not that that should make a lot of difference; random is random!
  2. I used Slow speed (and the last few vehicles the 2nd time around on Move). I didn't see the time it took for vehicles to cross as "wrong", but the Hamster Dance just looks odd. Both times I sent 2 tank platoons first, then the AA vehicles, then the rest of the tanks. Ken, I saw that behavior on all the vehicles.
  3. Lol, I read the Trilogy 3 times in the early 70's...just not in Katmandu! I Read National Lampoon's Bored of the Rings (The Ballhog and Frito-Lay, IIRC, to name a few other characters???) when it came out, and could never get back into reading the Trilogy in the 40 years since. Movies were OK though.
  4. That's what I meant above about being onto something...left/right/left over the bridge for me, too. Btw, I started over after Turn 17 because I modded the German Armored-Engineer uniforms so they would look more like camo-smocks--I just don't like the default ones--and if you change uniforms in your mod folder after starting a scenario they won't show up in any already-saved battle. Anyway, the first game I did basically what ASL mentioned, then on the restart did the individual move order/pause routine. The latter routine saved me about 2 minutes overall. Left/right/left over the bridge both times though.
  5. Welcome to Holland and polder and all! It took me 15 turns to get all the armor across that bridge. Not as bad as I thought, actually. (You may be on to something as to why the Vehicle Hamster Dance they all do at each end of the bridge, btw.) The ditch either represents a stream or just a boggy stream bed (can't recall real life conditions).
  6. Maybe, but now with your vehicle modding tour de force, you've given it a lot more cowbell, lol!
  7. Yes, I believe you are correct--but you can go into the editor and make the selection for those scenarios where the new uniforms don't show (I think). The original uniforms are in Normandy 100A, IIRC.
  8. Endymion, the new ones for MG are found in the "normandy v210.brz" file in the "soldiers" folder; then in "uniforms" folder. smod_american_m42-para_uniform [holland 82nd] smod_american_m42-para_uniform [holland 101st] smod_american_m42-para_uniform 2 [holland 82nd] smod_american_m42-para_uniform 2 [holland 101st]
  9. Now the Universe has righted itself, lol. By the way, Tashtego, your quick and dirty vehicle mods look great!
  10. Hi GvT, They are available with the MG module in the editor, and so they are there for CN/CW if you have MG. Usually the choice is Standard, Mix-Camo and Camo, and then you can also choose between 82 and 101 Airborne.
  11. That's the feature that allows you to choose from between uniform options--mostly camo/no camo/mixed camo, atm. In CMFI/GL, you can choose from greatcoats and shorts depending on the date of the scenario.
  12. I've seen that behavior too, but also have seen the rounds land behind the tank (slide rule calc a little off, I guess!) but still forward of the vehicle's starting point. So it seems that the shooters are applying good ol' Kentucky windage. Get Some!
  13. My P-truppen, especially the Germans it seems, have no trouble chucking hand grenades over bocage when close enough. And mg fire works very well in suppressing units behind it. I rarely use tank main guns on bocage anymore unless I can get a shot through an opening. Use Target Light.
  14. Great screen shots throughout! By the way, Fizpu, what skin mod are you using?
  15. I'm really looking forward to this, Bimmer. No hurry though until the patch (two weeks?), since the Fallschirmjaeger uniform problem won't be fixed 'til then.
  16. Well, you said that a helluva lot better than I could, ASL, but that was confusing me too. How are TO&E, formations, terrain, weather, etc., not added value? To each his own; to me those things are the value.
  17. I haven't done **** in the last 10 days or so...well, I am working on house projects, but as for CM, the only thing I've done is mess around with MG and testing 3 scenarios for Fredrocker. Your project here is fantastic, and gutsy, out in front of everyone and all. Great job!
  18. Hi Jack, First you'll have to purchase the naval arty you want, of course, then it depends whether it will be the AI's arty or theplayer's. If it will be the AI, you'll have to "paint" supporting fire area(s) you want it to hit. The AI randomly chooses from among its available arty and will start firing about midway through the first turn. If it's the Players' arty, on your initial set up turn, you can select it and set it to fire immediately or at the different interval choices you'll be given. I forget if you need to have a spotter on the ground to do that or not...
  19. That's my experience too. They need to be shallow.
  20. Don't forget to match the QB map with what type of action you are seeking. Attack map if you are the attacker, ME if you want to do a meeting engagement, etc. I rarely do QBs, but when I do, I'm always the attacker, since AIAttack plans rarely work well...same for meeting engagements.
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