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nik mond

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Everything posted by nik mond

  1. I think its safe to say these would have made an appearance in Italy in 1944 and some FJ may have worn them at Cassino. This is for the German paratroopers and has nothing to do with the earlier skin which was for the Heer (panzer grenadiers).
  2. Well that cats out of the bag now. Those are actually beta version troops from the "Soviet Union". The rifles are lend lease of course.
  3. Just curious if the gun was given a facing adjustment before it was destroyed. I notice its not completely inline with where its target was, and quite often players want to shift that gun shield towards the threat. Not realizing this is the equivalent of tossing your cam net off your gun and losing any concealment bonus. Happened to me before, lesson learned.
  4. Scenario designers can pre-position all the burnt out vehicles they wanted, or, still burning, or disabled etc. I see what you are getting at tho, the raw map itself as an object
  5. Looks like an M41/42 chassis with a cosmetic sprocket weld
  6. Then the grenade must have been thrown by a second grenadier hidden on the grassy knoll.
  7. Leveling a building to get at a unit behind it is done IRL, and was certainly a legit tactic in WW2. So not gamey.
  8. some guys will do anything to get their thread count up. ...is it 25 seconds yet?
  9. some guys will do anything to get their thread count up.
  10. Very good question. Its easy to see the individual effect of leadership on its own unit, but what about the C2 leadership effect. And, Is this also affected by distance. If Plt HQ is +2 and it is in close contact to a low leadership squads, does it boost by +2? And if that range suddenly changes to distant visual contact does the influence drop to +1. "Leaders fulfill two very important functions: they exert a leadership modifier on their subordinate units, and link units to the Command and Control (C2) network."
  11. I observed my example in the previous post by setting up a scenario and having the AI run the same pattern over as I observed in Scenario Author test mode. I had a squad that was not moving and wasn't sure at the time why. When I bumped up leadership they continued on their AI path. So it was reproducable. What IS a mystery is that the 2nd squad in panic never had a shot fired at it. They only witnessed a sibling squad destroyed nearby.
  12. To me this is one of the most easily recognized attributes I have seen in some of the scenarios I observed by changing leadership and watching the results. example: Two Squads charging forward, one behind the other. HQ too far behind. 1 squad is totally cut down to a man. The second squad, -1 leadership, a little behind in the dead ground now freezes and does not move. They are in panic and will not recover. Yet did not lose a man. Bump leadership up to +1, run the scenario again. The second squad continues forward, after the first squad is annihilation.
  13. Some cheezy shots of my korn maize, or maybe they are midget triffids.
  14. The files for this are in an open folder format, not compressed into a brz file. So if there are textures you want to mix and match, or use with other mods its all open. Foret Perdue is one map in the repo without bocage. I am sure there are others.
  15. A beauty. Looking forward to it. perhaps a scenario where the AI is defensive is a good start.
  16. This mod has grown into two distinct works. The mid autumn environment mod which includes ground tiles and foliage. Its just about done but I have a minor lod issue to tie up. And the mid Autumn SS Camo mod which includes SS smocks, some helmets and some zeltbaun What is the best way to provide these? An open folder for each with all the files. basically just put the 2 folders in the Z directory. Or rezpak it as brz files. In addition thanks to Aris for allowing me to use some of his tiles as well.
  17. Bocage I meant. It seems I could punch holes in the alpha layer and these holes would show up OK, but when I tried to thin out the mask like I did the trees the bocage would disappear completely. So the only option is to color the bocage, and its a finicky beast the way the polygons would reflect light.
  18. ...of the year. Mid Autumn Environment. Includes all tiles and dood dads etc. With semi defoliated trees, brown grasses, wet sand etc. The hedges are taking the longest. Took a while to Bob lazar the masks. Stock maps look good, a late normandy invasion. Maybe Hurtgeon scenarios. oh thanks SDP for the pine trees.
  19. I should know better than to post pictures of work in progress as its bound to change several times before completion
  20. Thanks, but baron was right it was a little off. I was missing the closed rings. What makes type 1 oak B what it is, are the sprinkling of closed rings around the continents. So I am working on that now.
  21. I think this link has camo down to a science. Although reproduction someone did their homework. http://www.lssah.com/camoflage.htm Maybe Type 1, 1st pattern oak B fall. Edges should be rounder the lighter brown needs to be brought out
  22. Why would a tank crew want to jump into another broken tank in the heat of battle? My question is, if the tank is abandoned how is another crew supposed to know it is still operational? famous bulge story of a sherman behind enemy lines and the crew just parked it off the road, depressed the barrel and listened to the germans walk by saying panzer kaput panzer kaput. When the coast was clear they drove away. Abandoned tanks are assumed to be inop, so maybe unrealstic to hotseat. There is always "what if" exceptions, but as a rule.
  23. There were three italian camo patterns in WW2 and for some reason, I went with Type 2 even though the zeltbahns in the pictures are type 3. here's link for example. Yes it does look like woodland a little. I don't really like it. And stopped working on it after adding a sam brown belt and pouch on a newer skin. http://www.kamouflage.net/country/00230.php
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