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Tempestzzzz

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Posts posted by Tempestzzzz

  1. Even M10 crews thought the 50cal was in not an also useful position {couldn't be help due to the gun size and turret layout}-and getting rid of those pesky Volkstrum teens and Opas and the battle harden and lucky survivors in the Whermacht with their Panzerfaust meant they needed more firepower and quick-hence toward the end 30 cals started showing up on M10's. Not clear how they were mounted. But they were there-Even Creighton Abrams in his M4 Sherman had an extra 30 cal mounted on his turret and look how many a stock M4 has.

    Perhaps in a patch Battlefront can make them available at a later time period. Did they have this at Normandy hmmm not saying they did-but toward the end. Jan-Feb 45 you had a whole different US Army on the move compared to D-Day.

    Hard Lessons learned. What is depicted here wasn't unique in 1945. Autumn or winter 44. Don't know.

    Oh yeah remember M10 were suppose to be to kill a tank and scoot. Panzerfaust and Panzershreck Infantry wasn't even considered when this tank was designed. It wasn't designed to provide close support for Infantry. But events and circumstances conspired for it to do just that. Wish there was picture of the M10 Audie Murphy was on when earned that medal-I don't know if it had a 30 caliber also or where exactly on the rear area the M10 was on fire.

    m10.jpg

  2. Gliders, cows, bodies, wrecked cars are 3D objects-we don't have a utility to import or export these items into the game. I'm sure there are other utilities (that the developer uses) to associate these objects to their place in the game. But we don't have that.

    Sorry.

  3. Adding a flavor object is no problem (just do a search of my posts).

    The limitations are on Flavor Objects.

    1.There's only so many 'flavor' slots you can fill.

    2. Flavor objects offer no line of sight blocking or cover. I can put a a bulletridden Fiat truck from FORTRESS ITALY in CM:BN (I put an M10 TD flavor object in Sicily if you look closely at my screenshots)-but it's just an image-not 'virtually solid'.

    3. No way I know of that you can import 3d objects.

    I agree with your observations-hmmm maybe there will be gliders on the ground in the next module if it is Arnhem?

    FWIW.

  4. I played this from the American side last night while drinking some French Wine from COSTCO to put me in the mood.

    ELITE setting. Total Victory. I lost 2 Greyhounds with 8 killed 7 wounded. As I recall the Germans lost all the PUMA's and 251's. 2 SdKFZ 250's stayed hidden 'rattled'. TOTAL VICTORY was achieved by German combat losses-there was nothing left to stop an exit.

    If you played Steel Beast (I played the old one A LOT) this scenario isn't a problem-and the terrain is familiar-just stand off-study the land. The Greyhounds have an open top-the PUMA's don't so the American's never have to open up to look. German's don't unless they unbutton. Don't rush and use bounding overwatch tactics. Fools rush in.

    Sound military tactics from one excellent military game can be applied to another.

    Just because the German's have the sexier vehicles and the Comic Opera uniforms doesn't automatically mean they're gonna win.

    Combined Arms. Combined Arms. Combined Arms.....

    One little area on the map gave me some issues ( lost 2 Greyhounds) but it wasn't anything tactics wouldn't overcome. Not gonna give it away-but I was kicking myself "Stupid! Dumb mistake!!!")

    The real enemy in the game is the clock-in real life you would be more prudent with such an expanse.

    Nice little Scenario. I just finished playing the Le Clarilont-It's Quiet to Quiet scenaro before on ELITE settings. Had my a** handed to me.

    I love these Battlefront games.

  5. Followed this thread with interest.

    Don't want to hijack it.

    I collect pdf's on old military manuals and since my German is passable I'm not intimidated by non English manuals.

    RockinHarry is your Panzerfaust manual available for download anywhere?

    Best I could find was this current pdf.

    http://trizna.ru/galerea/albums/userpics/Panzerfaust_30_klein.pdf

    Oh yeah in going to Wikipedia it said Panzerfausts were used by the Communist guerrillas in the post war Philippines! What the hell...:eek:

  6. Various flavor studies I worked on-I don't think anyone want a bullet riddled Fiat or Opel-all these Flavors are from either CMA,CMSF, CMBN or modified from FI. But all are in FI. The potted plants and extra toolsheds are from CMA.

    Guardshed is my converted Shelter flavor from the Guardshed repository file (but doesn't replace toolsheds like that file) and telephone poles from CMA are in the repository.

    CMFortressItaly2012-11-0316-04-39-66.jpg

    potted.jpg

    CMFortressItaly2012-11-0316-01-45-65.jpg

  7. Well you can get it here.

    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1832

    But it has an issue. Per the readme

    "collectively change all tool sheds in the game to German sentry boxes"

    Well in my best efforts to correct that it only allowed you to keep the toolshed and the guardshed patterns BUT the toolshed pattern would appear randomly even if you saved it on the map as a Guardshed. Toolshed is it's own FLAVOR object. Something funny about the TOOLSHED falvor so what I did was....

    turn the Guardshed into a SHELTER flavor object. I added a flavor object in the scenario editor. I renamed the toolshed Mdr file to Shelter4 (there are 3 stock Shelter flavors) and renamed the bmp to Toolshe1 and changed the text in a hexeditor to Toolshe1 from Toolshed-not hard to do-there is only one reference to change as I recall. You don't do that the mdr will paint your guard shed with a toolshed bmp. You want it to read it's own unique bmp-and you can't get fancy with names when hexediting-the file has to stay the same size. In my homebrew the Guardhouse keeps the patterns and survives after saving the map. What's in the repository makes every toolshed a guard house hence you have guardhouse in places where they they shouldn't be-like guarding a cabbage patch

    I didn't do the graphics so I can't rightfully upload to the repository but I will contact the original author to see if I can upload the correction. For me it was just a hexeditor exercise and I don't play e:mail just a.i.

    You want this Guardshed to appear in other peoples maps when playing the game (via e:mail) they have to have this Shelter4 flavor-otherwise the game defaults to a stock shelter-much like my telephone pole mod-you don't have that and you are playing a map with the new poles-but don't have that new flavor-the game defaults to the old telephone pole flavor.

  8. I took the file from CMA and put it in brz format for FI.

    I tried hex editing certain roof names like taking roof and changing it to roo1 (to preserve the integrity of the size of the file) and renamed certain files roo1 but that didn't work. The buildings in CMA can be configured in MODULAR bldg in the Scenario Editor.

    Interestingly you can just drop the stock CMA BUILDING file in the FI Z file in as a normal file setup or brz format. But either way you can't get the roofs to work.

    You need to reexplode the game file from CMA -their in TERRAIN FILE named BUILDINGS.

  9. stikkypixie:

    Well the names are the same on the files-so that won't work. I tried to structure the files like in SF: A-Stan, but that didn't work either. Names of graphic files (facades are the same as I recall). I deleted the files but I will put in an upload this afternoon on this this string via Mediafire (it's a bit slow this morning but it will get done-it weighs in at 85 MEGS) the STOCK buildings from SF: A-stan and you can play with it. I hope you can do it. I can't.

    The roof for FI have graphics for the roof tiles and eaves on one bmp-just put one texture on that bmp and the corrupted graphics are gone. Anyway-you got questions I'm here. What I am up loading is the stock building file-which is located like in FI in your TERRAIN file.

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