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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Interesting. Also the author of the video, Gordon Cooke, has a few videos about CM Professional. I am now subscribed to his channel.
  2. To be fair they both look very similar. I do believe the brighter red is wounded and the darker (I called it brown) is dead. The use of mods can further confuse things. The above, buddy aid, link gives some more detail about the difference between red/dead and brown/incapacitated casualty. Buddy Aid will keep a WIA (red) from becoming a KIA. However both KIA and WIA are counted as casualties so the score does not change. The AAR screen will count KIA and WIA separately but they are both counted as casualties for scoring purposes. I use mods that replace the skull and circle with a puddle of blood. Below are one KIA and two WIA.
  3. Lightly wounded walking wounded = yellow base. Wounded = red skull in circle Killed = brown skull in circle Then there is the topic of Buddy Aid.
  4. An enemy minefield will always be un-marked until you find it (usually the hard way). Red sign with a skull and crossbones = Active non-marked minefield. Off white sign (yellow in CMBS) with a skull and crossbones = A marked minefield. Green sign with a white X = Neutralized minefield (all mines detonated) Just some additional information on the topic: Engineers can most reliably and safely locate unidentified minefields using the Slow command. Marking a minefield substantially reduces the chance of triggering a mine for infantry traversing the minefield. Antitank minefields can be marked but there is no effect. Infantry can traverse them without risk and vehicles don't benefit from marking. Friendly mines will destroy friendly troops and vehicles. Mines cannot be placed on bridges. They can go in the river bottom under the bridge but have no effect on bridge traffic. Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit. Minefields can be neutralized by a blast from a demo charge if there is a blastable obstacle (wire) in the action spot. Anti-personnel mines have a cumulative effect on vehicle mobility. ie: Number of Action Spots a vehicle can generally cross in an AP Minefield before immobilization: Armor= 2 A/S, light Armor= 1 A/S, Transport= Destroyed.
  5. The map started crashing the game to desktop when loaded. Maybe to big with to much activity? I have to get that fixed. Might have to see if the improved engine upgrade helps. When it is ready it will go to the scenario depot.
  6. +1. Very well done video. Liked and subscribed. I also posted a link to the video over on the Grogheads forum.
  7. About three weeks ago I loaded the scenario to give it yet another test in scenario author mode and it crashed. I have not been able to open it in Iron mode or scenario author test (or any mode). I went back and tried to simplify the map etc. but its a no go. I've not had this happen before. I've got a lot of time invested in this and I'll keep working at it. However its obviously not going to be out any time soon. I lost the challenge. I apologize.
  8. I don't think anyone had a problem with you posting about Tucker Carlson's attack on Republicans and on Zelensky. But if your honest about it, you did more than post about Carlson didn't you? You have gone on to paint all Republicans and all of Fox News with the same broad brush as Tucker Carlson. (Full Disclosure; I watch Special Report with Bret Baier at 5pm on Fox. I recommend Special Report. It's hard news and has both Democrats and Republicans intelligently discussing the issues. I also watch a lot of the Fox Business channel.) I even tried to get you to clarify what you meant by "wingnuts". Below is a quote of my post. I seems you chose to ignore my post and went on to argue with other posters who inevitably and predictably pushed back on your "broad brush" post. I stand with you against Tucker as I think everyone on this forum probably does. The only push back you got is when you used a broad brush against BFC customers who are Republicans and/or customers who watch any Fox news. You said yourself that Tucker attacked "old" Republicans. You went on to defend the Ukrainians (as was proper IMO) but then turned and took your own shot (wingnuts?) at Republicans. You then compelled some of those customers to push back even if they were initially with you. You really think that veteran, combat medic, Beta tester you admonished is pro-Russian? C-mon Man!!! You did (caused) that!! IMO the proper way to deal with situations like Tucker Carlson is not to censor, band, dox, investigate, harass his family, send the IRS or FBI in order to shut him down because we disagree with him. But instead use him as an opportunity to debate and show in a reasonable, intelligent way why our ideas are better (because they are). It seems Tucker likes to debate (yell and argue often) people on his show. You, Steve, would be an excellent person to go on Fox and put him in his place. If you said the word many of us here could call, e-mail, Twitter, FB his office. I think the odds are better than 50% he would eventually give in and debate you. You would have an audience of four million on one of the most popular shows in the US. Even if you only connected with one million of the viewers think how great that would be for the Ukrainian cause. In theory it might be good exposure for BFC. The computer game designer that predicted the war and spanked Tucker.
  9. IMO Tucker Carslon is unbelievably out of touch and doesn't understand the facts about Ukraine or the Ukraine war. This, sadly, is nothing new. He has been banging on in this manner, on this topic, for about a year now. He deserves to be called out, challenged and debated. He is wrong and history will prove him wrong. I don't think anything has changed with his latest anti-Ukraine, anti-Republican broadcast. The last I understood both Republicans, Democrats and Independents (basically most Americans) stand with Ukraine. Including the Republican leadership. There are links in this thread of House Republicans supporting Ukraine. I understand Carlson got under your skin but I don't understand the wingnuts comment. Has something changed? Or was it just another anti-Ukraine, anti-Republican rant by Tucker?
  10. Thanks for the link. Good article. It lays out the time-line of the major events and some of the thoughts/reasons things were done or not done at a given time. Below are just a few selected parts from the article. Zaluzhnyi told Milley that Ukraine had almost no fighter jets left. Milley insisted that Ukraine still had plenty. The two did not speak for more than a week. the assessment was also that, in the end, Putin could be deterred. A senior U.S. intelligence official said, “It’s not like he wants World War Three, either.” Reznikov is certain that such deliveries are inevitable. “When I was in D.C. in November, before the invasion, and asked for Stingers, they told me it was impossible,” he said. “Now it’s possible. When I asked for 155-millimetre guns, the answer was no. himars, no. harm, no. Now all of that is a yes.” He added, “Therefore, I’m certain that tomorrow there will be tanks and atacms and F-16s.”
  11. You could try to be optimistic and happy about what @danfrodo and @Billy Ringo said above and stop trying to drag the topic back down into hateful US politics. Give it a try.
  12. Some very cool screenshots. On the top of your screenshots I noticed you have the words: PAUSED ESC to continue ALT-Q to Quit etc. While watching a play back if you hit SHIFT & ESCAPE the game will pause without showing the words at the top of the screen. You only have to hit SHIFT & ESCAPE one time. After that one time you can use the normal pause and the white wording will no longer appear on the top of the screen. In some of the screenshots the status block is visible in the bottom left (the green writing that describes what each soldier is doing, spotting, firing, etc. The status block shows when a unit is selected. If you have no unit selected then you'll have no status block displayed on your screenshot. Most players will generally crop out the User Interface (UI) along the bottom of the screenshot. Sometimes you may want the UI to display in order to show the C2 status, level of suppression, ammo etc. If you don't need the UI displayed for some reason it can just be cropped out of the screenshot.
  13. A requesting HQ, FO, & some XO teams do not need a radio, COC or C2 to make a request for arty (field telephone abstraction). Rank determines ability (authority) to access arty (that doesn’t require an FO).
  14. To fire indirect on map mortars must be within close visual C2 (12A/S) of their COC or within voice C2 (6A/S) of any authorized HQ, XO, FO team or within 2A/S of a radio equipped vehicle (Off map mortars always have their COC & C2). Another way of saying the above: Have a good chain of C2 (CoC) up through their normal chain of command to a higher HQ with a radio. In this case that would be the Platoon HQ. In other cases it might be the Section HQ. OR 2. Be equipped with a radio themselves. OR 3. Be located next to a vehicle with a radio. Basically, they either need to use their organic C2 structure to receive fire missions or use a vehicle radio. In summary: The mortars must be in close visual contact with their Mortar Group HQ (Werfer Group). Not just any C2 with the green dots etc. but CLOSE VISUAL contact with the mortar group HQ. The maximum range for close visual contact is 12 action spots but can be less depending on terrain and sometimes skill level / darkness. On this scenario map the group HQ goes prone in tall grass. I had to keep them within nine action spots for CLOSE VISUAL C2.
  15. Thanks for mentioning this campaign. I did not have this one but now I do. It does not come with the game but was created by @Lille Fiskerby. It can be found at the Few Good Men Scenario Depot III. Also the mortars arrive as reinforcements five minutes into the scenario. https://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-campaigns/fr-breakthrough-to-kovel/ So, I downloaded the campaign opened it and checked. The C2 seems to be working as intended in my game. To fire indirect on map mortars must be within close visual C2 (12A/S) of their COC or within voice C2 (6A/S) of any authorized HQ, XO, FO team or within 2A/S of a radio equipped vehicle (Off map mortars always have their COC & C2). From reading your post I'm guessing your platoon (zug) HQ is to far away. Moving a radio equipped vehicle next to the mortars should reestablish C2. All your tanks are probably forward and in the fight at this point. But if you have a tank available that can stop by the mortars you'll see what I mean.
  16. Some screenshots from testing for a new CMBS scenario. In part, thanks to a challenge by @kohlenklau who started the below topic. Check out the topic. There are several new scenarios from different titles being worked on. Buran-30 Battalion Tactical Group (BTG). Command a Russian BTR Battalion Tactical Group. Map: 5104 meters x 2512 meters = appx 12.8 square kilometers. Ground conditions: Wet. Weather: Hazy. Supply: Scarce. Headcount: 70%. In a few days I'll start a topic in the CMBS Maps and Mods forum.
  17. What womble said above. I'll add; for best results you should give each vehicle individual movement orders and use the Pause command. Example: Plot the movement waypoints for the lead vehicle. Give the second vehicle a 5 second Pause and plot its waypoints. Give the third vehicle a 10 second Pause and then plot it's waypoints etc. Use extra care when crossing bridges (entire forum threads on bridges). Depending on the number of vehicles this can be tedious. If you have the patience to stick with it the process generally becomes easier with time. Most important tip. When you have problems just come to this forum and ask. Lots of helpful players, scenario designers, Beta testers and BFC employees to answer your questions and assist.
  18. +1. THIS! Lots of interesting tactical problems can be added to scenarios when you have both obstacle belts AND the ability to attempt a breach.
  19. New CMBS scenario: Buran-30 Battalion Tactical Group (BTG). Command a Russian BTR Battalion Tactical Group. Russians vs AI only. Three hours (tentatively). Map: 5104 meters x 2512 meters = appx 12.8 square kilometers. Ground conditions: Wet. Weather: Hazy. Supply: Scarce. Headcount: 70%. SITUATION: It is 1300hrs on March 30, 2022, in northeast Ukraine. The Russian Federation is conducting a withdrawal in order to redeploy units to the south. The withdrawal is under pressure from Ukrainian Army units and partisans. Many of the Russian units suffer from low morale, low supplies and have lost many vehicles and infantry. The muddy conditions of the rasputitsa confine vehicles to roads limiting maneuver and increases the danger of ambushes. MISSION: Your call sign is Buran 30. Your mission is to withdraw your Battalion Tactical Group (BTG) to the east in order to refit and prepare for a future offensive. It is important to preserve your BTG along with an attached air assault unit (V markings). A related mission is to destroy Ukrainian units. Exit all friendly units off the east edge of the Area of Operation (AO) by 1600hrs. FRIENDLY FORCES: Your BTG has been in the field for several weeks with inadequate logistics. Supply is scarce with the headcount at about 70%. The soldiers are in a weakened state with low morale. Many vehicles have been lost. Artillery and artillery shells are generally in good supply. Elements of the BTG are arriving in the AO from the west. A platoon of 120mm heavy mortars is positioned at Derusova Farm and ready to support. One battery of 152mm and one Orlan drone are also in support. Lead elements of the BTG have arrived in the northwest and southwest and are standing by for orders. Status: Map completed. TOE completed. One of at least three AI plans completed. Map looking northeast from Sonyashnk village. Eight villages, one river, one powerplant (Ukrainian preserve objective) and one cell tower (Ukrainian preserve objective). Random screenshots from testing. I'll probably eventually start a separate thread in CMBS Maps and Mods forum.
  20. Very cool. Was the Italian roof texture corrected? And more importantly can this mod be downloaded from somewhere?
  21. +1. The choice of battlegroup is an interesting idea. I did something similar with CMRT Alarmeinheiten but used a "choice" scenario within a mini-campaign. Since Combat Mission campaigns are binary there were only two choices of TOE. You have found a simplified way to get four choices. Good idea.
  22. IMO a useful mod for any African / Middle East scenario would be a flat roof mod. I know it has been discussed before but as far as I know one has never been developed for CMFI.
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