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MOS:96B2P

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Everything posted by MOS:96B2P

  1. This is also interesting and reminds me that I often call in artillery way to Danger Close . +1
  2. Interesting. Thanks for posting this excellent example. +1
  3. IIRC you are a Mac guy so the below is probably somewhat different on your machine. On my Windows 10 PC the Activate New Products shortcut is in the following location: Local Disk C Program Files x86 Battlefront CMBS Activate New Product If the above is to different to help we may need another Mac user. @Bud Backer might be able to assist.
  4. Go to the folder where you installed the game. You should have an activate new products shortcut. Hit that and apply the license key you have from BF for the battle pack. Should come back and note it was successful and when you launch the game you should see a second icon that looks like an explosion on Blue and Yellow UKR background.
  5. @Mousie below is a link to a thread for a CMSF1 mission on the raid on Bin Laden's compound. A lot is possible with CMSF1 and CMSF2 will be even better with all the engine 4.0 upgrades.
  6. If and when you get a chance to find and upload them I can add them. Also I'm interested to see if these mods will still work with CMSF2 Engine 4.0. Thanks for all the hard work that went into the Ramadi map and the mods. Very cool.............
  7. @Mousie did I mention CMSF has spies, IEDs and VBIEDs? Spy IEDs Wire, Cell and radio in four different sizes. VBIEDs (look in the back seat)
  8. Both games are excellent and have a ton of content. I lean towards CMSF since it has VBIEDs, IEDs, spies etc. CMSF1 had many mods that made scenarios possible in different areas of the world. It will probably take awhile but moders will also create modes for CMSF2. Below are screenshots from two scenarios set outside of CMSF1's intended area of operation: Accurate scenario of a portion of RL operation Barras. Scenario in a fictional African country.
  9. I think most times you can delete the Bn. CO. if all Bn. level assets are deleted first Bn. XO, FO etc. However when the editor does not allow you to delete an unwanted unit the remedy is usually to make the unwanted unit a reinforcement that arrives after the end of the scenario. Example: If the scenario is two hours long the unwanted units that are also un-delete-able are made reinforcements [R7] that appear at three hours 03:00:00 after the start of the scenario.
  10. The scenario with some mods created by @LongLeftFlank. Government patrol on Market Street. Government forces securing an intersection. Presence patrol. Rebel combatants.
  11. But the tracers and glow from burning vehicles look really cool .................... . In CMSF1 it's not to bad and it gets lighter as the scenario progresses. Kind of a battle to see who's in charge of the government by the time the sun is up. Hopefully the lighting still looks okay after moving the scenario to CMSF2. Also engine 4.0 has the B key which may help on some monitors.
  12. Here are some of the civilian vehicle flavor objects Imgur would not let me post a few weeks ago. Came across them just now and remembered while posting some CMSF stuff. .
  13. A huge explosion at 0415hrs marks the start of a coup.............. The explosion as viewed from the roof of the US Consulate. Regime forces move in to secure the area.
  14. +1 Thanks for sharing this. Interesting read and more links to more interesting stuff. The Muscatatuck Urban Training Complex (MUTC) link was very impressive. We had a MOUT city at Ft. Bragg that I trained at in the 1980s. Seems like the training facilities are much more advanced now. I copied and pasted just part of the facilities that MUTC offers. Four downed aircraft and collapse buildings one of which can be flooded. Wow!!! 1.5 Miles of Tunnel Systems 4 Downed Aircraft (ex: B-727) 5 Rubble Buildings (14 searchable lanes): --Collapsed Apartment Building --Collapsed Parking Garage --Floodable, Collapsed Rail Trestle 5-Story Hospital 7-Story High-Angle Rescue Trainer 9 Miles of Roads with 3 Traffic Circles and Overpass B-757 Cabin Simulator Bank Bus Station Business Offices Camp Holland Isolated Housing Area Cave Complex Church/Mosque/Temple Circular Drop Zone Coal-Fired Steam Plant Concrete Batch Plant Convenience Store/Pizza Shop Cyber Range Dam Destroyed Substation Destroyed Trailer Park Farm Farms, Third-World
  15. +1 Oh yes, Mosul!!! I downloaded the Bishr map. Pretty cool. A lot of potential there. All the open land to the southwest.
  16. +1 Very cool. @LongLeftFlank Ramadi, @sburke Sadr City and your Rustamiyah. These three maps will be excellent for some good MOUT scenarios.
  17. Yep. I was worried it was just my settings that were screwed up somehow. Spent about 30 minutes trying to figure it out. Glad to see its not just me. Hope BF gets it fixed soon.
  18. +1 Thanks my friend!!! Very well done. So many choices to choose from!!! I left a comment at CMMODS also. Said comment is just waiting approval before it is displayed. This mod goes very nicely with your menu splash screen mod. Both are very cool. Thanks again.
  19. Yes. To be fair smoke always did prohibit direct firing into/through it. But there was a work around for it prior to 4.0. As of today's date you can still fire at the ground (area target) in front of the smoke and some rounds (depending on terrain) may go into the smoke. My hope is that while BF is tweaking 4.0 they will also return the smoke behavior to how it was prior to 4.0. In the other thread (linked above) Steve said, "We are having an internal debate about allowing units already engaged in Area Fire to continue doing so if obscured by smoke. I'm not sure why this was changed for Engine 4, but it seems the game would be better off if it went back to the way it was. It's at least something for us to consider!" So, there is hope............
  20. +1. Nice. Thank you for making this. Edit to add: One hectare = almost 2.5 acres. (2.47 I think)
  21. Yes, and this is how it works in CMBS. Below is a quick explanation. All US vehicle smoke is IR-blocking. Black RUS / UKR vehicle smoke is not IR blocking. White RUS / UKR vehicle smoke (e.g. Shtora) is IR-blocking.
  22. Below is a link to a similar topic reference dust and smoke. The behavior of dust and smoke was changed with the 4.0 engine release. http://community.battlefront.com/topic/125914-smoke-as-a-force-field/ After 4.0 it seems you can no longer fire through smoke at all. I have even had a case where some of my own vehicles were kicking up a lot of dust and the cloud of dust drifted in front of a shooting vehicle causing the vehicle to stop shooting. The vehicle was on area target and should have fired until told to stop, ran out of ammo or had something really bad happen to it. Another frustrating thing about this is that the status block (lower left screen, green text) will incorrectly advise that the vehicle is aiming, firing, aiming, firing etc when it is not. I tested this in CMBS and one of the WWII titles (IIRC it was CMFB) about a month ago. The smoke / force field wasn't a huge deal as long as we had a work around for it. However 4.0 seems to have removed the work around. In theory if the conditions are right you could follow a smoke screen all the way into the OpFor main line of resistance. I hope maybe this behavior can be tweaked with the other 4.0 stuff that BFC is tweaking.
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