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MOS:96B2P

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Everything posted by MOS:96B2P

  1. I generally have and use both folders with almost all my mods in the normal mods folder. Then I also have the Z folder within the normal mods folder. The mods in the Z folder are loaded last. So the mods in the Z folder will be the ones to show up if there is a conflict with a mod in the mods folder. I use the Z folder when I have multiple mods for the same thing and I want to make sure a certain mod will be used in a game. You can move the mods in and out of the Z folder depending on which mod you want to show up in the game. Of course you could also remove the mod you don't want to show up by moving it to a different location (different folder, desktop etc.). I'm afraid of losing/misplacing a mod so I find using the Z folder for the mod I want in the current game an easy way to organize/use the mods.
  2. Yes, the German platoon HQ has a radio.
  3. Sorry, I didn't reply sooner. If you tag me in the post I will get a notification after I log in and will try to respond ASAP. I didn't see the question until today. They were made by @Vein (Vein's base markers) This is also where the red blood spot comes from for casualties. I think some of the green base markers seemed to float because of the bocage berm behind the team. They are normally on the ground as in the third screenshot. I use them in all the CM titles including CM Afghanistan. One of my favorite mods.
  4. @Bulletpoint Okay, thanks. I'm not an SMG grog so don't really have a strong opinion on this but it is something to be aware of. I did notice that while the Thompson now has a 160 meter hard coded range limit the M3 grease gun was still hard coded to 200 meters.
  5. Well, at some point the hard coded range for the US Thompson was changed to 160 meters. I went back and looked at my notes. I tested and posted a topic on hard coded SMG ranges in September 2015. At that time the hard coded range for a Thompson was 200 meters. I just re-tested the Thompson SMG in CMFB v2.0 Engine 4 and in CMBN v4.0 Engine 4. In both cases the hard coded range is now 160 meters. @Bulletpoint if you are still on Engine 3 and have time maybe test the Thompson with an area Target order and see what the range limit is. Maybe it was a 4.0 Engine change?
  6. +1 Cool video. Not your fault but I couldn't help noticing the goofy infantry running in place before crossing the street . I guess that kind of stuff is one more thing a video maker must deal with. On a tactical note: IMO balconies are a death trap and I try to stay off them. I enjoy your videos and hope you continue to make more.
  7. I had the following notes on buddy aid and radios. It is from Engine 3 however still works the same in Engine 4.
  8. @Ridaz Thanks for sharing. Interesting battle. In addition to triggers there are different AI plans that can load when you start a scenario. I did not look in the editor but I suspect you were not always fighting the same AI plan. The same AI units will be involved but they can be in different locations on the map with different triggers and timers depending on which AI plan loaded. Unlike many scripted linear RTS games where you know that every time you come around that particular corner there will be a sniper in the second floor of the brown brick building, third window from the left etc.......... In Combat Mission you can turn down an urban street and have some minor small arms resistance. Play the same scenario (against a different AI plan) and take that very same urban street and you may find yourself in the mother of all battles or find the street deserted. You just never know for sure which makes many scenarios re-playable and Combat Missions in general such a great game. Enjoy and post more AARs.
  9. Yes, they were given Target Arcs soon after the battle of the Berms when I noticed they were causing damage to buildings.
  10. Your playing style may not be that different from mine. I played it to the last minute. On the last minute I reached the final touch objective with the ANP pickup. Crossing the bridge, being careful of IEDs and collateral damage to infrastructure took some time. Ended with a Canadian Army Total Victory. Below is the AAR screen and a few more screenshots. Very good, fun scenario. You can get it here: http://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force/resecuring-the-ring-b-company-1-royal-canadian-regiment-afghanistan/
  11. Pretty much what @RepsolCBR said. I think you have CMBN and have probably played it to death. CMRT would be more of a change from BN than FB would be. While I think they are both very good if you have to pick just one I think you might get more out of CMRT. It will be a nice change from the bocage. And they both have tank riders which is cool.
  12. Sure thing. I'll also break out the bottle of Jack Daniels. I tag our friend @Rinaldi to buy the next round ..........
  13. Now you've gone and done it ......................... hold on, I gotta get some popcorn, be right back...............
  14. @weapon2010 I use the direct elevation and elevation lock until it looks the way I want. Use on bridge end point action squares and on water squares. Also page 93 of the 4.0 Engine manual may help some. It is talking about large bridges but some of the pointers are still applicable.
  15. +1 Very well done. Especially considering that I think this was one of your first video AARs (Maybe THE first?). I really liked the view as if we were driving down the road at one point. Another time we seemed to be standing alongside the road as the convoy drove past. Almost like a war correspondent might report with the vehicles moving in the background. I think one of your truck drivers might be drunk judging by the way he couldn't stay on the road. Might want to check on that guy. I hope you have the time and patience to make more. And of course you'll get even better with time and practice. HAPPY New Year!!
  16. I din't know myself but @Sgt.Squarehead posted a link in one of these threads. I still have some 1/285 Micro Armour. Those were the days. http://www.ghqmodels.com/pages/military/index.asp
  17. Yep, 1/285 scale Micro Armour brings back memories. I still have some boxed away with the rule book I used. (and I have no idea why this typed out in bold) "sigh"............................
  18. ////////////////////////////////////////////SPOILER////////////////////////////////////////////////////// //////////////////////////////////////////////////////SPOILER////////////////////////////////////////////////////////////// Well.............. on the above SitReps I see I labeled the sections wrong. I was looking at the vehicle numbers instead of the sections that dismounted from the vehicles. Sorry for the confusion. SitRep 0945hrs. One friendly casualty. 30+ OpFor casualties. 1) OpFor near the bridge. 2) Some local infrastructure damage. (The LAVs now have Target Arcs.)
  19. Did the tank at least have a tentative contact for the target it was tracking?
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