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IronCat60

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  1. Upvote
    IronCat60 got a reaction from A Canadian Cat in A Tiger having a bad day   
    Ever wonder if those annoying hits to one of your tanks main gun tube reflect real life? Well here you go. This Tiger commander is having a real bad day.
     
       
  2. Like
    IronCat60 got a reaction from Freyberg in A Tiger having a bad day   
    Ever wonder if those annoying hits to one of your tanks main gun tube reflect real life? Well here you go. This Tiger commander is having a real bad day.
     
       
  3. Upvote
    IronCat60 got a reaction from General Liederkranz in German antitank company   
    Hey there, sorry that no one has replied to your post yet. I just noticed it myself. The community is very helpful but sometimes we get caught up in our own real lives and things fall through the cracks.
    Now on to the question. No, it is not supposed to do that. But I guess you know that already. I cannot get my copy to replicate that error. So that seems to indicate there is a fault with your files. 
    How about patches? Do you have any of them installed and where they activated in the correct order? All I know about the patches is what is indicated in their release notes. Some corrections are prominently listed. Others are more vague unless I guess you know the system. So the correction to this problem may be in a file that one of the patches address.
    If all else fails I would suggest saving any maps, mods, current battles you are doing and delete it all from your drive and reinstall. I know it is a complete pain to do so but it may be the only solution.
    So let us know what happens with this,  hang in there and don't get discouraged. When you're at the bottom the only way left to go is up.

     
     
  4. Like
    IronCat60 reacted to Erwin in Surrendering soldier idea   
    In CM1 the walking off of surrendered soldiers was cute for the first couple of times.  Occasionally one could get a friendly unit close by and rescue the POW's - they returned to active service but with no weapons and reduced morale or somesuch IIRC.
    But, after that it became almost irritating - one more silly thing to worry about that had no bearing on the main game experience.  I suppose that rescued POW's could be used as medics and re-arm themselves, (or acquire support weapons from a vehicle or cache).  But, most of us would probably agree that there are other more pressing features that BF could/should be working on that would have a more dramatic effect on the gameplay experience.
  5. Like
    IronCat60 got a reaction from WillemO in British 11th Armoured Division (Desert Rats) mods posted.   
    Excellent work on the texture models! As a self taught graphic artist currently working in the train simulator fan modification department I think you did a outstanding job!
  6. Like
    IronCat60 reacted to baron Jacquinot in How to make AT ambush in CMBN   
    My experience of making ambushes with panzefaust and panzerschreck.



    Combine AT teams with recon squads and MG teams, try to cutoff infantry first, after that destroy tanks and don't give chance to survive for tank crew.

    P.S. Sorry for this music, just black Russian humor))))))))
  7. Upvote
    IronCat60 reacted to Bil Hardenberger in Hard Cat Rules v2I - Simple to Use Command & Control Rules - UPDATED 01 JUNE 2022   
    This thread is an offshoot of the Co-op AAR that @IanL and I have ongoing in the CMFS 2 forum.  In that game we tested a set of realism rules we called the Hard Cat Rules.
    Well I have been doing a lot of talking about perhaps adding some rule additions to that basic set and got some great feedback and ideas along the way.  What follows are my extended rules, my intent was to maintain ease of use, and the basic rules fit on one standard page, so they can easily be printed out and referred to during play.  My main goal was to create the feeling of Command and Control without overwhelming the players with spreadsheets or writing stuff down (like my previous attempt).  
    I am looking for feedback and suggestions with these, if you think they are too complex tell me why.. if they don't make sense to you  let me know, etc.
    Here are the basic rules - a formatted PDF Version available at this link This PDF includes all of the latest additions (version 2H) - UPDATED 01JUN22
    Click the image to see full size.

    The following Advanced or Optional Rules also fit on one page, they are on page two of the PDF linked above. 

    Click the image to see full size.
     
  8. Like
    IronCat60 got a reaction from Warts 'n' all in Barkman's Corner Revisited, "Missing Water?" Question   
    Wow! Forgot I posted this.
    Thanks for the replies gentlemen! I will tell the flying editor monkeys to stand down.
  9. Like
    IronCat60 reacted to MOS:96B2P in Moving in the face of potential and identified contacts.   
    I have, on rare occasion, used the assault command to break contact.  It works fairly well for this purpose but the problem for me is that the teams must start combined as squads and with rare exception my squads are split.  But if teams are combined by chance (or maybe when playing Italians) it can be used like an Australian peel drill to break contact. .   
  10. Like
    IronCat60 reacted to domfluff in Moving in the face of potential and identified contacts.   
    Pretty smart.

    The basic rule is that speed trades for security - the slower you are, the more likely you are to fire.

    Slow - This is going to be a crawl. Being prone, there will be less that the pixeltruppen can see, and it's tiring, but they'll be harder to spot in return.

    Hunt - This is tiring, but the pixeltruppen will stop if they receive contact. Ideal for moving in close terrain, worse if moving in the open.

    Move - This is the only Move order that will recover fatigue - all others will worsen it. On being shot they will Quick move to the next action spot. If they spot the enemy, they're likely to fire back - Move orders have a decent chance of spotting the enemy, but not as good as being stationary.

    Quick - This is a good default move for when contact is made. They'll usually try to complete the move before firing, but they will fire on a target sometimes.

    Fast - This is the move to use if you need to prioritise movement. Dashing across a street, running away from indirect fire, etc. They will prioritise movement above shooting.

    Assault - This automates bounding overwatch, in a way that's a little hard to anticipate or control. The squad splits as per the "Split Squads" command, one element Fast-moves and the other remains stationary, leap-frogging to the target. It's generally better to do this yourself, but I do make use of it.
     
    In terms of automated "react to contact" - if they cannot spot the enemy, and have no contact markers, they won't know where the enemy fire is coming from. From their perspective, if they can't see the enemy, and just know they're being fired at, then what they do will depend on their move orders. Under Hunt orders, this will result in them stopping in place. Move orders will convert to Quick, and Quick and Fast orders will remain the same. If the incoming fire builds up too much, then they may remain pinned in place, or later retreat to nearby cover.

    Where they retreat will depend on contact markers as well - the Tac AI is good at finding a spot out of LOS, but not in understanding context. This can lead to a squad suicidally running in the "wrong" direction, since it didn't know that the enemy were there, or that the route they chose to take in panic would take them through the line of fire of something worse.


    So  a number of things will happen all at once, when in contact, and it can be difficult to parse precise behaviour. This is why it's important to split squads and provide adequate support - if you're fired on unexpectedly, the targeted element probably won't be able to defend itself effectively, so it'll be up to the other elements or squads to bring the situation under control, giving the first element the time and space to recover.
  11. Like
    IronCat60 reacted to Bil Hardenberger in Moving in the face of potential and identified contacts.   
    Great subject @Zardoz01, and a very good breakdown Mr. Fluff.
    From my point of view, for infantry units :
    Hunt is my preferred movement when enemy contact is probable.  When I need them to go to ground immediately on contact and return fire (if possible) = SOP for Movement to Contact Quick - I will alternate this movement in with Hunt when I am scouting (especially with multiple teams), but only use it for very short dashes (one or two action spots) - doing this randomly can add some uncertainty to any opponent that might be watching your movement and it also can speed up the pace of your recon Fast - I use this, as called out by @domfluff for crossing danger areas (streets, open areas, etc.).  SOP = when getting to/across a location/area is more important than immediate return of fire Move - usually I only use this when in a safe area, or when advancing heavy support weapons like HMGs and Mortars that tire quickly - I always try to keep these support weapons behind my main line of infantry until needed   Slow - I rarely use this movement type, mainly because units tire so quickly with it, but it is great for cresting a hill (though I will often use Hunt for that too as the unit is more ready to return fire than on slow) Assault - I almost never use this movement order.  I will do any bounding movement manually, as I don't trust this movement order to do it effectively For armor the same notes as above apply, except I will use Hunt more rarely, mainly because if I am moving armor it is mainly because my main intent is to get it somewhere fast.  Hunt is used when moving into a hull-defilade or a firing position, or when it is prudent, (i.e. the situation is very unclear and dangerous).  So for armor I will almost exclusively use Hunt, Quick, and Fast.  
    Bil
  12. Like
    IronCat60 reacted to Sgt.Squarehead in Moving in the face of potential and identified contacts.   
    I agree with one exception.....The Assault order seems to work very well indeed in, well, an assault, from cover into a nearby objective. 
    It seems to me that the units are a bit freer with their hand grenades when this order is given.....Of course this may just be my personal perception.
  13. Like
    IronCat60 reacted to domfluff in Moving in the face of potential and identified contacts.   
    Sometimes it's also useful to use it when dismounting ifvs. The squad will debus, one team will hang around the vehicle, and the other will run off to cover, which is far faster than you can do manually (unless you pause accurately enough to manage this at end of turn, but that's piling on even more micro, and some more failure states as well).
  14. Like
    IronCat60 reacted to Falaise in Barkman's Corner Revisited, "Missing Water?" Question   
    it's a sand quarry there never was any water
    it corresponds to the real place where some authors situates this action ...
     if it happened a day !!!!!🙄
  15. Like
    IronCat60 reacted to Warts 'n' all in Barkman's Corner Revisited, "Missing Water?" Question   
    One looks like a gravel pit, and the second like a small pond. I'd leave the map "un-monkeyed" if it was me.
  16. Like
    IronCat60 reacted to Sgt.Squarehead in The typical CM WTF moment   
  17. Like
    IronCat60 got a reaction from Badger73 in Movement Path Graphic File ?   
    Thanks for the replies!
    They caused the little twenty watt bulb to come on. I tried a darker grass color and now the line is more manageable.
  18. Upvote
    IronCat60 got a reaction from sburke in Movement Path Graphic File ?   
    Thanks for the replies!
    They caused the little twenty watt bulb to come on. I tried a darker grass color and now the line is more manageable.
  19. Like
    IronCat60 got a reaction from Sgt.Squarehead in Movement Path Graphic File ?   
    Hey there folks,
    My eyesight, which was affected by a serious medical event, must be getting worse. Yes, I am color blind but lately it seems I am having a heck of a time seeing the red line for the Assault Movement. I have looked for the file containing the graphics but have not found it.
    Is it possible that this item is in a line of script somewhere? And if it is then I might as well hand it over to St. Jude (saint of lost causes) because I imagine the authors made their script harder than the Enigma code.

  20. Like
    IronCat60 reacted to RockinHarry in Why ride the suicidal Hanomag halftrack when you can walk?   
    Yep, one the main issues that remain. I´ve seen HT drivers backing up often enough and with passengers in panicked state, the situation gets increasingly worse. If the HT driver decides to back up in an angle, thus uncovering the gunner to become vulnerable to fire from sides and panicked state not stopping the loaded squad to keep replacing the now completely exposed gunner, you could loose the whole squad in 1-2 minutes. Nothing a player could to about that, as long as panicked state carries over to next game turns.
     
    That surely was quite an intense evening, with all that long haired angry guys!  It´s been a long time since my last metal concert and even longer since I was on stage myself. I miss that.
    Yep, rushing into unsuppressed infantry is quite a bad thing, as it was in reality, but not quite the way the game likes us to teach now.
    Another animation file swap of mine gets Panzergrenadiers going to kneel stance when engaging from halftrack with rifles and SMG´s. Standing fully upright, like it is now, is just another invitation for getting the Grenadiers written off quickly. However, the animation file swap effectively removes the standing/firing stance entirely from the game in all the cases where i.e. the kar98k-aim-stand-ahead animation and related files is used. This is just a byproduct from the whole mod package, which effectively gets the majority of standing (not moving) upright stances replaced with kneel stances. The mod does the same thing for germans, US and CW forces (in CMBN). These are the affected animation/stance groups:
    1. Aim stand to kneel
    2. Bolt action stand to kneel
    3. Buddy aid (already released as single mod at CMMODS III)
    4. Cower (already released as single mod at CMMODS III)
    5. Fire stand to kneel
    6. HMG42 kneel to prone
    7. Idle one stance lower
    8. Reload one stance lower
    9. Seat stance (the new one for half track passengers)
    10. Transitions
    11. Turn stand to turn kneel
    A drop box link to the mod can be asked for via PM, for anyone interested.
     
  21. Like
    IronCat60 got a reaction from A Canadian Cat in Project 44 Maps First Canadian Army in Normandy   
    Wow! Thanks for posting this!
    My play by e-mail friend is in the Canadian Navy. He always plays the Canadians and I play the Germans. We are planning to start playing historical scenarios and this will help immensely.
    BTW the Canadians were the only ones to reach their Day One objective. But their tanks had to pull back as they had no infantry support and the rest of their unit needed to consolidate as they were really strung out.
    I have trained with the Canadian forces and they are just as professional and competent as any other armed force.
    I know I am going to catch hell by saying this but, damn the rebuttals, full steam ahead.
    It seems the way the Canadians were used in the Normandy Campaign reminds me of a quote from Braveheart.  "Edward Longshanks: Send in the Irish, the dead cost nothing."
  22. Upvote
    IronCat60 got a reaction from Warts 'n' all in New WW2 German infantry unit type discovered   
  23. Like
    IronCat60 got a reaction from zinzan in 2019 Reporting For Duty   
    If you enjoy what a business is putting out then the best way is to support them is by buying their product. Thank you for all the effort and "daring mighty deeds", as T. Roosevelt said, to produce a series of games that are a answer to anyone who has played Squad Leader. Plus thanks for never rushing something into production. "The oxen are slow, but the earth is patient" (from High Road to China). I will always vote for your games with my wallet. 
    And to PIATpunk. Thanks for using that line. They are after all "The Producers" of these line of games. I also sing "1,2,3,4, I'm losing the war..." when I am getting my ass handed to me.
     
  24. Upvote
    IronCat60 got a reaction from BletchleyGeek in New WW2 German infantry unit type discovered   
    Speak of the devil!
     Here is a actual picture of the Volkssturm Rollstuhl Truppen in action!

     
    Plus a museum picture that shows the only surviving model of a early American attempt at a cost effective scout car.

  25. Upvote
    IronCat60 got a reaction from AlexUK in New WW2 German infantry unit type discovered   
    Speak of the devil!
     Here is a actual picture of the Volkssturm Rollstuhl Truppen in action!

     
    Plus a museum picture that shows the only surviving model of a early American attempt at a cost effective scout car.

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