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Krasnoarmeyets

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  1. Upvote
    Krasnoarmeyets reacted to Blimey in Separatist mod   
    Here's the first version for download. This is the no-helmet version.
     
    Download - http://www21.zippyshare.com/v/THo5wcYA/file.html  [no helmet version]
     
    It replaces Russian infantry with some rag-tag irregular forces. I make no claims to accuracy. I just wanted them to look different to the conventional Russian forces.
     
    The files are not tagged, but can be by modders wanting to use in their own scenarios.
     
    Credit to
    Aris for his brilliant CMRT faces which I used as the base and then modded, clumsily. Kieme for his muddy black boots and Ukraine vest. Anyone else I may have borrowed camo textures from.


     
  2. Upvote
    Krasnoarmeyets reacted to BTR in Testing   
    Dropbox it is then.
     
    ENJOY
  3. Upvote
    Krasnoarmeyets reacted to BTR in Testing   
    Evaluating different approaches to markings. Numbering all vehicles is a bit out of grasp, since you really need to get into tens of numbers to make a difference. 
  4. Upvote
    Krasnoarmeyets got a reaction from BletchleyGeek in CM Black Sea – BETA Battle Report - Russian Side   
    Very good guess, but as far as dictionaries go I was only able to find a reference in a couple of them to a possible relationship to the ancient Greek word for "blue material" or "metallic-colored". Most of the others simply state "origins unknown". If I were to make an amateur guess, I would note that if you took the Russian word for blue ("siniy") and tried to apply it as a noun to describe a lump of blueish solid stuff in an archaic way, you would get something like "sinets", which is rather close to morph into the current form over time.

    (And that is how you go from discussing the tactical conditions of a simulated combined arms battle to pondering fine peculiarities of Russian etymology in four posts. )
  5. Upvote
    Krasnoarmeyets got a reaction from JSj in CM Black Sea – BETA Battle Report - Russian Side   
    "Nekul'turnaya svin'ya" (некультурная свинья), if you want to get it completely properly.
     
     
    Yes, after some lengthy testing it was determined that the best material for the penetrator was not tungsten or uranium, but pork.
     
    Stands for "lead" (the metal), has nothing to do with pigs.
  6. Upvote
    Krasnoarmeyets got a reaction from Kraft in [Question for devs/modders] Softkill countermeasures - IR/RAM camouflage, tactical area smokescreens, dummy vehicle decoys.   
    Greetings. I have just registered here on the forums, but have been playing CMSF for several years and am awaiting CMBS very eagerly. I have several questions / suggestions pertaining to some tactical capabilities that can be potentially game-changing on the modern battlefield and the possibility of their implementation in CMBS and its (hopefully) future modules or unofficial modifications. I apologise if this have already been discussed (in that case, can you please direct me to the relevant topics / posts, if possible), but I was not able to find anything relevant through the search (only "Nakidka" has been mentioned a couple of times in passing, it seems, and without official BF comments on it). Also, pardon me if my English is not perfectly clear, since I am a non-native speaker. So, without further ado, how about putting in the game:
     
    1.) Vehicles equipped with infrared-blocking and radar-absorbing camouflage covers.
     
    The obvious example is the Russian "Nakidka" kit (my apologies for the Wiki link - could not find anything more useful in the English language). Since thermal imaging plays an enourmous role in how most modern combat vehicles and some weapon systems (especially the deadly "Javelin") acquire and engage targets, reducing the vehicle's IR signature should be one of the top priorities for any nation faced with a modern technological opponent (such camouflage should probably become as common as optical camouflage eventually). The radar signature reduction would probably be more significant on the operational level (I do not know if and how the functioning of BRM-1/3 recon vehicles radars is simulated in CMBS), reducing the visibility of the formations to the enemy radioelectronic reconnaissance, but would still perhaps help against certain radar imaging / targeting systems, such as the AH-64's "Longbow".
     
    I am not sure if there are currently stocks of the "Nakidka" or similar kits for the regular line service vehicles of the Russian units (this was probably a rather low priority since Russian Ground Forces were not likely to face a major high-tech opponent in the past two decades; however at least the new M2 modification of the 2S19 "Msta-S" SPH seems to come factory-equipped with such countermeasures). However, it should be relatively easy to rush produce them during the mobilization efforts when faced with the real possibility of conflict with NATO (certainly easier than producing new APS units or ERA modules; for example this article (in Russian) claims that the price of one such kit for Armenia was just $2675 in 2005). US/NATO seems to have done some research (.pdf link) too, though I am curious as to how far it has progressed (obviously, encountering major high-tech opponents has not recently been a priority for NATO either).
     
    Implementing it: Since I do not know how the CMBS engine deals with IR/radar spectrum (if simulating them at all), I can not offer concrete advice on how to simulate it in the game. If the IR/radar signature is an independent value of the unit, then the camouflage kit should, obviously, directly reduce it in the given proportions. If there is just a single "observation" parameter (combining optical, IR and anything else), then perhaps the camouflage can reduce it by a proportion relative to FLIR/radar system "boosts" factored into the values. For weapons with IR/radar guidance, the camouflage can perhaps increase times needed for acquiring the target and/or increasing the probability of losing target lock in-flight (not sure how air support is implemented - if even ATGM launches are handled as very precise area strikes then perhaps their CEP can be increased when targeting the camouflage-equipped vehicles). Not sure if it is better to handle the process from the targeting ("how much it is seeing") or the targeted ("how much it is seen") vehicle's side, and how to do it without affecting either the observation capabilities of regular optical systems, or the visibility parameters of vehicles without camouflage (it would be really great to have independent IR and radar signature variables if there are not ones now ).
     
    As for the vehicle models, while it would be really great to have ones with visible camouflage covers, from gameplay perspective just standard models with changed values and short description modifier (like "T-72B3 'Nakidka'" or "T-72B3 (IR camo)") would suffice.
     
    2.) Dedicated smokescreen laying systems for area concealment.
     
    As opposed to the already implemented individual smoke screens or artillery smoke rounds with temporary localised effect, how about being able to cover entire areas of the battlefield in the long-term across-the-spectrum (visible/IR/radar) shroud? As an example, here is a recent exercise (in Russian) of the Russian CBRN protection unit - an entire railroad station was concealed for 3 hours with a 2 km long and 200 m high optical/IR/radar impervious smokescreen. The exact designation of the equipment used is not given, but it was probably something like the TMS-65 turbojet spraying vehicle (here is a rather illustrative video of its operation). And Russian chemical units practice such actions rather routinely, training to conceal entire military bases and airfields. Combined with a heavy ECM jamming of GPS signal transmission frequences to block or disrupt satellite positioning, such smokescreens would render just about any piece of precision-guided weaponry ineffective in the protected area (the only thing I can think of that would remain unaffected is inertial guidance, but this method is not very precise to begin with), and any kind of target acquisition beyond the simple notion that "the enemy is somewhere in there" would be completely impossible (the same would also be true for the defenders though - "somebody might be coming at us from somewhere").
     
    While this would probably be more common practice at an operational level (protecting sensitive installations in the rear from airstrikes), it is not impossible to imagine it being used in a tactical frontline defensive action (if you have to defend a fixed position against a technologically superior enemy, it is much better if he were not able to use his sophisticated engagement capabilities effectively). Aside from being outright useful, I think it adds the possibility of some very interesting tactical situations (think of having to assault or defend a completely shrouded city, with your and enemy soldiers fighting through an apocalyptic gloom while wearing gas masks, further reducing visibility to almost point-blank engagement ranges, as if city fighting was not already hard and brutal enough as it is ), and therefore would be a welcome addition to the game.
     
    Implementing it: Since basic smokescreen mechanics have been present in the game for a long time, it seems that implementing a bigger version of it should not be that hard (yes, very presumptious of me, I know ). There may perhaps be some processing power concerns, but even CMSF already has a capability to produce quite large smokescreen fields (like when a couple of "Stryker" platoons get spooked by a mean-looking T-72 ) without a noticeable effect on performance. In any case, it is probably possible to reduce the smoke field's detalization for the sake of gameplay.
     
    3.) Realistic decoy vehicle dummies.
     
    Here are some photos of the Russian 45-th independent engineering-concealment regiment training to set up various inflatable high-fidelity (well, relatively speaking ) decoy vehicle dummies. They not only look realistic enough, but also have appropriate moving parts (like turrets) and equipment that reproduces thermal and radioelectronic signatures of the real vehicles. All to confuse the enemy, of course, and to make him waste time and effort destroying these false targets, sparing your real forces some trouble. Since the dummies are easy to transport and deploy (the tank decoy weighs less than 100 kg and takes about 10 minutes to set up) they might prove to be an advantageous asset in a defensive operation. Perhaps the player can be allowed to place them in the deployment stage within the designated zones, where they would stay for the duration of the battle.
     
    Implementing it: The real trouble would perhaps be in allowing the player to identify the vehicles as dummies while denying his enemy the same untill his forces make a positive identification (for which they presumably would have to get rather close to them - within less than a kilometer, probably (obviously bound to differentiate depending on the observing unit's capabilities)). The actual models can probably be borrowed from the vehicles that are being simulated (and this course will probably have to be followed if there is no way to present different models of the same unit to the player (dummy) and his opponent (real vehicle model untill identified as dummy)), while adding '(dummy)' classification to their description (though, if the enemy player would be able to see it too, that would obviously defeat the whole purpose ). The on-hit animations and after-effects would probably have to be changed too (it would certainly be nice to have a deflating and a burning/melting animation (or being torn to shreds in case of large explosions), but from gameplay viewpoint simple disappearing into a pile of rubber debris would suffice, perhaps).
     
    So, dear Battlefront, can you please-please-please-pretty-please-with-a-cherry-on-top try and implement at least some of these capabilities in one of the further patches or modules? Or, if not, maybe some modification makers are feeling up for the task?
     
    In any case, thank You for Your attention.
     
    P.S.: As long as we are on topic of softkill countermeasures, I also had a question about the "Shtora" optical-electronic suppression system in the CMBS. Have its emitters been implemented as an upgraded system, now covering the relevant tracking signal spectrum of the TOW-2, or would they only be effective against Ukrainian "Konkurses" and other older SACLOS ATGMs?
  7. Upvote
    Krasnoarmeyets got a reaction from Vet 0369 in Update on Black Sea release   
    Combined GPS and GLONASS. Here is the manufacturer's data sheet: http://lreri.tripod.com/TIUS/TIUS-N.pdf
  8. Upvote
    Krasnoarmeyets reacted to ikalugin in Strategic and tactical realities in CMBS   
    Some comments on the topic. I apologise in advance if you find this post too long or somewhat incoherent.
     
    First of all, the Russian Armed Forces evolution post 1991 - the short version. Originally Russian Armed Forces derived from the Soviet ones and thus were an army made for a single and one purpose only - to fight a major mechanised war. Thus it was mostly made out of reserve (cadre) units, often with the older equipment internal MDs would be left with. However young Russian Federation could not sustain such Armed Forces, not if there were intended to have a given active component (as a lot of manpower was used up in cadre units), thus leading to transformation of the VDV (and a number of other units) into those elite forces mentioned by the Battlefront (the Admin), they have performed with mixed result in the first Chechen war, in the 080808 war. 
    The 080808 war lead to the expansion of this "elite constant combat readiness" tag onto the entire armed forces, first creating the constant combat readiness brigades, beginning their rearmament (Armed Forces did not receive much of anything prior to the GPV2015). The second part of the reform (happening under Shoigu) is the expansion of those brigades into divisions, large combined arms exercises, ie Russian armed forces never lost the sight of fighting a major (regional on one front) war and have began preparations for such war before the Ukrainian events. A historic parallel could be made with WW2 events - the mechanised corps were disbanded and tnk brigades were formed, which later were expanded into new mechanised and tank corps. Thus talking about Russian Armed Forces being limited to the elite parts (which ones by the way?) is simply wrong in the post 2008 world.
    A summary of those events (pre Shoigu) written by CAST could be found here:
    http://www.cast.ru/files/book/NewArmy_sm.pdf
     
    Secondly, the build up on Ukrainian border was of demonstrative nature (show of force, a deterrent and so on), and thus is not indicative of Russian capabilities to deploy such forces in that area. If anything Russian exercises some distance from the border have shown the capability to rapidly redeploy forces into the theatre, into the range of possible single leap manuever operations. Ie - Russian forces do not have to sit across the border looking scary to attack, they would attack from some space within the border, from movement, as to preclude identification of the time place and intent of the attack. That much should be obvious to any student of the Soviet (and by the extension Russian) way of war. 
     
    Thirdly - onto the balance of forces. The factors one must account here are:
    - shortage of weapons for the Ukrainian loyalists (they loose more than they could repair/produce, and currently the level of equipment is dropping severely as they pull out equipment that was not properly stored, much less properly maintained or upgraded in the past 25 years and send those items to the front line without critical parts such as radios. Unless there is some sort of massive aid to the Ukrainian loyalists they would be fighting on the unreliable (due to bad maintenance) 1970s vintage systems.
    - shortage of trained men on both sides, the mobilisation you have mentioned would be that of essentially untrained (Ukrainian Armed Forces were hit even worse than Russian ones) or elderly (whose who may remember their Soviet training) men. While the separatist draw on the pool of Russian volunteers (who may have decent training due to the post 2008 reforms) and maintaining their size means that most of their troops would have combat experience and training, the expansion of Ukrainian Armed Forces (the kind you envisioned, though from past experience I would say that the new waves of mobilisation would fail) would lead to the majority of their troops not having anything but most basic training (the kind provided semi accidentally by more experienced troops) and poor morale (being forcefully conscripted out of their houses).
    - complete dissaray of Ukrainian loyalists chain of command, not only are the troops micro managed from up high (the local sectoral and brigade command has very little authority about what they are doing), there are signs of double command (from the High Command and from the Command of Land Forces - later normally being purely admin body before the ambitions of the man in question took over his sense of duty) and this is Armed Forces alone (ie in reality there are more than 2 authorities in command of forces there, leading to poor operational security and troop command).
    While one could argue that this overview is based on past experience (as recent as this winter actually) I see there no movement for improvement in the direction of improvement. Thus while the local commanders (battalion and below) may have some form of tactical experience, they have no successful experience of fighting war on the level above battalion, nor do they have experience of fighting a mobile war (those who did were cauldron'ed this summer).
    - the efforts of Russia to equip and organise the separatist forces into new units (numbered brigades) and into operational level formations (corps) with unity of command on operational axis. While those efforts did meet some friction (recent events with "Batman" illustrate this) overall they are progressing forward, essentially bringing those forces under (essentially) direct Moscow command, eliminating any opposition or competition inside the separatists ranks. Those forces would provide a substantial threat to the Counter Terrorism Operation Forces as they would have superior or equal equipment, high morale (all are volunteers, vs forcibly conscripted Ukrainian troops).
    - ultimate superiority of Russian Federation in air (both fixed and rotary wing), in operational level firepower (recon-strike complexes, recon-fire complexes, TBMs, anti missile SAMs such as the S300V4 and so on), in C3 (deployment of new command systems post 2008 through out the armed forces, especially above company), intelligence (ability to gain intel from Ukrainian HQs due to poor operational security, ability to locate and intercept unprotected communication means Ukrainian CTO Forces use and so on) and logistics (logistics are centralised, have organic rail road element and so on) and others.
     
    As to the operations themselves. The likely scenario on strategic level in my opinion would:
    - consists of advance on 4 separate operational axis.
    - be conducted by 4 Combined Arms Armies (that is around 16 combat brigades and divisions), all of VDV troops, most of Specnas forces, the Black Sea Fleet.
    - be supported by the (nearly) entire Russian Airforce and intelligence gathering means.
    - be conducted from the posture of an exercise (in south-west of Russia and an exercise with Belarus), of the "readiness check" type, thus precluding any obvious and lengthy build up (which for some reason people assume for both Russian and Soviet scenarios).
    - be supported by extensive under ground movement in the potentially pro Russian areas, as well as special forces operation.
    - be supported with the newly formed separatist forces under direct Russian command, within the Russian chain of command (under the Army level HQ, hence corps designation vs army designation).
     
    Such preparation would take less time than any extensive aid efforts by the US, weapons would take time to be delivered and more so to be trained with and pushed into service, there is a degree of political drag in decision making, this means that by the time the aid from US reaches the front lines the mobile phase of operation would be over.
     
    The effect of the war on public - according to my media acquaintance Russia has essentially mobilised population at the moment, thus allowing for standard 30 percent losses of the first echelon troops (and more). 
     
    as a p.s. - I think I really should work out this scenario with OOBs and what not. currently I got in contact with hind, I think we may work this one out at some point.
     
    p.p.s. "cargo 200" and the owner of that resource - the lady shown above are completely mad and murder poor book characters, football team members and those from the university acceptance lists. I would strongly advise against using their materials as source information.
  9. Upvote
    Krasnoarmeyets got a reaction from Placebo in [Question for devs/modders] Softkill countermeasures - IR/RAM camouflage, tactical area smokescreens, dummy vehicle decoys.   
    Greetings. I have just registered here on the forums, but have been playing CMSF for several years and am awaiting CMBS very eagerly. I have several questions / suggestions pertaining to some tactical capabilities that can be potentially game-changing on the modern battlefield and the possibility of their implementation in CMBS and its (hopefully) future modules or unofficial modifications. I apologise if this have already been discussed (in that case, can you please direct me to the relevant topics / posts, if possible), but I was not able to find anything relevant through the search (only "Nakidka" has been mentioned a couple of times in passing, it seems, and without official BF comments on it). Also, pardon me if my English is not perfectly clear, since I am a non-native speaker. So, without further ado, how about putting in the game:
     
    1.) Vehicles equipped with infrared-blocking and radar-absorbing camouflage covers.
     
    The obvious example is the Russian "Nakidka" kit (my apologies for the Wiki link - could not find anything more useful in the English language). Since thermal imaging plays an enourmous role in how most modern combat vehicles and some weapon systems (especially the deadly "Javelin") acquire and engage targets, reducing the vehicle's IR signature should be one of the top priorities for any nation faced with a modern technological opponent (such camouflage should probably become as common as optical camouflage eventually). The radar signature reduction would probably be more significant on the operational level (I do not know if and how the functioning of BRM-1/3 recon vehicles radars is simulated in CMBS), reducing the visibility of the formations to the enemy radioelectronic reconnaissance, but would still perhaps help against certain radar imaging / targeting systems, such as the AH-64's "Longbow".
     
    I am not sure if there are currently stocks of the "Nakidka" or similar kits for the regular line service vehicles of the Russian units (this was probably a rather low priority since Russian Ground Forces were not likely to face a major high-tech opponent in the past two decades; however at least the new M2 modification of the 2S19 "Msta-S" SPH seems to come factory-equipped with such countermeasures). However, it should be relatively easy to rush produce them during the mobilization efforts when faced with the real possibility of conflict with NATO (certainly easier than producing new APS units or ERA modules; for example this article (in Russian) claims that the price of one such kit for Armenia was just $2675 in 2005). US/NATO seems to have done some research (.pdf link) too, though I am curious as to how far it has progressed (obviously, encountering major high-tech opponents has not recently been a priority for NATO either).
     
    Implementing it: Since I do not know how the CMBS engine deals with IR/radar spectrum (if simulating them at all), I can not offer concrete advice on how to simulate it in the game. If the IR/radar signature is an independent value of the unit, then the camouflage kit should, obviously, directly reduce it in the given proportions. If there is just a single "observation" parameter (combining optical, IR and anything else), then perhaps the camouflage can reduce it by a proportion relative to FLIR/radar system "boosts" factored into the values. For weapons with IR/radar guidance, the camouflage can perhaps increase times needed for acquiring the target and/or increasing the probability of losing target lock in-flight (not sure how air support is implemented - if even ATGM launches are handled as very precise area strikes then perhaps their CEP can be increased when targeting the camouflage-equipped vehicles). Not sure if it is better to handle the process from the targeting ("how much it is seeing") or the targeted ("how much it is seen") vehicle's side, and how to do it without affecting either the observation capabilities of regular optical systems, or the visibility parameters of vehicles without camouflage (it would be really great to have independent IR and radar signature variables if there are not ones now ).
     
    As for the vehicle models, while it would be really great to have ones with visible camouflage covers, from gameplay perspective just standard models with changed values and short description modifier (like "T-72B3 'Nakidka'" or "T-72B3 (IR camo)") would suffice.
     
    2.) Dedicated smokescreen laying systems for area concealment.
     
    As opposed to the already implemented individual smoke screens or artillery smoke rounds with temporary localised effect, how about being able to cover entire areas of the battlefield in the long-term across-the-spectrum (visible/IR/radar) shroud? As an example, here is a recent exercise (in Russian) of the Russian CBRN protection unit - an entire railroad station was concealed for 3 hours with a 2 km long and 200 m high optical/IR/radar impervious smokescreen. The exact designation of the equipment used is not given, but it was probably something like the TMS-65 turbojet spraying vehicle (here is a rather illustrative video of its operation). And Russian chemical units practice such actions rather routinely, training to conceal entire military bases and airfields. Combined with a heavy ECM jamming of GPS signal transmission frequences to block or disrupt satellite positioning, such smokescreens would render just about any piece of precision-guided weaponry ineffective in the protected area (the only thing I can think of that would remain unaffected is inertial guidance, but this method is not very precise to begin with), and any kind of target acquisition beyond the simple notion that "the enemy is somewhere in there" would be completely impossible (the same would also be true for the defenders though - "somebody might be coming at us from somewhere").
     
    While this would probably be more common practice at an operational level (protecting sensitive installations in the rear from airstrikes), it is not impossible to imagine it being used in a tactical frontline defensive action (if you have to defend a fixed position against a technologically superior enemy, it is much better if he were not able to use his sophisticated engagement capabilities effectively). Aside from being outright useful, I think it adds the possibility of some very interesting tactical situations (think of having to assault or defend a completely shrouded city, with your and enemy soldiers fighting through an apocalyptic gloom while wearing gas masks, further reducing visibility to almost point-blank engagement ranges, as if city fighting was not already hard and brutal enough as it is ), and therefore would be a welcome addition to the game.
     
    Implementing it: Since basic smokescreen mechanics have been present in the game for a long time, it seems that implementing a bigger version of it should not be that hard (yes, very presumptious of me, I know ). There may perhaps be some processing power concerns, but even CMSF already has a capability to produce quite large smokescreen fields (like when a couple of "Stryker" platoons get spooked by a mean-looking T-72 ) without a noticeable effect on performance. In any case, it is probably possible to reduce the smoke field's detalization for the sake of gameplay.
     
    3.) Realistic decoy vehicle dummies.
     
    Here are some photos of the Russian 45-th independent engineering-concealment regiment training to set up various inflatable high-fidelity (well, relatively speaking ) decoy vehicle dummies. They not only look realistic enough, but also have appropriate moving parts (like turrets) and equipment that reproduces thermal and radioelectronic signatures of the real vehicles. All to confuse the enemy, of course, and to make him waste time and effort destroying these false targets, sparing your real forces some trouble. Since the dummies are easy to transport and deploy (the tank decoy weighs less than 100 kg and takes about 10 minutes to set up) they might prove to be an advantageous asset in a defensive operation. Perhaps the player can be allowed to place them in the deployment stage within the designated zones, where they would stay for the duration of the battle.
     
    Implementing it: The real trouble would perhaps be in allowing the player to identify the vehicles as dummies while denying his enemy the same untill his forces make a positive identification (for which they presumably would have to get rather close to them - within less than a kilometer, probably (obviously bound to differentiate depending on the observing unit's capabilities)). The actual models can probably be borrowed from the vehicles that are being simulated (and this course will probably have to be followed if there is no way to present different models of the same unit to the player (dummy) and his opponent (real vehicle model untill identified as dummy)), while adding '(dummy)' classification to their description (though, if the enemy player would be able to see it too, that would obviously defeat the whole purpose ). The on-hit animations and after-effects would probably have to be changed too (it would certainly be nice to have a deflating and a burning/melting animation (or being torn to shreds in case of large explosions), but from gameplay viewpoint simple disappearing into a pile of rubber debris would suffice, perhaps).
     
    So, dear Battlefront, can you please-please-please-pretty-please-with-a-cherry-on-top try and implement at least some of these capabilities in one of the further patches or modules? Or, if not, maybe some modification makers are feeling up for the task?
     
    In any case, thank You for Your attention.
     
    P.S.: As long as we are on topic of softkill countermeasures, I also had a question about the "Shtora" optical-electronic suppression system in the CMBS. Have its emitters been implemented as an upgraded system, now covering the relevant tracking signal spectrum of the TOW-2, or would they only be effective against Ukrainian "Konkurses" and other older SACLOS ATGMs?
  10. Upvote
    Krasnoarmeyets reacted to H1nd in Strategic and tactical realities in CMBS   
    First off I want to thank you every one for participating in this interesting discussion! Please do continue presenting your visions/speculations about the tactical and strategic nature of this hypothetical war.
     
    I will now follow with my "case study" for a Ukraininan defensive delaying action in a strategic location along the E101 Highway near town of "Krolevets"
    When planning this study I was struck by the enormous distances each military unit will have to cover. Gone are the days when battalions, brigades or even divisions would share common borders with their Areas of Operations. I was also struck by what seemed at first glance as impossible terrain to defend or even to conduct delaying action of any sort. However after some late nights spent with google earth i began to find some defendable locations along the Moscow-Kiev Highway, wich would be vital to clear and capture regardles of the ultimate goal of the war. It is simply strategically very important if you are going to attempt offensives towards Kiev.
     
    One of these locations is Krolevets with it's surrounding terrain of forest, marshy riverbeds, hills and gullies with broken farmlands and minor villages. It is by far NOT a perfectly defendable location, (if there ever is one) and would be bypassed eventually, but the aim here is to buy as much time as possible and deplete the enemy as much as possible, even with the prospect that the defending troops never get to go home again.
     
    The following picture is the rough outline of defensive sector of single Ukrainian Mechanized Brigade (would be most likely the 72nd)
     

     
    The AO for the brigade is way way too large but the problem here is that ukraine military does not have the brigades to defend along the entire border. Therefore we must make do with what we have and this is my estimate of a possible AO. Now the catch is this: There is also a ukrainian artillery brigade or at least elements of it, within the Mechs AO near "Baturin" wich should be able to use their BM-30 smerch (or similar systems) to strike at advancing RA-forces  along the E101 and as well as other locations of importance (demonstrated by the yellow "explosion" markers)
     
    The brigades objective is to act as the first line of defence, buy time, wear down the RA-advance units and protect the artillery brigades assets while they pound the invading enemy as long as they can (asuming the first airstrike wont neutralise them withing first hours of war). Brigade has been divided into three separate mechanized combat teams: one in Krolevets, one screening the SE direction near Konotop and one in reserve near Baturin ready to reinforce either one of the two other combat teams and/or conduct counterattacks with or without support from armored brigade situated around "Borzna, Nizhyn, Ichnya" -area. If the brigade is bypassed or otherwise compromized, the remaining units are to fall back towards Chernigov for regroup and refit. Expected RA forces will range from 3-4 mech and tank brigades in strenght, attacking in battalion formations. Brigade must rely on recon screen in Shostka, Buryn, Terny -directions  to provide intel on enemy axis of advances and counter them by redeploying battalion combat teams accordingly as well as provide target info for the artillery brigade assets.
     
    Next picture is the possible locations I have planned to map (if RL allows) in the Krolevets area:
     

     
    Each should be reasonably plausible locations for actions ranging from platoon to company/depleted battalion scale. They can also be easily converted for use with more robust defensive formations (for example an entire brigade defending the locale) and should cover the most likely paths of advance by RA-units locally (naturally the entire locale is possible to bypass elsewhere)
     
    Next three pistures are my very rough demonstrations of a possible defensive plan for the ukrainian Mechanized taks force defending Krolevets:
     

     
    -the broken blue arrows represent the intended direction of retreat  and should these direction be compromized the battalion will be isolated quickly. The "toothed" blue lines are possible prepared defensive locations wich a mechanized company can occupy according to the situation at hand. As with the brigade, the battalion must also rely heavily on intel to be able to respond to the multiple possible directions of threat. This intel is to be provided by attached brigade level recon screen and drones.
     

     
    -Likely russian routes of advance, the hollow arrows point out the threat of flanking through "Yaroslavets-Bezkrovne" -area but that is something the defenders will just have to live with.
     

     
    and finaly the rough demonstration of planned demolitions and minefields to cut the highway E101 and provide some security along flanks. Naturally each mechanized company has own mine fields and other demolitions in their corresponding AO's  depending on available time and materiel. The primary taks of the attached brigade level engineers and corps level engineer assets is to deny the E101 from the enemy. The more time there is to prepare the better. If preparations are begun well before the advent of war, all of the avenues of advance will be covered with extensive minefields, demolitions, and AT-ditches.
     
    The defending battalion must be proactive in it's defence and ready to pull back to secondary and tertiary defensive positions in timely manner before the inevitable RA artillery grinds to dust any known point of resistance. Concealment must be taken from built up and wooden areas. Krolevets will be the last stand before the remaining men and materiel are to fall back towards west and north west. (I seriously doubt there will be any!)
     
    Any thoughts, comments and/or critique is much welcomed!
     
    Cheers!
    -H1nd
     
  11. Upvote
    Krasnoarmeyets reacted to ikalugin in Strategic and tactical realities in CMBS   
    This view (that I am about to express) is hypo-theoretical only. It comes from my personal point of view, and open source information I could gather. I would try to keep this scenario going, if it is of interest to the local community.
     
    First of all, what are the Russian (political) objectives in this conflict? To sum up - precluding Ukraine from joining NATO military-political block, precluding Ukraine from being a valid threat to Russia in the future, negating any claim Ukraine has on Crimea, to defend the interests of pro-Russian people of Ukraine.

    (p.s. - I seriously doubt NATO intervention should Russia openly intervene in the conflict, not in the time scale I think it would happen in).
     
    To accomplish this Russia requires a substantial buffer zone with friendly (or at least neutral) population, with sufficient economic power to sustain that region, at least partially, to destroy Ukrainian means of fighting war (ie it's armed forces and defence related industry). Such buffer zone would probably be in the form of the Pro-Yanukovich regions (could be seen from voting patterns here)


    Hence from military perspective we have the objectives of:
    - rapidly defeating the Counter Terrorist Operation Forces east of Dnepr.
    - securing the designated territory, installing pro Russian regime there.

    What is the balance of forces (I would expand this if requested)?
    - Russia has a complete control of air and complete superiority in terms of reckon-strike complexes, intelligence gathering, superiority in quality of equipment and of troop control and command (above battalion).
    - Russia currently arms and trains the separatist forces, organising their brigades into corps type structures, restructuring brigades up to mechanised standards.
    - both parties (Ukrainian loyalists and Separatists) suffer from major corruption issues, both sides are primarily limited by the supplies of weapons in equipment when rising their military units, as well from manpower deficiency (currently separatists did not enact mobilisation, previous waves of mobilisation has proven to be inefficient for the loyalist forces). Thus any estimates of their forces must be made with utmost caution.

    Due to the military-political situation, ie the ongoing Counter Terrorism Operation, poor intelligence (even with NATO support from means such as imint, humint, elint and so on), poor leadership, presence of real and present threat from separatist forces, I doubt that Ukrainian Counter Terrorism Operation Forces would be capable of sending any substantial force out of their area of operation before Russian Armed Forces strike or blow the bridges prior to such an attack.

    What is the military geography of the region? The depth of operation is approx. 250km (from Russian jump of points next to the border to the Dnepr river line, objectives in Odessa would be achieved by forces out of Crimea - with amphib, airborne and land borne advances). This constitutes 1, maybe 2 days of advance. There are no valid obstacles before Dnepr, Dnepr itself would be crossed using pantoon bridges and amphib vehicles at points of convenience, providing the encirclement of any actually defended bridgeheads (which were not yet taken by the VDV forces). Pripyat marshes may appear to be a formidable obstacle (to a strike from the north), however they were crossed by Soviet forces in 1944. The road network is sufficient to allow bypassing all of major cities (which would be controlled by special forces, local separatists), the terrain is fairly open, allowing movement away from roads.

    What is the required force, to enact the plan? 4 combined arms armies (southern MD, western MD, partially - central MD), VDV forces, Black Sea Fleet.

    If so requested I could draw a more complete plan, with OOB for all sides, map of operations and so on. I hope you find this post of interest to you.
    p.s. What I don't understand - where does NATO intervention come from? In the scenarios that I for see there is no time for NATO to respond to the developments (unless NATO forces attempt to mount an offensive after Russia has secured it's objectives, but this would be stupid in my opinion).
    I would also suggest reading on:
    - Bagartion, Vistula-Oder, Manchurian offensives (1944-1945), especially from the point of logistics.
    - Reading the articles by the Office of Soviet Studies such as "The high roads of war" (or atleast I think that is what it was called).
    - Reading "Red Army" by Ralph Peters if all else fails.
  12. Upvote
    Krasnoarmeyets got a reaction from A Canadian Cat in [Question for devs/modders] Softkill countermeasures - IR/RAM camouflage, tactical area smokescreens, dummy vehicle decoys.   
    Greetings. I have just registered here on the forums, but have been playing CMSF for several years and am awaiting CMBS very eagerly. I have several questions / suggestions pertaining to some tactical capabilities that can be potentially game-changing on the modern battlefield and the possibility of their implementation in CMBS and its (hopefully) future modules or unofficial modifications. I apologise if this have already been discussed (in that case, can you please direct me to the relevant topics / posts, if possible), but I was not able to find anything relevant through the search (only "Nakidka" has been mentioned a couple of times in passing, it seems, and without official BF comments on it). Also, pardon me if my English is not perfectly clear, since I am a non-native speaker. So, without further ado, how about putting in the game:
     
    1.) Vehicles equipped with infrared-blocking and radar-absorbing camouflage covers.
     
    The obvious example is the Russian "Nakidka" kit (my apologies for the Wiki link - could not find anything more useful in the English language). Since thermal imaging plays an enourmous role in how most modern combat vehicles and some weapon systems (especially the deadly "Javelin") acquire and engage targets, reducing the vehicle's IR signature should be one of the top priorities for any nation faced with a modern technological opponent (such camouflage should probably become as common as optical camouflage eventually). The radar signature reduction would probably be more significant on the operational level (I do not know if and how the functioning of BRM-1/3 recon vehicles radars is simulated in CMBS), reducing the visibility of the formations to the enemy radioelectronic reconnaissance, but would still perhaps help against certain radar imaging / targeting systems, such as the AH-64's "Longbow".
     
    I am not sure if there are currently stocks of the "Nakidka" or similar kits for the regular line service vehicles of the Russian units (this was probably a rather low priority since Russian Ground Forces were not likely to face a major high-tech opponent in the past two decades; however at least the new M2 modification of the 2S19 "Msta-S" SPH seems to come factory-equipped with such countermeasures). However, it should be relatively easy to rush produce them during the mobilization efforts when faced with the real possibility of conflict with NATO (certainly easier than producing new APS units or ERA modules; for example this article (in Russian) claims that the price of one such kit for Armenia was just $2675 in 2005). US/NATO seems to have done some research (.pdf link) too, though I am curious as to how far it has progressed (obviously, encountering major high-tech opponents has not recently been a priority for NATO either).
     
    Implementing it: Since I do not know how the CMBS engine deals with IR/radar spectrum (if simulating them at all), I can not offer concrete advice on how to simulate it in the game. If the IR/radar signature is an independent value of the unit, then the camouflage kit should, obviously, directly reduce it in the given proportions. If there is just a single "observation" parameter (combining optical, IR and anything else), then perhaps the camouflage can reduce it by a proportion relative to FLIR/radar system "boosts" factored into the values. For weapons with IR/radar guidance, the camouflage can perhaps increase times needed for acquiring the target and/or increasing the probability of losing target lock in-flight (not sure how air support is implemented - if even ATGM launches are handled as very precise area strikes then perhaps their CEP can be increased when targeting the camouflage-equipped vehicles). Not sure if it is better to handle the process from the targeting ("how much it is seeing") or the targeted ("how much it is seen") vehicle's side, and how to do it without affecting either the observation capabilities of regular optical systems, or the visibility parameters of vehicles without camouflage (it would be really great to have independent IR and radar signature variables if there are not ones now ).
     
    As for the vehicle models, while it would be really great to have ones with visible camouflage covers, from gameplay perspective just standard models with changed values and short description modifier (like "T-72B3 'Nakidka'" or "T-72B3 (IR camo)") would suffice.
     
    2.) Dedicated smokescreen laying systems for area concealment.
     
    As opposed to the already implemented individual smoke screens or artillery smoke rounds with temporary localised effect, how about being able to cover entire areas of the battlefield in the long-term across-the-spectrum (visible/IR/radar) shroud? As an example, here is a recent exercise (in Russian) of the Russian CBRN protection unit - an entire railroad station was concealed for 3 hours with a 2 km long and 200 m high optical/IR/radar impervious smokescreen. The exact designation of the equipment used is not given, but it was probably something like the TMS-65 turbojet spraying vehicle (here is a rather illustrative video of its operation). And Russian chemical units practice such actions rather routinely, training to conceal entire military bases and airfields. Combined with a heavy ECM jamming of GPS signal transmission frequences to block or disrupt satellite positioning, such smokescreens would render just about any piece of precision-guided weaponry ineffective in the protected area (the only thing I can think of that would remain unaffected is inertial guidance, but this method is not very precise to begin with), and any kind of target acquisition beyond the simple notion that "the enemy is somewhere in there" would be completely impossible (the same would also be true for the defenders though - "somebody might be coming at us from somewhere").
     
    While this would probably be more common practice at an operational level (protecting sensitive installations in the rear from airstrikes), it is not impossible to imagine it being used in a tactical frontline defensive action (if you have to defend a fixed position against a technologically superior enemy, it is much better if he were not able to use his sophisticated engagement capabilities effectively). Aside from being outright useful, I think it adds the possibility of some very interesting tactical situations (think of having to assault or defend a completely shrouded city, with your and enemy soldiers fighting through an apocalyptic gloom while wearing gas masks, further reducing visibility to almost point-blank engagement ranges, as if city fighting was not already hard and brutal enough as it is ), and therefore would be a welcome addition to the game.
     
    Implementing it: Since basic smokescreen mechanics have been present in the game for a long time, it seems that implementing a bigger version of it should not be that hard (yes, very presumptious of me, I know ). There may perhaps be some processing power concerns, but even CMSF already has a capability to produce quite large smokescreen fields (like when a couple of "Stryker" platoons get spooked by a mean-looking T-72 ) without a noticeable effect on performance. In any case, it is probably possible to reduce the smoke field's detalization for the sake of gameplay.
     
    3.) Realistic decoy vehicle dummies.
     
    Here are some photos of the Russian 45-th independent engineering-concealment regiment training to set up various inflatable high-fidelity (well, relatively speaking ) decoy vehicle dummies. They not only look realistic enough, but also have appropriate moving parts (like turrets) and equipment that reproduces thermal and radioelectronic signatures of the real vehicles. All to confuse the enemy, of course, and to make him waste time and effort destroying these false targets, sparing your real forces some trouble. Since the dummies are easy to transport and deploy (the tank decoy weighs less than 100 kg and takes about 10 minutes to set up) they might prove to be an advantageous asset in a defensive operation. Perhaps the player can be allowed to place them in the deployment stage within the designated zones, where they would stay for the duration of the battle.
     
    Implementing it: The real trouble would perhaps be in allowing the player to identify the vehicles as dummies while denying his enemy the same untill his forces make a positive identification (for which they presumably would have to get rather close to them - within less than a kilometer, probably (obviously bound to differentiate depending on the observing unit's capabilities)). The actual models can probably be borrowed from the vehicles that are being simulated (and this course will probably have to be followed if there is no way to present different models of the same unit to the player (dummy) and his opponent (real vehicle model untill identified as dummy)), while adding '(dummy)' classification to their description (though, if the enemy player would be able to see it too, that would obviously defeat the whole purpose ). The on-hit animations and after-effects would probably have to be changed too (it would certainly be nice to have a deflating and a burning/melting animation (or being torn to shreds in case of large explosions), but from gameplay viewpoint simple disappearing into a pile of rubber debris would suffice, perhaps).
     
    So, dear Battlefront, can you please-please-please-pretty-please-with-a-cherry-on-top try and implement at least some of these capabilities in one of the further patches or modules? Or, if not, maybe some modification makers are feeling up for the task?
     
    In any case, thank You for Your attention.
     
    P.S.: As long as we are on topic of softkill countermeasures, I also had a question about the "Shtora" optical-electronic suppression system in the CMBS. Have its emitters been implemented as an upgraded system, now covering the relevant tracking signal spectrum of the TOW-2, or would they only be effective against Ukrainian "Konkurses" and other older SACLOS ATGMs?
  13. Downvote
    Krasnoarmeyets got a reaction from Kieme(ITA) in [Question for devs/modders] Softkill countermeasures - IR/RAM camouflage, tactical area smokescreens, dummy vehicle decoys.   
    Greetings. I have just registered here on the forums, but have been playing CMSF for several years and am awaiting CMBS very eagerly. I have several questions / suggestions pertaining to some tactical capabilities that can be potentially game-changing on the modern battlefield and the possibility of their implementation in CMBS and its (hopefully) future modules or unofficial modifications. I apologise if this have already been discussed (in that case, can you please direct me to the relevant topics / posts, if possible), but I was not able to find anything relevant through the search (only "Nakidka" has been mentioned a couple of times in passing, it seems, and without official BF comments on it). Also, pardon me if my English is not perfectly clear, since I am a non-native speaker. So, without further ado, how about putting in the game:
     
    1.) Vehicles equipped with infrared-blocking and radar-absorbing camouflage covers.
     
    The obvious example is the Russian "Nakidka" kit (my apologies for the Wiki link - could not find anything more useful in the English language). Since thermal imaging plays an enourmous role in how most modern combat vehicles and some weapon systems (especially the deadly "Javelin") acquire and engage targets, reducing the vehicle's IR signature should be one of the top priorities for any nation faced with a modern technological opponent (such camouflage should probably become as common as optical camouflage eventually). The radar signature reduction would probably be more significant on the operational level (I do not know if and how the functioning of BRM-1/3 recon vehicles radars is simulated in CMBS), reducing the visibility of the formations to the enemy radioelectronic reconnaissance, but would still perhaps help against certain radar imaging / targeting systems, such as the AH-64's "Longbow".
     
    I am not sure if there are currently stocks of the "Nakidka" or similar kits for the regular line service vehicles of the Russian units (this was probably a rather low priority since Russian Ground Forces were not likely to face a major high-tech opponent in the past two decades; however at least the new M2 modification of the 2S19 "Msta-S" SPH seems to come factory-equipped with such countermeasures). However, it should be relatively easy to rush produce them during the mobilization efforts when faced with the real possibility of conflict with NATO (certainly easier than producing new APS units or ERA modules; for example this article (in Russian) claims that the price of one such kit for Armenia was just $2675 in 2005). US/NATO seems to have done some research (.pdf link) too, though I am curious as to how far it has progressed (obviously, encountering major high-tech opponents has not recently been a priority for NATO either).
     
    Implementing it: Since I do not know how the CMBS engine deals with IR/radar spectrum (if simulating them at all), I can not offer concrete advice on how to simulate it in the game. If the IR/radar signature is an independent value of the unit, then the camouflage kit should, obviously, directly reduce it in the given proportions. If there is just a single "observation" parameter (combining optical, IR and anything else), then perhaps the camouflage can reduce it by a proportion relative to FLIR/radar system "boosts" factored into the values. For weapons with IR/radar guidance, the camouflage can perhaps increase times needed for acquiring the target and/or increasing the probability of losing target lock in-flight (not sure how air support is implemented - if even ATGM launches are handled as very precise area strikes then perhaps their CEP can be increased when targeting the camouflage-equipped vehicles). Not sure if it is better to handle the process from the targeting ("how much it is seeing") or the targeted ("how much it is seen") vehicle's side, and how to do it without affecting either the observation capabilities of regular optical systems, or the visibility parameters of vehicles without camouflage (it would be really great to have independent IR and radar signature variables if there are not ones now ).
     
    As for the vehicle models, while it would be really great to have ones with visible camouflage covers, from gameplay perspective just standard models with changed values and short description modifier (like "T-72B3 'Nakidka'" or "T-72B3 (IR camo)") would suffice.
     
    2.) Dedicated smokescreen laying systems for area concealment.
     
    As opposed to the already implemented individual smoke screens or artillery smoke rounds with temporary localised effect, how about being able to cover entire areas of the battlefield in the long-term across-the-spectrum (visible/IR/radar) shroud? As an example, here is a recent exercise (in Russian) of the Russian CBRN protection unit - an entire railroad station was concealed for 3 hours with a 2 km long and 200 m high optical/IR/radar impervious smokescreen. The exact designation of the equipment used is not given, but it was probably something like the TMS-65 turbojet spraying vehicle (here is a rather illustrative video of its operation). And Russian chemical units practice such actions rather routinely, training to conceal entire military bases and airfields. Combined with a heavy ECM jamming of GPS signal transmission frequences to block or disrupt satellite positioning, such smokescreens would render just about any piece of precision-guided weaponry ineffective in the protected area (the only thing I can think of that would remain unaffected is inertial guidance, but this method is not very precise to begin with), and any kind of target acquisition beyond the simple notion that "the enemy is somewhere in there" would be completely impossible (the same would also be true for the defenders though - "somebody might be coming at us from somewhere").
     
    While this would probably be more common practice at an operational level (protecting sensitive installations in the rear from airstrikes), it is not impossible to imagine it being used in a tactical frontline defensive action (if you have to defend a fixed position against a technologically superior enemy, it is much better if he were not able to use his sophisticated engagement capabilities effectively). Aside from being outright useful, I think it adds the possibility of some very interesting tactical situations (think of having to assault or defend a completely shrouded city, with your and enemy soldiers fighting through an apocalyptic gloom while wearing gas masks, further reducing visibility to almost point-blank engagement ranges, as if city fighting was not already hard and brutal enough as it is ), and therefore would be a welcome addition to the game.
     
    Implementing it: Since basic smokescreen mechanics have been present in the game for a long time, it seems that implementing a bigger version of it should not be that hard (yes, very presumptious of me, I know ). There may perhaps be some processing power concerns, but even CMSF already has a capability to produce quite large smokescreen fields (like when a couple of "Stryker" platoons get spooked by a mean-looking T-72 ) without a noticeable effect on performance. In any case, it is probably possible to reduce the smoke field's detalization for the sake of gameplay.
     
    3.) Realistic decoy vehicle dummies.
     
    Here are some photos of the Russian 45-th independent engineering-concealment regiment training to set up various inflatable high-fidelity (well, relatively speaking ) decoy vehicle dummies. They not only look realistic enough, but also have appropriate moving parts (like turrets) and equipment that reproduces thermal and radioelectronic signatures of the real vehicles. All to confuse the enemy, of course, and to make him waste time and effort destroying these false targets, sparing your real forces some trouble. Since the dummies are easy to transport and deploy (the tank decoy weighs less than 100 kg and takes about 10 minutes to set up) they might prove to be an advantageous asset in a defensive operation. Perhaps the player can be allowed to place them in the deployment stage within the designated zones, where they would stay for the duration of the battle.
     
    Implementing it: The real trouble would perhaps be in allowing the player to identify the vehicles as dummies while denying his enemy the same untill his forces make a positive identification (for which they presumably would have to get rather close to them - within less than a kilometer, probably (obviously bound to differentiate depending on the observing unit's capabilities)). The actual models can probably be borrowed from the vehicles that are being simulated (and this course will probably have to be followed if there is no way to present different models of the same unit to the player (dummy) and his opponent (real vehicle model untill identified as dummy)), while adding '(dummy)' classification to their description (though, if the enemy player would be able to see it too, that would obviously defeat the whole purpose ). The on-hit animations and after-effects would probably have to be changed too (it would certainly be nice to have a deflating and a burning/melting animation (or being torn to shreds in case of large explosions), but from gameplay viewpoint simple disappearing into a pile of rubber debris would suffice, perhaps).
     
    So, dear Battlefront, can you please-please-please-pretty-please-with-a-cherry-on-top try and implement at least some of these capabilities in one of the further patches or modules? Or, if not, maybe some modification makers are feeling up for the task?
     
    In any case, thank You for Your attention.
     
    P.S.: As long as we are on topic of softkill countermeasures, I also had a question about the "Shtora" optical-electronic suppression system in the CMBS. Have its emitters been implemented as an upgraded system, now covering the relevant tracking signal spectrum of the TOW-2, or would they only be effective against Ukrainian "Konkurses" and other older SACLOS ATGMs?
  14. Upvote
    Krasnoarmeyets reacted to panzersaurkrautwerfer in Additions to Black Sea   
    I would love to see a Korean War II game with modeled ROK, US, DPRK, and maybe Chinese forces, except the scenery really is long in the tooth at this point, and the restrictive terrain limits the sort of tank thing I prefer to do.  Also the likelihood of a joint US-Chinese invasion of the DPRK is more likely at this point than a DPRK-Chinese force.
     
    Of course with that said, some liberties could be taken, and it's really up to the scenario writers to make it as realistic (closer to the CMSF missions against uncon type fighters than you'd think) or DPRK TRIUMPHANT style missions that closer fit the image of what we all expected the DPRK to be able to do.
     
    Which of course makes the Chinese element easier to fit in too, as it could work well for either a combined "this North Korean thing has to be put to bed" campaign, or something closer to 1950 all over again.
     
    Either way it presents some cool toys.  The US has both heavy forces in theater, and Strykers on short recall, the ROK army has some awesome gear (K1A1s, K2s, K21s etc), DPRK would be a lot like Syria in CMSF in terms of being a multilayered funcake of OPFOR (from conventional T-62/BMP-1/Type 63 based forces, to light infantry, to uncon style special forces).  China also brings some cool stuff in terms of either a higher capability OPFOR for the US/ROK, or as an alternative take to the complex sort of war taking the DPRK would become.  Also the two tiered high capability (Type 99A2, ZBD2000), and their lower capability (Type 69, Type 63) formations would be interesting.
  15. Upvote
    Krasnoarmeyets got a reaction from Jimmy Carter in [Question for devs/modders] Softkill countermeasures - IR/RAM camouflage, tactical area smokescreens, dummy vehicle decoys.   
    Greetings. I have just registered here on the forums, but have been playing CMSF for several years and am awaiting CMBS very eagerly. I have several questions / suggestions pertaining to some tactical capabilities that can be potentially game-changing on the modern battlefield and the possibility of their implementation in CMBS and its (hopefully) future modules or unofficial modifications. I apologise if this have already been discussed (in that case, can you please direct me to the relevant topics / posts, if possible), but I was not able to find anything relevant through the search (only "Nakidka" has been mentioned a couple of times in passing, it seems, and without official BF comments on it). Also, pardon me if my English is not perfectly clear, since I am a non-native speaker. So, without further ado, how about putting in the game:
     
    1.) Vehicles equipped with infrared-blocking and radar-absorbing camouflage covers.
     
    The obvious example is the Russian "Nakidka" kit (my apologies for the Wiki link - could not find anything more useful in the English language). Since thermal imaging plays an enourmous role in how most modern combat vehicles and some weapon systems (especially the deadly "Javelin") acquire and engage targets, reducing the vehicle's IR signature should be one of the top priorities for any nation faced with a modern technological opponent (such camouflage should probably become as common as optical camouflage eventually). The radar signature reduction would probably be more significant on the operational level (I do not know if and how the functioning of BRM-1/3 recon vehicles radars is simulated in CMBS), reducing the visibility of the formations to the enemy radioelectronic reconnaissance, but would still perhaps help against certain radar imaging / targeting systems, such as the AH-64's "Longbow".
     
    I am not sure if there are currently stocks of the "Nakidka" or similar kits for the regular line service vehicles of the Russian units (this was probably a rather low priority since Russian Ground Forces were not likely to face a major high-tech opponent in the past two decades; however at least the new M2 modification of the 2S19 "Msta-S" SPH seems to come factory-equipped with such countermeasures). However, it should be relatively easy to rush produce them during the mobilization efforts when faced with the real possibility of conflict with NATO (certainly easier than producing new APS units or ERA modules; for example this article (in Russian) claims that the price of one such kit for Armenia was just $2675 in 2005). US/NATO seems to have done some research (.pdf link) too, though I am curious as to how far it has progressed (obviously, encountering major high-tech opponents has not recently been a priority for NATO either).
     
    Implementing it: Since I do not know how the CMBS engine deals with IR/radar spectrum (if simulating them at all), I can not offer concrete advice on how to simulate it in the game. If the IR/radar signature is an independent value of the unit, then the camouflage kit should, obviously, directly reduce it in the given proportions. If there is just a single "observation" parameter (combining optical, IR and anything else), then perhaps the camouflage can reduce it by a proportion relative to FLIR/radar system "boosts" factored into the values. For weapons with IR/radar guidance, the camouflage can perhaps increase times needed for acquiring the target and/or increasing the probability of losing target lock in-flight (not sure how air support is implemented - if even ATGM launches are handled as very precise area strikes then perhaps their CEP can be increased when targeting the camouflage-equipped vehicles). Not sure if it is better to handle the process from the targeting ("how much it is seeing") or the targeted ("how much it is seen") vehicle's side, and how to do it without affecting either the observation capabilities of regular optical systems, or the visibility parameters of vehicles without camouflage (it would be really great to have independent IR and radar signature variables if there are not ones now ).
     
    As for the vehicle models, while it would be really great to have ones with visible camouflage covers, from gameplay perspective just standard models with changed values and short description modifier (like "T-72B3 'Nakidka'" or "T-72B3 (IR camo)") would suffice.
     
    2.) Dedicated smokescreen laying systems for area concealment.
     
    As opposed to the already implemented individual smoke screens or artillery smoke rounds with temporary localised effect, how about being able to cover entire areas of the battlefield in the long-term across-the-spectrum (visible/IR/radar) shroud? As an example, here is a recent exercise (in Russian) of the Russian CBRN protection unit - an entire railroad station was concealed for 3 hours with a 2 km long and 200 m high optical/IR/radar impervious smokescreen. The exact designation of the equipment used is not given, but it was probably something like the TMS-65 turbojet spraying vehicle (here is a rather illustrative video of its operation). And Russian chemical units practice such actions rather routinely, training to conceal entire military bases and airfields. Combined with a heavy ECM jamming of GPS signal transmission frequences to block or disrupt satellite positioning, such smokescreens would render just about any piece of precision-guided weaponry ineffective in the protected area (the only thing I can think of that would remain unaffected is inertial guidance, but this method is not very precise to begin with), and any kind of target acquisition beyond the simple notion that "the enemy is somewhere in there" would be completely impossible (the same would also be true for the defenders though - "somebody might be coming at us from somewhere").
     
    While this would probably be more common practice at an operational level (protecting sensitive installations in the rear from airstrikes), it is not impossible to imagine it being used in a tactical frontline defensive action (if you have to defend a fixed position against a technologically superior enemy, it is much better if he were not able to use his sophisticated engagement capabilities effectively). Aside from being outright useful, I think it adds the possibility of some very interesting tactical situations (think of having to assault or defend a completely shrouded city, with your and enemy soldiers fighting through an apocalyptic gloom while wearing gas masks, further reducing visibility to almost point-blank engagement ranges, as if city fighting was not already hard and brutal enough as it is ), and therefore would be a welcome addition to the game.
     
    Implementing it: Since basic smokescreen mechanics have been present in the game for a long time, it seems that implementing a bigger version of it should not be that hard (yes, very presumptious of me, I know ). There may perhaps be some processing power concerns, but even CMSF already has a capability to produce quite large smokescreen fields (like when a couple of "Stryker" platoons get spooked by a mean-looking T-72 ) without a noticeable effect on performance. In any case, it is probably possible to reduce the smoke field's detalization for the sake of gameplay.
     
    3.) Realistic decoy vehicle dummies.
     
    Here are some photos of the Russian 45-th independent engineering-concealment regiment training to set up various inflatable high-fidelity (well, relatively speaking ) decoy vehicle dummies. They not only look realistic enough, but also have appropriate moving parts (like turrets) and equipment that reproduces thermal and radioelectronic signatures of the real vehicles. All to confuse the enemy, of course, and to make him waste time and effort destroying these false targets, sparing your real forces some trouble. Since the dummies are easy to transport and deploy (the tank decoy weighs less than 100 kg and takes about 10 minutes to set up) they might prove to be an advantageous asset in a defensive operation. Perhaps the player can be allowed to place them in the deployment stage within the designated zones, where they would stay for the duration of the battle.
     
    Implementing it: The real trouble would perhaps be in allowing the player to identify the vehicles as dummies while denying his enemy the same untill his forces make a positive identification (for which they presumably would have to get rather close to them - within less than a kilometer, probably (obviously bound to differentiate depending on the observing unit's capabilities)). The actual models can probably be borrowed from the vehicles that are being simulated (and this course will probably have to be followed if there is no way to present different models of the same unit to the player (dummy) and his opponent (real vehicle model untill identified as dummy)), while adding '(dummy)' classification to their description (though, if the enemy player would be able to see it too, that would obviously defeat the whole purpose ). The on-hit animations and after-effects would probably have to be changed too (it would certainly be nice to have a deflating and a burning/melting animation (or being torn to shreds in case of large explosions), but from gameplay viewpoint simple disappearing into a pile of rubber debris would suffice, perhaps).
     
    So, dear Battlefront, can you please-please-please-pretty-please-with-a-cherry-on-top try and implement at least some of these capabilities in one of the further patches or modules? Or, if not, maybe some modification makers are feeling up for the task?
     
    In any case, thank You for Your attention.
     
    P.S.: As long as we are on topic of softkill countermeasures, I also had a question about the "Shtora" optical-electronic suppression system in the CMBS. Have its emitters been implemented as an upgraded system, now covering the relevant tracking signal spectrum of the TOW-2, or would they only be effective against Ukrainian "Konkurses" and other older SACLOS ATGMs?
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