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IICptMillerII

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Everything posted by IICptMillerII

  1. There isn't anything you can do to fix a vehicle once it becomes immobilized. Certain terrain is much more likely to bog/immobilize a vehicle, such as mud. There have been a few threads that have addressed movement speed and bog chance, and off the top of my head I think the consensus that was reached was that speed does not effect bog chance, though I might be wrong. I also recall that the game simulates ground being torn up by vehicles repeatedly crossing over it. So if you have a field that a bunch of tanks have rolled over, the bog chance increases. Not entirely sure if that is the case, though I have seen effects in the game enough to think it is. There is also a bit of randomness thrown in. It's possible to bog/immobilize on a road, though the chance is low. This is to simulate a track being thrown for any number of reasons, or a tire going flat, or an axle breaking, etc. Murphy's law is a constant after all.
  2. Haha fair enough! "Check the armor for weak spots with this hammer" or "Get me a box of grid squares" or "Go get chemlight batteries." Some things never change
  3. Ahh ok. Great story! It's always nice to see someone on a high horse get humbled. Of course this works both ways. "Now Marines, try not to break anything on this ship." -Sailor Marines immediately begin smashing "It was broken before, I swear gunny! Besides it's better now!" - Lance Coolie (all in good fun of course!)
  4. The two folders could may be due to having the demo and full game installed?
  5. @sburke covered it, the Marines have a different doctrine for using the javelin than the Army does. @Vet 0369 might be able to provide more insight as to why the Marines use the javelin the way they do.
  6. Both the stryker and Bradley have both the Launcher (CLU) and missiles:
  7. Here is an OCP reskin depicting the 82nd Airborne Division. Like the 3rd ID mod, all the textures were taken from Black Sea. I added the flag and division patch and tweaked the textures to work with the CMSF2 models. Download link at FGM: http://cmmodsiii.greenasjade.net/?p=7564
  8. The javelin is a game changer in modern conventional warfare. A light infantry company in strykers has enough javelin munitions to wipe out an armored battalion. It's a revolution in infantry anti-tank capability not seen since the first introduction of the ATGM in the later 60's. The TOW-2A is a conventional warhead that is effective against tanks/buildings/fortifications. The TOW-2B in Black Sea is a top-down attack munition that is most effective against armored vehicles and certain types of fortifications, such as bunkers. What the tac ai chooses to engage with what munitions is in large part dependent on the capability of the munitions. This likely explains the difference in behavior you're seeing between CMSF2 and CMBS. Very unlikely.
  9. Thanks for the positive feedback everyone! You're in luck, I have an 82nd skin nearly ready to go. I'll add 2ID to the list as well. Might as well throw in 1st Cav at this point too.
  10. Its a sand colored skin I put together myself. As of right now I haven't posted it as a mod anywhere, but I might at some point in the near future.
  11. A few people have asked me about multicam skins in Shock Force 2, so I decided to release the ones I put together. These are textures taken from Black Sea. I added the 3rd ID divisional insignia. I also did a quick retexture of the vehicle crewmen to have OCP body armor on to fit in better. For those of you concerned with the proper wear and appearance of Army uniforms, I included AR670-1 compliant boots as well, textures also from Black Sea. This is the end result. Not the best texture job in the world, but I'm hoping it will hold people over until someone much more skilled than I starts pumping out skins. Download link at FGM: http://cmmodsiii.greenasjade.net/?p=7559
  12. That's probably a minor UI glitch. I can assure you both the M16 and the M4 in game use the M203, which is what they are supposed to be using in 2008. If you want to use the M320, it's in Black Sea, which takes place in 2017.
  13. Are there any plans to make one of these tactical problems in SF2? I think it's a great idea, and setting one in the modern setting would be a really interesting way to show how the tactical principles are the same, but the tools can drastically change how they are specifically implemented. With SF2 being the hot new title right now, you might get a larger pool of people looking to try it right away too. Plus, it would selfishly be a scenario I could play!
  14. The Marines have 2 options for grenade launchers. One is the M203 under their M16s, and the other is the handheld M32. The M32 is different than the handheld variant of the M320. It has a revolving cylinder of grenades whereas the M320 in handheld is still only 1 shot, similar to the M73 "thumper" infamous from Vietnam. The M32 was a weapons project that was adopted, and then abandoned by the Marines exclusively. The Army never bothered with them. The reason they are in the game is because at the time the game was being developed, the Marines were supposed to be incorporating the M32's into their inventory. It was only after the Marines module came out for SF1 that the Marines in real life canned the requisition. In the editor, you can choose to select between the M203s, M32s, or a mix. I usually select all M203's as it is more realistic, but the M32s can be a lot of fun to play around with.
  15. Shock Force 2 takes place during the Summer of 2008, which is 7 years before the US Army officially adopted Scorpion OCP. Certain units that deployed to Afghanistan started to be issued OCP around 2010 (Rangers mostly) and then regular Army units later on, sometime around 2012. UCP was the standard camo for the Army during 2008. The same goes for the M203. The M320 wasn't adopted until after 2010, again at least 2 years after Shock Force 2 takes place.
  16. I've noticed much faster load times, both while loading a large scenario and while processing turns. I also think the game runs smoother, though I've never had much difficulty with performance in CM. Any and all improvements are very welcome, and it certainly runs/loads faster than CMSF1 did.
  17. It just isn't an Iraqi city without mounds of trash and rivers of sh/t running through the streets Looks great @Pete Wenman, and especially now that SF2 uses mod tags this will go a long way to adding to the immersion of urban scenarios.
  18. @37mm holy crap man, your video is fantastic! I've tried some of the reshades out there but none of them seemed to fit just right for me, but the one you are using here is amazing, really adds to the atmosphere. The blend of sound mods you're using are really excellent as well, as are the visual mods for the tanks and infantry skins. Really excellent work! If I could make a small suggestion, I learned a small technique from watching @Josey Wales excellent videos, which is to pan the camera ever so slightly side to side on stationary shots. To my eye at least it helps to add to the overall cinematic effect. Great stuff!
  19. I have tested it out in the past, and the M1A2 fares better in every regard. It spots better, and when it takes a hit it is much less likely to be penetrated than the M1A1HC. I've also used the scenario in question to test out the differences between the Leopard 2A4 and the 2A6. Same thing, the 2A6 fares much better than the 2A4. I'm not sure where you're getting the impression that all of these tank variants are the same, but I can assure you that it is a misunderstanding on your part. As MikeyD mentioned, the 'Defense' UI graph is merely a rough estimate, a generalization that is made between the tank and various enemy munitions. It is not a comparison between tanks. If you really want to see for yourself, open up the editor and pit the M1A2 against the M1A1HC, or the Leopard 2A6 against Leopard 2A4s. The differences in protection levels will become quite clear.
  20. Total and complete brain fart on my part. I reported the post as it's past the editing period. Hopefully it gets deleted and doesn't confuse anyone else. Apologies again.
  21. Crap, turns out I confused myself and may have confused others as well. My activation is atypical and SHOULD NOT be used as a guide. If upgrading you DO need to enter your CMSF1 license key. My apologies.
  22. I just posted this over at Grogheads.com but I figured it might be helpful here as well: I just bought the big bundle upgrade and activated it without any issue. I'll try to be thorough here. I own Shock Force 1, the Marine Module, the NATO module, and the British module. I purchased them all online from the BFC website a few years back.I purchased the $35 USD big bundle upgrade, and received and activation key and a download link via email. I downloaded Shock Force 2 via the download link (I'm running Windows 10)After it had downloaded I extracted the zip file using 7zip to my desktop. From there I ran the installer. After installing the game, I used the 'Activate Product' shortcut, which brought up the activation window. I copied the license key provided in the email for the purchase of the big bundle (the upgrade for $35 USD) and hit activate. It activated successfully. (BFC Note... CptMiller had a CMSF2 key as a thanks for his video work. CMSF2 keys, from brand new purchases, do not require old CMSF1 keys like the Upgrades normally require)Then I launched Shock Force 2, and everything was activated and running. I scrolled through all of the individual scenario's to ensure that all the modules were activated, and I started the US Army campaign to insure I could actually start a battle. I believe I am good to go at this point. Unfortunately I do not know if/how this process is different if you did not purchase SF1 online or if you only have the base game and a single module. I can only speak from my own experience. Hopefully this helps those of you having some difficulty. If not, and you are really stuck, try the support desk. I've personally had to use the support desk on a few occasions, and every time they were exceptional in their service. One of the times occurred over Christmas, and I was very surprised to get a response on Christmas Day from the support desk to help resolve my issue, which was resolved in a matter of hours.
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