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Kevin2k

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Everything posted by Kevin2k

  1. CMSF2-NATO Dutch Woodland Uniform mod For the Sim/Game "Combat Mission: Shock Force 2", with the "NATO module". Included files (4): dutch-gear [mountains].bmp smod_dutch_boots-modern [mountains].bmp smod_dutch_helmet-soldier [mountains].bmp smod_dutch_uniform_dpm-soldier [mountains].bmp All credits to the Battlefront company for supplying the original textures, from which these modded ones were derived. The woodland camo pattern was taken from a Dutch army rain poncho / tent. Only for use in the Combat Mission games, other then that, this mod is free and non-profit. This mod cannot be held responsible for harm done to pixeltruppen. Copy the extracted files into your mod folder, or into your install folder in the data\z\ subfolder. The naming of the files contains the mod-tag "mountains". This way they only override the stock desert uniforms when the terrain is set to "mountains", like in the Quick Battle menu. ---------------- A preview image is in the zip file. So you can check if it is worthy Download from this place: http://www.gb-homepage.nl/index.htm (Select "Combat Mission" in left navigation window) mirror: https://www.mediafire.com/file/t0uq1ay568lbkln/Dutch-Woodland-Uniform-mod.zip/file
  2. Recently I build a small low-power secondary PC for myself. Indeed the game seems to calculate a draw distance based on dynamics, measured framerate I assume. On this PC, In Shock Force 2, in a 1000 x 1000 meters map with some forest, it draws trees only within the closest +-500 meters of that map. Strangely though, in Battle for Normandy (E4), on a similar sized map with a similar amount of forest, at the same settings, all trees are there at all times. I did not take one of the older maps to test this, but one from the '2019' series. Anyways, there is something peculiar with the trees of CMSF2. Also because they cannot be exchanged with models from other games, nor does the 'trunks only at the front, full trees in the distance' setting actually work in that game.
  3. book Typenkompass, Panzer der Bundeswehr, seit 1956 - by mr. Anweiler and Pahlkotter. Freely translated by me: The mKPz M 47 were gradually replaced by the M 48 from 1958 onward. In the middle of the 60's the last were phased out.
  4. Neither have I found a better book source for such things. These books are indispensable. And it also goes for military aircraft, e.g. the changes between their subversions.
  5. Page 3 of this CMFI R2V "bugs and stuff" thread mentions most of these vehicles.
  6. Indeed. Like I said, CMFB QB US mix force is most borked. It is totally biased for selecting a "Flamethrower Platoon", which in practice means that it spends all points on different M4 shermans. You can test it by setting QB force to 'Human selection' instead and pressing "Suggestions" a dozen times in the units interface.
  7. Be prepared though. Animated GIF format from 1987 is the way of the future, and youtube will soon consist mostly of animated GIFs. Really I am not complaining. I kinda like them. Thanks for making these.
  8. Yeah, there was ever only the initial version of the manual. There is also only the initial TO&E https://www.battlefront.com/fortress-italy/cmfi-rome-to-victory-module/?tab=toe Still has the SPW 251/21 Ausf. D listed, with Drilling 20mm. There was also a Sherman M4(105) that was removed IIRC.
  9. It depends a lot on which game and which QB parameters. Like the current CMFB v2.03 US mix force picker is borked (Flamethrower platoon), same goes for CMSF2 Marines mix force (AAVs). CMFI v2.11 German mix force picker has issues in 1943 (Panther bunkers). The other mix force auto pickers do better. But it is still miles away from something that can be called 'AI'. (Where is the line where a bunch algorithms can be called AI anyways?). I have never seen the 9 flail tank + 1 normal tank selection before, so I wonder; how to reproduce that one? In general this part of the game always has issues, that make me wonder why...
  10. Logically and historically one cannot just jump into the mil-sim market from nowhere and expect to make much of an impression. Maybe in the 90's, but not in the past 2 decades. Need all these 3D assets for vehicles for one, and the customers will be eager to do rivet-counting on those. Hey we have Close Combat "The Bloody First" trying something like this. And the subtitle is appropriate.
  11. Panther Bunker formation seems to be available in juli 1943 already, but holds no actual content until spring 1944. Still the QB auto force selection loves to pick some of these empty formations, which have a cost of 50 each.
  12. This page shows M4A2(75) with 60 (edit: 57) degrees glacis and small hatches, as well as the later 47 degrees with large hatches: http://the.shadock.free.fr/sherman_minutia/sherman_types/m4a2/m4a2.html Also there are the usual 75mm turret variations: Rear bustle low or high, Applique armor yes or no, Hatches configurations etc.
  13. I was never in the army, nor was the army around much. But there appeared a sorting center for cold war military clothing and gear in this town around 1990. There were very interesting things there, even in the waste heap. Like ranks, emblems, instruction books, trifolds, training desinfectants for chemical warfare, gasmasks, helmets, portable cooker fuel tablets etc. In my early teens I played around in the park wearing the emblem of "Regiment Stoottroepen" (assault troops) and the rank of Major on my shoulders. Good times.
  14. But this Cold War game takes the balancing to another level, seemingly introducing a "Balanced Battalion (Task Force)" https://www.battlefront.com/cold-war/cmcw-base-game/?tab=toe
  15. I was just wondering the same thing. Was that US vehicle camo scheme not supposed to change every season as well? Would be fine with me if it weren't though. Edit: MERDC camo is the name. In general: Looking forward to this CMCW. Great choice of subject.
  16. I checked the TO&E between the base game and the Module. And it seems the German half-track list of the module is a bit exaggerated, as most of them were already in the base game. I count three actual new ones: - PSW 234/4 (Pak 40, this is not a half-track..) - SPW 251/21 Ausf. D (Drilling Flak) - SPW 251/22 Ausf. D (Pak 40)
  17. As per the title of this topic: I would like to see post-victory/defeat/surrender interaction. Where you are still able to move your troops around, consolidating the grounds you took. And the opponent just stands there surrendering, and/or they walk towards your end of the map. Seems like fun. But how to handle a draw, or an partial victory? Maybe just allow movement in the area that you are holding.
  18. I cannot help you directly. Since I never upgraded my Il-2 beyond the Aces expansion + Battle over Europe addon. But this gog forum below is usually very practical, as it does not expect people to be familiar with everything Il-2 already: https://www.gog.com/forum/il_2_sturmovik_1946#1608978673 Someone there mentions BAT requiring an older Il-2 version v4.12, unless something changed in recent months. I have an original Il-2 1946 DVD, but also bought that online version there for a mere E 2,- for the convenience of having an already updated version at hand. I actually like Strike Fighters more myself. But am usually modding it instead of playing it. I actually made a map editor for that game.
  19. Found the error in the Assault version of the map: Editor -> Mission -> Battle Type: Change Axis Assault into Allied Assault. Save it.
  20. Just found the "Meet" version: QB 058 But now it is called Meet LARGE Village. Same size though.
  21. Regarding the "*** Med Village QB-059.btt" maps. When I load it for a Probe or Attack quick battle, and I play as the attacker, then I properly can setup in a small corner of the map. When I load it as an Assault game type, playing the attacker again, I get most of the map as a setup zone. My soldiers are initially facing their own setup zone, instead of the enemy direction. I opened the different variations of that map in the editor, but I don't see any difference that could be causing it. Is it just me or is there something odd going on? (PS. Was there not a "Meet" version of this map as well? I recall playing it that way before..)
  22. No problem. It is easy for me to check the older versions. Although I never purchased TRPs before, I managed to find them under Fortifications.
  23. 150 points for 5 TRPs in CMFB v1.02 150 points for 5 TRPs in CMBN v3.12
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