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Frenchy56

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Posts posted by Frenchy56

  1. 14 minutes ago, IanL said:

    So, when it comes to TO&E and armaments there are possible bugs, that certainly is possible. I have to let you guys know that "doubts about it" are not going to cut it as a bug report. BFC has people that read the division equipment lists for such and such a date and such and such a place and figure out if it was possible to equip the battalions with the official armaments. Combining that with the official org charts and official complements and go from there to create what you see in game. I can tell you now hours upon hours are spent on that.

    So, if you have equipment lists that seem to snow N number of weapon XYZ could not possibly be in a battalion of this type by all means feel free to share. Site your sources and build the case...

    I'd like to take a look at the studies they made as well, because I definitely have a feeling there's something wrong with the abundance of SVT rifles. It isn't much more than a general impression, however. Just taking a look at the total production numbers can give you an impression which is most possibly correct.

  2. 8 minutes ago, IanL said:

    That gun shield looks like it might be adjustable - have to look at some more pictures is that possible?

    " Protection was through a simple, angled gunshield ahead of the breach with cutouts in the panel for vision or optics. "

     

    https://www.militaryfactory.com/armor/detail.asp?armor_id=373

     

    I'd say "simple" means non-adjustable. Do you have examples of AT guns with adjustable gunshields because that seems like a superfluous feature to me.

  3. 7 minutes ago, IanL said:

    Humm. Where is the sun in this picture though? If its high enough that could account for it.

    I compared with a Pz IV H next to it and a shadow wasn't cast at the same angle.

    Then I turned the Pz IV J around to see how the lighting changed and the invisible Schurzen cast shadows on both sides of the tank at any angle in relation to the position of the sun.

  4. Here, in tandem with the Fortress Italy thread.

     

    The ZiS gun's armor plate aren't angled at all, when they actually were.

     

    76mm%20ZIS-3_cut.jpg

    It should look like this, however the plate is angled at a solid 90 degrees in-game.

     

    76266AA62FE7E7EED9E323309EE98FD6F53330FE

     

     

     

    I also have doubts about the regular infantry section's weaponry: way too many SVT's, not enough Mosins.

    They simply shouldn't appear in every single rifle squad. They should probably show up in German rifle squads however. The lack of captured weaponry and vehicles is kinda jarring, since this front is famous in part due to the massive use of captured equipment.

    I'd like to know if Shermans and Jeeps are coming, since they were the most common Lend-Lease vehicles after the Studebaker trucks.

     

    Also, the absence of the regular, short-barreled M37 45mm AT gun which was still quite present at that time, and I'm pretty sure was standard-issue as infantry battalion AT guns.

  5. E0CFDC2E2A0753EE74C02B364211445919A9390B

     

    Here's the Pak36(r). As you know it's the captured version of the Soviet F-22 Divisional Gun, which was in fact bigger than the ZiS-3, which itself is bigger than the PaK 38.


    I may make a new thread as well to point out that the Soviet AT gun models in CMRT are quite wonky as well.

  6. Let's use photographic references to get a feel.

    When I saw the 6 pounder gun in-game for the first time, its size was definitely jarring for me. It's absolutely not supposed to be smaller than an M3 37mm AT gun, and it's not even the same size as the M1 57mm in-game.

    If all you need is to feel that there's a difference without having to take a ruler out and take measurements, there is definitely a problem.

     

    Desert6Pdr.jpg

    57mm_Gun_M1_-_Saint-Malon_Bretagne.jpg

    FortMcKinley.jpg

     

    Looking at these pictures tells you that the other guns are definitely better-proportioned.

     

  7. 51 minutes ago, IanL said:

    ?? the 6 pounder is not a big gun - it's only 4ft high and not quite 6' wide. What are you using for scale to conclude there is a problem in the game?

    Sure, it's not a big gun especially compared to the 17 Pounder and M1 76mm gun, but how do you justify this:

    20190122170109_1.thumb.jpg.6a0c7634eef807372335dfbb98183d5e.jpg

    20190122170054_1.thumb.jpg.32172fcc3c79863a6d7d37add7c33830.jpg

     

     

    50 minutes ago, IanL said:

    That is likely expected. Setting up an MG in a house simulate the need to create a platform for the MG to "see" over the window sill.

     

    35 minutes ago, sburke said:

    I was curious if there was a difference deploying on the 1st flr versus upper floors.  That seems to be what is implied. I knew there was a difference in time inside a building. 

     

    Right, I shouldn't have posted anything without confirming it. It does indeed act the same way on any floor.

    I had only gotten the impression since I placed 2 MGs on differing floors and one started firing much earlier than the other, which was still deploying.

  8. 12 minutes ago, sburke said:

    There is a difference between the issues brought up here and those you are noting.  AI behavior is really hard to get right and there will always be corner cases.  Modding the stuff you are doing is clear cut stuff that can be fixed.  The nitpicking reference is something you can ignore and please keep posting stuff you find.  👍

    Nah, I was being half-serious, even if it doesn't really look like it. I was talking about limits in even the skins, since in the end there are still no unique skins for Allied NCOs, US officers among others.

     

    Though I still do wish my troops would stop sprinting straight into artillery barrages.

  9. 5 hours ago, Vet 0369 said:

    In all honesty, I have played all the CMX2 titles except CM Afganistan, and I have not encountered anything that I would consider "game-breaking" or "immersion destroying." Maybe they have occurred and I just never saw them because I'm not a "nit-picker," and I was just enjoying playing the games. If it were me, I'd buy it, but if you want to believe comments of "game-breaking" bugs by a small group of commenters who tend to pick apart every release, then that's your choice.

    It's painful to be this "nit-picker" you're talking about and spend more time modding, or in my case patching mods together to attempt fixing the inaccuracies than actually playing the game.

     

    Even then, with all the effort Battlefront has made to make uniforms and vehicle liveries more accurate, it still has limits that can easily be noticed when you get your head into it.

     

    i wish Fuser would come back soon

  10. On 1/17/2019 at 8:05 PM, Frenchy56 said:

    EDIT: I remembered that Sherman III commanders stand too far right of the cupola, thus their right arm clips through the turret. Might affect other British Shermans as well.

    It actually may be due to the slope angling the tank. The tank commander moves somewhat independently from the tank so it causes clipping sometimes.

  11. Hello,

    You may have noticed this already, but there are a few very noticeable graphical bugs in-game:

    All StuGs after the StuG III G (earliest) and StuHs have their spare track textures bugged.

    20190117200024_1.thumb.jpg.d1e967b2fa94ddf5a8b554305d473d2f.jpg

    Sherman II (mid) tank commander stands too low while buttoned out

    20190117195852_1.thumb.jpg.8897bf8180735c99aac9d08ac90053c7.jpg

     

    I confirmed that no mods affect this by moving the Z folder out.

    There should still be a few, but these are the most noticeable ones.

    I definitely hope these were noticed and will be fixed in the next patch.

     

    EDIT: I remembered that Sherman III commanders stand too far right of the cupola, thus their right arm clips through the turret. Might affect other British Shermans as well.

  12. 15 hours ago, Mord said:

    They never released the French for BN so I'd imagine you'd piss some people off if you put in partisans before the actual army. I've been wondering if their inclusion in FI will facilitate a BN pack down the road. They are pretty much the only force that didn't make it over from CMBO.

     

    Mord.

    Actually, now that I think about it, would we see scenarios and campaigns set in Southern France? And will Rome to Victory also cover earlier French troops from the Sicily landings? Making a proper TO&E for the French would be a nightmare because often the standard TO&E was impossible to follow due to lack of gear and weapons. So instead you had a mishmash of helmets, weapons, uniforms and webbing from the US, the British and French. I wonder what they've cooked for us.

  13. 5 minutes ago, CMFDR said:

    @Frenchy56 there are an Opel Blitz and Bedford trucks for CMBN, and there are a CS8 Morris and Protze for CMFI. Might be more for other titles.

    I can confirm the Morris and Protze (MG and GL) are present on CMMODS since I downloaded them from there. There is no sign of Bedford trucks and Opels however.

  14. I was referring to Erwin's version. He says it has different hulls, while the one which is now on CMMODS only has one.

     

    @Erwin, I too have quite a good number of mods,  and I have no trouble finding specific ones. I'm not asking anyone to upload all the mods that ever existed, only Aris' textures which are missing from CMMODS. You can help with this problem by sending them to CMFDR who has an account on CMMODS and can put them back.

  15. Maybe I should make a new thread, but I also noticed that, probably among others, his Cromwell and the CMBN Sdkfz 250 (Alt) skins are also missing from the repository, and I have proof to believe that they indeed exists. I don't think he ever did a Sdkfz 233 or the "Puma" variants, and he only ever textured Soviet trucks as far as they're concerned, however he posted pictures of the Italian Fiat truck with his textures, which remain to be found.

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