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Frenchy56

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Posts posted by Frenchy56

  1. 55 minutes ago, DanonQM said:

    - BfN, FI and FB US Infantry battalion rifle squads have an incorrect allocation of M7 Grenade Launchers for their M1 Garands at only one per squad. For the FI pre-M7 establishments with a Springfield and M1 Launcher for firing rifle grenades a single launcher is accurate (though ironically the 43 rifle battalions actually do have a chance of a second launcher), however in NW Europe and late Italy once the M7 was introduced, the allotment was increased to three launchers per squad, and while it does seem unlikely using all three was commonplace, a chance for or option to select multiple launchers per squad would be a good way to correct this discrepency. 

    I've heard that G.I.s would get as many grenade launchers as they could without really following the TO&E later in the war, like the second BAR, but a maximum of three sounds like a reasonable number. The Joes really liked them.

    Talking about the second BAR however, it seems that it shows up in an unreasonable amount in BN compared to FB. I noticed this change in one of the last patches for the game.

  2. 5 hours ago, DanonQM said:

    Quibbles 

     

    - 2 inch mortar ammo is bizarrely rare in both FI and BfN, despite the 2" being one of the integral platoon weapons of British infantry. The only places it can be found are Lloyd mortar carriers, Bedford QLD GSs (in very small quantities), QLD TTs, the aforementioned Kiwi CS8, and one universal carrier in each carrier section from a carrier platoon (though this ammunition is intended for the section's own airborne 2" rather than the resupply of platoon weapons). Not a single round for can be found in a supply platoon's trucks. This seems very odd to me especially when the 2" already comes with such a small complement of initial ammunition, often only enough for a single engagement. Admittedly, making the QLD TT available as a Single Vehicle in FI will mostly address this one.

    I'd say the US suffers from that as well, with no way to resupply 60mm mortars.

  3. Well, Battlefront crocked the SVT model so the magazine doesn't appear (it's actually inside the gun for some reason). I fixed that in blender and the magazine now shows again.

    As for the lod-1 business, LODs are "distant" models, less detailed ones to reduce performance cost when the models are far away from the camera. There's five of them, and the first one (lod-1) may load in while you might still be able to notice the absence of magazine, so I recommend replacing it with the fixed model.

  4. From the pictures I've seen it seems that FJ in the Bulge pretty much used Heer parkas, not the LW parkas you can see on the Eastern Front in earlier battles. I also did the switch while changing the belt buckles to LW.

    642798f95c.jpg

    The suspenders are Heer and not LW, but I'm not sure if that's 100% incorrect since the FJ definitely started to use Heer equipment en masse at this point in the war.

  5. You can modify it as you please. My logic was that you could see white parkas even without much snow around, but now that I think about it, it's kind of jarring that every tanker would be wearing one indeed.

    I encourage everyone to learn how mod tags work by inspecting mod files. Maybe one day you'll be doing the same as me, tinkering about with various game files to fit my preferences better.

  6. Well, maybe I should have been clearer.

    5491701f6c.png

    If you want to have parkas in camo, remove the white folder. If you want to have parkas in white, remove the camo folder. Though now that I think about it the Z method could work but I'm not so sure about it.

  7. Infantry only gets slaughtered if you throw it into the meatgrinder without a great enough (at least numerical) advantage, just how it should be. Unfortunately in most scenarios you don't really have a choice, and that's a pretty good representation of the Eastern Front.

  8. I wouldn't say CM is superior to Graviteam, or vice-versa. They are simply both simulations which focus on different aspects from one another.

    Graviteam focuses on entire operations on which you can move painstakingly-recreated units with period TO&Es for that specific operation around a strategic map, then duke it out on the tactical map which offers very good ballistic and vehicle simulation, terrain deformation, AI formations that can go up to battalion size that doesn't require so much micromanagement and can follow orders by itself if they are simple enough. Of course the downsides are that there may be some mishaps with the AI.

    Combat Mission is a sandbox. You can make practically anything set in the timeline and theater represented in the form of scenarios and scripted campaigns, with historical TO&Es and boatloads of vehicles and variants, however it's more practical to play at a smaller scale than Graviteam's since units require much, much more micromanagement, though that gives more control over what exactly you want your units to do. There are still a lot of abstractions compared to Graviteam, like how buildings work.

  9. 2 hours ago, Anonymous_Jonze said:

    Okay perhaps moddable with the heer/ss then. Wow. You guys have put so much work in. Amazing!

    I would prefer if they kept it to Volkssturm. The Volkssturm would be wearing field caps in combat simply because they didn't receive helmets.

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