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WimO

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Posts posted by WimO

  1. Going to upload two versions of the my expanded Tonga master map today. One is without any flavour objects except cemetery gravestones in the two church yards. The other includes thousands of flavour objects and thousands more Rommel's asparagus. In fact, I stopped placing the latter imagining that Todt had a work in progress. The map is very tasking on my computer with a few minutes to load. The map without flavor objects should be a quicker load and will allow you, the user, to cut it up in the Scenario Editor to make smaller maps without the crazy random redeployment of flavour objects.

    When I started the Operation Tonga Map I intended only to improve the historical accuracy of three existing CM scenarios and focus solely on the British Airlanding assault on the Bénouville bridge. Almost immediately it grew to include both bridges of Operation Deadstick, the Bénouville bridge across the Canal de Caen and the "pont tournant" across the Orne.

    When I researched the historical events, I decided that this was not going to be a very interesting scenario due to the overwhelming force that the Brits were able to bring to bear (5:1 + surprise). Most of the under-strength German platoon were asleep and its commander was at a dinner party in Ranville.

    Only one active MMG was encountered and a second captured fully supplied but unmanned as was also the old French A/Tk gun in the Tobruk. At the pont tournant, there was only brief resistance by a single German with a Schmeiser. Others were seen to be running away. Again, not much of a game.

    Having already spent too much time on the map I thought that perhaps a short campaign might create some interest since there was a game-worthy small action in the south edge of Bénouville involving 7th Para. Apart from that there was only minor skirmishing and sniping around the buildings near the Bénouville bridge and in Le Port.

    I found that the Brit. 12th Para Bn had a busier time in and around Le Bas de Ranville and the ring contour, sufficient to create another scenario or two. This required extending the map further south and east and that would also bring in the Brit. 13th para. This would also bring into play another small action.

    The largest actions were fought in areas off-map. One to south-east in Longueval and Ste. Honorine started on D+1 that involved the Royal Ulster Rifles who had moved up from Sword Beach the night before and not any airborne elements. The most intense battles occurred north-west when the Germans attempted to punch through and  the Brits and Canadians to close, the Bréville gap.

    Overall the situation does not lend itself very well to a campaign format for a variety of reasons; the size of the area, the large number of battalions crammed into the space and diverse actions all over the map in all directions. I think maybe a series of individual scenarios captures it best. Maybe two very short (two scenario) campaigns. The situation is too large for CMBN and breaking it into pieces just does not tell the coherent story. Taking a pause to read and think.

  2. Incredible! Just incredible work!

    Yesterday I completed all but the flavor objects for my Bénouville-Ranville master map. It now includes Blainville-sur-Orne, Bénouville, Le Port, Ranville, Le Bas de Ranville, Le Haut de Ranville, Longueville, Hérouvillette, le Lieu Haras, Le Home, Le Mariquet and the ring contour. That will allow me to attempt to recreated the situations of the British Oxf & Bucks 6th Airlanding Bde as well as those of the 7th, 12th and 13th Para Bns, 5th Parachute Bde.  It does not go south far enough to capture the action of the Ulster Rifles who on D+1 moved beyond the ring contour to Longueval (note the difference LongueVILLE vs LongueVAL) and got engaged with the Germans to the SE in St. Honorine. While this would make very intersting game play, it would mean expanding the map even more and right now my computer can barely manage my current map before even adding any troops.

    Likewise the area and operations to the north that involved the British 3rd Para Bde and the Canadian 1st Para Bn (sorry boys) are not covered.'

    With Kohlenklau's creation of the Horsa glider for my project, this is now a collaborative project by the two authors, 'WimO and Kohlenklau'.. Three cheers.

    In the meantime I have added another Benouville building skin - the 1909 building.

    1909.jpg

  3. 46 minutes ago, kohlenklau said:

    I did want to say that we can experiment with making the Horsa an immobilized British truck instead of a flavor object. There are some advantages. You can have the troops try and get ammo from the "Horsa (truck)" and if fired at by the enemy, there is some sounds of the bullets hitting. This is your call of course. EDIT: also the troops can be loaded into the "Glider" and appear as reinforcements at a specific time in your scenario.

    The truck sounds like a great idea. Perfect in fact. The ability to go back in for supplies is so historical what happened.

  4. Wow! Thank you guys for the support. A crashed glider would be fine. for the first scenario - Operation Deadstick - gliders landed both intact and broken up by crashing. I will be happy to have either one. In a subsequent scenario - the reinforcing lift on DZ N I need to add 'quite a few'  landed gliders. Alhtough they landed in various 'conditions' of intactness or demolished, I am glad for anything at all.

    As for creating buidings for you folks, let me know. My skills allow me only to do reskins. I do not have any modelling skills. Currently I am working on adding a few more Normandy modular skins for Operation Deadstick. I do this by 'walking' the ground on Google maps and taking screen shots of stone walls. Then I 'adjust' these to fit for CMBN. In this way I am currently adding some missing cornerstones to my existing collection. Unfortunately some of the reskins do not 'stretch' very nicely and need to be redone. This is especially true of buildings whose rows of stone are a bit slanted. The stretch then looks horrible.

  5. In a number of books I kept reading about the need to extend the airborne perimeter further south east of the Orne with the British 12th Para Bn, to cover "the ring contour" and later to advance towards this position. However, ne'ery a map to be found where this might be. The modern topography has been significantly altered by roads and a highway 'cutting' through the terrain in the area in question. So I started with an assumption based on my earlier work with "Bloody Buron Overhaul". In that operation, the Canadians were to occupy the 80 meter circle contour south of Buron after securing the latter, only to discover that there was no such contour and that the terrain instead sloped gradually towards the south. This was an error on the 1:25,000 military maps in use at the time. Interestingly, on all such maps there is a disclaimer that the contour lines on the map might not be reliable! Indeed. Thereafter I was lucky to stumble across the 1:25000 map for Ouistreham online which showed a smallish heart-shaped 30 meter contour SW of Le Bas de Ranville, the south edge of the latter being the position taken up by the 12th Paras. So I went on the assumption that this might be the 'ring contour'. Today no such feature is discernable. Then, in an old (1976) publication, "Dropzone Normandy" by Napier Crookenden I stumbled across a small, line-drawn map which showed exactly that position marked as the ring contour. The print was less then one millimeter tall. Success!

    If you glide at ground level across my forthcoming map you will not discern a ring countour. Instead there is just a large area of sloping ground with lines of sight disturbed by tall crops and hedges. There is no sign, no circle drawn on the ground, no distinct bump that says, "Here it is. Here is the ring contour". I try to imagine what the young paras at the time must have seen and thought. Interesting.

     

  6. During the creation of my forthcoming campaign, Operation Tonga, I was disappointed to discover that there is no Tetrarch light tank available to the British Airlanding troops. Number of these arrive during the lift on D+1 although many (at least 11) were subsequently disabled when their bogies were jammed by tangles of parachute cords on DZ / LZ 'N'. Two more were lost when their gliders collided. I have no numbers for how many survived to be put to use.

  7. Unpacking campaigns to be able to play individual scenarios has a significant impact on play balance.  Opposing forces in each scenario are drawn from the campaign's 'core units file'. When playing a scenario within the framework of the campaign, the strengths of  opposing forces are modified by the results of previous actions as determined by the settings between scenarios for Restore, Refit, Resupply and Rest parameters. There is no such modification in an unpacked scenario resulting in opposing forces being at full-strength! This can have undesirable effects on play balance. It is for this reason that I have created 'free-standing' scenarios for all of my 82nd Airborne campaign scenarios. The force strengths of the free-standing versions have been adjusted to simulate historical (casualty reduced) numbers. In addition, accompanying instructions and text files must usually tell a slightly different story within the campaign vs free-standing scenarios, with the latter needing to be a bit more situationally descriptive.

  8. Does anyone out there have the ability to model a Horsa glider flavor object for my forthcoming scenarios and campaign "Operation Tonga". I expect the expanded version of the master map to be completed by the end of next week. It has now grown to 4160 m x 3168 m and will encompass the actions all three parachute battalions of the British 5th Parachute Brigade and the Oxf & Bucks of the 6th Airlanding Brigade. For those not yet in the know, this all revolves around the capture and holding of the two bridges across the Canal de Caen and the Orne River on D-Day and subsequent.

  9. 1 hour ago, JM Stuff said:

    "September early and later" can be only the color of trees `ed bro`wn and peraps differents tiles color of terrain, interesting... can you give more infos about...In PM if

    REPLY: I use Aris' terrain for my terrain tiles and (author unknown) for desaturated basic vegetation. After that to change the look of the doodads month to month I have integrated elements of Failaise Juin/Juillet/Auot and Hedgerow Hell's vegetation mods. The latter is pick and choose what you want. To change the look for September you can use the September [holland] vegetation for all September or just late. There is another mod at the FGM site if you want more colour early in September. I have packaged my choices and sorted them by month and plug them in and out using JSGME.

     

     

  10. 6 hours ago, JM Stuff said:

    Will be a pleasure !

    Just a q with all yours mods are you using the JSGME and the Z folder or only the tools ?

    Who have the last impact or effect in the game?

    In my CMBN installation I use both z and JSGME.  The z dir is used for over 90% of my mods. I use JSGME only to swap a few mods in and out when playing campaigns and if I want to changed the vegetation using Falaise's Juin, Juillet et Auout variations. I have also added Septembre early and late.

    The new buildings shown above are all extra idependent or modular building skins using the next (0#) number in the sequence. They are all in Z but once I reach the maximum permitted by the program then any more new skins will be swapped using JSGME. Another method for installing more than the program permits it to mod-tag them for specific scenarios.

    The new buildings have no special effects in the game. They are only eye candy for player's with an obsession for historical recreation.

  11. References used are contemporary photographs. The buildings are 'unable' to reproduce these exactly so my creations are "based on" and "in the style of". 

    LA CHAUMIERE: I have two photos for La Chaumiere. The most commonly published one with only the "La Chaumiere" sign on the side is older and not correct. It does not have the gasoline pump out front. But in Neil Barber's book, "The Benouville and Orne Bridges, Their Capture, Defence and Relief" there is a photo contemporary to the event. It has the gasoline pump and the advertising for Motricine gasoline painted on the wall. The older sign is absent but I added it anyway.

    RESTAURANT YVON: This is the building on the immediate SE corner of the pont tournant, i.e. the bridge across the Orne. If one examines the photo with a magnifying glass the sign painted on the roof and the words CAFÉ and CIDRE painted on the front wall can be seen.

    CAFÉE GONDRÉE: Again, CMBN buildings cannot reproduce the original exactly but the combination of red brick and stucco was already present on both attached buildings when it was still Café Duval. A photo taken shortly after the action show the (white) shutters closed during the day.

    CAFÉ PIROT: I did not need to reskin this building because CMBN already has a near-match storey and a half post-and-stucco skin.

    THE GARAGE: CMBN's garage is twice as big as the historical. Umlaut created a skin that has "ANTAR" painted on the wall. The original and my version has it painted on the roof. The advertising painted on the wall was discovered by magnifying the original photo.

    The TRAM station: This is a poor reproduction of the original using one of CMBN's small barns. The original was one third post-and-stucco, one third post-and-brick; that is to say, the bricks were artistically arranged between the post spaces - very cool, and one third wood and glass. The tram tracks still existed, running along the tow path on the east side of the Canal de Caen, from Ouistreham to Caen and also originally turning to cross the two bridges and running to Ranville. It carries open-sided passenger cars. It was impossible to reproduce the water tower beside the tram stop. During Operation Deadstick, one unruly British para shot two A/Tk rounds through the water tower from the capture "French" A/Tk gun the the 'Tobruk'.

  12. What I like about modular buildings is their flexibility. The ability to add floors, remove walls, rearrange windows and doors and trim,rotate in place and create and cycle through new skins are all wonderful. .... BUT! ... as a modder and scenario creator there are some things to hate. Before I let off steam about my number one hate I want to point out a "silly bit". In the Scenario Editor, modular buildings #2 & #3 are identical as are the pairs #4-#5 and #7-#8. Don't be fooled by the icon which shows them rotated 90 degrees relative to each other. After all the buildings can be rotated by the user. So instead of 9 orthogonally arranged buildings (not counting the diagonal ones) there are in fact only 6. This is further cemented by the fact that the  "pairs" share the identical roof, With 2-3 using roof 2, 4-5 using roof 3 and 7-8 using roof 6. And that leads into my 'hate' rant. I hate the fact that the roof graphics cannot be cycled in the manner that we can cycle the building graphics. This has the undesired result of roof skins not able to match all building skins. For example if building #1 can cycle through stucco, brick, stone and timbre skins, the roof skin is locked into just one option which frequently does not match. The result can be awful - at least it is to me as a building modder. At the very least Battlefront could have made the roofs for the "pairs" of buildings different. And at best, the roofs could and should be cycleable with SHIFT + Left Mouse through a series of user modded options. Blah ....😪

  13. 20 minutes ago, CarlXII said:

    Thanks....Downloaded ! Very nice indeed.

    A very...very 😊 minor detail though...If you feel that this is something to pay any attention to....I mentioned in another thread regarding buildings and doors that one of the small barn buildings (the third one in the barn selection iirc) is showing up as having doors on two sides...atleast when using the all in one mod pack...atleast for me 😉...

    This building actually only has a 'working' door on one of the sides...The other one is only for looks...This may trick some people if they are not aware of this fact....

    I have spotted this barn building at a few locations on your map...Its certainly not a massive problem but i thought i would let you know...

    This is the bulding i'm talking about...

    CM_Normandy_2023-06-18_21-28-23-87.bmp

    That door does not work...

    Barn building number 4 is pretty much identical to this one but without the fake door...It might not be worth the hastle to replace something like 5 barnbuildings that probably will never play a big a part in any battle...having to release a V1.1 of the map...

    I just thought i would mention it 😎...

     

     

    Thank you for drawing my attention to  this. I had a look at my collection of small barn reskins and additional skins including both those of TaL and myself. The image you provided is a reskin by TaL and is the only small barn with two doors. However, the second door has been boarded up as the image clearly shows and is therefore non-functional which is what the image is meant to convey. Consequently, I do not understand the problem with this building.  Are you suggesting perhaps that the second, 'boarded up' door should be removed or perhaps that the boarding is made more irregular to make it clearer that the door has been sealed? You can also fix this in your own setup by deleting that barn from  your folder, making a copy of one of the other barns and renumbering all of its graphics to match the numbers of the one you deleted - quick fixx.

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