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RMM

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Posts posted by RMM

  1. Thanks for all the tips everyone. I should have clarified that in the beginning of Letzte Hoffnung, there is no infantry, just 5 recon AC's, 3 of which are the 8-Rads mentioned by @Erwin. For sure, given the choice between the vehicles and infantry and AFV's, I will go with the infantry every time, but like I say, not a choice in this one. That's a good tip about including a reverse command in the string; although it still wouldn't have saved at least two of them. I was hoping someone herein might have played that campaign and could give some specific insight on the situation too. It seems like the best option is a slow move with CE to maximize spotting. That said, at least on Warrior setting, all of the ATG's remained hidden after wasting three of the vehicles! 

  2. It seems like the system is set to order FFE regardless of what it has (or more to the point, hasn't) spotted whenever the 'deadline' is up. This seems to, too often lead to a fire mission pounding a bunch of foliage that isn't necessarily anywhere close to the intended target! I have found that I can 'tweak' this a little by ordering a light or harassing mission with Maximum use, and then just adjusting it myself if I see that no spotting rounds have to land close to the target. That worked once, but is really a micro-management that seems at odds with how it's supposed to be done! Surely, if the spotter has yet to observe round land on target, it should not order FFE, regardless, until they've confirmed something has landed at least, relatively close and where they can see it! Isn't that how RL would be?

    Also, given the ability to adjust fire, shouldn't we also be able to change the intensity of the mission? Again, isn't that something an observer would do if they thought it necessary in RL?

  3. This isn't a bug, per se, since the game is doing what it's been programmed to do, but there is definitely an unhistorical issue with how the AI is willing to use SCW's. These weapons only work(ed) against a hard surface such as steel or brick, etc. which is why they could be used to hit targets in buildings, etc., but I recently saw the AI having one my Bazooka units firing it at troops in the open, and that is absolutely not correct! The very nature of that munition means it has to have a hard surface to impact against. If you fired it at someone in the open, if it went off at all, it would just, harmlessly expend itself into the ground! Hence, it would never be fired in such a way!

  4. First couple of turns in the first battle of the campaign Letzte Hoffnung from BfN, and I'm damned if I can figure out a way to sensibly recon with vehicles; ie. so as not to have them all (or mostly) just blown away in the first couple of minutes by bidden ATG's! The Hunt command seems to move vehicles too quickly, so advance in Slow, line abreast order? Thoughts anyone?

  5. 1 hour ago, kohlenklau said:

    I have enjoyed using JSGME a few years back. It seemed to take a small bit of work to set it up but then it was very useful to pick and choose what you wanted for even a quick battle "global in game appearance" I guess you'd call it. As opposed to modtagged mods which require the scenario to have the modtag to allow "scenario with proper modtags only appearance". Does that make sense? SOmehow I jumped off the tracks of using it and never went back...

    You want your hooker in leather with whips and chains? JSGME bing

    You want her in the Japanese schoolgirl outfit? JSGME bing bing

    Dressed as Nancy Pelosi with the gavel? JSGME bing bing bing

    @RMM Thanks, I am now motivated to set it back up. I have a bunch of CMRT mods and more on the way that SCREAM OUT to have JSGME.

    With ya all the way there Kohlenklau! Someone mentioned OvGME, apparently an improved version, but JSGME seems to do all I need. 

  6. 11 hours ago, chuckdyke said:

    Exhausted you recover from, but he doesn't recover from being Rattled. Rattled is the last condition from which you can plot waypoints and fire orders. My experience is your luck is in the hands of the Tactical AI. Rested Moral OK with a +1 or +2 motivation the Pixeltruppen follow the players orders. In real life the amusing incident happened 40 JS2 pulled up in front of a suspected Pak75 mm position. Indeed, the Russians were correct there were 2 Pak 75 mm there however for some reason the guns didn't dare to fire. This is the sort of situation the game mimics. Another example I never plot a fire order for a 'sniper'. Small cover arc at the position the sniper had a full contact with. During a replay 6 turns later I saw a Red Cross. Replayed again heard a single shot yes, the sniper had now one round less. Trust the Tactical AI more than yourself and you never look back.

    Am learning that, and for the most part think it's good, but I would also think, if he can accept orders, even ones to fire on the enemy, he should surely be able to just xfer the ammo to his gun crew, his primary duty. After all, that is his primary job and surely involves less risk than the orders.

    Anyho, if he continues to 'cling to his ammo', I'll send him off to get a jeep, so I can move the gun to a better position altogether

  7. 14 minutes ago, chuckdyke said:

    If his partner run off, was it a member of the crew? If that is the case the ATG is abandoned and disabled. It doesn't say it in the game and is confusing. Rattled probably has something to do with it. To make him obey anything you must have an HQ nearby. After Rattled you have Shaken and Panic then you don't have any control at all. It may matter what level you play. I play at Iron in which you see instantly of your HQ is in visual contact of his men during the replay phase. 

    He was part of the original, two-man ammo bearer team. The crew is still intact and manning the gun, but have fired off all their inherent HE. The rest of the story is as written. He has recovered some from an Exhausted and Shaken condition, and I can control him; hence why he's back, adjacent to the gun crew he serves, just no ammo xfer. I tried having the crew fire at infantry a couple of times, but they used their AP ammo, so it wasn't like he would xfer the HE as they fired it. :(

  8. 11 hours ago, mjkerner said:

    RMM, Chuck’s right about the ATG issue in general, but you implied the ammo bearer belongs to that particular gun,  so not sure what the deal would be. Is there more than one ATG from the same unit nearby? If so, then the “7” rounds that ammo bearer is showing could be total for that unit, and they are all with the other gun...but that’s a long shot and probably not the situation in your game. As for the 9mm, there is no big ammo swap made when infantry share ammo, but it’s shared basically a magazine at a time as the teams are in proximity and as they fire. So you’ll see the ammo count go down faster on those guys with the ammo, but the out of ammo guys won’t show any increase in their ready rounds. I hope that’s the situation, otherwise there is a real problem.

    Yes, this is the original ammo bearer for that unit and gun. He and his partner took a pretty bad hit early on and he ran off though. Having now managed to get him to rejoin the unit, he is sticking around, albeit still Tired and Rattled - does that have anything to do with it?

    Interesting about not seeing their ammo allotment increase. For the time being, I've had them hidden, so not firing while waiting for the ammo xfer. That may well be the issue then.

    I absolutely agree with chuckdyke - one thing missing from this game so far is the ability to pickup any abandoned weapons and ammo from either side. That would definitely add an extra layer :), but yes, I imagine the coding could be fraut!

  9. They are pretty flat trajectory, and I've endured that same frustration in Lonsdale's Block with the British Airborne howitzers. It does seem like they're best suited for direct fire roles unless you can get them in a very wide open space where they're not going to just blast off the treetops or buildings around them if employed in indirect role. That said, if you start out thinking in terms of direct fire, they can really be pretty devastating and reach out from a long range

  10. So this is utterly maddening! 20min into the fight now, and I've managed to get the ammo bearer to recover and rejoin his ATG; HOWEVER, he still won't give up the 7 rounds of HE that the game says he's carrying! At this point, he is kneeling, literally right next to them, and they still 'have no more HE ammo'. Am I missing something!

    I'm also noticing an issue with buddy aid in general during this battle - 9mm ammo supply is a major issue for the airborne, so I've moved up units/teams that still have plenty of it next to units that are out, but there absolutely no transfer taking place whatsoever! Do they have to be of the same platoon? A bug?

  11. 9 hours ago, Sgt.Squarehead said:

    Pause 30 Seconds,  Target Briefly 30 Seconds,  Fast to wherever.

    Pop Smoke can be odd, the engine always seems to want to defer it to the end of a list of commands, and will seem to ignore it if it's in the middle of a chain of waypoints.....Pause doesn't seem to help.

    Agreed. The only way I've found to work it, as one would in reality, is pop the smoke in the first minute and then just wait, since it takes about a min for the plume to develop anyway, then issue the 'charge' command in the next order phase. Problem being...a whole lot can happen in that minute that one is waiting!

  12. So, doesn't seem like there's a way to really make the Pause not a primary order, by which I mean:

    - Pop Smoke

    - (pause) wait 30secs

    - then charge (or whatever)

    Similarly if I wanted a unit to lay down covering fire for say 30secs then charge? Seems like the pause command is always primary; ie. every other order waits for the prescribed pause time, right?

  13. 16 hours ago, Vacilllator said:

    Yes that agrees with what I remember, thanks.  But it seems that was not the battle in question after all...

    In my scenarios folder I have 'Busting the bocage'.  RMM, if you don't have it I can send it your way.

    That might be it then (per my PM to ya). There's a scenario by a very similar name in the regular game, but it's a completely different battle.

  14. 4 hours ago, Vacilllator said:

    Looking at the screenshot that Landser posted above, that's the map alright but in Task Force Raff it looks like you have differerent forces (M8s as well as Shermans for a start).  In the one I mentioned ('1Training - Roadblock') if you have that in your list, it's the same map and pretty much what I remember of the demo version (i.e. two Shermans, infantry and an MG and mortar, reinforced a few turns later by the same forces again). 

    Is that one listed on your battles list?  I think (but I'm not sure) that it's a stock battle from the base game.  If you do have it, have a look and see if it's as you remember.  If you don't you could PM me with an email address and I'll get it to you.

    Yeh, I have the Task Force Raff stuff. This was another one, and by far the toughest. It a much bigger map with two, maybe three companies of US troops against dug in Wehrmacht who are decidedly not inclined to fail! Its Briefing is a long one, going into the exact tactics developed by a certain US army officer (can't remember the name) for dealing with German hedgerow/bocage defense, so that the player can employ similar tactics. I was not doing well to say the least, and figured I'd try again once the full game was installed; however...

  15.  

    7 hours ago, Vacilllator said:

    In the demo 'The Road to Berlin' is the hedgerow one, and the other is 'CW Linking up and breaking out'.

    In the full game I think the first (slightly adapted IIRC) shows up as '1 Training - Roadblock' and the other shows up the same.

    Maybe it was Road to Berlin then. Linking Up and Breaking Out was the one with the SS holding a village for escaping units. I've downloaded a bunch of scenarios from  various websites, but I don't have Road to Berlin and unfortunately, the demo files won't play in v4.03, since they were engine 3 based. You happen to know if it's available in v4 somewhere? 

  16. 47 minutes ago, landser said:

    Ah, sorry, not sure then. I'll have a look through my stuff and see if I can spot it.

    Maybe check this link? Not sure what's in there, but maybe you'll find the scenario you seek.

    https://www.moddb.com/games/combat-mission-battle-for-normandy/downloads/combat-mission-battle-for-normandy-demo-1-10

    The mission/demo in question is no longer available through the Battlefront site?

    Nothing related to the demo scenarios unfortunately 

  17. 21 minutes ago, landser said:

    Don't recall the scenario name, but it is the first mission in the Task Force Raff campaign, if we are thinking of the same one

    https://simhq.com/forum/ubbthreads.php/topics/4490342/re-combat-mission-campaign-compendium#Post4490342

    Right, there was that one, one about an SS unit holding open village crossroads for breakout units and another about putting into practice hedgerow/bocage tactics developed by a US army officer at the time, That's the one I'm trying to resurrect!  

  18. Does anyone remember what the hedgerow/bocage scenario in the demo bundle was called, or more to the point, if it's available for play in 4.03? I see 'Closing The Pocket' is available in the main game's bundle but am not finding the other one which I didn't finish before installing full game and dumping demo (thinking the demo scenarios would also be in main game!)  

  19. 38 minutes ago, Lucky_Strike said:

    Hi RMM, yes. I had to go and take a look to refresh my memory. I suggest you get the read me file here and if you just want to get started with the easy chuck-it-all-in-and-forget version it’s as you say the _1 file here.

    Thanks you my friend. Ok, I'll setup the _1 file for JSGME insertion and check 'em it out. I have the ReadMe from the zipped MOD folder, but wasn't sure which as which in terms of just plug-n-go. Appreciate your time and efforts for sure :)

    Sounds like it might be best for me to pass on the ReShade, least for now, but that's, truly some awesome work! Tks again

  20. On 2/5/2021 at 10:53 AM, Lucky_Strike said:

    I think you’ve probably gotten your answers here, but to reiterate some of what’s been said. With my Hedgerow Hell mod I provided a simple chuck-it-all-in-and-forget version, at various resolutions, and a more complex pick’n’mix version where you can drill down into the various types of object, be it trees or bocage, to customise your game. The chuck-it-all-in-and-forget version can just be put straight into your Z folder, folders and all, to override the game default and anything that is alpha-numerically BEFORE it in your Z folder. Just choose which resolution suits you and off you go. With the pick’n’mix version you can mix and match resolutions and model types to get a more custom approach. The best way to use the pick’n’mix version is to first install one of the chuck-it-all-in-and-forget versions at you preferred resolution, then to overwrite the various parts you don’t want. If you mess up you can always just drag the whole lot out of your Z folder and start over, no harm done.

    Hi and thanks for the comprehensive answer, for being willing to spell it out. Just so I am clear  - the chuck-it-all-in-and-forget version is the _1 ? What is the ReShade presets?

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