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laurent 22

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Posts posted by laurent 22

  1. When visibility is poor the risk of friendly fire increases (fog, night, dawn, rain). The soldiers, even if they have no reported enemies around, misidentify the units, according to their level of experience, and open fire. Most of the time there are no casualties, except on the mounted troops (in a pbem FB scenario to Verdenne and victory, my squad riding a Sherman was shot at night by a BAR = 2 dead, the police are still investigating). In the environmental conditions already mentioned, tanks are poorly identified by troops without officers or of low level. Tank commanders or soldiers riding a tank are very exposed silhouettes at all times. These shots unwittingly reveal their position to enemies and that's the tragedy.

  2. You can find your opponent by the Matrix forum (you can connect to the forum with your pseudo matrix):

    Matrix Games Forums - Members

    Next to the letters of the alphabet you can click on "Find a member ". A new tab opens, where you can write the name of the desired member. If the search gives a result you can then send him a PM if you are already connected. Without doing research by betting on the fact that he is here, you can send a private message from your profile connected to the forum by writing the exact name of the recipient.

    I sent a message to my opponent, still no response for two days.

  3. The same, my opponent started the game before me, wednesday 21, and I don't even have a 1st round of anything, only a mail from Matrix telling me to wait my turn 😑.

    I know RooksAndKingz 's other opponent. He will tell me by email if he has received any news, for the moment their game seems not to have started either. RooksAndKingparticipated in the CW beta tournament and his score is 0 as if he had not participated in fact.

  4. Kohlenklau's Mod: 3D properly fitted british helmet  to avoid a Laurel and Hardy look :

    Direct link to Kohlenkalu's public Drop Box (smod_british_helmet-soldier-mk2.mdr, at the bottom of the list, install it in your own Z mod folder, works with FI too):

    https://www.dropbox.com/sh/sok5ee4aadhamb8/AACtCP690wL77SwlYgmdQo1Xa?dl=0

    View:

    https://www.mediafire.com/view/t6ab2axrp1optj4/helmet_british_fitted_2.jpg/file

  5. Are you telling me that my mods are not going to be useful ? 😉 Indeed, there is no scenario that will use these mods, except "death to idiots/mort aux cons" with the French army in the snow.

     

    Snow Stuart III-V and Recce III-V (Aris mods)

    View in 1943:

    https://www.mediafire.com/view/ojmnxn15rytejv5/Stuart_III__Stuart-Recce_V_1943.jpg/file

    View in 1944:

    https://www.mediafire.com/view/m3chzfp9xr7w3ss/Stuart-Recce_III_Stuart-Recce_V_1944.jpg/file

    zip Stuart-recce III:

    https://www.mediafire.com/file/fcg111y31ej3h0p/Stuart_3_snow.zip/file

    Zip Stuart-Recce V:

    https://www.mediafire.com/file/z2u1orkqslnj0tm/Stuart_V_snow.zip/file

     

  6. The 2 variables to know if the infantry crosses or circles:

    - the number of rows (2 isolated rows maximum)

    - the distance of the ends of the ranks from the position of the soldiers, and therefore the length of the row.

    It doesn't depend on the number of waypoints or the type of movement order or the size of the combat group (3 men or 12 men with a small risk for a large group that some will get lost along the way, but so far I haven't had a problem).

    A 3rd test: To cross 3 successive ranks or a higher number, the infantry must be advanced by small leaps, one rank after another (10m between waypoints). Be careful if the group of soldiers is not far from one of the ends of a row (about less than 35 m) it goes around the row, even if the crossing points follow one row after another.

    In a large square of vineyard (for example 150m x 150m), the soldiers placed in the center can only cross the rows one after the other, and not 2 rows at once. If the waypoint skips a row, soldiers bypass the row through its nearest end (and there is the tragedy: they will turn around, following the row laterally for 80m of our large vineyard, get out and stand in front of the desired row and go up it for 80m. So to advance 20 m the soldiers will do 160m, see picture linked).

    About the 1st test and understand the difference, the infantry crosses 2 rows at once because the 2 rows of vines are isolated. There must not be a row adjoining the second.

    View large square of vineyard test 3:

    https://www.mediafire.com/view/c2lo5os8yy7ic5e/Vinyard_Test_3.jpg/file

    The sappers/engineers can also open a passage, one row of vines after another (flamethrower do nothing).

    View:

    https://www.mediafire.com/view/zbya9znvic1a7ad/Vineyard_engineer.jpg/file

  7. Erratum❗

    I tested the passage of vines by the infantry by creating a quick scenario (the other first example is made from the "death to idiots" scenario): the infantry will indeed choose the least complicated path.

    - Infantry crosses 1 or 2 rows/square/tile of vines if the edges are far (1 square/tile = visual 3 rows; 2 squares = visual 6 rows etc.. - top picture). If the edges are close, soldiers bypass.

    - Infantry bypasses even if the edges are far from 3 rows of vines (bottom picture).

    View:

    https://www.mediafire.com/view/qq0l9gmy4g76sqm/Vineyard_pass_test.jpg/file

     

  8. @BFCElvis thank you for your attention,

    my files are the same with exactly the same number for their size (especially for the brz v210e, v210c, and v211, where are the S.African voices). View:

    https://www.mediafire.com/view/zrcbfn8cj58jdmk/FI_data_elvis_vs_lo.jpg/file

    I only use Windows 11's built-in security tools, and I've had no conflicts with them for installation (I have all the CM).

    If you can hear the voices, and especially artillery dailogue for example in the 1st scenario of the Cellano campaign, then it is indeed that my own files are corrupted, or my family version of Windows is incompatible. But the other voices of the other nations contained in the same brz file work perfectly. If files were missing because overwritten by my mods, the size of the brz v210e, or v210c, or v211 files shouldn't be exactly the same. 

    If you have time, check that you can hear the artillery dialogue voices without any S.African wav mods. To be sure of the test, create a quick scenario with only one or two S.A forward artillery observers, buy SA artillery, off-map or on-map and British artillery (tip: if off-map, to identify the british artillery, buy British Navy cruisers). You will not hear the officer calling the artillery or the SA gunner's response, but you will hear the british gunner's response: because the voices for the South African artillery (9 wav files) are in v210e, and they are misspelled (wrong letter 'c'). They are not fixed in v211 where are the 448 other fixed SA voices: they have been forgotten (because they were in a different folder: 9 in 210e and 448 in 210c) . Kohlenkalau has therefore posted the 9 fixed files, and to hear them you have to renumber them, so you need a mod (or to repack the original v211)...

    Kolhenklau and others describe the same problem.

    The solution, renaming the British wav files with South African tag (2nd version of the Frenchie's mod), is not ok because Kolenklau has just listed some original South African wav totally new.

    Anyway, this sound problem is neither serious nor urgent, but I understood from reading you that it was a closed matter. So in anticipation of the future battlepack and a patch, it seemed necessary to point out that it was still a cold case. But I understand that is not a priority. The fitment of the English/S.African helmet on the head was a bigger problem for me, and luckily Kolenklau solved that🙏

  9. yes, that's what I said in my 1st post: when the South African officer calls the British, French or American artillery (modtaged or not), you can hear the British answer him (all the files of the other nations work with S.African officer, even those of the Indians who are among the sounds corrected in patch 211). But you don't hear the officer calling for the shot. The South Africans also have their own off-map artillery, and when the South African officer calls this artillery, you get no sound.

    Everything works a bit with Frenchy's file, but the sounds are very very weak (apart from those of the artillery which may not have originally been recorded at the same time as the others, because they are additional files as indicated by their folder name).

  10. yes, sorry if I expressed myself badly (lost in translation): the second file linked by Frenchy is the British voice file taged with the name "South Africans". He didn't do it your way but it's the same and it works.

    Elvis says however that the S. African sounds work on his PC (the linked post) since 2.11 patch, so is it from my PC or from my windows configuration?  I bought the game in its latest version 2.11 so I don't think it could be an installation problem. I use sound mods for vocals (HQS v4) but even when I remove them it doesn't work.

    I give up and content myself with hearing my South African soldiers speak like English people from London without an accent.

  11. Thank you for this second solution, unfortunately it doesn't work. No sound, no call or return. Some of the sounds from the first file you linked work with the new numbering without the "0". Not all of them, for example: when the officer cancels the artillery mission there is no dialogue. Files imported from the UK folder and renamed work, so the UK and South African voices are the same now in my game. I reused the folder created by Frenchy56 here:

    One of the 2 files linked by Frenchy contains the original fixed sounds of patch 2.11  without the "0". The sounds mostly work but are very quiet, almost inaudible (unlike the S.African artillery chat sound that comes from patch 210, they were never in the same folder as the other S. African sounds). So I kept the sounds imported from the British.

    In fine, the last patch supposed to fix the S.African voices doesn't fix them. The ones I heard are less interesting: the voices are bare while the English voices of the artillery are recorded with a telephone special effect .

     

  12. Merci for your reply cher ami.

    The files didn't work. The problem comes indeed from the file names, and probably also from the internal file tags. Finally with the files (artillery call) that you linked I managed to get their sound in the game by removing the nominal number 0, for example: "south african adjust fire over 00" becomes "south african adjust fire over 0" (the files recording the sounds of the South African artillery dialogues with the calling officer doesn't exist, so I renamed the corresponding UK files _ the name of the calling officer wav file ends with 0, and the one with the same name, battery response, ends with the number 1, it works). Other nations wav. filenames do not have "0" for digits 0-9. I did the same for all the South African wav files  found in the latest patch 2.11, but it doesn't work : the troops remain silent in all circumstances, except the sounds of shouting/screams because they are common to all the nations of the game (I checked the spelling: there is no mistake). Tags are another difference between wav files of S. Africans and those of other nations. Most S. African files have a number indicated in the title tab which seems to correspond to a classification, for example:

    - "south african heavy target tank 2" title: "11"

    - "south african heavy target tank 3" title: "12"

    - "south african heavy target tank 4" title: "13" etc...

    For the other nations, the British for example, the titles are empty.

    Your files modified by removing a "0" have a title resuming the initial name of the file, for example:

    - "south african adjust fire over 0" title: "south african adjust fire over 00". But it works.

    So, to check if it's a tag problem, I would have to delete the titles in their properties tab, or at least put the same name there, but I don't know how to do it for now. The simplest but tedious solution is to rename all British files. I'm not an English speaker, I couldn't tell the difference between the accent of the South African voices (I only hear English and not Afrikaans, but I haven't listened to them all) and British. It would be a shame to be deprived of real S.African voice.

     

    1h later:

    I remove the tags, that sounds still doesn't work :(

    I will rename the UK sound files ...

  13. On 7/17/2020 at 10:08 PM, BFCElvis said:

    I worked on double checking the indirect fire voices and they were good the other day..so, yes....they better be.

    There are no South African voices. I start the first scenario of the campaign "First Blood at Celleno" and the troops remain silent. I tested voices in the scenario editor with the artillery observer (off map, and on map), only South Africans don't speak. There is no returning voice from the South African artillery. On the other hand when the South African observer calls the british artillery (off map), or other nation, there is a return of voice from the battery.

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