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wolfgang500

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  1. Upvote
    wolfgang500 got a reaction from A Canadian Cat in Aircraft not spotting per designer notes.   
    Isn´t that the case with drones in real live, too? A tank is hard to conceal in the age of thermal sights, but two guys with a ATGM in a foxhole? Maybe I´m in retirement too long to be able to judge that correctly
  2. Like
    wolfgang500 reacted to LukaFromFallujah in Strike at Karkand - BF2   
    Hello guys, after days of work, is finally here, this is an high fidelity remake of Strike at Karand from BF2 to Shock Force 2, the map consists of an 1520 x 1520 City with Hills, Suburbs and an Factory, the outskirts were modified so it could fit well in Combat Mission Gameplay, there is 9 versions of this map, 1 Base version so you can do your scenario or your own quick battle objectives and setup zones, 3 Meeting Engagement, 3 Blue Assault, and 1 Meeting and Engagement and 1 Assault based on the original Battlefield 2 Flags that were on the conquest version on it, hope you enjoy !
     
    Link: https://drive.google.com/file/d/1VscLVSszzFhz7K5ZIhjc31blZW-Bo3Dw/view?usp=sharing
     
    Gallery: 
     








     


     
    Enjoy.
     
  3. Like
    wolfgang500 reacted to WimO in Bug: Passengers and crew pictured outside the vehicle   
    Yes, I know the cause and solution for that problem. It means that you also have the 'original' version of the Kohlenklau's HORSA MOD installed. The problem resides in the fact that the mod replaces a British truck mdr and moves the passengers and that not ALL of the incuded files have been appropriately mod-tagged [horsa].
    There are two solutions that work equally well ...
    OPTION ONE: uninstall all files pertaining to the Horsa mod
    OPTION TWO: keep the horsa mod (which is necessary for my Operation Coup de Main campaign) and ADD the missing [horsa] mod tags. The sub-folder with the"horsa textures" does not need to have the mod tags added. The remaining files should be as follows:
    bedford-qld-gs [horsa].mdr
    damaged horsa b [horsa].mdr
    glider [horsa].xcf
    gmc-cckw [horsa].mdr
    icon british blue truck 1 [flicw horsa]. bmp ... this graphic was added by me
    icon british blue truck 1 [horsa].bmp ... this graphic was added by me
    icon british blue truck 2 [flicw horsa]. bmp ... this graphic was added by me
    icon british blue truck 2 [horsa].bmp ... this graphic was added by me
    obedford-qld-gs [horsa].mdr
    silhouette bedford-qld-gs [horsa].bmp
    To Summarize: The original mod forgot to add the [horsa] mod tag to one or more of the mdr files, so when you choose the truck, the program is calling the mdr for the horsa instead because it is lower in the list of files in data/z,  and combining it with the gfx for the truck. Chuckle.
  4. Like
    wolfgang500 reacted to dragonwynn in USMC Mini Campaign Operation al Fajr   
    This a USMC  mini campaign designed for the latest version of CMSF 2 and the Marine module. It is semi-historically based on the Second Battle of Fallujah in 2004 and follows the 3rd Battalion, 5th Marines and supporting units through four battles in the Jolan District of Fallujah against the insurgency based there. Due the game date being 2008 the weapon load outs may not be historical but I tried to keep it as realistic as possible.
    The maps for each battle are cut from a master map I made of the Jolan District (see the thread about this map). It is not to exact scale due to game and system limitations but it gives a good representation of the Jolan District with actual places with in the district.
    Campaign Notes:
    There are four battles:
    1. New Dawn
    2. Fubar
    3. Facing the Fanatics
    4. Get Some
    I have included the mods in the download that I used for the campaign and all credit goes to the authors of these mods. I also included actual background information in the opening designer notes about the events that led up to the battle to help set the stage.
    The Core Units:
    3rd Bn 5th Marines
    Lima Company
    Kilo Company
    India Company
    Weapons Company
    Recon Platoon
    Light Armored Recon Platoon
    Scout/Sniper Platoon
    Howitzer Battery
    Supply Platoon
    Support Units
    Charlie Company 2nd Tank Battalion
    I MEF Engineer Group
    Task Force 2-7 ( US Army Mechanized Calvary )
    Various air assets
     
    Special Notes:
    This campaign depicts heavy urban combat and may not appeal to many players. It requires patience and careful planning and orders to be successful. There is a fairly high refit/replenishment factor to help between missions. In the real battle the U.S suffered around 95 casualties. Do not expect to try and maintain this ratio, you will be frustrated. You will take losses depending on your skill level. I spent a good bit of time placing the insurgent defenders to have interlacing lanes of fire to support each other with a fairly sophisticated AI. There are mines and IEDs (use the engineers wisely). You have the firepower advantage so use your armor and support assets effectively to support the Marines.There are a lot of moving pieces to watch as the battles are medium to large in a tight urban environment.
    However if you accept it for what it is it will be a fun challenge. I had a blast testing the missions, even when I was losing my Marines.
    The download includes the .cam file, the mod folder, the individual scenarios to play without the campaign format and the master map. The map is clean and has a fair amount of flavor objects though I wanted to add a lot more but CPU limits would probably be tasked. I recommend using the included mods with the map for the immersion.. You are free to use it to create your own scenarios, just please give me a little credit when you do.
    Here is the link. let me know if you come across any issues: 
    https://www.dropbox.com/scl/fo/mvmb5grjat8s8ba1gxjpn/h?rlkey=i9k4oo4fcypxyal05drv77qre&dl=0
  5. Upvote
    wolfgang500 got a reaction from Grey_Fox in Open or Closed Hatch, That Is The Question   
    I used to work with tanks through the seventies and eighties. We were trained to basically unbotton from M47 all the way through M60A3, for situational awareness. We only had residual light amplifiers in the latter, though. It changed with Leo 2 of course. Especially in the american tanks visibility from the buttoned-up cupola was very bad. So far the real live expierence.
  6. Thanks
    wolfgang500 got a reaction from Vanir Ausf B in Open or Closed Hatch, That Is The Question   
    I used to work with tanks through the seventies and eighties. We were trained to basically unbotton from M47 all the way through M60A3, for situational awareness. We only had residual light amplifiers in the latter, though. It changed with Leo 2 of course. Especially in the american tanks visibility from the buttoned-up cupola was very bad. So far the real live expierence.
  7. Like
    wolfgang500 got a reaction from JM Stuff in First fanmade CampaignPack "Summer of Destruction" is released (no charge)   
    Thank you Frank! And John pinned it, so what? Die Stellung wird gehalten!
  8. Upvote
    wolfgang500 got a reaction from Aragorn2002 in First fanmade CampaignPack "Summer of Destruction" is released (no charge)   
    Thank you Frank! And John pinned it, so what? Die Stellung wird gehalten!
  9. Like
    wolfgang500 reacted to Damian45 in Improved No. 4 Mk I Rifle - MOD!   
    Hi everyone.
    This is just a small side project I made to see if I could make the No. 4 Mk I Rifle look better, I have achieved what I set out to do!
    I have made 4 version of the rifle in two different brown colours, also two different metal colours as well. As you can see in my improved version I have added metal parts that are not shown in the original games one, including the scope I made with inscription detail, also scope mount, scope lens ect.
    Maybe more firearm's will get improved, but.. I wouldn't get your hope's up, takes too much time to make.
    Can be added in any CM game that has No. 4 Mk I Rifle.
    I hope you like my work, all the best.
     
    Original game.

    My Improved version below.

    ------------------------------------------------------------------------------------------------------------------------
    Download Link:  https://www.mediafire.com/file/6ulct9s2a6xboev/DM%27s_Improved_No._4_Mk_I_Rifle.zip/file
    ------------------------------------------------------------------------------------------------------------------------
    Extract the file then place the folder inside of your Z folder, located in the game directory, If you do not have a Z folder create one.
    Best regards,
    Damiano
  10. Like
    wolfgang500 reacted to Paper Tiger in Gung Ho, Hasrabit and other stuff   
    Let's have a little chat about where everything is at the moment with me and my work. As you've noticed, Hasrabit has not been completed yet and no progress has been made. I've been working on Road to Dinas instead and am beginning to encounter some of the issues that delayed Hasrabit. Namely that these two campaigns are OLD, and I mean really old. They were made when I was still in love with the European theatre in WW2 and many of my map designs were influenced very strongly by ASL scenarios. The inexperience really shines through with these two. Don't get me wrong, they both were innovative in some respect (Hasrabit used core artillery and Dinas had Red core units too.)
    Like pretty much everybody else who wasn't on the Beta team, I didn't really know how to make a good AI plan back then and I spent a lot of time making Quick battle maps which I used for Hasrabit. Almost ALL the Hasrabit missions have QB AI plans, namely that I painted large set-up zones for a group and let the AI deploy the units in the group according to the desired parameters. AI attacks used these large blocks as well. I was still using this in Dinas as well so you can imagine that this is completely unworkable now. This all started to change when I joined the Beta team to work on the CMSF Brit module and I was no longer working alone on projects. I got a LOT of very useful criticism from an Australian captain which really shaped what I was to produce in the future. By the time I was developing the NATO campaigns, I had evolved an entirely new system of making AI plans which I still use today. And I started using more sensible force ratios.
    The second thing these two campaigns have in common is that you're often attacking at ridiculous odds - attacker v defender ratio is 1:3. While I don't like making them like this anymore, I'm going to stick with it for these reworks because the REDFor is defending the entire map which means you'll always have a local superiority unless you are really far too aggressive. While AI triggers may alleviate some of these issues, overall, the AI is unable to react properly to the player's moves. In addition, your firepower is almost always greater so these numbers are not so much of a problem for me.
    As a player, I've slowed down quite a bit and am no longer able to manage much more than a company and some support assets comfortably in Real Time. I also don't particularly want to play a 3+ hour mission either. And Dinas in particular had missons with 2+ mech inf companies with armour in support. This is affecting testing as I just can't motivate myself to manage such monsters in RT. Which brings me to my next point.
    A fourth issue is the presence of MOUT elements in most missions which is not always enjoyable and can be a bit repetitive. Dinas has quite a few missions with small MOUT elements - for example, Sagger Point which features a very large hill with emplaced tanks and ATGM teams dug in with great LoS. But there's also a small village at the foot of the hill. Now, with two mech inf companies and tanks in support, this is doable. But I don't want to manage two companies + support anymore so am thinking about having the infantry clear the village and the tanks and support with artillery clear the hill. That's a rather long-winded way of saying that I want to tone down the difficulty of each mission and am concerned about the overall same-ness of many of the missions. A bit of MOUT is a good thing but not everywhere, all the time.
    A last point, but an important one, is that these are essentially fantasy campaigns. While a few of the maps are based on real world locations (Strong Stand and Hasrabit in Hasrabit), almost all of them are just made-up. In Dinas, I seemed to be obsessed with river crossings, for example and many of the missions are fights for control of such objectives. This was me still under the influence of some ASL scenarios I played with friends in the 90s. Dinas and Hasrabit are both completely fictional locations and the maps are just a product of my imagination and not on any geographical reality. For example, Lakes in Dinas might work in a northern Syria setting but anyone with Google earth can see that no such feature exists between the Golan and Damascus. There's absolutely nothing I can do about that so I'm just going to remake them and hope that folks just enjoy them for what they are.
    My plan is not to change very much with Dinas - I had already reworked some of these maps for Gung Ho! and I have expanded and redeveloped two of these maps for the opening two missions (Petani - Flintstones and High Chaparral - Orchard Road) so that they're not the same. But have resorted to the old Dinas maps for Sabatini (not Detectives) and Where Farmers Dare - (not Bridges) to preserve the feel of the original campaign. Besides, Red v Red is a bit better on smaller maps, especially with Infantry which doesn't spot nearly so well as Blue forces do.
    I have redesigned the villages and compounds on the maps to get away from the ASL blocks I used back then. I've found some real world villages in Syria as templates and you'll really see this when you play Petani, Orchard Road, Where Farmers Dare and The Tumah Crossing missions.
    For the time being, there will be no core artillery in the campaign and will instead give the player what he needs to get the job done. I might reverse this decision at some point.
    I've also replaced the T-72Ms with T-55MVs which, in spite of being older, are just better tanks to work with. Plus I like the look and sound of them.
    And that's where I'm at just now. Dinas will get finished first, then I want to rework the Scottish Corridor and then finally finish Hasrabit.
  11. Upvote
    wolfgang500 got a reaction from Aragorn2002 in Hot time in Hatten   
    "Ordnung im Chaos" by Gen. d. PzTr Hermann Balck, who was commanding the whole thing, is also worth reading, as it gives some background information on the circumstances prevailing in German High Command at the time. The English translation is ISBN 978-0813161266.
  12. Upvote
    wolfgang500 got a reaction from Mr.X in Survey for future BattlePack projects   
    Talking about Hungary: Operation "Frühlingserwachen" (the Balaton offensive) would form a nice environment for a campaign, including the fighting back into Austria, in and around Vienna. There is a lot of competent books covering these events (I can provide titles if wished). And Red Army partially used Shermans.
  13. Like
    wolfgang500 reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/the-road-to-montebourg-revised-for-v4-0/
    Don't worry, this won't overwrite or otherwise delete the original campaign that came on the disk. IIt's a completely different file. This is substantially different from the vanilla campaign and the number of changes made is huge but the most important one to note is that you will need both the Market Garden module and the Vehicle Pack to play this.
     
    Other important highlights are that the 2/8 INF core units are now mostly Green with High morale which means you'll need to manage them more carefully in a firefight.
    All-new AI plans using triggers and most of the tricks that came with later versions of the game.
    Flamethrowers are included in some missions.
    Some maps have been revised, most notably the map for Turnbull's Stand which veterans of the original campaign will probably notice quite quickly.
    A 'new' mission has been added although those of you who found and played the earlier revised version that was uploaded to BFC's old Scenario Depot will recognise it. The campaign has a prelude phase consisting of the new mission and then the old campaign opener Beau Guillot. You should notice quite a few changes made to that mission as well - some extra help to make up for the drop in experience.
    There is air support in quite a few missions now and less artillery, at least the bigger guns anyway.
     
    Anyway, let's post this and then I'll see what needs to be 'fixed' or not in good time. This is an old campaign so i'm not expecting a ton of feedback for it for quite a while but let me know and I'll fix things. Now I'm taking a break from CMBN. I haven't quite decided what comes next - finishing Hasrabit or a new version of Gung Ho! for the German forces. Later, I'll get to work on the two Scottish campaigns I'd mentioned elswhere.
     
    Have a Happy New year.
  14. Like
    wolfgang500 reacted to Paper Tiger in Gung Ho, Hasrabit and other stuff   
    This seems to be an appropriate thread to post the following musings. Obviously things didn't pan out the way I expected them to and work on both Hasrabit and Retribution has stalled.
    Hasrabit is getting there but I have to admit I haven't enjoyed these missions nearly as much as I thought I would. They're just too damned hard and that's not fun for me any more. One hard mission in a chapter is fine but not all of them and that's been my problem, there are too many hard missions.
    The new opener is a cakewalk if you do it right but if you don't, it's a nightmare. I'm not going to change that as it should be obvious what the commander in charge is supposed to do. However, the new 'Ambush' mission is proving really tough to win. I've added air support to the mission but it takes absolutely ages for it to come in and that's not fun. I'm losing this mission quite badly and often during play-testing so the difficulty has to come down. By how much though?
    Strong Stand is finished and it's reasonably difficult but you get a LOT of fun toys to play with so I'm going to ease up the mid-game difficulty a bit and that's a day. The initial entry to the map will be challenging but that's fine by me.
    The new Guards Counterattack is a beast. I've redone the AI attack plan and it's much more challenging now, so much so that I've removed a whole mech company from the AI OB but it's still very hard to get a win so I'm going to have to ease up the difficulty here.
    Hill 142 is in a very strange place. The original was in a very bad condition so I've reworked it and now it's really tough to win. The trouble is that I'm struggling to find the hook for this mission, the feature that sets it apart from the others. It just feels meh to play.
    The Barrier is another weird one but I have found the hook. I just need to get the AI working properly.
    Now, Buying the Farm is my current favourite of the new missions but boy is it TOUGH. I really need to scale back the difficulty here but I want this one to be a bit of a stinker. But not frustratingly so. This is my chapter stinker and it's at the end of phase 1.
    Silence the Guns is probably fine as is and so done but I will need to add more time as it's a bit too tight.
    Heavy Metal is kind of stuck - I made an all-new map for this but that means that the original AI plans are lost so I've reverted to the old map and improved it so that I have at least the rudiments of an AI to work with.
    Sadara is in a similar condition to Heavy Metal - I've improved the map considerably, especially the town outskirts which look really good now but haven't done any real testing yet. I expect it will take a while to rebalance but the original AI still works and just needs to be improved. This is the Guards finale so it can be a stinker.
    Finally, we come to the finale, Hasrabit. I've greatly expanded the original map and reworked the town so that it resembles its real world counterpart. Like the previous two mission, no real testing has been done.
    So there's till quite a bit of work to do on this but I'll get through it after I finish the Montebourg rework or at least while I'm doing it but Montebourg is the priority for now.
    As for Retribution, we'll see. I'm finding Red v Red a bit too slow when using artillery and air strikes and I've grown to love them both in Gung Ho! and Montebourg. It's a nice idea and I've got some really good maps for this short-ish campaign and I haven't done anything with the Syrian Airborne formations so I'd really like to do this eventually.
    Now, let's touch on Dinas. I'd really like to revise both my earliest campaigns to take advantage of the changes to the game engine and if I real the community correctly, Dinas is a very popular one so I really should revisit it.  That will be a massive amount of work to do so it's later next year at best. But having just finished making up an new core unit file for the Scottish Corridor and importing and placing all the units, I know how much work will be involved. Dinas has a nearly a regiment of core units and some of the actions are huge so placing is going to take a lot of time.
    And that brings me to artwork - both Hasrabit and Dinas are completely fictional, as in the maps are all made out of my head (except Strong Stand and Hasrabit which are real places in Syria). I will have to redo the artwork for these campaigns completely as the original is definitely a bit naff now. Working with GIMP is okay now but it's certainly not fun for me so this is one of the things that deters me from working on this.
    So that's where I am with this. It's not forgotten. I just don't enjoy playing and testing really hard campaigns any more and just want to have fun while facing a reasonable challenge. After all, the REAL difficulty comes from the accrued losses in each mission over the span of the campaign.
  15. Like
    wolfgang500 reacted to PEB14 in Panzer Helps You! Section IV: Infantry Armored Vehicle (S.P.W.)   
    I was aware of "Waggon", not of "Wagon". Danke schön!
  16. Like
    wolfgang500 got a reaction from PEB14 in Panzer Helps You! Section IV: Infantry Armored Vehicle (S.P.W.)   
    In fact this word does exist: "Wagon" or Waggon" (both is correct) means a railway carriage in the first place, while "Wagen" has a more universal meaning comprising everything that has wheels and can roll along
  17. Like
    wolfgang500 got a reaction from chuckdyke in Engineers unwilling to breach the wall   
    Chuckdyke´s solution is the right one. One has to highlight the endpoint of the movement vector and hit "Blast". A red "Blast" vector will appear and the unit will do what is ordered. I did not know this; and why the "Blast" command is not immediatly activated is beyond me, though. Thankyou Chuckdyke
  18. Like
    wolfgang500 got a reaction from Flibby in King Ludwig   
    It´s a while ago that I played it, but as I remember I got a total victory (setting Iron/turn based) using a leapfrogging advance right up the middle. Take care to make minal steps forward using the majority of your force for supressing fire. Concentrate on heavy wepons. The enemy will finally run out of ammo.
    In these games infantery generally tends to run to fast and get exhausted soon, compared to reality. So advance just one square where possible (depends on terrain of course, which you should assess carefullly). Good luck!
  19. Like
    wolfgang500 reacted to chuckdyke in Why Tanks Are Firing Their MG at Enemy Tanks   
    The coaxial .50 was a dedicated aiming gun to assist the main gun. 
  20. Thanks
    wolfgang500 reacted to Vergeltungswaffe in Why Tanks Are Firing Their MG at Enemy Tanks   
    Thank you for your service, Sir.
  21. Like
    wolfgang500 reacted to Jace11 in Soviet T62 do not rotate their turret when firing - a bug?   
    The most detailed model is fine, the next lod is fine, but lod_4 has the turret name object01. I changed it to turret, it works now. You only spot that bug in huge missions like Czechmate because the game will ramp down the detail and use low detail models on maps like this.
     
    t62 lod4 quick fix.zip
  22. Like
    wolfgang500 got a reaction from Brille in Problem with new CMBN 4.04 patch   
    Problem solved on my Computer!
    What did I do? I installed game drivers: Microsoft XNA Framework redistributable 4.0
                                                                      OpenAL (Open Audio Library)
                                                                      Microsoft Visual C++ 2015- 2022 Redistributable (x86)
    All Slitherine-infected games are running smoothly, including Cold War
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