Posted: Wed Jun 18, 2014 9:09 am Post subject: Re: Kharkov mod for TLD
See also the p.s. in my previous post.
Another important thing: if uninstall and reinstall Kharkov mod will not be enough to resolve the problem, remember to "secure" (copy and past them) your save game files before uninstall WAR and the WAR mods.
Posted: Wed Jun 18, 2014 9:57 am Post subject: Re: Kharkov mod for TLD
In the attachment there is a vehicles.txt file of the year 2008 with calliole, jagdpather etc. Maybe you have uploaded the original WAR vehicles.txt. Anyway it's not the vehicles.txt of the mod.
Posted: Wed Jun 18, 2014 4:14 pm Post subject: Re: Kharkov mod for TLD
Glad you have resolved. In the readme you can find the advice to install the last patch: for sure in the original one that you can find in the Extras folder.
The 5.50.14b number that you can see it's the number of the last patch for TLD referred to .dll file (in fact, the .dll file come from TLD): I have used it because I was sure that it was totally compatible with WAR last patch.
Posted: Mon Mar 16, 2015 7:39 pm Post subject: Re: Kharkov mod for TLD
Hi Dima,
They were really few. Besides, in another thread on this forum, you had explained that there were only 81 of them on May 1942 in all eastern front so I'm not surprised that also in August they were so few.
Anyway, I think I will not change their number in the mod due to gameplay balance reasons. Without a total-realism work on all Bgs, I think it's a bit harmful to change only some key gameplay aspects like number of AT guns and/or tanks.
This kind of work, for germans could be more simple:
only one Bg for every infantry division and two for Pz divisions, deleting the six mixed Bgs and adding one or two stug batt. Bgs and one or two motorized division Bgs.
But for russians it's more difficult..
Maybe two or three inf. divisions per Bg, some tank corps and some tank brigades. It's something to study (32 BGs at disposal and I have the exact order of battle: it can be done).
Anyway, the work I speak about it's a “preliminary work” that it’s useless if it will not be followed by a (little) work on soldiers and weapons, a (medium) work on teams, and a very deep work on forcepools. And this is a kind of work that I can't do (lack of knowledge). If in future you will be interested to work with me, you are and you will be always welcome.
Posted: Tue Mar 17, 2015 11:41 am Post subject: Re: Kharkov mod for TLD
Just to speak, this is an hypothesis about mod Bgs (of course, it can be changed/improved):
Germans, 32 Bgs in total:
6th Army - 15 Bgs
1- 3rd Reg & 394th Reg, 3rd Pz Div
2 - 6th Panzer Reg, 3rd Pz Div
3 - 126th Reg & 128th Reg, 23rd Pz Div
4 - 201st Panzer Reg, 23 Pz Div
5 - 88th Inf. Div
6 - 75th Inf. Div
7 - 168th Inf. Div & 921st Pioneer Reg
8 - 244th Stug Btn & 62nd Inf. Div (to support the stugs)
9 - 79th Inf. Div
10 - 294th Inf. Div
11 - 71st Inf. Div
12 - 297th Inf. Div
13 - 44th Inf. Div & 604th Pioneer Reg
14 - 305th Inf Div
15 - 113rd Inf. Div
17th Army - 8 Bgs
1 - Romanian 6th Corps (composed by three inf div)
2 - 64th Reg & 72nd Reg, 16 Pz Div
3 - 2nd Panzer Reg, 16 Pz Div
4 - 68th Inf. Div
5 - 384th Inf. Div
6 - 245th Stug Btn & 389th Inf Div (to support the stugs)
7 - 97th Jaeger (or light?) Div
8 - 257th Inf. Div
(out of list due to lack of Bgs space: 101st Jaeger [or light?] Div)
1st Panzer Army - 9 Bgs
1 - 103rd Reg & 108th Reg, 14th Pz Div
2 - 36th Panzer Reg, 14th Pz Div
3 - 92nd Reg, 60th Inf. Motorized Div
4 - 120th Reg, 60th Inf. Motorized Div
5 - 100th Jaeger (or light?) Div & 511st Pioneer Regiment
6 - 295th Inf. Div
7 - 76th Inf. Div
8 - 94th Inf. Div
9 - 1st Gebirs Div
(one Hungarian Div, one Italian combat group and an few german independent battalions are out of list due to lack of Bgs space)
Soviets, 32 Bgs in total:
South-Western Front, 22 Bgs in total
21st Army - 3 Bgs
1 - 76th, 293rd & 227th Rifle Div
2 - 301st & 297th Rifle Div
3 - 10th Tank Brigade
28th Army - 6 Bgs
1 - 13rd Guards Rifle Div
2 - 162nd, 38th & 169th Rifle Div
3 - 244th & 175th Rifle Div
4 - 6th Guards Tank Brigade
5 - 57th, 90th, & 84th Tank Brigades
6 - 3rd Guards Cav. Corps (composed by two guards cav div, one cav div, one motorized rifle brig)
38th Army - 3 Bgs
1 - 124th, 81st & 199th Rifle Div
2 - 226th, 304th & 300th Rifle Div
3 - 22nd Tank Corps (composed by three tank brigades not yet fully formed)
6th Army - 8 Bgs
1 - 41st Rifle & 47th Mountain Rifle Div
2 - 248th & 103rd Rifle Div
3 - 253rd & 266th Rifle Div
4 - 411st & 337th Rifle Div
5 - 37th, 38th & 47th Tank Brigades
6 - 21st Tank Corps (composed by three tank brigades)
7 - 23rd Tank Corps (composed by three tank brigades)
8 - 5th Guards Tank Brigade
Army Group Bobkin - 2 Bgs
1 - 270th & 393rd Rifle Div
2 - 6th Cav Corps (composed by three cav div and one tank brig)
(South-Western front reserves out of list due to lack of space: one cavalry corps, three rifle div and two tank brig)
Southern Front, 10 Bgs in total
9th Army - 6 Bgs
1 - 106th & 51st Rifle Div
2 - 216th & 333rd Rifle Div
3 - 341st & 335th Rifle Div
4 - 349th Rifle Div & 78th Rifle Brigade
5 - 15th Tank Brigade
6 - 121st Tank Brigade
57th Army - 3 Bgs
1 - 14th Guards Rifle Div
2 - 150th & 99th Rifle Div
3 - 317th & 351st Rifle Div
37th Army - It’s out of mod scenario and out of the battle (and very small: three rifle div and one tank brig)
Sothern Front Reserves 1 Bg
1 - 5th Cav Corps (I have chosen this reserve corps because it fought against 14th Panzer div in Barvenkovo during the german counteroffensive. It was composed by three cav div and one tank brig)
(other reserves out of list due to lack of Bgs space: one rifle div and one tank brig)
Posted: Fri Dec 11, 2015 11:09 am Post subject: Re: Kharkov mod for TLD
Played some battles in this mod.
In the German Panzer BG's, it seems to me that the Pz IV ausf F is the same short gun tank as the Pz IV ausf D.
The Pz IV ausf F should have a long gun, no?
Played some battles in this mod.
In the German Panzer BG's, it seems to me that the Pz IV ausf F is the same short gun tank as the Pz IV ausf D.
The Pz IV ausf F should have a long gun, no?
It's correct what ScnelleMayer has said. PzIV F-2 tanks have arrived later to the front (of course they are present in the mod).
Posted: Sat Dec 19, 2015 5:13 pm Post subject: Re: Kharkov mod for TLD
What am I doing wrong with the German Infantry Guns?
Especially the "10,5 cm leFH 18". They fire 1 or 2 rounds, and then they stop shooting with the message "wrong facing".
And they keep moving the gun a lot.
They are too close to a building? Too close to the enemy?
Last edited by Cobalth-77 on Thu Mar 10, 2016 2:01 pm; edited 1 time in total
What am I doing wrong with the German Infantry Guns?
Especially the "10,5 cm leFH 18". They fire 1 or 2 rounds, and then they stop shooting with the message "wrong facing".
And they keep moving the gun a lot.
They are too close to a building? To close too the enemy?
It's something like a bug caused by how I have coded them (guns with indirect fire) in Data. They are not present in the original game (if I remember well) so their behavior it's something never tested/corrected. See the readme of the mod under "Other minor issues" section to understand how to manage them when this bug it happens.
Posted: Thu Dec 31, 2015 1:23 pm Post subject: Re: Kharkov mod for TLD
Just tried the mod and it looks amazing.
the east front definitly deserves more attention from matrix developpers and it is a shame users have to do it...
started the campaign and had already lot of fun. A great sensation to be on the east front with these huge squads and the russian voices!
didn t have time to explore the whole game, but in the campaign, and the way battlegroups are done make the germans as numerous as the russians, which is totally unrealistic.
should i play elite germans against green russians to compensate it?
also some of the sound are too detailed to be realistic.
from our point of view we should hear the gun shots and orders, but not the sound of the bullets as they fall down on the groung. But that is just a detail.
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