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Close Combat Series Forum Index
 
 
Author Message
  Topic: Close Combat 5 Re-Release Debate
AT_kampf

Replies: 192
Views: 139520

PostForum: Close Combat The Longest Day   Posted: Thu May 10, 2007 9:50 pm   Subject: Close Combat 5 Re-Release Debate
mooxe wrote:

What is the motive?

.
[/quote]


looks to me that they need funding for a cc6 and this is there only way to build up enough resourses for a cc6 release
  Topic: Very important request from Der Kessel mod
AT_kampf

Replies: 12
Views: 8870

PostForum: CC5 Stalingrad Der Kessel   Posted: Mon Oct 30, 2006 11:12 pm   Subject: Re: Very important request from Der Kessel mod
pzjager wrote:
Hi to all;

By this message, I would simply ask to ALL OF YOU who are interested in the mod to contact me, as soon as you can.
Use private message or E-Mail at your best convenience, but do it.

Cheers
Panzerjäger



Very Happy Very Happy Very Happy hurraaa! ive being looking forward to this dude for some time ill pm u for details ,,

id just like to say the maps are some of the best ive ever seen in cc
  Topic: Japan's surrender
AT_kampf

Replies: 35
Views: 37762

PostForum: The Mess   Posted: Fri Oct 27, 2006 10:31 pm   Subject: Japan's surrender
[quote="Dima"]
Quote:
Survivours of Hiroshima and Nagasaki had there dna wiped from the gene pool. so in effect its an entire generation of killing = 30 years

the effect of the N. bombs (and particulary those dropped on Japan) is grossly exhaggerated.

Even Chernobyl accident (that was much stronger than those bombs) didn't affect most of people lived around nuklear plant.





lolololololololololololololololololololololololololololololololololololololololol
  Topic: Open topped Marder II and such vehicles..
AT_kampf

Replies: 10
Views: 9877

PostForum: CC5 Stalingrad   Posted: Fri Jul 28, 2006 10:10 pm   Subject: Re: mmm
ANZAC_Lord4war wrote:
dont even need 2 shots.
use a SVT rifle usually in the 3 man russian teams.
or SVM or MN
they all have a kill rating of 15 at all ranges. Sad
marder 2 has front armour of roughly 9mm rated at 13 in stalingrad.
so any of the above rifles can take on marder2 front on from any range up to 1 km from anywhere on map.


yes i noticed this aswell

Quote:
tigercub
yes but this is the problem over rated rifles ...like to see 2 rifle shots in the same spot from a bolt action rifle. i was talking about the real war


if u want files for stal that are more to real life try Real Vlad sub mod
this guy has spent some good time getting data more realistic

hope this helps!
  Topic: Squad Number Limits Limits my Interest
AT_kampf

Replies: 35
Views: 22094

PostForum: Close Combat 5: Invasion Normandy   Posted: Mon Jul 17, 2006 9:32 pm   Subject: Re: Ye
RedScorpion wrote:
AT_Stalky wrote:

maybe YOU belive the americans staged the photograph and medals rewarded?


didnt they stage a moon landing? Laughing




your compleatly right RS ,,, dima makes up what suits him and dissmissis facts

maybe thats why dima wont join army cus reality will kill him on front line in moments
  Topic: Squad Number Limits Limits my Interest
AT_kampf

Replies: 35
Views: 22094

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Jul 15, 2006 9:34 pm   Subject: Squad Number Limits Limits my Interest
dima you should be politician with the BS you come out with



"dima its better to sit there and look stupid then to speack and remove all dout"
  Topic: @Stal sub-mod maker.
AT_kampf

Replies: 30
Views: 32200

PostForum: CC5 Stalingrad   Posted: Tue May 23, 2006 11:28 pm   Subject: @Stal sub-mod maker.
Peter and Gewere i cant but help feeling like i know you mmmmm
  Topic: @Stal sub-mod maker.
AT_kampf

Replies: 30
Views: 32200

PostForum: CC5 Stalingrad   Posted: Sat May 13, 2006 12:52 pm   Subject: Re: Some reasons for my changes
Real_Vlad wrote:
Some more notes/references on changes in update RG 1.1
To respond to the ahistorical part about the flamethrowers.With the data u
gave
the russians,is there flame fuel mixed with the additives?And the germans
arent?
I put the data in as there both on the same fuel,which would of been
whatever
they could get there hands on.
But here are some very ahistorical aspects about the data in the weapons
fields,
i have looked so far

SMG comparisons in the Stalingradv1.2 mod
The time to fire a burst,imo is to long in most weapons, seem there real
rates
have not been taken into account when compared to each others.
The kill rate is set without taking real kill power physics into account.
Ie: If one compares PPSh with the 9mm German SMG its kill power
(penetration) set like this, ranges is set same, (except in long where the
PPSh has longer range):

Weapon..........PB......Close...Medium..Long
PPSh............7.......7.......5.......3
MP40/34 etc.....5.......4.......4.......1

Worth notice here is the inconsistency of weapons killing rating here in
Stalingradv1.2 mod:
Point Blank range the PPSh is set 40% higher kill power, I agree,basically
spot on.
Close range the PPSh is set 75% higher kill power… dont agree nearly doubles
it advantage in this range.
Medium range the PPSh is set 25% higher kill power, I agree,close enough.
Long Range the PPSh is set 200% higher kill power, dont agree.
Here if you had a mp40 stay away from PPSh in close and long ranges,engage
in medium range preferably.
In fact the PPSh is about 35-38% (depending on ammunition) more powerful in
kill power then a 9mm SMG type MP34 etc.

Some Rifle comparisons with Stalingradv1.2 mod
The values explained here is taken from the Stalingrad weapon.adb file.
Please use Qclone to verify the values I talk of below:
Mauser Weapon Index No 3.
SVT-40 Weapon Index No 100.
Vintovka obr.91/30 Weapon Index No 8.
First one may look at the time to reload the weapon and there by the time to
fire, (together with time to fire column of cause).
One thing that’s a real factor in the time between two aimer shots is the
recoil.
To understand this force and how it is different in different weapons and
why and so, is crucial to get a “reality” into a game as CC.
The SVT is set as faster then the G41 in Stalingrad, and that’s not right.
The SVT and that family of weapons are high recoil weapons. The SVT was
fitted with a Mussle brake to reduce the huge recoil and that helped. But
not even the best brake in the world can’t reduce the recoil to the level as
the G41 has that’s just not physically possible. And more things…

Rifle kill power is the next area of errors in Stalingrad mod, I match the
Mauser K98k to the Vintovka obr.91/30 (Mosin) and fined these values in
range (meters):

Weapon..........PB.....Close....Medium..Long
Mauser K98k.....40......100.....200.....400
SVT-40..........40......100.....200.....400

Then I look at the kill power:

Weapon..........PB.....Close....Medium..Long
Mauser K98k.....6.......6.......4.......2
SVT-40..........9.......8.......7.......6

SVT-40/Mauser comparison.
Point Blank range the SVT-40 is set 50% higher kill power compared to
Mauser!40% advantage
Close range the SVT-40 is set 33% higher kill power.20% advantage
Medium range the SVT-40 is set 75% higher kill power.60% advantage
Long range the SVT-40 is set 200% higher kill power.between 200m and
400m,you would be insane
to try and get into a rifle shoot out with your Russian counterpart if u
were carrying a Mauser.
Best time for a Mauser in this data,is somewhere in Between PB and Close
range (not much and always at
a minimum 33% disadvantage anyhow).
The thing here is in real life the SVT-40 has 11% more kill power then a
Mauser K98k, again the Russian weapons is set way to deadly.

This is how the Germans K98k is matched against the Russian Vintovka
obr.91/30
Ranges in meter:
Weapon..............PB......Close......Medium...Long
Mauser K98k.........40......100........200......400
Vintovka obr.91/30..40......100........300......600

Then one look at the kill power:
Weapon...................PB.....Close..Medium...Long
Mauser K98k..............6......6......4........2
Vintovka obr.91/30.......9......8......3........2
PB range 91/30 is set 50% higher kill power.
Close range 33% highter
Med range 33% lower than 98k?
Long range Equal but 200m longer range

This setting in Stalingrad is strange, because the kill power of the weapons
are basically the same in real life. Vintovka obr.91/30 compared to Mauser
is about -4 to +8% in kill power, to be exact.. (Depending on source).
And even in accuracy the Russian rifle have better value..

In the MG department, it’s the same story,I have no time to explain what I
have changed and why.
In the latest update majority of work centred on the weapons file,small arms
& explosives.

Will concentrate on ATGs next.
As I was playing a game,where i had sighted an ATG 25 metres away.
He was facing 90degrees wrong way,
so i ran a 7man squad 20 metres from 1 building to another building,
the atg had turned and fired its first shot before i was half way less than
10 metres,
he then proceded to kill 5 of the 7 men.This was while i had a 3 man SMGs
team trying to
surpress the ATG from a 2 story vantage point 40metres away. I will look at
bigger guns shortly.
hope these references i used are insightful and self explaining as to why i
modified the data.
Real Vlad!



just download your mod vlad ,,i very much like the game play well done keep up the good work
  Topic: Mark V Panther tanks in GJS 4.4
AT_kampf

Replies: 74
Views: 58346

PostForum: CC5 Gold, Juno, Sword   Posted: Wed Apr 26, 2006 3:35 am   Subject: Mark V Panther tanks in GJS 4.4
[quote="Dima"]
Quote:
According this logic('5:1 ratio'), do u think that 1 Panther crew will engage if it c 4 Shermans?




i belive your lerning Rolling Eyes
  Topic: Mark V Panther tanks in GJS 4.4
AT_kampf

Replies: 74
Views: 58346

PostForum: CC5 Gold, Juno, Sword   Posted: Wed Apr 26, 2006 3:32 am   Subject: Mark V Panther tanks in GJS 4.4
mooxe wrote:
Quote:
Shermans fought long after WW2. What about Panthers?


Dima my guess is that the Panthers were all destroyed, and the same with the factories that made them. So this would mean no spare parts, nobody ready to train new crews etc etc....

Quote:
US would not have traded there Sherman’s for Panthers if they had that possibility


If was possible to get a larger tank with better everything who wouldnt?


After 1945, fifty Panther tanks had been used by French 503e Régiment de Chars de Combat stationed in Mourmelon le Grand. Before the end of 1950, the Panther tanks had been replaced by French-built ARL-44 heavy tanks.
  Topic: Mark V Panther tanks in GJS 4.4
AT_kampf

Replies: 74
Views: 58346

PostForum: CC5 Gold, Juno, Sword   Posted: Tue Apr 25, 2006 11:14 pm   Subject: Mark V Panther tanks in GJS 4.4
once again u turn it upside down. And even more, u insult me w/o showing
any argument

kam..
well you've insulted me many times in past so if i done it to "hay" i got 1 back on you


now i can c what in my reply u don't like.
1).It is My Opinion. That's why i put IMO.
2).I posted why i think so. Do u have counter arguments?

kam...
quote from http://en.wikipedia.org/wiki/Panther_tank
rule-of-thumb among Allied tank crews of Sherman-to-Panther ratio necessary for destruction of a single Panther was 5:1

sry not to go into more detail but i think this covers our argument .. you cant beat the truth from the guys that were there in1944
  Topic: Mark V Panther tanks in GJS 4.4
AT_kampf

Replies: 74
Views: 58346

PostForum: CC5 Gold, Juno, Sword   Posted: Tue Apr 25, 2006 9:39 pm   Subject: Mark V Panther tanks in GJS 4.4
Dima wrote:
Quote:
ive never read such a load of contradictory bollox in all my life

wow, such an argument!
guess one of the most smartest thing u've ever told.



so your argument resorts to slaging me off ???

no counter argument to your sherman comments ???

ic nothing ( slag kampfe off and back stab him ill make kampfe look stupid)
sorry you are the person that looks stuid and the idiots that belive your data shit belive you ,,
dima quote " "Imo Sherman was better all-around medium tank than Panther. "

lolololololololololololololololololololol

so why did they desiagn pershing???
  Topic: Mark V Panther tanks in GJS 4.4
AT_kampf

Replies: 74
Views: 58346

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Apr 24, 2006 9:22 pm   Subject: Re: great replies
Dima wrote:
Hi!
Just some comments:).

Deshrex wrote:
I certainly agree with the school of thought that says the Panther was the best medium tank design of the war.

best AT tank:).
In reality Panther was almost incapable of fighting infantry as KwK42 HE shell was v weak. Actually it weighted less than APCBC.
Imo Sherman was better all-around medium tank than Panther.

Quote:
I guess the Panther was able to easily destroy the Sherman in most contests as long they were head-on.

it just needed to hit.

Quote:
and of course the Sherman had only 76 mm frontal armor.

Early Shermans(that were used in Norm in June) had 51mm@56(from vertical) for High FHP that granted some 90-115mm of protection vs WW2 shells. And 51mm for Low FHP that was cast and could be pen. even by 3.7cm.
More to say all Sherman in June had flawed High FHP that drastically reduced protection. So in reality even 5cm L/60 could pen. it.
76mm@30deg(from vert) frontal armor was only for turret. But again it was cast...

Quote:
The 75 mm gun of the Sherman, meanwhile, could only penetrate 74 mm armor at 100 yards (p.189).

with early APC(AP=US designation).
By June 1944 APCBC(APC=US designation) were available. They could pen some 84mm@100m/90deg.

Quote:
I don't have any info on the upgunned 76 mm Sherman.

the first 76mm Shermans were M4A1(w) and were used in Op.Cobra for first time. It was July.

Quote:
Hastings says the Panther had the same 100 mm frontal armor of the Tiger

again not correct.
Panther had 85mm@55deg(from vertical) for High FHP and 65mm@55deg(from vertical) for Low FHP that granted protection of some 140-160mm and 130-150mm respectivly vs WW2 shells.
And only turret had 100mm but had curved shape so shell would have v high chnce to rico.
While Tiger had 102mm minimum in frontal hull and up to 200mm maximum in some parts of turret front.

Quote:
but less side armor, with 45 mm for the one and 80 mm for the other.

Panther D/A had 40mm@40deg for high side hull and 40mm@0 for low side hull.
Panther G had 50mm@30deg for high side hull.
And only turret sides were 45mm@25deg.
While Tiger had 82mm@0 for turret sides and 82mm@20 for high side and 82mm@0 for low die hull.

Quote:
So the basic Sherman has some small hope only if it can get a side or rear shot in on the Panther.

indeed plus it could pen Panther in turret ring.

Quote:
The 17 pdr could penetrate 149 mm armor at 100 yds, 140 mm at 500 yds, 130 mm at 1000 yds.

indeed but vs what angle it was? and what armor quality?
i've read UK reports and it is said there that 17pdr can pen. Panther HFHP at up to 300m with APC shell and at point black with APCBC.
Turret could be pen. at 600m.

Quote:
Another feature of the German tanks that writers mention is the slow turret traverse relative to the Sherman.

Sherman could make full circle in 15sec. Panther G could make it in 19sec, PzIVH slightly slower. Tiger/Panther D could make it in 60sec Very Happy.
Not big difference yeah?Wink
But in reality Panther/PzIV/Tiger had much better chnces to spot Sherman than vice-versa so turret traverse wouldn't matter at all.
Btw due to it's hull square shape Tiger could align hull v fast. Much faster than any other turetted tank:).


ive never read such a load of contradictory bollox in all my life
  Topic: hearts of iron 2
AT_kampf

Replies: 6
Views: 5253

PostForum: The Mess   Posted: Wed Feb 22, 2006 3:43 pm   Subject: Re: hearts of iron 2
per wrote:
How much of the world have you conquered?

ive have had all south america and europe som pieces of asia whit Yoguslavia Rolling Eyes

BTW: yesterday i saw a program about germanys BIG railroad guns they were pretty impressive and how they managed to tumble them around places. It would be cool to play as german and get som artillery support rom one of these cannons , HAve anybody tought about that? (in close combat im talking about)

lol Very Happy Very Happy

u tryed the hoi2 mods?
  Topic: The opening song of CCV Stalingrad
AT_kampf

Replies: 8
Views: 7923

PostForum: CC5 Stalingrad   Posted: Tue Dec 06, 2005 4:43 pm   Subject: Re: The opening song of CCV Stalingrad
pyroeis wrote:
sounds really great!

is it a russian song? what is the name of it?
or, is there any download address of it? Confused




i put the music from the dvd (its the music in menu screen) no a traCK
  Topic: VIDEO?
AT_kampf

Replies: 7
Views: 6607

PostForum: CC5 Stalingrad   Posted: Wed Nov 02, 2005 10:29 pm   Subject: Re: VIDEO?
Wastemoreland wrote:
Why is the video disabled? will it be abled again? I sure would li8ke to see it. Smile

ive sent video to manoi just waiting for him to link it up
  Topic: Is there a pilot in the Tanks ?
AT_kampf

Replies: 4
Views: 3760

PostForum: Tech Support   Posted: Mon Oct 24, 2005 9:24 pm   Subject: Re: Is there a pilot in the Tanks ?
Bleu31 wrote:
I'm a great fan , addicted to the CCV mods, especially GJS serie, and now i just discovered a new drug, : stalingrad.
BUT,
but,
Some days (i mean nights of games with friends) i'm near to fall in madness watching my tanks dancing like bloody a......es instead of obey and running to the ordered marching point. Confused Mad
Infantery obey, artillery too,
In CCV moving with tanks is risking to lose them due to wrong moves.
Tanks moves as if they acting in "saterday night fever", and die after the dance.
A panther/firefly isn't Travolta !! Embarassed

Is there any solution to fix that ?


it is a problem with the cc engine ,, there are ways to try combat it here's mine

i only use the sneak and move button plus only move the tank in 30 to 50 mtr no more and try to use straight line to move
its slower way but it does reduce this problem
ps tanks are a nightmare to move in combat in real life so maybe its that
  Topic: stalingrad sound mod
AT_kampf

Replies: 25
Views: 17888

PostForum: CC5 Stalingrad   Posted: Sun Oct 23, 2005 9:27 pm   Subject: stalingrad sound mod
MarcinT wrote:
Just like granades !

And question to the sound boss - is there any chance to change mg34 sound in more deadly ?




ive videoed all the main wepons of stalingrad fireing live and i will be doing more next week so ill copy sounds from them,, but going by what i have it will be noisey and im hopeing to reduse noise for next release

your requests are still wellcome and ill try my best
  Topic: new video
AT_kampf

Replies: 0
Views: 2318

PostForum: CC5 Stalingrad   Posted: Sat Oct 15, 2005 10:40 pm   Subject: new video
when the word" disabled" is removed from the link the new video is ready

PLEASE NOTE IF YOU HAVE ALLRDY DOWNLOADED VIDEO AND IT WORKS FOR YOU DO NOT HAVE TO DOWNLOAD NEW AS THERE ARE NO CHANGES TO THE FILM ONLY REDUCED IT TO THE ORIG CC5 SIZE
  Topic: Stalingrad bugs&mistakes
AT_kampf

Replies: 153
Views: 143160

PostForum: CC5 Stalingrad   Posted: Fri Oct 14, 2005 10:02 pm   Subject: Stalingrad bugs&mistakes
Pzt_Wruff wrote:
Jeeze mac. I know you like hearing yourself talk, but double posting now? Okay okay... we hear you. Wink

Yeah. You're right about the reserve placed on the original BG thing. I edited my previous post and scratched that from the post to avoid confusion.

Hey mac. Great points about the over-abundance of small russian teams.
Three man teams are cannon fodder and a wasted slot against the strong german teams.
I'm not a great historian buff, but I know the russians defeated the Wehrmacht at Stalingrad, among other things, largely due to their great numbers of bodies they could throw into the grinder there. Replace some of those 3 man teams with some 9 or 10 man teams. Even if all of them didn't have rifles. Would be some defense against getting rolled over by the german teams in the close quarters fighting of Stalingrad.

I will post, with screenshots, some of the bugs I'm running into with this scenario editor later on.
One thing I would like to mention now about the scenario editor that would help a GREAT deal. The maps are sooo close together in the north that BG placement is close to impossible in some cases. Spreading things out a bit in the north would be a really big help.
This message pops up again and again and again when trying to place BG's, probably because everything is so jumbled up in the north.

I think spreading things out a bit would also solve some of the other inherent problems with the strat editor that I'm running in to as well.

Not trying to overwhelm the mod team. Just getting things out there that would make for big improvements.

This is an excellent mod.



when u drag and drop bg on the map make sure the name of the map apears (on top screen) before you drop it ,,
 
 
 
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