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Author Message
  Topic: Broken wheels drives me crazy
Miker1

Replies: 14
Views: 14256

PostForum: CC5 Stalingrad Der Kessel   Posted: Wed May 07, 2014 10:27 pm   Subject: Re: Broken wheels drives me crazy
I really don't play SOC at all.  Too tough for me.  As to when a wheel breaks the answer is practically anytime they move.  Don't plan on any move completing its destination.  In short order all vehicles controlled by humans stop moving within a couple of minutes - usually less than one.  The AI doesn't seem to have a problem.  Russian AC's pester you until you kill them.  They rarely break down.  So is the elements file you attached a fix?  Or is it just something that already exists.

This back and forth reminds me of my Play by Mail days.  Smile
  Topic: Broken wheels drives me crazy
Miker1

Replies: 14
Views: 14256

PostForum: CC5 Stalingrad Der Kessel   Posted: Wed May 07, 2014 12:14 am   Subject: Re: Broken wheels drives me crazy
Playing CC5 5.01  I have the SDK mod in use.  I also play SDKDK.  Solo games against AI.
  Topic: Broken wheels drives me crazy
Miker1

Replies: 14
Views: 14256

PostForum: CC5 Stalingrad Der Kessel   Posted: Tue May 06, 2014 12:04 pm   Subject: Re: Broken wheels drives me crazy
Platoon Michael - Thanks for the solution.  Trouble is I don't know how to edit those files.  What tool do I need to get, please?  I would definitely like to decrease these breakdowns.
  Topic: Broken wheels drives me crazy
Miker1

Replies: 14
Views: 14256

PostForum: CC5 Stalingrad Der Kessel   Posted: Sat May 03, 2014 1:36 am   Subject: Broken wheels drives me crazy
Any reason for the constant broken wheels incurred by AT guns trying to move or worse, light vehicles?  I saw in an earlier thread about slow moving tanks that the battle had deep snow and that moving armor had troubles.  But at least that was cured in a fix along the way and tanks sped up.  For any of the half-tracks and armored cars, moving them is death because usually the wheels break and then those without turrets are left helpless often pointed in a bad direction and awaiting their end while those with turrets are still in pretty much the same situation.  I just don't believe they were that delicate.  Plus speed and maneuverability are what they depend on to survive.  I don't really care too much about the towed guns, because you don't move them much but if the problem fix applied to the vehicles could be also applied to them that would be nice.

Don't know if the designer even still frequents these boards and I want to say that I really enjoy this mod regardless.  Countless productive time has been wiled away playing it despite the broken wheel complaint.  How about anyone else?  Do all the broken wheel messages have you not wanting to use any halftracks?  I mean even a 50mm mortar team is more useful.    Smile
  Topic: 20mm Sound Effect
Miker1

Replies: 7
Views: 6690

PostForum: Tech Support   Posted: Sat Feb 07, 2009 4:06 am   Subject: 20mm Sound Effect
Nevermind. I used the utility SFXPack on these boards and got the WAV files. I should be all set. Thanks whoever wrote that software and to the guys that run this site.
  Topic: 20mm Sound Effect
Miker1

Replies: 7
Views: 6690

PostForum: Tech Support   Posted: Fri Feb 06, 2009 3:01 pm   Subject: 20mm Sound Effect
Actually, the 20mm sound in SAS3.5 works for me. But how to get that as an MP3 file. Say looped for 20-secs. Is there a sound utility so I can go into that sound effects file and scoop it? Or someone with the know how could still send it to me. I have a sound that I found but it is pretty lackluster and I'd switch in a second. Smile
  Topic: 20mm Sound Effect
Miker1

Replies: 7
Views: 6690

PostForum: Tech Support   Posted: Fri Feb 06, 2009 1:32 am   Subject: 20mm Sound Effect
I will post everything when it is done. I already have the blueprints and am busy making the cardboard cutouts for the panels. I can't post the blueprints as they are not mine to share. All original work from another fellow who plans to offer his designs on the Net at some point. I'll notify all if I remember. Here is what I can share.



It will have the grenade screen on top when completed. The MG34 and 20MM will both spit airsoft pellets and I'll be able to use one or the other or both.

Now about that sound effect? Smile
  Topic: 20mm Sound Effect
Miker1

Replies: 7
Views: 6690

PostForum: Tech Support   Posted: Thu Feb 05, 2009 8:07 pm   Subject: 20mm Sound Effect
Hi - I'm building a true scale 222 armored car in Wisconsin and want to have the 20mm airsoft gun sound like the real thing when firing. I plan to just hook up an MP3 player with the 20mm sound effect looping and activate this only when the trigger is pulled. The trouble is that I don't have a 20mm sound. I know close combat sound mods have some nice ones. I'd like the repeating kind like in Saving Private Ryan and not a single shot.

If anyone can help send the file (MP3 format) to me at alexamirtc@@@bccnow.net (remove two of the @ signs) - Thanks.
  Topic: Stalingrad: Operation Circle is released!
Miker1

Replies: 149
Views: 130350

PostForum: CC5 Stalingrad Operation Circle   Posted: Sun Jan 13, 2008 6:30 pm   Subject: SOC initial impressions
I've played about 4 battles now and have to say that I will need to change tactics. You really have to keep your powder dry in this one. The Axis are easy to suppress and wipe out and the shortage of ammo is very noticable. I really liked Der Kessel and I thought that was hard. This mod, SOC, seems so good that you don't want to play it if you understand what I'm saying. Who wants to be surrounded and crushed - ha! Well for those seeking a challenge, this fits the bill. You have really put together another great mod. Der Kessel was my favorite and now who knows? Great job.
  Topic: 47mm anti-tank guns?
Miker1

Replies: 3
Views: 5261

PostForum: CC5 Stalingrad Der Kessel   Posted: Tue Dec 26, 2006 4:32 am   Subject: 47mm anti-tank guns?
The fact that this will be fixed in version 1.2 is very welcome news indeed. Just to be clear, I never complained about the 37mm anti-tank behavior. It was only the 47mm guns (the Bofors 35 and the Italian 47mm) that stymied me. I will be anxiously awaiting the release of 1.2. Then all my consternation will fade into an SDK marathon of blissful Soviet tank blasting. (Assuming of course that they are within 50 meters and have their backs turned.) Thanks again for catching this so quickly.

Mike
  Topic: 47mm anti-tank guns?
Miker1

Replies: 3
Views: 5261

PostForum: CC5 Stalingrad Der Kessel   Posted: Mon Dec 25, 2006 5:29 am   Subject: 47mm anti-tank guns?
The Bofors 35 and the 47mm Italian anti-tank guns are quite useless as they never fire at anything. Did I say never? We'll that is an exageration, but when you need them to fire at practically anything they just sit there and wait to die. It's bad enough that the Axis minors have little in the way of anti-tank defense to have their biggest calibre guns zoning out in the middle of a battle. It doesn't matter if they have a clear shot with a green circle either. Give them the order to fire and they just complain about an ammo shortage with 30 rounds remaining. They do get off a shot once in awhile if shot at by the armor and this would be just before getting themselves blown up. Is this intentional? When you examine every other anti-tank gun or tank for that matter on the units soldier screen you will see a gun and gunner. The 47mm guns look completely unarmed with no weapon displayed. I don't know, but the game would be better if I had some light anti-tank guns. Sad

Other than that the fact that I dearly miss these guns shows how nail biting this mod is for the Germans. Really really punishing mod for the guys in grey.
  Topic: Muzzle Flash
Miker1

Replies: 2
Views: 4773

PostForum: Close Combat Cross of Iron   Posted: Fri Nov 10, 2006 3:04 am   Subject: Muzzle Flash
My one big hope for the new series of CC games that Simtek is designing is that when playing against another player, the muzzle flash will be visible to both sides and not just the person who hosts the game. If both players don't see the same thing then it just isn't fair and this should be an absolute fix that is on the development teams mind. Sorry nothing fancy will matter if I still can't see the opponents weapons firing and they can see mine.[/b]
 
 
 
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