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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: WAR Workbook error
Senior_Drill

Replies: 3
Views: 4113

PostForum: Modding Workshop   Posted: Wed Dec 16, 2009 2:55 pm   Subject: Re: WAR Workbook error
If you copied and pasted a formula from one cell to another, then in all likelyhood the formula is wrong. It will have at least one incorrect cell reference.  Some formulas can be added using Fill, but most will also have a progressive error that has to be corrected by editing.

A simple way to view the formula as typed (rather than the normal view of the formula result) for easy comparison and editing is to press Ctrl + Tilde.  Tilde may not be the right name for the key.  It is the one with the squiggly line on it next to the "1" key.  Press Ctrl + Tilde again to return the view to formula results.

The work around for copying entire ranges of formulas from one workbook to another without changing the absolute cell references is to have both the copy from and paste to worksheets open and both in the Ctrl + Tilde view.  Copy the range of formulas from the first worksheet and then paste that to NotePad.  Select and copy the entire range in NotePad and then paste it to the new worksheet.  Then change the view back to formula results by pressing Ctrl + Tilde again.  This will give an exact copy of formulas and not create cell references to other files.
  Topic: CC5 stopped working on my computer, help please!
Senior_Drill

Replies: 2
Views: 5225

PostForum: Close Combat 5: Invasion Normandy   Posted: Wed Dec 02, 2009 12:04 am   Subject: Re: CC5 stopped working on my computer, help please!
What this sounds like to me is that you do not have a full install of CC5 on the computer.  Without a full install, the game has to pull the map files into memory from the disk each time it loads.  The problem you describe is most likely due to a dirty or scratched CD or a CD-ROM lense that is in need of cleaning.

First clean the game disc and use a disc scratch removing device.  They are very inexpensive and available from most stores with an electronics section.  If the game CD is severly scratched, you may have to resort to hand buffing or using a small hand drill like a Dremel with a buffing wheel and a good plastic polish.

Next, get a CD / DVD lense cleaner, also very inexpensive and many types available from electronics stores.  Choose one that is capable of cleaning audio and video CD and DVD ROM's that will work on computers, players and soundboxes.  Run it two or three times if the ROM hasn't been cleaned in the last year.  Clean the lenses on all your devices at least once every six months thereafter.

Assuming that cleaning the disc and the ROM lense corrects the problem, make a back up copy of the game disc for safe keeping.  Then bite the hard drive space bullet and do a full install of the CC game.  That will help to ensure that the game is not having to load off the disc every time you go to play.
  Topic: Elements question
Senior_Drill

Replies: 17
Views: 17273

PostForum: Modding Workshop   Posted: Fri Nov 13, 2009 1:22 am   Subject: Re: Elements question
Four years old might be considered ancient, I'll admit.  However, I am a card carrying member in good standing of a Luddite cult.  I prefer to use 3C.
  Topic: Elements question
Senior_Drill

Replies: 17
Views: 17273

PostForum: Modding Workshop   Posted: Thu Nov 12, 2009 11:03 pm   Subject: Re: Elements question
In general, yes.  It depends on what it is you are changing.  If you are just replacing elements that have the same height like a Wood Fence for a Stone Fence, then the game will handle the hinderences and evaluate the LOS for adjacent units per the Elements file.  In this case, generating a new LOS, which can take a few hours, would not be necessary.

If you are adding new elements or removing old ones that have significant height (more than 1/2 meter), like trees and buildings, then you do need to spend the processing time to cook a new LOS file.

A note about coding and recoding maps:  Whether you use 3C or 5CC, you need to ensure that you are using the proper Elements file for the version of game your mod is for, and that you have all the tree graphics WITH APPROPRIATE SHADOWS for that version.  Both come with stock trees and a small selection of tree shadows.  If you are using additional trees in the Terrain file, you should make sure that these are in the editors and have additional shadows in the support files.  Nothing looks silllier on a map than having leaf tree shadows for pine trees or pine tree shadows for palm trees.
  Topic: Elements question
Senior_Drill

Replies: 17
Views: 17273

PostForum: Modding Workshop   Posted: Thu Nov 12, 2009 1:21 am   Subject: Re: Elements question
Soldiers do have a height difference by their stance, but I don't have any idea by how much or how the game engine calculates it.  I can't recall an instance where it was noticable to me for my units while attacking, but I have seen the effect while defending.  I've watched as an enemy team in a wheat field become visible when they stood up to run, then disappear when they dropped back to prone.
  Topic: Elements question
Senior_Drill

Replies: 17
Views: 17273

PostForum: Modding Workshop   Posted: Wed Nov 11, 2009 2:54 am   Subject: Re: Elements question
Spinlock wrote (View Post):
when looking over the elements file, there is something that creates some confusion.
For example: The elements 'High grass' and 'Crops' have a height of 2. They also have hindrance values above 0, but the field 'Block los' is set to
false for these elements.
So am i correct in assuming that 2 soldiers laying prone in high grass at any distance would have perfect LOS on each other?
shouldn't the "block los" value be set to true for these elements?


To expand a bit on Tejszd's post:

There is a difference between Hinderence and Block.  Hinderence has three values:  Prone, Crouch and Standing.  The hinderence to LOS in each catagory is a cumlative effect across multiple element tiles.  Cumulative totals across element tiles totaling less than 450 reduce the LOS in each position catagory by increasing factors.  Beyond a total of 450, all LOS is blocked.  Also, line of fire is reduced by Hiderence.  Cumulative totals greater than 350 blocks a line of fire:  You might see them, but can't get a clear shot.  This setting is typically applied to ground and vegatation element types.

Block means, well, it blocks. There is no LOS and no line of fire beyond that element type.  This it typical of walls and fences.  Notice that there is another Block LOS - Block All LOS which blocks any LOS to a unit in an adjacent element tile.  The difference here would be like being behind a wood wall, but one can see through the knot holes and cracks and being behind a stone wall with no sight to the enemy.

Hinderence is the hardest concept to grasp.  Height of the element type per tile plays a factor.  Height is in 1/2 meter increments, so a height of 2 = 1 meter.  A prone soldier gains more hinerence than a crouching soldier and a standing soldier has little to no hinerence on a level LOS for most field type elements, which are typically coded with a Height of 1 and 2.  Elevation is also factored in by the game engine.  On a well coded map, if your soldiers are in a ditch facing a 1 meter tall wheat field, you may see running infantry out to a couple hundred meters, but you may not see crawing infantry until they are very close.
  Topic: Players Debate - Map Sizes
Senior_Drill

Replies: 37
Views: 33694

PostForum: The Mess   Posted: Sat Nov 07, 2009 11:15 pm   Subject: Re: Players Debate #1 - Map Sizes
A definition of "Large" maps, please.  Is this about the larger CC4 and CC5 maps (along with the larger WaR and TLD maps) which most here are familiar with, or the largest type maps from CCMT - the 1km X 1km and 1km X 4km maps, which fewer are familiar with?
  Topic: Indonesian Waffen-SS Volunteers
Senior_Drill

Replies: 20
Views: 128927

PostForum: The Mess   Posted: Sat Nov 07, 2009 5:15 pm   Subject: Re: Indonesian Waffen-SS Volunteers
Panzermayer wrote (View Post):
to add some more photo`s.

capatured after d-day


capatured after d-day


The second photo is  used in Stephen Ambrose's "D-Day".  The soldier is Korean and was captured in Normandy.  In the first photo, he is the one in the front row on the right and the other POW's are also Koreans.  Originally conscripted into a Japanese Construction battalion, they were captured by the Russians in the Manchurian border battles in 1938-39.  They were pressed into service with the Red Army and captured by the Germans in 1941.  Again used as laborers, they were part of a German construction unit used to build the Atlantic Wall in Normandy, where they were captured by the Americans.

It is not known if any of the Koreans ever made it back to Korea.  They were transfered to Soviet control in 1946.
  Topic: How do I get Road to Baghdad?!?
Senior_Drill

Replies: 12
Views: 25276

PostForum: Road to Baghdad   Posted: Sat Nov 07, 2009 3:38 am   Subject: Re: How do I get Road to Baghdad?!?
mooxe wrote (View Post):
You can purchase RtB off of amazon.com. Many copies starting at $1.90 and up.


A buck ninety!   Laughing   Still  $1.85 more than it is worth!   Cool
  Topic: How do I get Road to Baghdad?!?
Senior_Drill

Replies: 12
Views: 25276

PostForum: Road to Baghdad   Posted: Sat Nov 07, 2009 3:29 am   Subject: Re: How do I get Road to Baghdad?!?
I have RtB.  It is not worth the money I paid for it.  It is a bastard red-headed step-child of CCM v3.0 that was stripped of much functionality that compounded many of the bugs already prevelent in v3.0.  The USMC Gazette version of CCM is v3.1 that is still bug ridden, but is far and away better than what RtB is based on.  I know this, because I worked on v3.1's test team.  I would not give RtB to anyone that has any respect for the CC series.

I wil not support any torrent of RtB.  It is that bad.  It is not CC.  It has a bad production history and it shows in the work.  It is crap that I would not wish on my worst enemy.

I will support any porting of RtB maps, data and (mostly worthless) graphics to CCMT by a modding team for files, but will not do any more production work other than the Data Workbook and the Revised QClone for RtB & CCM v3.1 thatI have done and are already posted in the Downloads here.

You really, really, really don't want to waste your time and assests on RtB.
  Topic: Re-Release?
Senior_Drill

Replies: 26
Views: 25563

PostForum: Close Combat 2: A Bridge Too Far   Posted: Sat Nov 07, 2009 12:13 am   Subject: Re: Re-Release?
pvt_Grunt wrote (View Post):
CSO_Talorgan wrote (View Post):
What month of the year would you release a game in?


All of them  Cool


Even in months with no "r"s?    Shocked


dj wrote (View Post):

I sure hope it will be made for Macintosh computers again.


Don't bet on it.   Rolling Eyes
  Topic: The USS New York
Senior_Drill

Replies: 9
Views: 9273

PostForum: The Mess   Posted: Mon Nov 02, 2009 11:48 pm   Subject: Re: The USS New York
I think that if you look deep enough into this, you will find a whole lot more US Congressional influence than US military posturing.  One man's symbology is another man's yawn.  Did you also catch from other sources that the majority of the crew are native New Yorkers?  By individual request.  So it means something to them and in a sense to the entire US, but you would be very hard pressed to find a concensus on that to be much more than, "Oh.  Really?  That's cool, I guess.  Did you watch the ball game?"

From the Wikipedia of the San Antionio (yet another "symbolic" US city) class LPD-21:

7.5 short tons (6.8 t) of the steel used in the ship's construction came from the rubble of the World Trade Center. The steel was melted down at Amite Foundry and Machine in Amite, Louisiana, to cast the ship's bow section. It was poured into the molds on 9 September 2003, with 7 short tons (6.4 t) cast to form the ship's "stem bar" — part of the ship's bow.   6.4 tons of a total displacement of 24,900 tons.  For a part that is below the water line.  And juts out in front of the prow.  

Yeah, that's kinda cool, I guess.  What does it symbolize?  A variety of emotions to a small fraction number of Americans.  A media hype event for this week's news to most.  The answer to a 2000-2010 Trivial Pursuit Edition question.  Yesterday's news next month.  And, quite frankly, as Therion pointed out, an example of recycling.  I have an cigarette ashtray made of Mt. Saint Helens' ash.  Does that symbolize the mountain, the lives lost, the forests flattended, the sections of land (a section is 640 acres) that had belonged to Burlington Northern Railroad or the Bureau of Land Management that landed 250 miles away?

It means whatever you want it to mean to you, man.  Just don't expect me to go along on your trip.
  Topic: how do i get cc5 mods working with TLD cc5
Senior_Drill

Replies: 3
Views: 5551

PostForum: Close Combat The Longest Day   Posted: Sun Nov 01, 2009 4:10 pm   Subject: Re: how do i get cc5 mods working with TLD cc5
The primary reasons CC5 mods will not play in CCTLD Classic CC5 are:

1.  Different .EXE (Note that CC5 mods are made for the patched CC5.exe and many don't play nice with the unpatched CC5.exe).
2.  Different data file formats.

That being said, it is a whole lot easier, but still takes some effort. to convert CC5 mods to play in CCTLD Classic CC5.  The number of maps and the number of campaign days are the same, unlike with CCTLD.  Mod work can be done now, but might require updating once the CCTLD patch is finalized because CCTLD and CCTLD's Classic CC5 use the same .exe.  Simplier mods that are only data and graphic changes can be done now without need of updates.

CC5 mod .ADB files should be extracted with the Revised QClone .INI files for CC4 and CC5 ( http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=44969#44969 )
  Topic: No hit kills - Prove it!
Senior_Drill

Replies: 10
Views: 9723

PostForum: The Mess   Posted: Sat Oct 31, 2009 2:22 am   Subject: Re: No hit kills - Prove it!
Gen_Jack wrote (View Post):
Therion wrote (View Post):
Frankly, breaking a glass wouldn't mean anything. Dropping a glass from 50cm can break it. Dropping a human won't.


Exactly, if it can't break a glass it ain't going to brak a human.


Beware of blanket statements.  Cheap chinese made table ware ain't the same thing as oven proof Pyrex.  Once watched a bartender drop an obnoxious drunk to the floor from one smack to the forehead with the base of a tempered mixing glass. It didn't leave a mark on the glass!   Laughing

I have the same opinion of the concensus here, though; it might effect your hearing, but it ain't gonna kill ya.  What you don't want to test in person is the effect of being in close proximity to the muzzle blast from large calibre navel guns - 15 inch and larger.  That kind of overpressure can mess you up big time.
  Topic: Close Combat Marines Version 3.1 ?
Senior_Drill

Replies: 10
Views: 24079

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Fri Oct 30, 2009 11:26 pm   Subject: Re: Close Combat Marines Version 3.1 ?
ogrando wrote (View Post):
I read that in CCM there are civilians too. But I have CCM 3.1 and it seems CCMT, in it there aren't civilian. There are different version of CCM?


Yes.
  Topic: Mission Terminology
Senior_Drill

Replies: 10
Views: 14698

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Fri Oct 30, 2009 11:20 pm   Subject: Re: Mission Terminology
CCM v3.1 was distrubuted through a disc included in one edition of The Marine Corps Gazette.  The disc install adds a Training Documentation folder with the relevent USMC manuals, which would answer your questions.  If your copy of CCM v3.1 does not have a filled Training Documentation folder, then you don't have the disc, or a true copy of the disc.

So sad for you.
  Topic: error in cc5 grand campaign
Senior_Drill

Replies: 3
Views: 4818

PostForum: Close Combat 5: Invasion Normandy   Posted: Fri Oct 30, 2009 11:10 pm   Subject: Re: error in cc5 grand campaign
Albeert, I am sorry that no one answered you before this.  I believe that what you and your opponent have run into is one of the bugs in CC5.  Your grand campaign may be stuck there and can not be fixed unless you have a saved game from a prior turn.

I don't recall all the possibilities, so hopefully someone else will now post an answer about what your options are.
  Topic: Wacht Am Rhein - Bug Reports
Senior_Drill

Replies: 177
Views: 134472

PostForum: Close Combat Wacht am Rhein   Posted: Thu Oct 29, 2009 12:07 am   Subject: Re: WaR bug and mistake thread…
Good point, Mooxe!  The entire team in the Team Monitor reports as on Ambush.  If the team was put on Defend, most would report "Can't see" or "No target".  I have seen that many times in CC3 through TLD where one man in the team can see someone of lesser value than the rest, but no one can draw a bead on the highest value member of the target.  LOS seems to be there, but when you order a shot, they won't fire on the Tail End Charlie if a leader or higher value weapon holder is still out of LOS.  Nature of the game!
  Topic: No hit kills - Prove it!
Senior_Drill

Replies: 10
Views: 9723

PostForum: The Mess   Posted: Wed Oct 28, 2009 11:33 pm   Subject: Re: No hit kills - Prove it!
Mooxe, what is their definition of "close"?  One centimetre or 1 metre?  For the .50 cal, which type ammo - M2 Ball (856 mps - Mach 2.4), M23 Incendiary (1036 mps - Mach 3), or M903 SLAP (1219 mps - Mach 3.5)?  Something going Mach 3.5 going passed my ear only 1 cm away probably would hurt my ear.  At 1 meter from my ear, it would still be a loud "Crack", and might make my ear ring for a while.

Again, which type of 25mm ammo fired from what?  Lots of ammo types to choose from and weapons that fire them, each with some difference in muzzle velocity, but generally speaking, all produce Mach 3+ velocities.  Several thousand Joules of energy zipping past in a micro-burst super sonic shock wave.

For either calibre ammo, the Inverse Square Law is your friend - the greater the distance, the less the effect.  Then there is MET-T, angle of incidence, clothing, ballistic protection and hearing protection worn to be factored in.  It has gotta hurt if just a few millimetres away from yer noggin, but might just be another bastardly aspect of a truely fucked up day at multiple cm's.

I nominate the jerk that makes the Jackass movies to be the test subject for a clinical trial, with a less than accurate gunner.   Twisted Evil
  Topic: Wacht Am Rhein - Bug Reports
Senior_Drill

Replies: 177
Views: 134472

PostForum: Close Combat Wacht am Rhein   Posted: Wed Oct 28, 2009 10:45 pm   Subject: Re: WaR bug and mistake thread…
funky_ribar wrote (View Post):
khm, ok this is not somethin new but nevertheless, i have installed latest patch and still same crap bugs... Confused also, AT guns got too quickly discovered, although they were fixed on ambush, hmhmh


I've tried to replicate this three times now and I cannot get LOS through the second building, let alone to the road where your slaughter is.
 
 
 
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