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Dima

Rep: 87.3
votes: 16


PostPosted: Sat Sep 22, 2007 2:29 am Post subject: TRSM v092 bug thread Reply with quote

Report all the bugs/flaws of v092 here

provide screenshot if possible plz.

Bugfixer1(v092) is available.

Installation:

1)Install GJS 4.4.pln
2)Install TRSM_v092.pln
3)Extract bugfixer content to your CC5 folder (where u install TRSM).
4)Click Overwrite when the system asks.

Changes:

-AC Sniper Group pic chnged.
-Sherman V Crab lost coax MG, got 2" bombthrower Smile.
-Sherman IIIDD was replaced by Sherman IIDD (weaker frontal armor).
-Sherman DD got 4" smoke dischargers (2 shells).
-6-pdr ATG got HE shells.
-Achiless turret rotation speed increased slightly.
-M10/Achiless lost it's .50cal.
-Centaur/Cromwell VI ammo load was chnged to have higher proportion of smoke shells.
-Bow BESA has wider fire angle now.
-Ouisterham was fixed (no more cut off supplies w/o reason).
-other small tweaks.



bugfixer(01_October)_v092.zip
 Description:

Download
 Filename:  bugfixer(01_October)_v092.zip
 Filesize:  67.27 KB
 Downloaded:  616 Time(s)



Last edited by Dima on Wed Oct 31, 2007 9:40 pm; edited 2 times in total
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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Sun Sep 23, 2007 5:16 am Post subject: crash Reply with quote

crash to exe.

just destroyed a mkivg a min or so ,after this screan shot(i was taking picture to show LOS on this map weird, sherman and piat bren carrier could Fire at Mkivg, and the 222 2cm, but none could return fire!)

i think one of the vehicles may of made the error after destruction(either the 223 with 75mm gun or the 222 with 2cm,both destroyed similar times.





tack


espree de corp
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Dima

Rep: 87.3
votes: 16


PostPosted: Sun Sep 23, 2007 9:30 am Post subject: Reply with quote

Quote:
just destroyed a mkivg a min or so ,after this screan shot(i was taking picture to show LOS on this map weird, sherman and piat bren carrier could Fire at Mkivg, and the 222 2cm, but none could return fire!)

didn't chnge LOS for TRSM - it's same as in GJS 4.4.

Quote:
i think one of the vehicles may of made the error after destruction(either the 223 with 75mm gun or the 222 with 2cm,both destroyed similar times.

no,Tack, neither 233 nor 222 causes the CTD (have just tested). Guess it was just bad luck and yer PC preferences (like DirectDraw error u had reported recently).

btw do u use Vista?
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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Sun Sep 23, 2007 10:17 am Post subject: strange Reply with quote

this PC is about 4 weeks old, new downloaded or off CD of windows XPsp2, with full updates, all latest drivers.

Usually when i get crashes to desktop,its a vehicle graphic,can say that 90%+ of the time.

ill take note of crashes,units taken,as it could be either side. only NEW vehicle to BG i seen here is the little armoured car with bren gun'daimler mkII'.


espree de corp
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Ost_KinsK

Rep: 11.6


PostPosted: Mon Sep 24, 2007 9:17 pm Post subject: Super germans AT vs Bad Achilles Reply with quote

Dima, fantastict sub mod but,

3 Achilles and 2 AEC vs 1 SS Pack 40 (bunker)
15min fighiting

results:

2 Achilles and 1 AEC destroyed (15min frontal fight)


and Achilles shot are bad to search ambush ats in headgs.
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Lawyer




PostPosted: Mon Sep 24, 2007 11:18 pm Post subject: Reply with quote

Hi Dima,

It's not really a bug but I wanted to share this. Maybe you can do something about it.

First, the SS command Tiger in sSS panzer ablt. 101 can't have a high rank like captain or lieutnant. They are stuck with a lower rank just like any squad leader. In battle, it affects their command radius. Here is a screenshot of the highest ranked Tiger commander i could have as first platoon command spot. It is also considered like a simple leader and not like a commander.



Same thing happens with SS Command pz IIIM.



Finally, the SS Command Panther does have Heer uniforms and marking instead of SS when on battlegroup screen.




Here again, same thing happens to ss panther D


Also, SS command panther A and panther D share the same picture with their Heer counterpart.

This being said, it doesn't affect gameplay that much but it would be great to fight with a Hauptsturmfuhrer's Tiger Wink
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Dima

Rep: 87.3
votes: 16


PostPosted: Fri Sep 28, 2007 6:53 am Post subject: Reply with quote

Quote:
3 Achilles and 2 AEC vs 1 SS Pack 40 (bunker)
15min fighiting
results:
2 Achilles and 1 AEC destroyed (15min frontal fight)

good results Smile.
Btw it couldn't be Pak40 as big guns don't fit houses/bunkers in TRSM.

Quote:
and Achilles shot are bad to search ambush ats in headgs.

in new version or patch Achilles will have some HE shells.

Quote:
Finally, the SS Command Panther does have Heer uniforms and marking instead of SS when on battlegroup screen.

will fix Smile.

Quote:
This being said, it doesn't affect gameplay that much but it would be great to fight with a Hauptsturmfuhrer's Tiger

not sure if it is possible...never paid attention to it but will try to test.
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golani_2

Rep: 5.6


PostPosted: Fri Sep 28, 2007 1:37 pm Post subject: Reply with quote

Hi Dima,
Firstly I wanted to say that I follow your work for a while now and I think your'e doing a great job...keep it up!

What I did found in the new version is that the icon for the sniper team (at least that of the 8/3) shows an ack flamethrower insted of a sniper...
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Ost_KinsK

Rep: 11.6


PostPosted: Fri Sep 28, 2007 6:40 pm Post subject: Reply with quote

sorry Dima,
was a SS spzb 41... (Horsshoel Woods Bunker)
5 tanks shooting by 15 min.

first we can see the AT and we shoot in the bunker, later 4 tanks can see the at but no results

i say to FF Ryoma in this battle:

i need a nuclear arm!! Smile


is it, i think Achiles need more power to shoot in headgs, to search and destroy invisible ats...


but i love the mod, i play sas utah overlord and gjs trsm

thx 4 the sub mod, great job!!
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Dima

Rep: 87.3
votes: 16


PostPosted: Sat Sep 29, 2007 7:48 am Post subject: Reply with quote

Quote:
What I did found in the new version is that the icon for the sniper team (at least that of the 8/3) shows an ack flamethrower insted of a sniper...

thnx, that's AC Sniper Group - will fix.

Quote:
is it, i think Achiles need more power to shoot in headgs, to search and destroy invisible ats...

ye as i told already - it will have some HE shells in either new ver or bugfixer/patch for v092.

Quote:
was a SS spzb 41... (Horsshoel Woods Bunker)
5 tanks shooting by 15 min.

bad luck Razz
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ronson

Rep: 36.7
votes: 5


PostPosted: Sat Sep 29, 2007 12:36 pm Post subject: 17pdr HE Reply with quote

Quote:
ye as i told already - it will have some HE shells in either new ver or bugfixer/patch for v092.


Have a careful look at this before rushing in to change it. The issue of 17pdr HE shells in June '44 to front line units is confusing to say the least, some sources cliaming that it was issued this early, while others claim that it was not.

It is a fact that it was issued and used later in the Normandy campaign, but on a VERY limited scale, something like only 5% of the ammo load for 17pdr Anti Tank Batteries(works out at around 5 rds per gun).
The 6pdr batteries would carry up to 25% HE, working out to around 20-25 rds.

The M10 batteries using the 3inch gun had a much higher porportion, as much as 30% HE was used, (ammo load for the M10 was 59 on board, this reduced for the Achilles down to 50 rds).

There was also a reluctant attitude by some senior artillery officers to use HE ammunition with Anti-Tank guns, as it was thought to increase barrel wear consequently reducing the accuracy when the gun was required to perform its chief function.

I'm not coming down one side or the other on this subject, my reason for posting is just to make some of the facts and thoughts of the time available to you before you make your decision.

Cheers
Ronson

By the way .......Superb Mod Very Happy


GR member Ronson1  ac 4247033
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Dima

Rep: 87.3
votes: 16


PostPosted: Sat Sep 29, 2007 10:47 pm Post subject: Reply with quote

Quote:
Have a careful look at this before rushing in to change it. The issue of 17pdr HE shells in June '44 to front line units is confusing to say the least, some sources cliaming that it was issued this early, while others claim that it was not.

u r correct here. messed up 6pdr HE and 17pdr HE issue.
6pdr HE shells will be added not 17pdr.

Quote:
I'm not coming down one side or the other on this subject, my reason for posting is just to make some of the facts and thoughts of the time available to you before you make your decision.

thnx, v appreciated.
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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Mon Oct 01, 2007 12:14 am Post subject: excellent! Reply with quote

some HE for my belovered 6lb!

many mods issue on average 40+ rds of AP for the 6lb, i assume u have data on normal combat load for 6lb in that handbook dima? i always seem to run out of ammo fast. ammo crates usually dictate rds per piece(i only learned bazoka team carried 3rds per person,in 3 rd packs. same for morters, i think it was 8 rd crates.


espree de corp
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Dima

Rep: 87.3
votes: 16


PostPosted: Mon Oct 01, 2007 12:37 am Post subject: Reply with quote

Quote:
some HE for my belovered 6lb!

ye Smile.

Quote:
many mods issue on average 40+ rds of AP for the 6lb, i assume u have data on normal combat load for 6lb in that handbook dima?

WE gives 54rnds per gun in 9 boxes so 6rnds per box.
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Dima

Rep: 87.3
votes: 16


PostPosted: Mon Oct 01, 2007 3:17 am Post subject: Reply with quote

get bugfixer1:
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=24730#24730
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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Mon Oct 01, 2007 7:39 am Post subject: got it Reply with quote

got download, and cant wait to check out me little baby 6lb.


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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Fri Oct 05, 2007 1:04 pm Post subject: leibsey woods Reply with quote

leibsey woods, the map right of caen, its got different preview map(little one bottom left in GC) then it is. in gjs this map looks different, currently its the woods left,church and crossroads centre and massive mine field to right, gjs one is more hedgerows,roads...


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HerrGothic

Rep: 0.3


PostPosted: Sat Oct 06, 2007 5:21 pm Post subject: Reply with quote

Hi Dima,

I found a couple of small bugs, I think one might be a CC bug.

1. Pictures for SdKfz 222 and 221 are incorrect, they show a Sherman when it should be an armoured car.

2. Turret rotation for SdKfz 222, and probably 221, is incorrect. Axis of rotation is around the tip of the gun, when it should be the center of the turret.

Sean
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Dima

Rep: 87.3
votes: 16


PostPosted: Tue Oct 09, 2007 9:19 pm Post subject: Reply with quote

HerrGothic,

that all was fixed in v092_bugfixer1. check if u have that installed.
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HerrGothic

Rep: 0.3


PostPosted: Wed Oct 10, 2007 8:55 am Post subject: Reply with quote

SdKfz 233 pic is Gianormous.

Sean
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