Dima
Rep: 87.3 votes: 16
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Posted: Wed Oct 31, 2007 9:35 pm Post subject: TRSM v094 |
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Download v094:
http://www.closecombatseries.net/CCS/modules.php?name=Downloads&d_op=getit&lid=3887
Installation:
1)Install GJS 4.4
2)Delete old TRSM pln (if u have any)
3)Install GJS_4.4_TRSM_v094
4)Extract content of bugfixer(if any available for current version).
4)Play it.
changes in v094:
PzIVC - there was PzWurfMine(kz) in weapons - fixed.
Puma - received KwK39/1 instead of KwK39 - slower ROF.
Mot Gun Group - had K98k instead of BREN - fixed.
3.7/4.5/4.7cm Pak - HEAT ammo reduced to 1 (was 2).
Sherman VDD - got 2" bomb thrower instead of 2 4" smoke dischargers.
Crusader AA - got 2 20mm Polsten instead of 1 20mm Oerlikon.
Allied AVF crews got Sten Mk.III instead of Sten Mk.II.
3" mortar min range was reduced to 230m (was 250m).
RPzB.43/54 min range was extended to 30m (was 25m).
Some adjustments to armor values.
GC TRSM - any allied BG can land on any beach map from PEB to Ouisterham if its default landing beach is occupied.
GC TRSM - all the beach maps give supply route.
GC TRSM - 5/6Para(at Pegasus from start) can cause CC5 bug - if it moves at first turn and captures Benouville, 9/3 Brit will enter Ouiserham from Benouville instead of sea.
I can c only 2 solutions for now:
1)don't move 5/3Para at turn 1.
2)german player should intercept 5/3Para with 192/21pz at turn 1.
Main changes from GJS:
-for v094 only elite vs elite difficulty settings work correct.
-new GC.
-GJS 4.3 Basly map replaced GJS 4.4 Lebisey Woods map.
-new soundmod.
-all the data was revisited.
-some new weapon icons.
-most of maps have VLs replaced and new ones added.
-virtually all the inf teams were revisited to be more historical.
-inf teams were organized as close to their historical training manuals and tactical employment as possible in CC5.
-many new teams.
-most of the team names were chnged to be more historical.
-all the vehicles and guns were revisited.
-many new vehicles and guns added.
-some vehciles and guns were removed.
-all the FPs were revisited and reorganized.
-7 BGs were changed for Germans.
-3 BGs were changed for allies.
-all the open-tops are much less vulnerable to mortars.
-alot of new weapons added.
-3th Cdn ID has it's own diferences from british IDs.
-various surprises.
-much more.
Features:
-Hvy ACs/Open top TDs/AA tanx r invulnerable to small arms.
-Hvy guns/Field Guns don't fit houses/bunkers.
-Guns in open don't dig gun-pit (useless thing in CC).
-8cm/8.1cm/8.2cm/3-inch mortars are grouped in pairs.
-Inf-held AT weapons r not that effective vs tanx frontal armor, try to get flank/rear shots.
-RPzB/PIAT is able to engage any target (inf/area/vehicles)
-PzF/Faust is able to engage vehicles only.
-Crocodile is virtually invulnerable from frontal projection.
-Tiger/Panther is virtually invulnerable from frontal projection.
-Tiger/Panther/Firefly have v slow ROF (like 2 times slower than SHerman/Cromwell/PzIV).
-AT guns have faster ROF than tanx - think twice when u r to engage ATG with tank .
-Cdn and Para Bgs dont have APDS (SP) for their 6-pdr.
-CDn units don't have 17-pdr.
-german Armored BGs r v hvy on tanx - they really need it .
-german and UK Armd BGs have v few large inf teams (6+men) so use them wisely.
-AL Bg gets Cromwells instead of Tetrarchs if u reinforce on 20th June onwards.
-Para Bgs get some armd support if u reinforce on 7-8th onwards.
-Para Bgs have diferent composition before and after reinforcement.
-some Para and Commandos teams have squad integrated 2" mortar - works like SB but with min range of 50m.
-all brit built tanx/conversions as well as unis have 2" bomb throwers that fires smoke bombs.
-ask, ask.
Ranges:
-Med mortars - min range - 200-250m depending on type of mortar and shell.
-2" mortar - min range -50m, max range - 460m.
-5cm mortar -min range - 50m, max range - 800m.
-PzF30 - min range -5m, max range - 35m.
-Faust - min range -5m, max range 30m.
-GzB39 - max range - 100m (HEAT), 280m (HE).
-SB - max range - 30m(HEAT), 250 (HE).
-EY - max range -200m.
-RPzB.43/54 - min range -25m, max range - 160m.
-PIAT - max range - 100m.
-4"/9.1cm smoke dischargers - max range - 30m.
-2" bomb throwers - min range -20m, max - 137m.
-FlW.41 - max range 30m.
-1.4cm FlW - max range -40m.
-Lifebouy Mk2 - max range 30m
-Wasp - max range - 50m.
-Crocodile - max range - 75m.
-290mm Spigot - min range - 40m, max range - 120m.
-US 37mm guns fire cannister shells at up to 150m.
-3.7cm/4.5cm/4.7cm pak fire HEAT mine at up to 200m.
-ask if i forgot to mention any.
Known issues:
-SdKfz 222 has misplaced turret.
-SdKfz 221 has wrong and misplaced turret.
-Staghound AA has wrong turret.
-many new teams have 'old' pics.
-most of new vehicles have shared wrecks with 'old' vehicles.
-report on CCS other
Fixes in v091:
-SMGs fire now.
-leMG42 fires now.
-GC TRSM is fixed (Ouisterham).
-icons fixed.
-crusader AA turret fixed.
-AC Assault Group fixed.
-4.5cm HEAT shells added.
-other.
Thanks go to:
Atilla
Cathares
Final_drive
AT_Action_Jackson
Vlasman
StuG_Polemarchos
TT
Luer/Moloch
Manoi
Tejszd
AT_stalky
All who made CC moding tools
mooxe and CCS team
All of u who was waiting, supporting and pushing on me (w/o u i wouldn't release it publicly for much longer time). |
Last edited by Dima on Mon Jul 14, 2008 8:38 am; edited 3 times in total |
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Dima
Rep: 87.3 votes: 16
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Posted: Sun Nov 04, 2007 8:37 pm Post subject: |
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v094 has been uploaded. |
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ANZAC_Tack
Rep: 22.3 votes: 1
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Posted: Sun Nov 04, 2007 11:11 pm Post subject: ! |
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v.94?
typo mistake ?
whats the changes from .93?
tack |
espree de corp |
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Dima
Rep: 87.3 votes: 16
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Posted: Sun Nov 04, 2007 11:42 pm Post subject: |
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Tack,
v093 was bugged (somehow new files didn't replace old in archive), so i had to fix those mistakes and upload new pln. To not mistake it with bugged 093 it received 094 title . |
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tigercub
Rep: 23.5 votes: 2
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Posted: Mon Nov 05, 2007 8:17 am Post subject: problem me. |
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Dima wrote:
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Tack,
v093 was bugged (somehow new files didn't replace old in archive), so i had to fix those mistakes and upload new pln. To not mistake it with bugged 093 it received 094 title .
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unloaded & deleted old new ver094 will not load looking for TxT file what do i need to do?
Tiger! |
The best Target is the one you just Hit!
Started with CC1 Demo |
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Dima
Rep: 87.3 votes: 16
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Posted: Thu Nov 08, 2007 7:18 am Post subject: |
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v094 was added to CCS dld section - thnx to mooxe. |
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tigercub
Rep: 23.5 votes: 2
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Posted: Thu Nov 08, 2007 11:09 pm Post subject: |
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Dima wrote:
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v094 was added to CCS dld section - thnx to mooxe.
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unloaded & deleted old ,new ver094 will not load looking for TxT file what do i need to do?
Tiger! |
The best Target is the one you just Hit!
Started with CC1 Demo |
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Dima
Rep: 87.3 votes: 16
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Posted: Fri Nov 09, 2007 7:42 am Post subject: |
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anyone has same prob as tiger? |
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Chewy2
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Posted: Sun Nov 11, 2007 11:01 pm Post subject: |
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n/m fixed my problem. |
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tigercub
Rep: 23.5 votes: 2
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Posted: Sun Nov 11, 2007 11:15 pm Post subject: |
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Chewy2 wrote:
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n/m fixed my problem.
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n/m? |
The best Target is the one you just Hit!
Started with CC1 Demo |
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Chewy2
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Posted: Wed Nov 14, 2007 5:24 am Post subject: |
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nevermind or it can mean nothing much depending on the context of the sentence. |
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tigercub
Rep: 23.5 votes: 2
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Posted: Wed Nov 21, 2007 11:27 pm Post subject: |
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unloaded & deleted old ,new ver094 will not load looking for TxT file what do i need to do?
i still have this problem! went back to playing ver 092
Tiger! |
The best Target is the one you just Hit!
Started with CC1 Demo |
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Dima
Rep: 87.3 votes: 16
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flick
Rep: 17.6
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Posted: Mon Feb 25, 2008 8:22 pm Post subject: |
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Thanks for all this work, but I have a couple of questions. Are there any different features to the grand campaign when playing elite vs elite?
"for v094 only elite vs elite difficulty settings work correct" |
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Dima
Rep: 87.3 votes: 16
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Posted: Wed Mar 05, 2008 2:36 pm Post subject: |
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Quote:
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Are there any different features to the grand campaign when playing elite vs elite?
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the only one that works. other setting may result pzgrens for the beach units or something like that. |
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