AT and AI guns in buildings
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Close Combat Series -> Close Combat The Longest Day

#1: AT and AI guns in buildings Author: brunel PostPosted: Sat May 02, 2015 2:25 pm
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Hello, how can I edit CC The Longest Day Battle of Berlin mod so small field artillery fits inside buildings? Im thinking of the German 75mm infantry gun. The 50mm AT gun will go inside some buildings and bunkers which improves its lifespan dramatically. I find in general AT guns are a waste of space and rarely destroy any tanks (maybe the odd kill at the start of the game before they are spotted). By contrast the Meuse mod is much better for AT guns, which are harder to spot.

Thanks

#2: Re: AT and AI guns in buildings Author: Schmal_Turm PostPosted: Sat May 02, 2015 6:41 pm
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brunel,

What I find works for me to increase the effectiveness of AT guns is to literally bury them into the woods so that they are pretty much unable to see out of them except when maybe a tank comes into a small fire area. What this means is that from the enemies POV they are unable to see them at all from their start positions. The fire line, when it is available for the AT gun, is best for survivability if the line is a darker green, not the sure fire bright green. This generally entails having to have the gun as a dedicated hot key so as to fire as soon as an enemy tank comes into view. This also means that a number of the shots will be misses but this way the target has a very difficult time figuring out where the shots are coming from. Also, try to have the shot on individual targets. If there are a number of tanks that are possible targets when shooting the chances of surviving are considerably reduced.

#3: Re: AT and AI guns in buildings Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sat May 02, 2015 7:09 pm
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brunel wrote (View Post):
Im thinking of the German 75mm infantry gun. The 50mm AT gun will go inside some buildings and bunkers which improves its lifespan dramatically.
Thanks

I have never played this mod. Do these guns not fit in the same type of buildings?

#4: Re: AT and AI guns in buildings Author: Dima PostPosted: Sun May 03, 2015 12:53 am
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Could anyone show me 5 photos of Pak38/50 in buildings?

#5: Re: AT and AI guns in buildings Author: vobbnobb PostPosted: Sun May 03, 2015 1:49 am
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I know the meuse mod does pretty good of letting you put them in buildings. Maybe try 1 story buildings only? Perhaps one with no roof? Maybe it won't allow it.

I agree with schmal
Making a pit would work, but I forgot how you do that in campaign mode(battle group needs to have rest command to dig in?) Trees cover and brush will work ok against mortars high ground with tree cover and soft ground or weapons pit is the 2nd best to a building protection

#6: Re: AT and AI guns in buildings Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun May 03, 2015 10:09 am
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Dima wrote (View Post):
Could anyone show me 5 photos of Pak38/50 in buildings?

I am sure that you know that the Germans had several types of bunkers to house various calibers of guns:
http://www.fortiff.be/regelbau/index.php?page=r667
http://www.fortiff.be/regelbau/index.php?page=r699
http://www.bunkerpictures.nl/sources-typology.htm

As for normal buildings: in CC putting guns in buildings is the only way to prevent them from getting mortared and somewhat mimic the difficulty tanks should have to spot guns. The peculiarities of CC make it sometimes necessary, in my opinion, to allow for 'unrealistic' solutions in game.

#7: Re: AT and AI guns in buildings Author: brunel PostPosted: Sun May 03, 2015 2:52 pm
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Thanks for the advice but it doesn't answer my question. I have tried putting the 75mm IG in buildings and it won't let me. Yet the 50mm will. There must be a way to edit the mod.

#8: Re: AT and AI guns in buildings Author: TejszdLocation: Canada PostPosted: Sun May 03, 2015 4:02 pm
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Have you downloaded the TLD spreadsheet workbook?

In it you will see what the column values are for the various text data files for the game and can look up that gun to try changing some values.

Start with the Axsteams.txt file to find the unit which will then point you to a line/vehicle in the Vehicles.txt file (guns are considered a vehicle in CC). Then try changing some values; vehicle size and or object size.  Back in the team file there is also unit Type that could come into play also within the exe (ex. type=med or heavy maybe can't go into a building even though they are small in size in the vehicle file).

#9: Re: AT and AI guns in buildings Author: Dima PostPosted: Mon May 04, 2015 12:07 am
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Pete wrote (View Post):
Dima wrote (View Post):
Could anyone show me 5 photos of Pak38/50 in buildings?

I am sure that you know that the Germans had several types of bunkers to house various calibers of guns:
http://www.fortiff.be/regelbau/index.php?page=r667
http://www.fortiff.be/regelbau/index.php?page=r699
http://www.bunkerpictures.nl/sources-typology.htm

the guns located in bunkers didn't have wheels to move and were installed in the bunkers.

Quote:
As for normal buildings: in CC putting guns in buildings is the only way to prevent them from getting mortared and somewhat mimic the difficulty tanks should have to spot guns. The peculiarities of CC make it sometimes necessary, in my opinion, to allow for 'unrealistic' solutions in game.

that all depends of data files.
with a good data guns are not so easy to kill with mortars.

#10: Re: AT and AI guns in buildings Author: PeteLocation: Nijmegen, Netherlands PostPosted: Mon May 04, 2015 11:02 am
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So we have now hijacked this thread  Wink
Dima wrote (View Post):

the guns located in bunkers didn't have wheels to move and were installed in the bunkers.

I understand where this comes from because it is true for the 4.7cm Festungpak or the converted 5cm KwK but the Germans also built very large bunkers where heavy guns could be wheeled in and out. For instance the types 625 and 700 (follow link - note the gun ramp) . I have been in bunkers where a 10,5cm gun could be wheeld in and out.



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