ringoblood wrote (View Post): |
Will this Mod be made for CoI too, or just CC3 or do i misunderstand that its a Mod for CC5? Thanks for much for you work Dizz.
Josh |
paratmar wrote (View Post): |
God bless You!!! And I would help you to make VL on maps, for to help AI path the way correctly, Could you help me to make VL on maps? Many thanks)
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qwaqwe wrote (View Post): |
God bless you! If you have 30 maps, you can do whole battle, not only the south sector |
Sequoia wrote (View Post): |
Hello:
It's a great idea. Dou yo have the KOSAVE II stuff? It's an US Army 1998 study about the Operation Citadelle's south pincer. Contain useful data for wargaming the Army Group South attack. You can find the in xls and doc format from http://www.vy75dial.pipex.com/data.html using the web. archve.org wayback machine, and In pdf file at https://apps.dtic.mil/dtic/tr/fulltext/u2/a360311.pdf Dou you know that the Soviet introduced new rank insignia in january 1943? Bye. |
qwaqwe wrote (View Post): |
Suggestions:
1. Number of victory points should be small, 3 is enough. 5 should be maximum. 2. Please do german AI aggressive, attack and attack only. |
qwaqwe wrote (View Post): |
How many time approximately work will take till beta? |
qwaqwe wrote (View Post): |
As i known uniform color didn't change.
More green it when uniform is new, and when it faded it became more yellow. |
qwaqwe wrote (View Post): |
No NKVD and no militia. Penal battalion yes - 8th separate penal batallion. Also 132 rifle division and 140 rifle division had 1 penal company per division. |
Sequoia wrote (View Post): |
About the uniforms, the soviet soldiers in the frontline wore summer field uniforms (cotton) or winter uniforms (woollen) in khaki colour. The shirts and trousers in summer are more prone to fade due exposure to sunlight. Plus variations in dyes used. Red Army swapped from winter to summer clothes in May.
The most important changes in the uniform were in the gymnastiorka (shirt) in January 1943, from folded open collar to high collar and the addition of shoulder boards where the new rank insignia were placed (to olders were in the collar). |
qwaqwe wrote (View Post): |
8th penal battalion was deployed near Ponyri. |
qwaqwe wrote (View Post): |
Political commissar is not from NKVD and from 1943 they usualy not used as commanders in battles. |
Drizzt wrote (View Post): |
Hi everyone,
I write this post to inform the community that I have started to work on TLD Kursk mod: it has been in my mind for many time, now I have started seriously the work. I will use this thread to ask help, if necessary. Porting a mod requires many time. Porting an unfinished and never tested mod it requires more than many time. The user Waldganger has started this project for CC5 many years ago: he has done a beautiful graphic work and he has created the mod Data, but his excellent work needs anyway a rework (it's normal: the mod it was a work in progress). For example, about forcepools, all Wehrmarcht forcepools are filled with SS units (same thing for the guards units in regular Russian battlegroups) : they must be totally remade. I will also add some BGs (for sure) and some teams (probably). The mod it's focused on a specific portion of the south sector of the Kursk salient: the 4th Panzer Army faces the 6th Guards Army, some elements of 69 Army, the reserves of the Voronezh front (the real reserves of this front and the 1st Tank Army deployed deep) and later some of the best units of the Steppe front. I have already done a research work to rework forcepools in the best way possible. About sounds: The main and most important sound.sfx file has been created by Waldganger: I will see if there will be some work to do on it, but it’s already made. All other sounds files are a secondary and easy thing. About maps: there are at least 30 (CC3) kursk style custom maps that can be used in a very good way for this mod (I have already done this selection), and a “pool” of 20-25 possible maps to choose the remaining 14 maps. For sure, maps need a full BTD files work (not only a work to port them to TLD; this work is necessary in any case) and probably some work on .txt files and/or elements Data file. I have already finished the porting work for CCImages.px file. Now I’m working on maps. I hope I will not find bugs and/or missing files in azp files (could be a real problem) and to work on this project with continuity. That’s all for now. Drizzt |
qwaqwe wrote (View Post): |
I think that molotov cocktails didn't use in Kursk battle and and from 1943 at all. |
southern_land wrote (View Post): |
What maps are you using? The old CC3/COI Kursk style maps? |
qwaqwe wrote (View Post): |
Can you do all infantry team will have 10 soldiers? |
qwaqwe wrote (View Post): |
Please make art and mortar barrage more deadly. |
qwaqwe wrote (View Post): |
Theoretical question, infantry unit has 10 slot for soldier, does it possible that 1st slot will be reserved for some sdk.fz. (for example hanomag 251) and 8 slot for panzer grenadiers? So after deploy on the map player will have pz grenadiers unit, hanomag + infantry? |
Schmal_Turm wrote (View Post): |
So how many German battle groups vs Russian are we talking about here, and how many actual battle maps? |
Schmal_Turm wrote (View Post): |
Do the German tank units also include the Elefant? |
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GameRat wrote (View Post): |
Great looking maps southern_land ... I can imagine a strat map with those quality of maps making a great CC game. Are these above maps historically location correct? |
Sequoia wrote (View Post): |
Hello: About the tank killer teams or Istrebiteley Tankov, since I conducted the research for COI, it covered the entire 1941-45 period. Posted that link in my previous message because covered in detail the Infantry AT tactics.
I found mentions of the use of bottles with flammable liquid in orders and intructions from the whole war. For example Order of the Western Front No. 0068 on the anti-tank defense of troops and methods of fighting heavy enemy tanks of the type T-VI ("Tiger"), signed by Col.-Gen. Sokolovsky mentions separate groups of tank destroyers with incendiary bottles, AT grenades, AT mines, smoke grenades and grenades. Documents from the late war period still refers to the KS bottle as a weapon used for detachtment of tank destroyers, like "Operational Directive N0. 0016 of the HQ of the 1st Ukranian Front of May 4, 1944 on the issues of establishment and equipement of defenses, signed by Marshal Zhukov. Early war tank killer teams used bundles of RGD-33 grenades, by the time of Battle of Kursk the AT grenade RPG-43 with shaped charge was entering in service, and the AT Grenade RPG-6 was in use from October 1943 (RPG means "ruchnaya protivotankovaya granata", antitank hand grenade). Also the RPG-40 with HE in the initial period. Captured panzerfaust used in late war. The info comes mainly from "Collection of Documents of the Great Patriotic War" that I found in the russian version of wikisource with the help of google translate. About squad size the soviets theoretically reduced from 11 to 9 the number of soldiers per squad, but in the practice was less. Bye. |
southern_land wrote (View Post): |
want a few more maps (3) not completed yet but can be in a couple of weeks
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qwaqwe wrote (View Post): |
Why crew of destroyed vehicle doesn't carry out an order (move, fire etc.) and can it be changed? |
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southern_land wrote (View Post): |
How's this for CauMt5 (kursk) All hills made flat tops, the elevation was 0-50 meters reduce to 0-10. Trees redone and all tank stopping elements removed grey scale image to show new elevations |
qwaqwe wrote (View Post): |
I talked above that art. and mortar barrage should be more deadly, because in Kharkov mod they almost useless.
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Schmal_Turm wrote (View Post): |
I agree with mortars being useful to pin down troops. I use them many times just to try to stop infantry from getting too far. I think, generally, the mortars are too destructive to infantry that are hunkered down in ambush mode. I have had entire units utterly destroyed as the mortars seemed too accurate in a given small area. |
Sequoia wrote (View Post): |
About the grenades, the RGD-33 was used in AT role in a bundle of 3-5 grenades (as prescribed in the 1938 infantry manual) in the same way that the German Steilgrenate in the Geballte Ladung (both are stick grenades). |
southern_land wrote (View Post): |
Lesna map spun 90 degrees, valley widened, map cropped then lengthened again |
Drizzt wrote (View Post): |
Excellent Southernland: I like it, thanks!
If you have will and if it's not a work too long, can you do a job like caumt5 map on caumt4 map? Even if there isn't a readme here, I see possible serious obstacles in this map: I refer to the slopes made of rocks. |
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southern_land wrote (View Post): |
haven't made any maps recently... thought Id got rid of the bug |
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southern_land wrote (View Post): |
Had to give it a name Oboyan approx 60kms SSE of Kursk |
southern_land wrote (View Post): |
I think the rectangles are skylights. I'll either close them out or make them obviously so.
I might delete the steeple of the town hall then. That'll make it less of the church and easier to code |
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southern_land wrote (View Post): |
no its full size. I've made some of the buildings a little larger to make coding easier |
southern_land wrote (View Post): |
What size tanks are you using Drizzt? CC3 or larger? |
Drizzt wrote (View Post): | ||
I will use Waldganger beautiful graphic work: I have not yet tested these azp files in the game (Data work is more long and deep than expected), but, for what I see, as size they seem to me similar to Stalingrad mod tanks and vehicles. |
Sequoia wrote (View Post): |
My notes states just "RPG-43 Mid-43'" |
ScnelleMeyer wrote (View Post): |
Its even a stretch to make ww2 tanks, TDs and assault guns fire realatively accurately while moving - The game does not give enough of a accuracy penalty in my opinion.
Even if Self propelled guns like Hummel and Wespe might be techically able to fire while moving I think they should not be able to ingame. Its not what they were designed to do and scoring a hit on anything further than 100m in real life would be pure luck. Apart from that - thanks for the update. Things are looking good with progress and even more new maps. Thanks! |
ScnelleMeyer wrote (View Post): |
My understanding of the terms are this: a self-propelled gun would be some kind of artillery gun with the main job of lobbing shells with indirect fire at the enemy from fairly long distances. It will only fire directly (Over open sights) in an emergency if surprised by enemy armor for instance.
Wespe, Hummel, M7 Priest fall in this category. An assault gun has a lot better armour protection and is designed to support the infantry in the front lines. - It can fight enemy armour, but this was in many cases not its intented main purpose or job. For example the STUG III started as an infantry support vehicle, but very soon got pressed into AT-work, wich it excelled at. For game purposes I think the vehicles you mention all fall into the assault gun category. If they should be able to fire while moving? - In reality they would probably avoid it, but for game purposes I think ppl are used to be able to fire with such vehicles on the move, so maybe keep it that way? |
ScnelleMeyer wrote (View Post): |
My understanding of the terms are this: a self-propelled gun would be some kind of artillery gun with the main job of lobbing shells with indirect fire at the enemy from fairly long distances. It will only fire directly (Over open sights) in an emergency if surprised by enemy armor for instance.
Wespe, Hummel, M7 Priest fall in this category. |
Sequoia wrote (View Post): |
Hello: Drizzt: About the aircraft sprites, do you reuse images from previous mods or make new ones? Bye. |
Sequoia wrote (View Post): |
Hello:
About Russian planes, the color scheme used in July 1943 is green and black. Just before the german offensive new color schemes were introducted, but the order was effective since 15 July and only for new and repaired planes. The national marking was the red star, usually without outlines, in six positions, wings undersides, left and right sides of tail unit and fuselage (behind the cockpit). Lease-Lend Planes remained in factory colors or the scheme painted by previous users (in the case of second hand ones), with Russian red star applied in the factory or overpainted by the Russian over western allied markings. The major air units relevant to the mod are: *2nd Air Army (subordinated to Voronezh Front) *17th Air Army (subordinated to Southwestern Front but supporting 2nd Air Army) *5th Air Army (subordinated to Steppe Front, acting as reserve, with transference of units with the frontline Air Armies during and after Op. Citadel) Not relevant to the mod: Air Armies acting in the north of salient and long range aviation units. The aircraft types involved in operations covered by the game: -IL-2 used in ShAP (Assault Aviation Regiment) -Pe-2 used in BAP (Bomber Aviation Regiment) -Yak-1/7b/9 used in IAP (Fighter Aviation Regiment) -La-5 used in IAP (Fighter Aviation Regiment) -A-20 Havoc used in OBAP (Separate Bomber Aviation Regiment) -R-5 & Po-5 biplanes used in NBAP (Night Bomber Aviation Regiment) No Airacobras or Warhawks. |
ScnelleMeyer wrote (View Post): |
German armoured car crews were issued the black panzer uniform, while half track crews would use regular fieldgrey tunics.
Looking at photos several combinations are possible in field conditions. Soviet armoured car crews seems to have used the green regular uniform and not the dark blue tankers suit as standard. Several photos show them using the tankers radio helmet. https://heroesandgenerals.com/forums/topic/79855-soviet-halftrack/ |
Sequoia wrote (View Post): |
Hello:
Here a plate depicting a BA-10 crewman Hidden:
Bye |
GameRat wrote (View Post): |
wow, really looking forward to this ... thanks to you and Southernland.
do you have any images/screenshots of some of the vehicles? |
Sequoia wrote (View Post): |
Hello:
Good news! About russian aircraft camouflage, there was many baseless things published in the West. This started in the Cold War when the info available was scant. So many profiles, artwork, and scale models were based the interpretations of the b/w images without documental support. In this context surged the interpretation that early war camo was green and brown, repeated even after the end of the Cold War. For example Flying Colors (Green & Swanborough, Salamander Books 1999) stated that the schemas was "dark green and earth brown" (names bororwed from RAF nomenclature) and that green and black was tractor paint used in a factory that previously made farm machinery. The evidence about brown painting in Soviet made planes, it's that in 1940 the light brown was among the colors tested for aircraft camouflage. This tone was used in a scheme applied in a batch of 28 LaGG-3. Apparently was a serious candidate for inclusion in official schemes, but green and black was chosen. In July 1943 was included in the non-fighter scheme. No dark brown shade (I meaning a tone like dark earth used by RAF) was included in any official scheme, only as color for airplane oil pipes (interior components and sub-systems were color coded). Closest thing to special camouflage in mod's timeframe and area it's a photo of a Yak-7 157 IAP 16 VA (Central Front) with a band of a clear color (claimed to be light brown) between the black and green areas. Contrast between colors in b/w photos varied depending of paint type and its wear, light conditions, camera setings, film used, etc. For German planes the ID markings were discrete for Kursk period, Fw-190, Hs-129 and Stukas had a yellow band around the fuselage close to tail unit, bow and wingtip markings only in the undersides. I understand that this is a land wargame not a flight simulator, and that plane camo is an minor detail, sorry for my complaints. About weapons plane weapons, What you choice for Shturmoviks? 23mm or 37mm guns, rockets, frag. bombs, PTAB? Bye. |
Sequoia wrote (View Post): |
Hello:
About the camo, a dark brown like the RAF dark earth is improbable as stated above, but light brown is another story. Light brown was tested in 1940, but the soviets chosed green & black in 1941, however in 1943 (after Kursk) become a standard color for the new camo schemes. An exceptional order was issued to mix paints following strict instructions to obtain the new colors, until the new paints were available, but not in the case of light brown. Also the place in the numbering secuence for the light brown paint was lower than the official 1941 colors, it's a indication that was seriously considerd as standard color just before the war. In my opinion the use of light brown in aircraft sent to front to test camos in field conditions or as non standard camo is plausible. Another paint related theme, the development of green paints used in aircrafts was related to army paints, the green paint tested in 1940 was the same paint for AFV. So green aviation paint had a very close shade to AFV green paint. Bye. |
Uberdave wrote (View Post): |
Are you aiming to create a historical mod or a just-for-fun game with arcade style gameplay?
If 'yes'. the how do you plan to recreate one of the largest tank battles in history on a dated simulation that was solely created for infantry:infantry combat with light support in close (under 300 meter) engagements? People will play it and enjoy it, and I'm sure you will do excellent work, Drizzt. Unfortunately, it won't be 'Close Combat' for me. |
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