LSA Radzymin44 mod bugs and mistakes
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#1: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Tue Jul 06, 2021 6:44 am
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Please post bugs/mistakes in this thread

#2: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Wed Jul 07, 2021 11:20 am
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The points in the campaigns and operations where too low, if you downladed V1.01 you can add these campaigns and operations in your:

"C:\Matrix Games\Close Combat Last Stand Arnhem\Radzymin\DATA\CAMPAIGN" and
"C:\Matrix Games\Close Combat Last Stand Arnhem\Radzymin\DATA\OPS" folders

V1.02 of mod installer updated



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#3: Re: LSA Radzymin44 mod bugs and mistakes Author: Jatke PostPosted: Thu Jul 08, 2021 11:59 pm
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Im curious why no difficulty modifiers were used at the beginning of the fpools.txt? Also why you suggest Line vs Line against the AI? Even without difficulty modifiers for team quantities, a player Elite vs AI recruit setting would still give the AI a better team quality advantage than Line vs Line.

#4: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Fri Jul 09, 2021 3:28 pm
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Since they only influence quantity of units and i gave every BG lots of units i didn't bother with the difficulty modifiers.

#5: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Mon Jul 12, 2021 12:12 pm
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Most players find soviet armor too strong
new vehicles file in attach, modinstaller updated to v1.03
place new vehicles file  into your "C:\Matrix Games\Close Combat Last Stand Arnhem\Radzymin44\DATA\BASE" folder for those who downloaded v1.02

Campaigns should be able to continue but i'm not 100% sure about this.



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#6: Re: LSA Radzymin44 mod bugs and mistakes Author: TejszdLocation: Canada PostPosted: Mon Jul 12, 2021 6:20 pm
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Thank you for the update!

#7: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Wed Jul 14, 2021 10:17 pm
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"Most players find soviet armor too strong."

I find that too many times the Soviet armor tends to be too accurate and many times destroys my armor on the first shot, even while moving or turning the turret completely around. The articles I have read say that the Russian tank sights were inferior to the German which accounts for the Germans outdoing the Russian armor one on one.

#8: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Sat Jul 17, 2021 5:02 am
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Thanks for your post, i'm collecting all player feedback and will update the mod

#9: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Sat Jul 17, 2021 7:01 pm
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As long as you are taking notes Aetius, my German Stugs and the Panzerschecks refuse to fire at the T-34/85, and the SU-122 saying they can't hurt them. Now I could be wrong but I don't believe that either of those tanks have any extra armor than on the standard T-34, or even if they did (it seems there may have been an additional 15mm on the T-34/85, and later versions of the T-34/76), the units even refused to fire at the side of the tanks. Other than those items the mod plays well, although I don't believe it is going to go well for my German units. Have to wait and see the counterattack, I guess.

On the plus side, one of my Jagdpanzer IVs did take out a ISU-152 at the side from point blank range.

Great work by all involved!

#10: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Mon Jul 19, 2021 10:04 am
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Hi Schmall_turm,

Wich version of the installer did you use and did you upgrade the vehicles.txt file?

Thanks again for your feedback

#11: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Tue Jul 20, 2021 5:36 am
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CCLSAModRadzymin44v1.02 and no I didn't upgrade the vehicle txt file. I was going to say that even my Panthers say they can't hurt a number of tanks.

#12: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Tue Jul 20, 2021 6:23 am
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can you try the new vehicles.txt file, armor values have been changed for most soviet tanks and a few german ones.

#13: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Tue Jul 20, 2021 2:16 pm
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Sure, I try it.

#14: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Tue Jul 20, 2021 2:27 pm
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I was not aware you had a version 3. I will try that instead.

#15: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Wed Jul 21, 2021 11:20 pm
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Version 3 works superbly! Thanks for all those who put in the making of what appears to be an excellent mod.

#16: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Fri Jul 30, 2021 8:47 pm
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After saying how good LSA Radzymin44 is with the version 3, I have to take it back a little. I could be wrong, but I don't believe that the 122mm and 152mm cannons are quite as accurate as they are portrayed in the mod. Nearly every time they fire at my tanks it is a one shot kill. I know that the size of the shell was able to defeat even the Panther, but is it really that accurate every time?

#17: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Sat Jul 31, 2021 5:21 am
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yes, i've had other people complain about this to, i'll have to do some more research on the accuracy of the guns.
I will take a look at everything reported in this thread (data and graphics) and make changes where needed probably somwhere mid september begin october, busy with other projects now.
So keep your feedback coming.

#18: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Mon Sep 27, 2021 6:22 pm
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Don't know if this is an anomaly, but I had a battle where a JSII took a few hits at point blank range from two Panthers and a Tiger and showed one crew member incapacitated. Then as I watched, it took about thirty more rounds, mostly to the turret before the crew was down to two. Definitely would have to be a record of surviving that many hits. Seems somewhat unrealistic. I have had many German tanks that when they were immobilized, as this one was, after taking so many hits would abandon the tank. I guess the Soviet crew was concerned with what happens to deserters.

#19: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Tue Sep 28, 2021 6:43 am
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You're correct, it is unrealistic, data for ISII will be drastically changed.
I've received some new information about the ISII, at this stage in the war th ISII had the KV Hull and a cast iron turret so it was way more vulnerable than i had previously thought.
Tiger, Panther and even PZ IV should be able to penetrate ISII's (with KV hull) frontal armor.

The main gun of the ISII is also overpowered compared to the german data resulting in a lot of first shot kills, this will also be toned down.

Dima has agreed to help me review my data, he has access to very interesting documents in russian.

In brief soviets are way too strong now and will be reduced in manpower and overall strenght, so the soviet GC should be more challenging than it is now.

#20: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Mon Nov 08, 2021 11:54 pm
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I have to say that after playing down to the last few days left that this has probably been the most nerve wracking, anxiety ridden mod I have ever played as being the German forces. It was only after I was able to surround the Soviet forces that I have even been able to see the light at the end of the tunnel, so to speak. I told myself that I would probably never play it again, but then I decided to try to do an earlier interdicting of supply routes just to see how that works. Must easier to take with the corrections to armour and all. Great job!

#21: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Tue Nov 09, 2021 7:12 am
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Thanks for the comment, glad to hear you're playing the campaign till the end.
I would like to see the losses of tanks, men, vehicles and guns after a german campaign victory, so if you don't mind post a screenshot of your campaign losses or post the numbers.
If you're brave enough: after you've played the germans to a campaign victory, use the "save game editor" to open your saved game and "switch sides", then you can play as soviets and try to break out of the encirclement.

#22: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Wed Nov 10, 2021 12:40 am
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Sorry, not sure what the "save game editor" is or where to find it.

#23: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Wed Nov 10, 2021 7:37 am
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"save game editor" is available in the toolbox..
http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4203
 
"This is a simple save game editor for, WAR, TLD, LSA and PITF. It is a small unfinished EXE file in alpha version. You can change sides, realism settings, battle ending conditions and difficulty levels.

When i play the soviet grand campaign till the end (winning all maps), i use the "save game editor" on the last saved game of the grand campaign to "switch sides", now playing as germans trying to recapture the entire stratmap  ,quite challenging as your german forces are now depleted.

#24: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Wed Dec 15, 2021 2:15 am
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Here are the results of my first Radzymin44 campaign, where the Germans counterattack, starting with version 1 and then later after about three days upgrading to version 1.04. At the beginning my Panthers took many kills as the JSIIs and ISUs guns were overpowered. As I played, I restarted the battles a number of times, maybe up to 10 over the course of the campaign which could account for the number of destroyed Russian tanks as opposed to my German losses. I also tend to play pretty conservatively as the Germans generally have smaller force pools. With the settings that Aetius recommended the Russian forces were pretty much more aggressive resulting in more overruns of my forces and generally more losses. I generally would stop the battle after the Russians would sue for a "Truce." But after the decimation and disbanding of one of my units early on and the massive numbers of Russian tanks I decided to not have mercy, so many times Russians units were disbanded.


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#25: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Wed Dec 15, 2021 6:49 am
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Thanks for posting your campaign result, soviet losses are massive.
If you have any remarks or suggestions for improvement just let me know.

#26: Re: LSA Radzymin44 mod bugs and mistakes Author: ExcellencyLocation: Alaska PostPosted: Sun Apr 10, 2022 6:21 am
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I'm a few days into a GC right now (H2H, me from Alaska, opponent from Singapore).  Really enjoying it.  But, as Germans, I tried mightily and managed to cut off a few Soviet BGs from their supply, only to find out ... they seem to have eternal supply, even with no supply line!  They always go back to 100% at each strat.  Are there some quirks to the supply situation, such as Soviet units having a few days of automatic supply?

#27: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Sun Apr 10, 2022 8:06 am
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Hi Excellency,

Glad you've enjoyed it so far.
If soviets are totally cut off from supplies they should deplete their ammo and supply.

Can you post a screenshot or a saved game so i can understand the strategic situation?

Aetius

#28: Re: LSA Radzymin44 mod bugs and mistakes Author: ExcellencyLocation: Alaska PostPosted: Sun Apr 10, 2022 7:15 pm
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Hi Aetius, thanks for the quick response.  Screen shot is below.  10Pz Gr Rgt of 5 SS Pz has been in Ostrow-Mazowicka for 2 turns (having attacked from N).  Soviet units in Falenica and Wiazowna remain in ++ supply status  (fuel and ammo) despite having no line to an uncontested depot.  What am I missing?  

[img]https://www.summitpost.org/ratzymin-screenshot/1069353/c-693892[/img]
 
BTW, this did not happen in a similar situation in the north, with roles reversed.  Thus, with my Germans in Repki and the Soviets contesting Sokolow, my Germans immediately were in XX supply status (that is, depleting at the usual rate, without replenishment).  Hence this problem is not universal in the game.  Perhaps it is geographic (only some maps) or specific to Soviet units, or specific to Soviet units in the early part of the campaign ... I am not sure what is going on.



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#29: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Mon Apr 11, 2022 9:26 am
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Hi Excellency,

The soviets should have the same supply rules as the germans.

There have been issues with supply posted in the matrixforums in the past:
https://www.matrixgames.com/forums/viewtopic.php?f=10379&t=297844

Wich version of the game are you both running 6.00.03?

Can you add screenshots of your mapscreens of "wiazowna" and "ostrow mazowiecka" so i can see wich VL's are taken.
If the soviets still have an "open road" connection from exit VL of "ostrow mazowiecka" trough Otwock to soviet held VL in "wiazowna" supplies will be able to be "transported".

Aetius

#30: Re: LSA Radzymin44 mod bugs and mistakes Author: ExcellencyLocation: Alaska PostPosted: Tue Apr 12, 2022 6:17 am
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Yes, we are running 6.00.03.  

I think you have nailed it.  The Otwock exit from Ostrow-Mazowicka is controlled by the Soviets.  So, it seems that in this game or on these maps you can trace a supply line through a contested map, as long as you hold the right exits.  

Over at Sokolow/Repki, my Repki unit would then be out of supply not because Sokolow is contested, but because the Sokolow exit to Repki is held by the other side.

We have just come off playing the TLD Kharkov mod, where any fighting on a map completely blocked supply through that map.  This situation--where you have to not only get onto the map, but fight through to block the relevant exit--will make supply interdiction a heck of a lot harder!

Cheers,
Chris

#31: Re: LSA Radzymin44 mod bugs and mistakes Author: Pzt_KanovLocation: México PostPosted: Wed May 18, 2022 2:45 am
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Hi,

the Heavy machine gun that does not display a proper graphic in game (when the soldier is using it in his hands) is the SG-43. In game it looks like a rifle/SMG.

Cheers!

#32: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Wed May 18, 2022 3:08 pm
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Indeed Heavy MG was coded as smg in weapons.txt, will be fixed in next version.
Thanks for reporting.

#33: Re: LSA Radzymin44 mod bugs and mistakes Author: Berger PostPosted: Thu May 19, 2022 7:13 pm
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LMG42 and LMG34 teams only have 450 rounds. It's on purpose? In other mods lmg teams have more rounds: In GJS 1250 rounds, in Rhineland and Angriff 1050.

#34: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Fri May 20, 2022 4:35 pm
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will be corrected in upcoming 1.05 version

#35: Re: LSA Radzymin44 mod bugs and mistakes Author: Pzt_KanovLocation: México PostPosted: Tue May 24, 2022 6:09 pm
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Hi,

I think designating a couple guys in the squads to carry the MG/Flamethrower is a must. When there is a Gunner/Loader/Assistant the weight of the ammo is evenly distributed between them, when only one guy carries the piece he gets to carry the whole load and thus becomes very slow; this is amplified if the leader of the squad becomes the gunner/ammo bearer as it happens in the majority of the cases when there's no designated crew member in the teams database (soldier type 2) and so the squad is left leaderless for a while until he catches up and when he does he is by then winded or tired which hampers the performance of the team.

And here's something that happened the other day:
in one of the movement phases I had a soviet tank brigade (forgot which) that had been resting for a couple of turns as it had been beaten badly and had lost quite a bit of cohesion, then as events around this Tank brigade unfolded it had resulted on an isolated german infantry regiment right in front of it and so I decided to attack it but the german AI thought the same and attacked my Tank Brigade with this infantry battlegroup...big was my surprise when the battle happened on the soviet map instead of the other way around! I thought vehicle battlegroup speed>infantry battlegroup speed. I managed to beat the infantry regiment but now this Tank Brigade is lagging behind. Was it because it had lower cohesion than the attacking germans? or are germans inherently faster than soviets in this mod? or maybe another unknown variable?

It didn't affect me much particularly, I just find it curious that an armored unit was outpaced by a foot unit.

#36: Re: LSA Radzymin44 mod bugs and mistakes Author: Pzt_KanovLocation: México PostPosted: Tue May 24, 2022 11:03 pm
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Schmal_Turm wrote (View Post):
Here are the results of my first Radzymin44 campaign, where the Germans counterattack, starting with version 1 and then later after about three days upgrading to version 1.04. At the beginning my Panthers took many kills as the JSIIs and ISUs guns were overpowered. As I played, I restarted the battles a number of times, maybe up to 10 over the course of the campaign which could account for the number of destroyed Russian tanks as opposed to my German losses. I also tend to play pretty conservatively as the Germans generally have smaller force pools. With the settings that Aetius recommended the Russian forces were pretty much more aggressive resulting in more overruns of my forces and generally more losses. I generally would stop the battle after the Russians would sue for a "Truce." But after the decimation and disbanding of one of my units early on and the massive numbers of Russian tanks I decided to not have mercy, so many times Russians units were disbanded.


wow what a lot of tanks killed! According to this site:  THE STABILIZATION OF THE FRONT BETWEEN WARSAW AND RIGA UP TO THE END OF AUGUST

Quote:
Together, these four armoured divisions (HG, 19. Pz, 5. SS-Wiking, 4. Pz) possessed 223 tanks, plus 54 assault guns and tank destroyers

Quote:
On the other side, 2nd Armoured Army had around 800 tanks and assault guns, although an unknown number had been lost in the meantime.
Of course 2nd Tank Army is just a part of the forces depicted in the mod, but still 1300+ tanks destroyed...Almost 2 tank armies completely wiped out!

#37: Re: LSA Radzymin44 mod bugs and mistakes Author: TejszdLocation: Canada PostPosted: Wed May 25, 2022 12:55 am
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Pzt_Kanov wrote (View Post):
I thought vehicle battlegroup speed>infantry battlegroup speed. I managed to beat the infantry regiment but now this Tank Brigade is lagging behind. Was it because it had lower cohesion than the attacking germans? or are germans inherently faster than soviets in this mod? or maybe another unknown variable?

It didn't affect me much particularly, I just find it curious that an armored unit was outpaced by a foot unit.


If the BG's are rated at the same speed the tie goes to the Germans in the base CC games. I do not think there is any way in the config files to change which side has this advantage.

#38: Re: LSA Radzymin44 mod bugs and mistakes Author: Berger PostPosted: Wed May 25, 2022 8:43 am
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Pzt_Kanov wrote (View Post):
According to this site:  THE STABILIZATION OF THE FRONT BETWEEN WARSAW AND RIGA UP TO THE END OF AUGUST


Just for your information, it's a chapter from Germany and the Second World War. Volume VIII, The Eastern Front 1943-1944 : the war in the East and on the neighbouring fronts by Karl-Heinz Frieser.


https://en.wikipedia.org/wiki/Germany_and_the_Second_World_War

#39: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Wed May 25, 2022 12:42 pm
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-----------------------------------------------------------------------------------------------
I think designating a couple guys in the squads to carry the MG/Flamethrower is a must. When there is a Gunner/Loader/Assistant the weight of the ammo is evenly distributed between them, when only one guy carries the piece he gets to carry the whole load and thus becomes very slow; this is amplified if the leader of the squad becomes the gunner/ammo bearer as it happens in the majority of the cases when there's no designated crew member in the teams database (soldier type 2) and so the squad is left leaderless for a while until he catches up and when he does he is by then winded or tired which hampers the performance of the team.
------------------------------------------------------------------------------------------------
 
In upcoming V1.05 the MG's, flamethrowers will have soldier type 2 "crew"

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n one of the movement phases I had a soviet tank brigade (forgot which) that had been resting for a couple of turns as it had been beaten badly and had lost quite a bit of cohesion, then as events around this Tank brigade unfolded it had resulted on an isolated german infantry regiment right in front of it and so I decided to attack it but the german AI thought the same and attacked my Tank Brigade with this infantry battlegroup...big was my surprise when the battle happened on the soviet map instead of the other way around! I thought vehicle battlegroup speed>infantry battlegroup speed. I managed to beat the infantry regiment but now this Tank Brigade is lagging behind. Was it because it had lower cohesion than the attacking germans? or are germans inherently faster than soviets in this mod? or maybe another unknown variable?
-------------------------------------------------------------------------------------------------  
Tejszd: If the BG's are rated at the same speed the tie goes to the Germans in the base CC games. I do not think there is any way in the config files to change which side has this advantage.
-------------------------------------------------------------------------------------------------
 
Interesting situation, indeed the soviet BG should have attacked on german infantry's map.

Factors that might influence this:

1-BG speed, all infantry units are set as slow "1", tank brigades are set as medium "2", i will correct this so tank brigades are set to fast "3".

2-in the campaign.txt you can set the "base plan, for german infantry everything is now set at defend "3" but apparantly it wasn't enough to prevent them from attacking a soviet tank BG:
#########################################################################
# Battle group 'base' battle plans:  Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
3,3,3,3,3,3

3-See description above, commander settings also influence this, all commander settings are set to maximum aggressiveness, i'll set german infantry BG's (who where retreating in this campaign) to a lot more cautius settings.

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wow what a lot of tanks killed! According to this site:  THE STABILIZATION OF THE FRONT BETWEEN WARSAW AND RIGA UP TO THE END OF AUGUST
----------------------------------------------------------------------------------------------------
 
Thanks for the link, interesting read.
A book about this subject:
Warsaw II. (The Tank Battle at Praga)  July - September 1944 by Norbet Bacyk

----------------------------------------------------------------------------------------------------------
Together, these four armoured divisions (HG, 19. Pz, 5. SS-Wiking, 4. Pz) possessed 223 tanks, plus 54 assault guns and tank destroyers
On the other side, 2nd Armoured Army had around 800 tanks and assault guns, although an unknown number had been lost in the meantime.
Of course 2nd Tank Army is just a part of the forces depicted in the mod, but still 1300+ tanks destroyed...Almost 2 tank armies completely wiped out!
------------------------------------------------------------------------------------------------------
 
I've lowered number of tanks in previous mod version, maybe the high tank casualty numbers in schmall_turms post are a leftover from when he started the campaign with an older mod version and continued with mod version 1.04 so maybe forcepools are set at creation and don't get updated when m0d is updated?

I decided to put lots of tanks into this mod, maybe some more than was historically correct but i wanted to make it a real armored warfare mod.

#40: Re: LSA Radzymin44 mod bugs and mistakes Author: Pzt_KanovLocation: México PostPosted: Wed May 25, 2022 5:06 pm
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Thanks for the book recommendations Berger and Aetius.

#41: Re: LSA Radzymin44 mod bugs and mistakes Author: Pzt_KanovLocation: México PostPosted: Fri May 27, 2022 1:16 am
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About this one, I'm not sure if it's a bug of this mod or a "feature" of the game itself, but even if I win a major victory, my troops lose morale!


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Major Victory
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Lower morale?. All the teams are like that and only soldiers that killed someone have higher morale (the irony)
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major victory but lower morale.PNG



#42: Re: LSA Radzymin44 mod bugs and mistakes Author: Berger PostPosted: Fri May 27, 2022 9:15 am
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This happens with BGs with low cohesion and fatigued: In BGs involved in continuous fight without pause morale goes down (even with victory), in this case morale is increased only for soldiers with kills.

Check fatigue and cohesion and try to rotate units and rest.

#43: Re: LSA Radzymin44 mod bugs and mistakes Author: Schmal_Turm PostPosted: Sat Jun 04, 2022 5:37 pm
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Pzt_Kanov, thanks for a fascinating read! I started your link (THE STABILIZATION OF THE FRONT BETWEEN WARSAW AND RIGA UP TO THE END OF AUGUST) from the beginning and the actual info, as opposed to Soviet and Western propaganda shows that the ratio of German vs. Russian armor lost at Kursk was something like 8 to 1! Even Russian historian, Boris Sokolov, was able to discover the truth when the records were allowed to be seen after the fall of the Soviet Union. There are over 1200 pages of info available and I plan on reading them all. Made it through almost 300 pages so far.

#44: Re: LSA Radzymin44 mod bugs and mistakes Author: Pzt_KanovLocation: México PostPosted: Mon Jun 06, 2022 5:29 pm
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Schmal_Turm wrote (View Post):
Pzt_Kanov, thanks for a fascinating read! I started your link (THE STABILIZATION OF THE FRONT BETWEEN WARSAW AND RIGA UP TO THE END OF AUGUST) from the beginning and the actual info, as opposed to Soviet and Western propaganda shows that the ratio of German vs. Russian armor lost at Kursk was something like 8 to 1! Even Russian historian, Boris Sokolov, was able to discover the truth when the records were allowed to be seen after the fall of the Soviet Union. There are over 1200 pages of info available and I plan on reading them all. Made it through almost 300 pages so far.


As Berger said, it is from the series "Germany and the Second World War." Volume VIII, The Eastern Front 1943-1944 : the war in the East and on the neighbouring fronts by Karl-Heinz Frieser.

#45: Re: LSA Radzymin44 mod bugs and mistakes Author: Pzt_KanovLocation: México PostPosted: Tue Apr 18, 2023 1:45 am
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found this by chance.


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Stuka with Me262 shadow
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#46: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Wed Apr 19, 2023 5:30 am
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I'll add it to the list of corrections for V3.01, thanks for spotting this.

#47: Re: LSA Radzymin44 mod bugs and mistakes Author: qwaqwe PostPosted: Thu Apr 20, 2023 2:56 pm
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I have the following error

http://icecream.me/393450aeb635999320c9ad8ad083b41e

#48: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Fri Apr 21, 2023 6:10 am
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Pleade describe your error and post a screenshot if you can here.

Just posting a link with no bug or error description to a site i've never heard of isn't worth taking the risk clicking on it.

#49: Re: LSA Radzymin44 mod bugs and mistakes Author: qwaqwe PostPosted: Fri Apr 21, 2023 6:15 am
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#50: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Fri Apr 21, 2023 9:56 am
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Ok thanks for the screenshot, a couple of questions:

Wich version of LSA are you running?
Should be updated to V06.00.04, you can view version on bottom right of mainscreen.

Wich version of the mod did you install?
Should be V2.01, you can download 2.01 version here in the LSA download section.

#51: Re: LSA Radzymin44 mod bugs and mistakes Author: qwaqwe PostPosted: Fri Apr 21, 2023 11:59 am
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I have LSA version 5.60 and mod version 2.01

#52: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Fri Apr 21, 2023 6:03 pm
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LSA should be updated to V06.00.04 before install of radzymin.

Steps to be taken:
-unistall radzymin44 v2.01
-Update LSA to V06.00.04 be sure to check version on stock game mainscreen before continuing.
-Install radzymin44 V2.01 (during install you need to select where you bought the game from matrix or steam, be sure to select the correct one)

#53: Re: LSA Radzymin44 mod bugs and mistakes Author: qwaqwe PostPosted: Fri Apr 21, 2023 7:05 pm
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Where i can find LSA .04?

#54: Re: LSA Radzymin44 mod bugs and mistakes Author: Aetius PostPosted: Sat Apr 22, 2023 6:08 am
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2 ways to update:

1st -> click on your stock game LSA icon here you get this begin screen where you can select "play game", "game manual", "check for updates" and "patch notes".
click on "check for updates".
I don't know if this begin screen appears on all versions (matrix, steam or gog).
Updates this way used to work for me but for some reason it doesn't anymore, maybe other players have same problem?

2nd -> download from the matrix ftp server and install:
http://ftp.matrixgames.com/pub/CloseCombatLastStandArnhem/
Here you can download update 6.00.4.
I don't know if all previous patches are included in the latest patch 6.00.04? (there where a lot of versions between 5.60.01 and 6.00.04)

#55: Re: LSA Radzymin44 mod bugs and mistakes Author: qwaqwe PostPosted: Sat Apr 22, 2023 6:37 am
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Thank you very much.



Close Combat Series -> Close Combat Last Stand Arnhem


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