GJS 4.4 TRSM
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Close Combat Series -> Total Realism Sub Mod

#41:  Author: Pzt_MacLocation: Oregon PostPosted: Fri Aug 10, 2007 11:06 pm
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I here by demand that Dima release his TRSM now!!!

:drink2

#42:  Author: tigercubLocation: charters towers PostPosted: Fri Aug 10, 2007 11:35 pm
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Pzt_Mac wrote:
I here by demand that Dima release his TRSM now!!!

:drink2
I second this!

#43:  Author: Dima PostPosted: Fri Aug 10, 2007 11:35 pm
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Demands r heard, TRSM pln is beeing preparing for upload....need help with it tho....anyone to know how to make plns?

#44:  Author: tigercubLocation: charters towers PostPosted: Fri Aug 10, 2007 11:36 pm
    —
Dima wrote:
Demands r heard, TRSM pln is beeing preparing for upload....need help with it tho....anyone to know how to make plns?
not me sorry!

#45:  Author: Pzt_Kevin_dtnLocation: USA PostPosted: Sat Aug 11, 2007 1:44 pm
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Dima

You might want to take a look at the turret Graphics on the Crusader AA MkII

I checked this twice and it came up both times like pictured below

Nice weapon though - sure chew up infantry quickly.


#46:  Author: Dima PostPosted: Tue Aug 21, 2007 9:37 pm
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TRSM is beeing uploaded - 31min left....my net is so crapy these days

#47:  Author: Dima PostPosted: Tue Aug 21, 2007 11:14 pm
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as soon as mooxe returns and make pln it will be available for dld.

#48:  Author: Pzt_MacLocation: Oregon PostPosted: Wed Aug 22, 2007 4:06 am
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Wicked. We're all looking forward to it :Cool

#49:  Author: tigercubLocation: charters towers PostPosted: Wed Aug 22, 2007 5:09 am
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Dima wrote:
as soon as mooxe returns and make pln it will be available for dld.
if you can just put a link in here for me i will down load it i have 4 players ready ta go! lol thanks for all your time.

Tiger!

#50:  Author: mooxe PostPosted: Fri Aug 24, 2007 2:31 am
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Plugin file is done and the temporary link is http://www.closecombatseries.net/downloads/GJS44(TRSM).pln

Dima I dont know if you sent me the wrong files or what. A quick test on
GC #4, 1st battle with the German BG showed me these errors. They were
common in a few other teams also.

There is also no readme.txt file. Could you please add one listing detailed
changes or a general overview atleast?



#51:  Author: Dima PostPosted: Fri Aug 24, 2007 6:38 am
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yes, looks like gadgets r old - but that's just weapon icons.

will add readme.

#52:  Author: MarkM PostPosted: Fri Aug 24, 2007 8:24 am
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Okay, so I guess I will take the bait and bite. That file link is to a zip file, not a PLN file.

I downloaded it and installed it over the GJS folder in the config mgr and then installed it but the strategic map and units were all screwed up.

Regards,

Mark

#53:  Author: MarkM PostPosted: Fri Aug 24, 2007 9:15 am
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Never mind a friend downloaded it and was PLN, so he sent me the file.

Thanks,

Mark

#54:  Author: Roel PostPosted: Fri Aug 24, 2007 9:47 am
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MarkM wrote:
Never mind a friend downloaded it and was PLN, so he sent me the file.

Thanks,

Mark


Same for me: the link is to a zip archive. Anything to be done to convert to pln?

#55:  Author: mooxe PostPosted: Fri Aug 24, 2007 12:08 pm
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The file is a PLN. PLN is really just a renamed ZIP. I put it up as PLN because its not ready yet anyways. The gadget files needs to be updated.

#56:  Author: Pzt_MacLocation: Oregon PostPosted: Fri Aug 24, 2007 7:42 pm
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It also looks like an older version, Dima. I installed this version and I got the single mortar tube problem again.

#57:  Author: MarkM PostPosted: Sun Aug 26, 2007 5:57 am
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Hi Dima,

It appears the German LMG-34 doesn't want to shoot at all. Might want to check it out.

Mark

#58:  Author: Dima PostPosted: Sun Aug 26, 2007 9:57 am
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hi,

yesterday nite i've uploaded TRSM v09 on ftp://ftp.closecombatseries.net/ (username: UPLOADS, no password) looks like it works fine. (mooxe, plz, add this pln to DOWNLOADS section).

Installation:

1)Install GJS 4.4
2)Delete old TRSM pln (if u have any)
3)Install GJS_4.4_TRSM_v09
4)Play it.

Main changes from GJS:

-for v09 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 Smile.
-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 Wink.
-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


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 Very Happy(w/o u i wouldn't release it publicly for much longer time).


Last edited by Dima on Sun Aug 26, 2007 8:25 pm; edited 2 times in total

#59:  Author: MarkM PostPosted: Sun Aug 26, 2007 1:32 pm
    —
Thx ima for your efforts.

You showed previously some screen shots of the 7th Brigade 3rd Canadin, in it there were AVRe and Crocodiles.

I am playing #4 GC and checked editor after making it to day day two and there are no AVRE's or Crocodiles to be seen any where.

Is this supposed to be played at "line" or another setting?

Thx, Mark

#60:  Author: Dima PostPosted: Sun Aug 26, 2007 2:49 pm
    —
Mark,

Assault Bgs have funnies only on 6th June, after reinforcement they trade them for regular tanx (tho Crabs r still available.

When u try to make DD+2 CC5 shows u 'reinforced' BGs i.e. what they should have if they were reinforced on DD+2.

Btw, update yer pln as there should be GC TRSM instead of GC 4.

Try to play on ELite vs Elite - this difficulty is the only correct IIRC.



Close Combat Series -> Total Realism Sub Mod


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