TRSM v092
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Close Combat Series -> Total Realism Sub Mod

#1: TRSM v092 Author: Dima PostPosted: Tue Aug 28, 2007 4:59 pm
    —
Download v092:
http://rapidshare.com/files/57266348/GJS_4.4_TRSM_v092.zip
http://www.megaupload.com/?d=46WRQ4S6
Bugfixer1:
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=24730#24730

Installation:

1)Install GJS 4.4
2)Delete old TRSM pln (if u have any)
3)Install GJS_4.4_TRSM_v092
4)Extract content of bugfixer(if any available for current version).
4)Play it.



Main changes from GJS:

-for v092 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 Wed Oct 31, 2007 9:39 pm; edited 12 times in total

#2:  Author: Munin1234 PostPosted: Tue Aug 28, 2007 6:16 pm
    —
Dima,

congrats to this very good and stunning mod! I really like the new/revised German teams and especially new new sounds of the German weapons e.g. the MG 42 and Panzerfaust.

Very good job!!

#3:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Tue Aug 28, 2007 7:49 pm
    —
Bloody marvlous! Very Happy

Those who wait for something good, never waits too long! Very Happy ( Sorry if some one dosen't understand that one. Swedish expression!)

Dowloading the stuff right now. Gona test it tomorrow.
By the sounds of it there is lot to look forward to!

And a couple of suprises to...hmmm...what can that be? Confused
Whell im sure hell not waiting around for them to reveal them selfs!!!
Wink

#4:  Author: ll_Alexis_llLocation: Paris, France PostPosted: Tue Aug 28, 2007 9:08 pm
    —
thanks for this great work !

#5:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Aug 29, 2007 10:06 am
    —
what happend to thes sdkfz. 140 Flakpanzer 38(t)? Confused
It have dissapeared from th BG.

#6:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Aug 29, 2007 10:08 am
    —
(Sorry dubble post) Embarassed

Last edited by karlmortar on Wed Aug 29, 2007 10:09 am; edited 1 time in total

#7:  Author: HistoryTeachesLocation: Germany PostPosted: Wed Aug 29, 2007 10:08 am
    —
maybe it´s one of the surprises Wink Razz

#8:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Aug 29, 2007 10:10 am
    —
Yeah, but in the BETA there where plenty of Flakpanzers in almost every German BG-

I miss those litlle fellows.

#9:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Aug 29, 2007 6:36 pm
    —
Have noticed that the G-43 has dissapeard as well, a shame...

#10:  Author: Dima PostPosted: Wed Aug 29, 2007 6:51 pm
    —
Quote:
Have noticed that the G-43 has dissapeard as well, a shame...

really?

Quote:
Yeah, but in the BETA there where plenty of Flakpanzers in almost every German BG-

only in PzBGs of PzD.
but it looks like germans used FlakPanzer's were used to cover HQs and strategical points instead of supporting tanx on battlefield.

#11:  Author: Munin1234 PostPosted: Wed Aug 29, 2007 10:06 pm
    —
Dima wrote:

but it looks like germans used FlakPanzer's were used to cover HQs and strategical points instead of supporting tanx on battlefield.


Yes, they did. In the early stages of war they only had some regular cars upgraded with machineguns for air protection. But then after inviting the real Flakpanzers end of 1943 they planned to have one platoon of them in every staff unit of the Panzerregiment.

#12:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Fri Aug 31, 2007 1:16 pm
    —
Come on! Some Flakpz 38(t) had to be put in "regular" action! Confused
What about Allied Air Superority? The PZ needs help on the field!
Please! I love em' so much! Crying or Very sad



And yes!
The G-43 is gone. Crying or Very sad
Should be lot of them hanging around. Espescially the Snipers should have them ( at least the SS )
Only G-41s left. Mad
Hate those damn things Mad

#13:  Author: Dima PostPosted: Fri Aug 31, 2007 1:24 pm
    —
Quote:
What about Allied Air Superority? The PZ needs help on the field!

well, example of their usage to support tanx - fire at ground targets plz. Panzers have various armored cars with 2cm.

Quote:
And yes!
The G-43 is gone.
Onlt G-41s left.

check PLD.

#14:  Author: Dima PostPosted: Fri Aug 31, 2007 3:34 pm
    —
bugfixer: http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=24285#24285

#15:  Author: Buck_ComptonLocation: Netherlands PostPosted: Sat Sep 01, 2007 1:57 pm
    —
Hey dima,

i'll test this data set when i'm on exercise in germany comming 2 weeks. is there a chance that i will see you on msn somewhere this weekend? need to talk with you about the scheldt mod Wink Btw what is the name of the new lebisey woods map? i cant find it in the game.

Cheers buck

#16: Re: Shrecks and Fausts Author: Hedges13Location: USA PostPosted: Sat Sep 01, 2007 5:32 pm
    —
German panzershrecks and panzerfausts are not very effective in this "total realism mod"... my shreck round bounces off front of churchhill tank at 65m (2 times)... it has range of 150 m and 200mm pentration
http://en.wikipedia.org/wiki/Panzerschreck (churchill front armor at most 102 mm) http://en.wikipedia.org/wiki/Churchill_tank

Moreover, fausts are now ONLY effective against vehicles!? how is that realistic... could penetrate from 150mm to 200mm of armor depending on version... http://en.wikipedia.org/wiki/Panzerfaust#Panzerfaust_150_and_250

Lastly, I had a flame halftrack that flamed a stuart light tank 9 times and not one crew member even wounded... thank God is AI or else my track would been done!

Besides these, the sounds are very cool and I think the infantry teams are much better balanced.

#17:  Author: Dima PostPosted: Sun Sep 02, 2007 8:38 am
    —
Hedges13,

Quote:
my shreck round bounces off front of churchhill tank at 65m (2 times)... it has range of 150 m and 200mm pentration

that's german data.
soviet, finnish tests showed like 100mm penetration and 100m effective range.

Quote:
Moreover, fausts are now ONLY effective against vehicles!? how is that realistic...

why did u come to such conclusion?

Quote:
could penetrate from 150mm to 200mm of armor depending on version...

german data again....

Quote:
Lastly, I had a flame halftrack that flamed a stuart light tank 9 times and not one crew member even wounded... thank God is AI or else my track would been done!

it was virtually impossible to burn WW2 tank(built after 1938) with flamethrower/molotov if it was buttoned and in order.

in my GCs as allies, Fausts/PzF/RPzB were real threat to my tanx. But not overdominating like it is usually in CC. Stop thinking of Faust/PzF/RPzB as ultimate AT source but as last ditch AT weapon and u'll c that they r pretty effective if u use them rite.

Btw germans themselves didnt really think too good about Inf AT weapons, they relied on ATGs for AT defence.

#18:  Author: Dima PostPosted: Sun Sep 02, 2007 8:41 am
    —
hey buck,

Quote:
i'll test this data set when i'm on exercise in germany comming 2 weeks.

v good choice Wink. when u return u'll have something new based on this.

Quote:
Btw what is the name of the new lebisey woods map? i cant find it in the game.

StPierre...actually that's 4.3 Basly map... neither u nor Atilla hasn't make correct LW:P

#19:  Author: Buck_ComptonLocation: Netherlands PostPosted: Sun Sep 02, 2007 10:40 am
    —
Dima wrote:
hey buck,

Quote:
i'll test this data set when i'm on exercise in germany comming 2 weeks.

v good choice Wink. when u return u'll have something new based on this.

Quote:
Btw what is the name of the new lebisey woods map? i cant find it in the game.

StPierre...actually that's 4.3 Basly map... neither u nor Atilla hasn't make correct LW:P


Hey Dima,

I need do need some speedy results concerning the scheldt mod. Would you be able to appear online on my msn somewhere today?

Concerning the Lebisey Map. I was expecting atilla to do that map. As i'm having a hard time making good gjs maps.

Cheers Buck

#20:  Author: RedScorpionLocation: Neverland PostPosted: Tue Sep 04, 2007 6:12 pm
    —
Buck_Compton wrote:
Concerning the Lebisey Map. I was expecting atilla to do that map. As i'm having a hard time making good gjs maps.

Cheers Buck


its not really needed. old Basly was a terrific map. very good makes interesting battles always!



Close Combat Series -> Total Realism Sub Mod


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