TRSM v094 bug thread
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Close Combat Series -> Total Realism Sub Mod

#1: TRSM v094 bug thread Author: Dima PostPosted: Wed Oct 31, 2007 9:37 pm
    —
Report all the bugs/flaws of v094 here

provide screenshot if possible plz.


Last edited by Dima on Mon Jul 14, 2008 8:44 am; edited 2 times in total

#2:  Author: ANZAC_TackLocation: Australia PostPosted: Sun Nov 04, 2007 11:37 pm
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"Report all the bugs/flaws of v093 here

provide screenshot if possible plz. "

dont u mean v.94 Rolling Eyes

#3:  Author: Dima PostPosted: Sun Nov 04, 2007 11:40 pm
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thnx Tack

#4: mmm Author: ANZAC_TackLocation: Australia PostPosted: Fri Nov 09, 2007 1:12 pm
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maybe NOT a TRSM bug, maybe MAP,but coursilles port(third beach assult) i have played some 6 times,and with 3 00:00 crashes!

maybe ,just maybe the units in that BG ,the crab and 20mm AA tank are unique,and maybe causing conflicts?

i need more data/other peoples experience first.

maybe CCV is just shitting me off, i said to PL player the errors.

1 'exe' wait.
2 'n/n' wait
3 the Grand Campaign map, that u can move units to without arrows.
4 the cheat to look at opponent BG.
5 the cheat if opponent hits 'next' first and u can look at his chosen BG
6 00:00 crash.
7 bad saves if hit next.

Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes Rolling Eyes

maybe after seing CCIII to CoI, i hope CCV will get fixes so i can keep playing for years more with LITTLE or NO errors of map coding/engine bugs.

#5:  Author: Dima PostPosted: Fri Nov 09, 2007 5:06 pm
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Tack,

shame but i cant do anything with it.
imo 00:00 bug depends on yer system settings.

f.e. for me 00:00 is v rare bug and my games always save even when it appears :S

just tested several times with diferent FP (Centaur AA and Crab too) and didn't have any.

i know that sometimes u can avoid this bug by chnging the side of host (for that battle).

#6: ? Author: ANZAC_TackLocation: Australia PostPosted: Sat Nov 10, 2007 2:29 am
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system settings?

i got XPsp2, and its pretty up to date, new install a few months ago.

direct X u mean?

#7:  Author: Dima PostPosted: Sat Nov 10, 2007 6:46 am
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well, as i told it's my imo but i believe it depends on drivers, connection settings, IP adresses, Anti-vir, well dunno what exactly.

look, we have played GC till 24th with AJ and had v few 00:00 bugs (tho some of them were v annoying) and like 90% of them created saved games Smile.

anyway i can't fix it Sad.

#8:  Author: king PostPosted: Mon Nov 12, 2007 12:45 pm
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i was playing TRSM and the allies had a Stuart.
I didn't really like the Stuart because when he fired, not one round exploded between my men, but allmost 20 rounds exploded!! real massacre...
But is should fire 1 round and not 20...
And when my teams were in ambush, they were allmost overrun by the allies..they crawled towards my teams but my teams didn't fire!! like the ambush wasn't working...

maybe you can do something about...

bye

#9:  Author: Dima PostPosted: Mon Nov 12, 2007 1:06 pm
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Quote:
I didn't really like the Stuart because when he fired, not one round exploded between my men, but allmost 20 rounds exploded!! real massacre...

US 37mm guns had cannister rounds (basically shell with many bullets inside). In TRSM Stu will fire cannister if it engages soft targets at ranges closer than 150m.

Quote:
But is should fire 1 round and not 20...

it is 1 round.

Quote:
like the ambush wasn't working...maybe you can do something about...

afaik, ambush behavior is hardcoded thing - one can't mod it.

#10:  Author: slbm PostPosted: Wed Nov 21, 2007 8:06 pm
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Hello.
I've recently started to play TRSM 0.94 (elite vs. elite) and I like the new features very much, though I have found an issue which is really annoying. Now I'm starting to play fourth battle in the campaign (Allied side) and this is the second time the British don't come from the beach! On both Corseulles-Sur-Mer and Sword Beach the invaders enter the map from the top edge. On one Polish forum I've noticed that some guy experienced the same thing, though he wrote only about Corseulles. When I try a single mission it's OK - invasion comes from the sea.

Cheers,
Adam

#11:  Author: Dima PostPosted: Wed Nov 21, 2007 8:11 pm
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Hi slbm,

thing is that's CC5 bug: if u disband enemy on any beach, next beach u'll enter from the direction of captured map.

same issue was explained in v094 readme.

#12:  Author: slbm PostPosted: Wed Nov 21, 2007 8:37 pm
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Hello Dima,
Thanks for quick answer. Well, then I'll just have to be careful with the enemy Smile

Cheers,
Adam

#13:  Author: Pzt_Kevin_dtnLocation: USA PostPosted: Sun Nov 25, 2007 3:34 pm
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Whimpy smoke. Why did you change the smoke to such a small amount? You can barely see it and it does not hamper visibility what so ever. I much prefer the standard smoke volume used in most mods.

Mortars - I know this has been discussed before but I think the min range of 230/250 is too much. I understand the arguement of actual minimum ranges but in reality such units wouldn't even be on these small maps. But since we are constrained to map size limits we should have shorter min ranges on the mortars to account for map restrictions. I'm currently reading a book about the Allied Campagin in Italy and a comment was made that during the Anzio fight, Mortar crews were firing almost vertical to hit Germans at a range of 100m. (The Day of Battle - R Atkinson)

#14: 17pdr Author: ronsonLocation: England PostPosted: Mon Jan 28, 2008 9:37 pm
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I was wondering why the 17pdrs were performing so badly and inconsistently, then took these shots of 3 Flys, the guns of all of them have a different Anti Tank rating!
http://www.closecombatseries.net/screenshots/public/FlyAb8e9504c78d38bd.jpg
http://www.closecombatseries.net/screenshots/public/FlyBcf48f475e051bfe.jpg
http://www.closecombatseries.net/screenshots/public/FlyCcee5314ee42d52f.jpg
  Any idea why this should happen? also, as you can see at long range this gun is barely an improvement on the conventional Shermans 75mm.

Cheers
Ronson

#15:  Author: Dima PostPosted: Tue Jan 29, 2008 9:47 am
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Quote:
Any idea why this should happen?

yes,
in CC u can set only base accuracy or penetration that will vary depending on unit experience/morale.

Quote:
also, as you can see at long range this gun is barely an improvement on the conventional Shermans 75mm.

more than 2 times better pen at 1000m - seems v good imprevement to me Smile.

anyway, i suggest u to compare 17pdr diagram with KwK40, KwK42 and KwK36 diagrams Smile.

#16:  Author: ronsonLocation: England PostPosted: Tue Jan 29, 2008 2:54 pm
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Thx for the rapid reply,
penetration figures are I feel somewhat a statisticians dream and a laymans nightmare, however to pick for example a comparison at 500yds for the sake of arguement....the 75/L48 of the MkIV will penetrate approx 106mm, the 88/L56 of the Tiger 120mm. While both the 75/L70 and the 17pdr will achieve 140mm.

Therefore the 17 pdr and 75/L70 can be said to share a similar performance, this will drop off in the case of the 17pdr due to superior German optics at longer ranges.

In Normandy however the engagement ranges were generally short, and the victory usually went to the tank that fired first, demonstrated best by the Wittman episode where in June he destroyed a fly from ambush then went on to shoot up a bunch of Cromwells. This situation was reversed in August when he himself, and his platoon of Tigers were destroyed by an ambushing Fly.
From this it appears, in Normandy, that a well placed tank with a decent gun could take out attacking tanks.

It seems that the fly at present is significantly performing below par in comparison with regular GJS, where you can be reasonably confident of hurting most German tanks up to medium range (700 mtres), and the German MkIV's and below out to long range (3000 metres).

Cheers
Ronson

#17:  Author: Dima PostPosted: Tue Jan 29, 2008 5:38 pm
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hi,

Quote:
penetration figures are I feel somewhat a statisticians dream and a laymans nightmare, however to pick for example a comparison at 500yds for the sake of arguement....the 75/L48 of the MkIV will penetrate approx 106mm, the 88/L56 of the Tiger 120mm. While both the 75/L70 and the 17pdr will achieve 140mm.

i suggested u to compare AT bars (diagrams) for these tanx/guns in TRSM.

Quote:
It seems that the fly at present is significantly performing below par in comparison with regular GJS, where you can be reasonably confident of hurting most German tanks up to medium range (700 mtres),

ever tried to do in TRSM? Smile

Quote:
and the German MkIV's and below out to long range (3000 metres).

ever tried to engage targets at 3000m in GJS? Wink

#18:  Author: ronsonLocation: England PostPosted: Wed Jan 30, 2008 10:57 am
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I visited a few Bars Smile I atempted to get all Good teams so as to compare with previous Fly ones
MkIV first:-

Com Panther:-

Normal Panther:-

Another Panther:-

Just for variety a Stug:- only average this time

A pair of tigers:- Good team first

Average Tiger:-


Yes I've tried to engage at different ranges, even coming in close under 150m, but the result usually is a dead fly, and if lucky a damaged Panther. I can only remember one occasion actually killing a Panther and escaping with the Fly.

3000m Smile sorry my mistake, what I meant was over the 700m medium range bracket, at 3000 I'd be shooting into the next map I guess Laughing and I still wouldn't hit rockall Wink

Have a play around with these tanks yourself, and also lets see what other people think........don't think this a complaint about your mod which I find very good, the Infantry action now is excellent, I've been playing this consistantly for some time now and going back the other day to conventional GJS was quite a shock!

Cheers
Ronson

#19:  Author: Dima PostPosted: Wed Jan 30, 2008 12:07 pm
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Quote:
I visited a few Bars I atempted to get all Good teams so as to compare with previous Fly ones

i can c that both StuG and PzIV has worse bars than VC Smile.

Panther has better stats as it should have had. While Tiger has pretty same.

Quote:
Yes I've tried to engage at different ranges, even coming in close under 150m, but the result usually is a dead fly, and if lucky a damaged Panther.

the best tactics to use VC vs Panther is to ambush it and hit side Smile. As whatever good gun VC had it still had weak Sherman armor.
on monday i managed to win duel with Panther at 432m with VC. tho my VC was behind the hedge with only turret exposed.

btw, try to engage PzIV/StuG at ranges further than 500m Wink. at such range VC penetrates those tanx same good as at 100m but its armor can withstand punishment from KwK40/StuK40 AP shells.

Quote:
I can only remember one occasion actually killing a Panther and escaping with the Fly.

ye good words - hit and run before Panther turns it's turret Smile.

Quote:
Have a play around with these tanks yourself, and also lets see what other people think........don't think this a complaint about your mod which I find very good,

mate, i like good discussions and always pay attention to the feedback and constructive criticism.
i have 2 private GC running as allies and know that even 1 VC can make yer defence v strong.

thing is that in GJS 17pdr was better than KwK42, same for Fly armor, it was better than regular Sherman's. plus Fly had basic exp/morale 4 which made it core unit. (that is not historical but was done to give more punch to allies).
In TRSM u need to earn exp in battles and apply realistic tactics to win Smile.

#20:  Author: dehm PostPosted: Fri Feb 01, 2008 1:46 pm
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I dont consider it a bug but i report. The air attacks... I have use over 15 in a GC and any one have destroyed an AT, using both planes, spitfire and typhon, only several kills. I think it is useless... or i'm doing something wrong.

I've no seen Panther till... i hope no to see them!!!!

And in Courseulles i move my ally bg to another map, the next bg in the beach next day, 8 June, appear inland, while the german should deploy in beach. Bug!

dehm, thx for the mod dima

#21:  Author: Dima PostPosted: Fri Feb 01, 2008 2:05 pm
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Quote:
I have use over 15 in a GC and any one have destroyed an AT, using both planes, spitfire and typhon, only several kills. I think it is useless... or i'm doing something wrong.

yes they seem to be not that powerfull in TRSM vs ATGs tho work pretty good vs tanx and other vehicles and of coz excellent vs infantry Smile.
anyway will be lil bit more effective vs ATGs in new ver.

Quote:
And in Courseulles i move my ally bg to another map, the next bg in the beach next day, 8 June, appear inland, while the german should deploy in beach. Bug!

yes but not TRSM bug. that's CC5 bug.
as when u moved BG inland and took ground AI thinks that the next BG landing on the beach should come from friendly area thus comes from inland instead of sea. nothing to do with that (at least i dunno how to fix that).

#22:  Author: bexx76 PostPosted: Sat Feb 02, 2008 4:04 pm
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hi all, the mod is very good but i have some prob with at guns... german at guns reveal position at first shoot, and the 6 pdr at gun need only 1 shoot for destroy the german guns...
possible that allies at gun have been super powered?

#23:  Author: dehm PostPosted: Sat Feb 02, 2008 6:01 pm
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Thanks for you quick answer Dima.

Bexxs, you must diference between 88's and 7.5 ATs for example. You can hide them because they are greater. It's a size problem. Germans have small ats too and as with the 6 Pounds it's hard to see them.

One method is to use defend order, no fire order, so the AT will be more difficult to see.

Another thing to consider is that an 88 shot will be able to destroy any ally tank, i have lost recently one stuart and one sherman in 30" by an 88, yes, a discovered it after the second shot and i destroy it but... two losses!

I usually play as ally and i must fire between 4 - 6 shots in order to destroy a Panzer IVH, Marders are very easy and i have not seen Tigers and Panthers yet... but i'm afraid!!!!

dehm

#24:  Author: bexx76 PostPosted: Sun Feb 03, 2008 1:35 am
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thx for answer, i have read and i have try to build a battle with phanters, fireflys and 6 pdr.... the firefly dont do well like 6pdr :/
at 300 meters the 6 pdr destroy the phanter in 2 frontal shoots !!!!
i understand that 300 meters is not a big distance but the maps are not so big for permit germans to use theyr superiority!
i continue think that 6 pdr are superpowered....
(sry for my bad english, but me never good in english)

#25:  Author: ronsonLocation: England PostPosted: Mon Feb 11, 2008 12:22 pm
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A few points, not strictly bugs, more like observations, but I think worth discussion:-

Armoured cars and Tracks1:- These seem to be harder to hit with tanks/guns than tanks are. Is this something to do with their size and speed?
If so maybe its something that can be expanded on with regard to light tanks etc.

Armoured cars and Tracks2:- Infantry attempts to engage these vehicles with small arms fire, previously under GJS this could have some effect, however this has now been rightly changed, can you please do something about this tendency of rifle and MG armed infantry to shoot at them. All that this achieves is that the infantry give away their postion and invite their own destruction by the vehicle they are shooting at. Would it be possible to limit this agression to when the vehicle gets within grenade range? where it would be possible to have some effect.

Crews:- Bailed out crews, for all nations, seem to act far more agressively than regular infantry, many times I've seen a tank crew bail out of a tank destroyed by an infantry ATW proceed to attack the Piat or Shreck and overwhelm them!......in most cases when attacked by enemy infantry these crews put up a stiffer fight than their regular infantry comrades. Now I can accept to a certain extent that they would defend themselves but to overcome fully equipped infantry? not likely, for the most they would be very lightly armed, if at all. Most surviving crew members would generally surrender to a determined attack by enemy infantry.

Thanks for your time

Cheers
Ronson[/b]

#26:  Author: Pzt_Kevin_dtnLocation: USA PostPosted: Mon Feb 11, 2008 7:51 pm
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I would add one other item to some of the above comments.

I had the opportunity to fight a couple battles last night in TRSM. The first battle I faced a Panther BG and couldn't touch a single Panther. I might have immobilzed one but otherwise it was ridiculously one sided. Note - Inf assaults and piat attacks had no effect.

The second battle I fought with the Panther BG and completely overwhelmed my opponent. I did lose one Panther but it had a drunken driver and got hit by 4 guns at once (2 6lb ATG and 2 Firefly). But from a game play standpoint, I think it is unreasonable to require a 4 to 1 gun ratio to kill a panther.

So my suggestion would be to lighten the armor a little so that it is not quite so impossible to kill a panther. I believe Tigers fall into the same category though I have not had the pleasure of fighting them.

#27:  Author: Dima PostPosted: Tue Feb 12, 2008 8:16 am
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hi,

Ronson

Quote:
A few points, not strictly bugs

not bugs at all Wink.

Quote:
These seem to be harder to hit with tanks/guns than tanks are. Is this something to do with their size and speed?

yes it is.

Quote:
If so maybe its something that can be expanded on with regard to light tanks etc.

keep on moving and u'll notice same effect.

Quote:
Would it be possible to limit this agression to when the vehicle gets within grenade range?

basic ambush range is 30m (vary depending on exp/morale), basic range of grenade throwing is 30m (vary depending on exp/morale), so average team would start to shoot at target while on ambush when the target is at 30m.

and btw it's just hard to hit crew but far from impossible.

Quote:
not likely, for the most they would be very lightly armed, if at all. Most surviving crew members would generally surrender to a determined attack by enemy infantry.

in my experience it usually happens like that ... maybe coz i usually have BREN next to PIAT? Smile
anyway, the only chnge i made to crews was increasing their weight to make them slower...didn't help it seems.

Kevin,

Quote:
Note - Inf assaults and piat attacks had no effect.

me once captured Panther in Abbey due to infantry assault Very Happy.

Quote:
So my suggestion would be to lighten the armor a little so that it is not quite so impossible to kill a panther

i believe u should just adopt new AT tactics when yer ATGs will have v narrow LoS so they could engage 1 tank in 1 time and from side/rear (where the armor is really thin).

check bexx76 post:
at 300 meters the 6 pdr destroy the phanter in 2 frontal shoots !!!!
i continue think that 6 pdr are superpowered....

so looks like u guys in different sides of same line Wink.

as for me i believe that Panther is v dangerous opponent but has some major disadvantages such as:
1)V slow RoF (like 3-4 times slower than 6-pdr).
2)V slow turret (except to ausf G and late A).
3)V thin side armor.
4)Not that good HE shell.

so my suggestion for u is to use these disadvantages in your advantage and don't be fool by the green aim at Panther's front - 6pdr/17pdr/3inch is asble to pen Panther's turret front at medium range (that's why green aim), but thing is that there is lil chance to hit turret and v big chnce to hit hull and bounce off Smile.

Quote:
I believe Tigers fall into the same category though I have not had the pleasure of fighting them.

ye in comparison to Tigers Panther r just toys Smile.

#28:  Author: Pzt_Decoy PostPosted: Wed Feb 13, 2008 9:07 pm
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Hello Dima,

First of all let me congatulate you on a mod very well done, i have been really enjoying this. Smile

But i have to agree with Ronson on the 17pdrs though, it seems to me that the 6pdrs have a better performance against the big cats than the 17pdrs, imo they are a bit too weak and the Brits have nothing else rly to stop the Panthers.

In one occasion my panther survived 6 frontal hits from a 17pdr at medium range and result was an undamaged panther and a destroyed 17pdr . I remember in GJS the fireflys and heavy atg's where really powerfull against panthers and usually damaged them in 2 or even 1 shot if you had some luck.

Cheers.

#29:  Author: Barcisz PostPosted: Thu Feb 14, 2008 11:44 am
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Hi. When I start first battle on "Ouistreham" map (I'm playing Germans) the Allies start fight not in "Landing area" point but "Strongpoint Morris". It's that ok?

#30: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Fri Feb 15, 2008 1:28 am
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Quote:
Quote:
And in Courseulles i move my ally bg to another map, the next bg in the beach next day, 8 June, appear inland, while the german should deploy in beach. Bug!

yes but not TRSM bug. that's CC5 bug.
as when u moved BG inland and took ground AI thinks that the next BG landing on the beach should come from friendly area thus comes from inland instead of sea. nothing to do with that (at least i dunno how to fix that).


try looking at ur btds,it is a bug from who makes the gc.
look at it for 2 minutes that is a long as it should take for some1 with a brain to figure it out.

#31:  Author: dehm PostPosted: Fri Feb 15, 2008 1:53 am
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Hi again.

I've continue the GC against one friend, Erwin, using the allies. I destroyed my first cat today, first 6 Pounds shot inmobilized it, the third destroy it, always shooting from the side.

I´have tested Panthers agains Shermans, Firefly and 6 Pounds, only these last can do something at long o medium range, at shot range de 6 Pounds do it greatly but Shermans continue very bad.

A Panther needs between 8 to 10 shots to be damaged, with one shot it destroy any allied tank... so... I think Panther should be better than Tiger but not so.

Thx for the mod!

dehm

#32:  Author: Pzt_Serk PostPosted: Fri Feb 15, 2008 4:44 am
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That's funny because I was going to suggest to Dima to take a look (and upgrade Smile ) at Panther's and Tiger's gun AT power since, to my experience, Shermans and Fireflys have an amazingly high survival rate against them, especially the Shermans II's and the Firefly... It just doesn't feel right when a sherman/fly survives to 4 shots from a Tiger while it manage to immobilise the tank and kill a crew member, as happened so often to me. I've just had a 2 on 1 with a Tiger and command Mark IV vs Fly at about 430m Result: one dead mark IV and one damaged Tiger with one injured guy. Don't know about the Fly but it was still firing and had all 4 crewmembers alive. Had to retreat the Tiger since a 2nd Fly was getting in the fight. And it's not the first time I must retreat with a Tiger because I can't kill the damn thing no matter if I fire first:(

Panthers seem fine even if they appear to have bad performances at close range (around 100-150 m.).

Excellent mod overall Dima. I remember you saying you were working on a new version? any idea about the release date?

Cheers

Pzt_Serk

#33:  Author: Dima PostPosted: Fri Feb 15, 2008 9:39 am
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hi,

dehm
Quote:
I've continue the GC against one friend, Erwin, using the allies. I destroyed my first cat today, first 6 Pounds shot inmobilized it, the third destroy it, always shooting from the side.

felt heppy ? Smile

i was v happy when i killed first Tiger Very Happy.

Quote:
I´have tested Panthers agains Shermans, Firefly and 6 Pounds, only these last can do something at long o medium range, at shot range de 6 Pounds do it greatly but Shermans continue very bad.

at CC ranges any allied AT/T gun can KO Panther with side hit and some luck...
at frontal projection and further than 100m it can be done by 6pdr with APDS(SP), 3-inch, 17pdr but i don't suggest to try that often, only as last ditch way.

Quote:
Panther needs between 8 to 10 shots to be damaged, with one shot it destroy any allied tank...

from my exp Panther needs from 1 to 3 shots to be killed from side and from 1 to 10 shots to be killed from front Smile.

Pzt_Serk,

Quote:
to my experience, Shermans and Fireflys have an amazingly high survival rate against them,

wish i had yer experience....my Shermans get killed v fast...lost like 180 tanx by the 13th June.

Quote:
especially the Shermans II's and the Firefly.

Sherman IIs are the most armored Sherman version in TRSM Smile. Firefly has better armor for turret than Shermans.

Quote:
2 on 1 with a Tiger and command Mark IV vs Fly at about 430m Result

u prolly, missidentified PzIIIM with PzIV as sPzAbt.101 has 2 PzIIIM in TRSM. At such range 5cm KwK has v hard time to pen Sherman's armor while PzIII armor can't withstand punishment from 17-pdr.
Tigers always killed my VCs in duels at any range...

Quote:
Panthers seem fine even if they appear to have bad performances at close range (around 100-150 m.).


Quote:
I remember you saying you were working on a new version? any idea about the release date?

soon.

#34:  Author: dehm PostPosted: Fri Feb 15, 2008 2:00 pm
    —
Dima wrote:
hi,

dehm
Quote:
I've continue the GC against one friend, Erwin, using the allies. I destroyed my first cat today, first 6 Pounds shot inmobilized it, the third destroy it, always shooting from the side.

felt heppy ? Smile

i was v happy when i killed first Tiger Very Happy.


When i saw it i was afraid... but my AT do it's best against the Tiger. I was VERY happy... Very Happy Very Happy Very Happy Very Happy The first one

But... i still think Tiger is perfectly done, maybe more shot per minute.

Quote:

from my exp Panther needs from 1 to 3 shots to be killed from side and from 1 to 10 shots to be killed from front Smile.


At short range no problem with Ats... anyway too strong. I think the Panther have less armor than Tiger but with angle which make it similar or better. But... so good? I dont know but it seems too powerfull.

I have tested in a scenary, no in the GC...


Quote:
to my experience, Shermans and Fireflys have an amazingly high survival rate against them,


Mmmm, i have tested over five battles, no GC battles, with only tanks and Panther KILL everything quick, sometimes it seems to have less "visibility" but... the infantry is there.

Quote:

Sherman IIs are the most armored Sherman version in TRSM Smile. Firefly has better armor for turret than Shermans.


Ups! I didn`t know that.

Quote:
Panthers seem fine even if they appear to have bad performances at close range (around 100-150 m.).


I think similar but one bad thing let us to have hope!

Quote:
I remember you saying you were working on a new version? any idea about the release date?


Rolling Eyes Rolling Eyes Rolling Eyes

One more thing, I'm playing with allies but my enemy, Erwin, yes... as Rommel Wink , tell me that he things German have bad infantry, powerless tanks and in general no posibility to stop allies Âżwhat do you thing? I cannot say nothig because i have not use them till now

Thx for the mod Dima

dehm

#35:  Author: dehm PostPosted: Fri Feb 15, 2008 8:42 pm
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One point more, i play agains Jagdpanzer two days ago and i think they are now as i think they should be. Frontal shots from 6 Punds AT, over 15, did not damage them. Side shot was diferent...

Dima, you have balanced them very well.

dehm

#36:  Author: Pzt_Serk PostPosted: Fri Feb 22, 2008 8:25 pm
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Hello Dima,

Regarding my tiger duel, the other tank was a mark IV since I was playing with the 130 Lehr bg. Also, the firefly was behind a large hedge while my Tiger was not, so it explains why i had such a hard time to kill it. Tiger's gun would probably have fared much better if the fly was in the open.

Also, against Pzt_Ronson, I just had a french halftrack with a pak 40 killed 3 tanks and escape unharmed since he was behind a large hedge. In another gc, an Avre survived 15 and more flank shots from my flak 36 because of a small wall (that's the only explanation i could find). So the problem seems more to be about the hedge than the Tiger's gun Smile

I don't know about the wall but Hedges should not have that effect imo so is it possible to get rid of that feature ( shield effect of hedges, even with clear LOS). My understanding is that it should give concealment or block the los but I don't think it should stop anti-tank shells.

Also, regarding tanks/atg crews, is it possible to make it so they leave the map like routed soldiers? Ronson and I had a discussion about that and we think it would better represent their normal behavior than staying where they are and fight to the death. It was funny to watch a gun crew charge an armored car passing nearby and immobilizing it Wink

Food for though.

Cheers

Pzt_Serk

#37:  Author: Kartboy6Location: Lisboa, PORTUGAL PostPosted: Mon Feb 25, 2008 4:35 am
    —
Hi mate
How are you?
Long time no speak.
PzEddie and I are back in to CC5 Wink So we'll start by your realism mod. I'll try to give you some feedback next week.
Cheers

#38:  Author: Dima PostPosted: Wed Mar 05, 2008 2:34 pm
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hi

Kartboy,

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I'll try to give you some feedback next week.

where is the feedback? Wink

pzt_serk,

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So the problem seems more to be about the hedge than the Tiger's gun

ye true. will think how it should be tweaked.

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Also, regarding tanks/atg crews, is it possible to make it so they leave the map like routed soldiers?

nop.

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It was funny to watch a gun crew charge an armored car passing nearby and immobilizing it

well, picture, he got enuf time to recover and saw armored car passing by w/o spotting him, so he took AT grenade and threw it...hit!

imo it's ok.

#39:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Sat Mar 29, 2008 7:55 am
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Dima

i have just started playing your mod.......the jurys still out because we are still in the early stages.....getting off the beachs.
im playing Polemarchos. he's played the mod before i havent.
interesting so far.

i have some thoughts......
1] the piat is now the super shreak. rate of fire is good but its a too powerfull.
2] the BR 3 inch motars min range is too long. 230m is not historical or even practical in CC. the german 80 mm mortar has the same problem.
http://www.hypospace.net/equipment/mortars.htm
http://riv.co.nz/rnza/hist/mortar/mort15.htm
the min range for a 3inch BR mortor is 114m or 125yds.

more practical for CC would be 80m im thinking.
Polemarchos agree''s with this also. any chance you can change these in the next patch? the 3 inch mortar is almost useless as it is on most maps.

i havent seen how the shreak and faust work yet but i have heard that they have been made unrealistic. the shrak wont penetrate allied front tank armour? thats not TRSM???

#40:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Sat Mar 29, 2008 8:48 am
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in response to the remarks that you have to earn experience for your Fire fly crews.......thats not completly true.

in the book "sherman Firefly VS tiger normandy 1944"by stephen a hart......it explains that in most cases EXPERIENCED CREWS AND OR COMMANDERS were put into the Fireflys for exactly the reason of the threat of the tigers and panthers and the allied needed to have an edge.......
it also points out that the mk 4 had no problem killing the Fly or the regular marks of the sherman tank. this point is made clear from various excerpts from allied war jounals and 1st hand accounts from both sides.

wittmanns tiger was knocked out and desroyed from the 1st shot of an experienced Fly at 800m aprox.....a side shot. the fly aited for the side shot and rane because at 800m the commander thought he had a resonable CHANCE of penetrateing the side armour of the tiger.

i think the Fly's crews should be given greater experience in your mod.
what do you think Dima?

#41:  Author: Dima PostPosted: Tue Apr 01, 2008 8:03 am
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Steiner,

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1] the piat is now the super shreak. rate of fire is good but its a too powerfull.

too powerfull in comparison to what?

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2] the BR 3 inch motars min range is too long. 230m is not historical or even practical in CC. the german 80 mm mortar has the same problem.

that minimum effective range is 200-400m, spreading is too wide at 100m.

In CC it's different, the closer yer mortar is the more accurate it is. So IMO that balance mortars pretty well.

and btw, 3inch mortar had caliber of 81mm, initially 3.2inches but cut 0.2" to be more convinient.

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any chance you can change these in the next patch?

doubt it.

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the 3 inch mortar is almost useless as it is on most maps.

iam not agree with u. besides u have 2inch.

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i havent seen how the shreak and faust work yet but i have heard that they have been made unrealistic

i have heard that there is life on Venus Smile.
check it out yerself first than tell yer own opinion.

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the shrak wont penetrate allied front tank armour?

hmm, who told u that is a lier Smile.
the rocket just has a good chnce to bounce off Sherman sloped frontal plate Wink.

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it explains that in most cases EXPERIENCED CREWS AND OR COMMANDERS were put into the Fireflys for exactly the reason of the threat of the tigers and panthers and the allied needed to have an edge.....

but most of the cases commanders wanted to be in regular Sherman as it had more space for big radio and powerfull HE shell Smile.
tho thats true for experienced crews and that's why it is so in TRSM.

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it also points out that the mk 4 had no problem killing the Fly or the regular marks of the sherman tank.

and vice-versa, like in TRSM Smile.

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wittmanns tiger was knocked out and desroyed from the 1st shot of an experienced Fly at 800m aprox.....a side shot.

on July 6 (IIRC), 1943 Wittmans Tiger was KO from the hit of 45mm M-42 at 400m....a side shot Smile.

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because at 800m the commander thought he had a resonable CHANCE of penetrateing the side armour of the tiger.

and IIRC before that in V-B one Cromwell gunner hit the side of Tiger 2 times w/o success at v close range altho he had a good chance of penetrating the side armour (especially according to table data).

that only shows that the chance to penetrate is always vary from 0 to infinity (dice in CC).

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i think the Fly's crews should be given greater experience in your mod.

"greater" in comparison to what?

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what do you think Dima?

i know that even any VC crew in TRSM has resonable chance of pen. Tiger side at 800m.

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thats not TRSM???

it is, mate, it is.

keep on feedback!

#42:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Tue Apr 01, 2008 2:49 pm
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that minimum effective range is 200-400m, spreading is too wide at 100m.

In CC it's different, the closer yer mortar is the more accurate it is. So IMO that balance mortars pretty well.

and btw, 3inch mortar had caliber of 81mm, initially 3.2inches but cut 0.2" to be more convinient


i dont agree with you IMHO the mortar balance is no good. i quoted from sources of what the min range is. on a lot of maps you dont have the room to use the 3 inch mortor effectivley with the min range you gave it. so its not used at all. a waste. the 2 inch mortar doesnt have the punch and is not a good choice if you want to use a mortar. simple as that. i have talked to quite a few CC players about this and we all agree. they said ...well make a post and maybe Dima will look at it.......doesnt sound like your even considering it... too bad. you made the mod for the CC community.....part of the CC community is telling you the 3inch and 81mm mortar doesnt work.
whats the caliber got to do with it in this particular case btw? were talking min ranges and usefullness in the mod.

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have heard that there is life on Venus .
check it out yerself first than tell yer own opinion.

i will

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but most of the cases commanders wanted to be in regular Sherman as it had more space for big radio and powerfull HE shell .
tho thats true for experienced crews and that's why it is so in TRSM.


you missed the point......your thread said that FF crews in the mod had to gain experience.......i quoted a source that states the experienced crews and/or commanders were put into FF's. they didnt have a choice as you elude too above in your statement.
you also said i thought ,that in the mod that the FF crews didnt have anymore experince than any of the other crews?
if not then i think they should have more experince...vet crews.

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(IIRC),


whats IIRC ????

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on July 6 (IIRC), 1943 Wittmans Tiger was KO from the hit of 45mm M-42 at 400m....a side shot


what are you talking about?

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i think the Fly's crews should be given greater experience in your mod.

"greater" in comparison to what


the regular sherman crews Razz

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1] the piat is now the super shreak. rate of fire is good but its a too powerfull.

too powerfull in comparison to what?


every other gun in the mod.....players now take 6 or 7 piat teams and wipe out inf teams and all german AFV's on the map and still have ammo to spare.
you dont think its too powefull......IMHO i disagree.....its unrealistic.

you want constructive feed back but it seems like you dont really believe what we have to say...your minds already made up.......too bad....great mod but it needs some tweaking to be the best mod.

#43:  Author: Dima PostPosted: Tue Apr 01, 2008 8:10 pm
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i dont agree with you IMHO the mortar balance is no good.

let's return to that when u'll play like 10 days in GC Wink.

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whats the caliber got to do with it in this particular case btw? were talking min ranges and usefullness in the mod.

that yer links can be mistaken Smile.

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you also said i thought ,that in the mod that the FF crews didnt have anymore experince than any of the other crews?

i believe that most of the british tankers were more exp than ther german ones as they r now in TRSM but iam not keen to make VC having more exp than other tanx.

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if not then i think they should have more experince...vet crews.

i don't think they should Smile.
moreover, i know one guy that wants to kill for such proposal lol (he plays GC vs me as the germans).

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whats IIRC ????

IIRC=If I remember correct.

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what are you talking about?

continued yer line about Wittman's Tiger killed at 800m with side hit Smile.

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every other gun in the mod.....

false.

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players now take 6 or 7 piat teams and wipe out inf teams and all german AFV's on the map and still have ammo to spare.

lol really? guess AVF = HT/AC Smile. or v v weak enemy.

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you dont think its too powefull......IMHO i disagree.....its unrealistic.

something about damage PIAT could inflict:
http://www.pegasusarchive.org/normandy/frames.htm

compare to the damage it inflicts in TRSM...
but u guys shoulda play CCMT, even 1 car explosion nearby can kill squad in house
http://www.closecombatseries.net/CCS/modules.php?name=Downloads&d_op=getit&lid=4008
... those explosions really powerfull Very Happy.

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you want constructive feed back but it seems like you dont really believe what we have to say

i don't believe to the opinions made in 3 days of GC.
check my first reply.

p.s. if u want to check how the allies should attack with their useless 3inch contact me on dimafedorov [at] msn [dot] com

#44:  Author: AT_Stalky PostPosted: Thu Apr 03, 2008 2:19 pm
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players now take 6 or 7 piat teams and wipe out inf teams and all german AFV's on the map and still have ammo to spare.


Hmm, if anyone would use so many PIATs vs me, I would have my full infantry teams just overrun em under cover of smoke. A PIAT team cant hold back a incoming infantry unit. A PIAT team can inflict allot of damage to a unit that is staying in a house as PIAT fire and reload and fire again... (why stay in house and die, do we really believe one can stay in a house when its under direct HEAT/HE fire?)
Well after my full infantry charge of the 7 PIAT teams there would be 7 PIATs teams less in the enemy BG... (I like that)
PIATs kills tanks, whip em out??? Better then guns?? Well, if so one must handle tanks not as they ought to be handled. Infantry shall always move a head of tanks, and tanks at distance for fire support, the inf teams just flush out enemy inf and PIATs, and the tank shall be at 100+meters distance and just kill the flushed out inf/PIAT units.
A tank with no forward inf support will just get killed, as in real life.

Success of a commander is in his ability to adapt, if enemy use 7 PIAT teams, see a opportunity not a problem, don’t be static/conservative in the way we fight.

#45:  Author: dehm PostPosted: Fri Apr 18, 2008 1:10 pm
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Hi again!

I have played several GCs since las time. Two as german, one till June 10 when allies lost his moral and abandoned it and one will June 11 which is stopped now.... My impression is very good, i lost maps with hard fighr, it was very fun and heroic though I would ask for some more "in house" guns, i remember that 50 mm Ats which i could hide. Play as german is hard but fun, I have noticed i need more strategic thinking than in GJS, more moves and more important, now every map have it's importance.

Mmm, and i can counteratack with Panthers that are powerfull in medium and long ranges. Tiger... mmm.... I could not test it as i want to.... battle rules... but it seems useless, comparative with panthers, but stilll good in defensive works.

Marders have some use, Ats too... but they are discovered quickly... AT infantry teams... Panzerfaust are correct but shrecks... snif snif... have use and i have destroyed several tanks with them thought it's min range have some effect in deploy! and use!

I have played two as ally, power and number is with me! HA HA HA!!! Piat are correct, i need one or two shots agains vehicules and more agains some tanks, one Panthers need 6 shots from 38m frontal, another one from 12m frontal, a gun in bulding is harder... :/ it's RoR is correct and all around it.

I dont see bugs.... the flame vehiculo is quite uselles once one man is dead... the another one dont use the flame never... it only drive. Historical ? i dont know

In another things i dont see things to correct...

Bugs? So...

II.22/21 in Cristot, my oponnent used a Tank whitout cannon... i dont know it would be a shot cannon tank... but it seems without it.

Mortar shots in bunkers in map... er... the north to merville, in beach... sound as water shots.

Thanks for the games! and the mod! Er... so... new path allow to play the old 0.96 gc?

Bye

dehm

pd: Air attack agaains AT useless...

#46:  Author: Dima PostPosted: Fri Apr 18, 2008 8:12 pm
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snif snif... have use and i have destroyed several tanks with them thought it's min range have some effect in deploy! and use!

just took 3 first pics of RPzB in my H2H GC (me as the allies).


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the flame vehiculo is quite uselles once one man is dead... the another one dont use the flame never... it only drive. Historical ? i dont know

ye happens often.
IMO CC bug.
Anyone knows how to fix tell me plz Smile.

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II.22/21 in Cristot, my oponnent used a Tank whitout cannon... i dont know it would be a shot cannon tank... but it seems without it.

prolly he was out of supply the battle before that and got damaged.

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Mortar shots in bunkers in map... er... the north to merville, in beach... sound as water shots.

thnx will check.

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Er... so... new path allow to play the old 0.96 gc?

won't be fullyu compatible. Units/FPs/BGs will be messed.

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pd: Air attack agaains AT useless...

not anymore Smile.

#47:  Author: Pzt_MacLocation: Oregon PostPosted: Tue May 20, 2008 2:23 am
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Here is a strange thing:

This is what the Abt 101 Tiger BG looks like in the GC.


Here it is in a single battle.


Each time the setting was the same. Any thoughts?

#48:  Author: Dima PostPosted: Tue May 20, 2008 6:01 am
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Mac,

looks like yer GC has started using earlier version (092 or 093) then u upgraded it to current one (v094).
GC saves the FPs since the beginning and doesn't chnge it.
Single battle shows what FPs like the currently are.

#49:  Author: Pzt_MacLocation: Oregon PostPosted: Wed May 21, 2008 5:03 pm
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Ah, got ya. Thanks Dima.



Close Combat Series -> Total Realism Sub Mod


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