TRSM 0982
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Close Combat Series -> Total Realism Sub Mod

#1: TRSM 0982 Author: Dima PostPosted: Sun Jan 02, 2011 1:11 am
    —
Hey all,

Probably the last version of TRSM for CC5 is out. IMO it looks pretty much polished gameplay wise.
The final versions will be released for TLD.

http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4051
 
TRSM v0982 (26.12.10) by AT_Dima&Stalky

Only small guns can fit houses/bunkers now (6pdr, 4.7cm, 3.7cm FlaK can't fit anymore).
Reduced amount of ammo for medium mortars for both sides.
AVRE reload time increased to 1,5mins (was mistakenly set as 40sec since 0981).
HMG/MMG/Mortars are faster to redeploy.
HMG/MMG/Mortars set up time decreased drastically.

Some small changes to units compositions.

Various minor mistakes fixed.


Hidden: 
TRSM v0981 (11.12.09) by AT_Dima&Stalky

Fixed FP bug for II/726/716ID on elite difficulty.
All the difficulties have same FPs now.
Churchills were added to 15ID from June 23rd.
Churchills were added to 49ID from June 23rd.
Churchills were removed from 43ID.

290mm mortar reload time is 1,5min now (was 2mins since 098, was 1min before).
Med. mortar ammo doubled.

Crocodile frontal hull armor increased slightly, turret frontal armor decreased slightly.
AVRE frontal turret armor increased slightly.
Churchill III/V/VI were added to TRSM.


Lebisey Woods VL locations fixed.


TRSM v098 (26.07.09) by AT_Dima&Stalky

PLD Feuertrupp - 3exp (was 2).
AVRE - accuracy decreased.
PIAT - range 85m (was 100m).
PLD Feuertrupp - PzF added.
3.7cm pak36 (HT mounted) - ROf increased.
AL Command Group- 1 No4 instead of 1 Sten.
SdKfz 251/2 - MG.34 added.
Para AT team  - 3men now.
AVRE - 2min reload (was 1).
AL 6pdr - APDS added, number of HE decreased.
Schiessbecher - penetration decreased.

Fodder stacks - passable for tanx now.
Tall walls - passable for tanx now with high chance of immobilisation.


49ID - Wasps were replaced with 40mm AA.
III./25./12 - added Tiger pic on BG icon.
231/50 - changed FP for 06/06.
II./726./716.ID - removed 3 Marders and 1 pak40.
8/3 Cdn - Pio (5men) -2 Pio (7men) - 6 now (was vice versa).
I/726/716 - fixed patch (was showing SS-sPzABt.101).
22/7,29/11 - 12 6pdr instead of 4.

Lebsiy Woods map from TLD replaced 097 LW map.  
Tailleville map from TLD replaced 097 Tailleville map.
Creully map from TLD replaced 097 Creully map.


TRSM v097 (11.07.0Cool by AT_Dima&Stalky


TRSM v097 (095,096 were never released).

Medium mortars have chance to KO guns now.

M10 - 2 less HE shells, 2 more AP.
Humber MkIV - 4" smoke dischargers work now.
Daimler MkI - 4" smoke dischargers work now.
Daimler MkI - got HE and Cannister shells.
Tetrarch I - 4" smoke dischargers work now.
Tetrarch I - got LJ for the 2pdr gun thus no HE but better penetration.
Pathfinder Secion is represented properly now.
Assault Section got FT now.
Mot.Rifle Section is 5men now (to represent availability of HTs).
Mot.Rifle Group is 6men now (to represent availability of HTs).
RMC Support SS - no Sten.
RMC Gun Group -NCO got No4 instead of Thomy.
Pionierstosstrupp - lost FT and received MG.34.
Pioniertrupp - lost MG.34 and got FT.
Para Assault Section - got PIAT before reinf. and FT after reinf.
PLD leMGtrupp - got K98k for 2nd number.
Para SMG Section got Gammon Bomb.
Stuart - lost all HE and cannister shells.
Pznahkampftrupp - got 1 PzF and 1 Faust.
PLD Pionierhalbtrupp(FT) lost 1 PzF.
SS PG Stosstrupp lost PzF and got 1 Faust.
21Pz PzA.Halbgruppe lost PzF and got 1 Faust.
SS PzA Halbgruppe lost PzF and got 1 Faust.
21Pz/PLD PG PzA Halbgruppe has 4men now.
Most of 12.SS-PzD/21.PzD Infantry teams lost PzF.
PG Spahtrupp lost PzWM.
3inch was increased to 35.
8cm ammo was increased to 25.

50ID received 17pdr ATGs.
8/3ID (Cdn) got Sherman VDD.
PLD got RPzB in Gruppe(s).
PLD lost PzAbwehr trupp.
PLD got FlaK38.
PLD got SdKfz 250/9.
12.SS-PzD Panther BG lost SdKfz 250/7.
12.SS-PzD lost Panther D.
III./25./12.SS-PzD got SS-sPzAbt.101 attached.
I./726./716.ID replaced SS-sPzAbt.101.
716.ID got Pak97/40 instead of Pak40.
PzBGs of PzDs lost GrW Gruppe(s), now have only SdKfz 251/2.
43rd ID - got Churchills after reinforment on June 19th.
69/50 got 3 Sherman VC after reinf instead of 6.
153/51 received Assault Sections.
Para units lost all Uni Carriers.

Centaur AA wreck has been fixed.
Centaur AA pic has been fixed.
MMG Carrier pic has been fixed.
KdoWg 304(f) pic has been fixed.
sPzB.41 pic has been fixed.

SdKfz 250/1, 251/1 - MG fires 360deg now.
17-pdr MkIV RoF was decreased.
sPzB.41 RoF was increased.
KwK37 RoF was increased.
3inch mortar min ranges has been decreased to 200m (same as 8/8.1/8.2cm).

Added Churchill III / IV / V.

other changes.

TRSM Will now also include the GJS elements and GJS maps “adjustments” by AT_Stalky. So far 23 maps have been recoded.

Maps recoded:

Abbey de Ardennes.
Bayeux.
Benouville.
Bretteville.
Buron.
Cristot.
DuPont.
Gold Beach.
Hermanville.
Hillman.
Juno Beach.
Lebesiy Woods.
Lingevres.
Lion-Sur-Mer.
Pegasus Bridge.
Port-en-Bessin.
Ranville.
Rauray.
StPierre.
Sword Beach.
Taileville.
Thaon.



TRSM v094

PzIVC - there was PzWurfMine(kz) in weapons - fixed.
Puma - got KwK39/1 instead of KwK39 - slower ROF.
Mot Gun Group - had K98k instead of BREN - fixed.
3.7/4.5/4.7cm Pak - HEAT ammo reduced to 1 (was 2).
Sherman VDD - got 2" bomb thrower instead of 2 4" smoke dischargers.
Crusader AA - got 2 20mm Polsten instead of 1 20mm Oerlikon.
Allied tank crew got Sten Mk.III instead of Sten Mk.II.
3" mortar min range was reduced to 230m (was 250m).
GC TRSM - any allied BG can land on any beach map from PEB to Ouisterham if its default landing beach is occupied.
GC TRSM - all the beach maps give supply route.

GC TRSM - 5/6Para(at Pegasus from start) can cause CC5 bug to be in action - if it moves at first turn and captures Benouville, 9/3 Brit will enter Ouiserham from Benouville instead of sea.
I can c only 2 solutions for now:
1)don't move 5/3Para at turn 1.
2)german player should intercept 5/3Para with 192/21pz at turn 1.



TRSM v092 (21.09.07)

-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  
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 Jan 02, 2011 4:20 pm; edited 1 time in total

#2: Re: TRSM 0982 Author: TejszdLocation: Canada PostPosted: Sun Jan 02, 2011 1:39 am
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Thank you Dima!!!

Grabbing it right now....

#3: Re: TRSM 0982 Author: squadleader_idLocation: Soerabaja PostPosted: Sun Jan 02, 2011 1:46 am
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Nice! Thanks a lot for the hard work Dima & Stalky!!!

#4: Re: TRSM 0982 Author: davidssfx PostPosted: Sun Jan 02, 2011 2:31 am
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Looking forward to the TLD version ... Thanks  Smile

#5: Re: TRSM 0982 Author: QMLocation: Australia PostPosted: Sun Jan 02, 2011 11:12 am
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Thanks Dima and Stalky, grabbing it also.

#6: Re: TRSM 0982 Author: ManoiLocation: Brussels PostPosted: Sun Jan 02, 2011 11:51 am
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thanks Dima. Time to rest a little now! Wink

#7: Re: TRSM 0982 Author: Panzermayer PostPosted: Sun Jan 02, 2011 8:02 pm
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The 6 Pdr. is not king anymore...2011 begins good Smile

#8: Re: TRSM 0982 Author: slipper PostPosted: Tue Jan 04, 2011 10:12 am
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Thanks Dima,

I am just returning to close combat after a long time away so forgive me if this question has been answered, but do you still propose to do an AI mod for TRSM, and/or TLD, LSA, WaR?

Cheers

regards

slipper

#9: Re: TRSM 0982 Author: tigercubLocation: charters towers PostPosted: Thu Jan 06, 2011 3:24 am
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looks good dima!

Tigercub

#10: Re: TRSM 0982 crash map "CREULLY" with missing TXT Author: longnez PostPosted: Sun Jan 30, 2011 12:32 pm
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I've a "crash" when i want to play at the map CREULLY with the Mod GJS mod TRS version 0982. I have one CCERROR message with "... Maps TRCrul. TXT "? I may look for this map in them " individuals maps " of GJS mas find not.
Furthermore, in my directory of my game folder SSI Maps, i indeed have the file TRCrul.btd but not the "TXT"?!
Tk u for sending him to me or saying to me where i can find it.

#11: Re: TRSM 0982 Author: Dima PostPosted: Sun Jan 30, 2011 7:18 pm
    —
Longnez,

you need to download supplemental mappack for TRSM http://closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4110
 
I've attached TRCrul.txt but I believe you'll need other txts from mappack as well.



TRCrul.rar
 Description:

Download
 Filename:  TRCrul.rar
 Filesize:  20.89 KB
 Downloaded:  620 Time(s)


#12: Re: TRSM 0982 Author: longnez PostPosted: Fri Feb 04, 2011 1:01 am
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Dima wrote (View Post):
Longnez,

you need to download supplemental mappack for TRSM http://closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4110
 
I've attached TRCrul.txt but I believe you'll need other txts from mappack as well.


Thats sure, its works better now, i had forgotten that  Embarassed
Tks very much Dima Very Happy

#13: Re: TRSM 0982 Author: Ost_KinsK PostPosted: Tue Jul 12, 2011 4:06 pm
    —
I hate GJS, and did not like much of the past but this new trsm trsm 0982 is the best mod of all time, I just want to play this now, every gun kills without rifle poc poc thanks

#14: Re: TRSM 0982 Author: MajorFrank PostPosted: Tue Aug 16, 2011 2:10 pm
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Just installed this and started a campaign with the allied. Seems very nice. My Paras are doing some damage.

Now, if only I could get rid of that annoying "In position!" - scream that the troops keep giving. Is this mod compatible with the GJS - sound mods?

#15: Re: TRSM 0982 Author: RD_DeathDealerLocation: Bavaria, Germany PostPosted: Wed Aug 17, 2011 6:39 am
    —
Created a sound mod for TRSM version 982-

Here's the mediafire link to download the plugin:

TRSM version 982 DeathSounds

Just added it to the downloads of this site- so it should be available there too in a week or so...

Twisted Evil


Last edited by RD_DeathDealer on Sun Sep 18, 2011 11:22 pm; edited 1 time in total

#16: Re: TRSM 0982 Author: MajorFrank PostPosted: Wed Aug 17, 2011 7:46 am
    —
Hello RD DeathDealer,

I installed your sound mod and it seems to be working with the latest Total Realism Sub Mod. The sounds, voices are different from what they were without the mod. So it seems to be working. Not sure if somebody else has to confirm this to get your mod on the download page.

Anyway, thanks!

#17: Re: TRSM 0982 Author: CC_CO PostPosted: Wed Jan 04, 2012 6:28 pm
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Thanks Dima & Stalky and Deathdealer.

#18: Re: TRSM 0982 Author: CC_CO PostPosted: Fri Jan 06, 2012 3:11 pm
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TRCrul.txt , where to install that

#19: Re: TRSM 0982 Author: Dima PostPosted: Fri Jan 06, 2012 4:07 pm
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Hi CC_CO,

you need to download supplemental mappack for TRSM http://closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4110 - if you already had, that file was inside.

#20: Re: TRSM 0982 Author: CC_CO PostPosted: Fri Jan 06, 2012 4:26 pm
    —
Hi Dima, Ok, I already downloaded the map-pack.

Thanks for a great mod btw.

Awesome!

#21: Re: TRSM 0982 Author: CC_CO PostPosted: Sun Jan 08, 2012 5:06 pm
    —
The Germans still seem to be quite strong in TRSM 82.



Is the force strength the same when playing grand campaign in h2h?

#22: Re: TRSM 0982 Author: AT_Stalky PostPosted: Sun Jan 08, 2012 5:35 pm
    —
The strenth bar means little.
TRSM is not meant to be played vs AI, though it does work.. I suppose a vet mod will be a better experiance vs the AI.

We run the GC from both sides and I fined the GC to be rather balanced in H2H. Both Dima and I are agreeing that we are winning…  

Here is an example of TRSM campaign, 2 experianced CC-clans fighting it out. After 7 days (15 rounds) of war the result is as follows:



Allied won, (they was not allowed to reinforce).
Very good AAR, highly recomended reading: http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=9230&postdays=0&postorder=asc&start=0
 
AJ and RS TRSM GC, after 12 rounds, (both v experienced players):


Read it here: http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=7410&postdays=0&postorder=asc&start=0
 

IMO; the best GC is the one played between equal experienced players.

#23: Re: TRSM 0982 Author: CC_CO PostPosted: Mon Jan 09, 2012 12:14 am
    —
Very inspiring AARs. Thanks!

I installed GR after having glanced through them, and played my first h2h in a year, with a helpful, skilled and patient player named Moe.

Thanks again Stalky.

#24: Re: TRSM 0982 Author: AT_Stalky PostPosted: Mon Jan 09, 2012 10:33 am
    —
Hello CC CO, Hm thinking some more, if any is stronger then its the allied. One feels the material quantitative superiority..

#25: TRSM 982 H2H Question - best 15 min map? Author: CC_CO PostPosted: Mon Jan 09, 2012 9:19 pm
    —
True, the allies has plenty of it, however, the Germans still have some cool stuff.
---

When playing a single 15 min battle, with no realism settings and no specific rules, what are then the best maps in TRSM 982?

Today I sadly picked Bretteville for a single 15 min battle with a player I haven't faced before, and he wanted the Germans, however it soon came clear that Bretteville is not a 15 minute Win. And he only had 15 minutes.

Which maps are best maps for such battle types?

#26: Re: TRSM 982 H2H Question - best 15 min map? Author: AT_Stalky PostPosted: Mon Jan 09, 2012 10:22 pm
    —
CC_CO wrote (View Post):
True, the allies has plenty of it, however, the Germans still have some cool stuff.

Yeh, but the UK "funnies" (AVRE, Croc) arent that bad either.

CC_CO wrote (View Post):
When playing a single 15 min battle, with no realism settings and no specific rules, what are then the best maps in TRSM 982?

Today I sadly picked Bretteville for a single 15 min battle with a player I haven't faced before, and he wanted the Germans, however it soon came clear that Bretteville is not a 15 minute Win. And he only had 15 minutes.

Which maps are best maps for such battle types?

Hi again.

I would not recommend a single battle at all.
Here is what I prefer if to play a single map: Make a little OP in the scenario maker like the file I attached. U see how it’s made when u load it up. Unpack the zip in folder: Games/Battles/
Both sides have a large depot at the map behind, and then you can slug it out on a single map in many continual battles. IMO the best games are when its sequential fighting. Look at it, who knows, maybe like it.


The best maps IMO is (played continues as described abow) :
Periers Ridge, nice city centre and possible to making pincer movement
Benoville, 2 village centres and hedges with open arias… mmmm : )
Ranville, 2 village centres and hedges with open arias…
Colombelles, mixed fealings about that map..
Buron, a village in centre with open arias around it, this is a really good map, that’s the map I chosen for the attached file.  
Bayeux, City map, good close combat..
Rauray, large open map with hedges, makes for movement..  
Lingevres, city centre and village or two.. open arias and hedges..  
Bretteville. Large map, large open arias with 4 urban centres. Time consuming and possible many many battles before settled.

Those are my favourites.

I hope Dima droppers in and give some thoughts.

/S



Buron one map Op.zip
 Description:

Download
 Filename:  Buron one map Op.zip
 Filesize:  280 Bytes
 Downloaded:  528 Time(s)


#27: Re: TRSM 0982 Author: CC_CO PostPosted: Wed Jan 11, 2012 3:26 pm
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Thanks for the suggestions and descriptions.

#28: The Achilles in 131/7 on elite settings fire as a mortar Author: CC_CO PostPosted: Mon Jan 30, 2012 4:12 pm
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The Achilles in 131/7 on elite settings fire as a mortar

Hi, in the h2h operation I'm playing - exploiting the gap - on elite settings, my opponent play the allied side, and he tells me his Achilles in the 131/7 only seems to be able to fire as a mortar? However, it only appears in h2h-play, not when he play against the ai.

When playing allies, I haven't seen this problem my self, so hope someone can clarify if this is a known bug, and if yes, how to solve it? Otherwise we will have to make some house rules I guess, where I as German cannot use my tanks against this allied BG.

Image from the operation

131/7 located in Villers-Bocage possible client bug with the Achilles?


#29: Re: TRSM 0982 Author: CC_CO PostPosted: Sun Feb 05, 2012 9:25 am
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My opponent screened this Image of the Achilles bug, where it fires as a mortar.

The strange things is that it only happens when he is client in a game.



When he is the host, the problem disappear?



Does anyone know if there is a solution to this?

#30: Re: TRSM 0982 Author: CC_CO PostPosted: Tue Mar 13, 2012 2:43 pm
    —
Will playing the GC of the awesome submod of TRSM 982, on line vs. line settings, have any impact on the forcepools, in regard to assets and reinforcements?

edit:

I need to read that change list more carefully. Found the answer here:

TRSM v0981 (11.12.09) by AT_Dima&Stalky

All the difficulties have same FPs now.


My bad.

#31: Re: TRSM 0982 - the intro melody Author: CC_CO PostPosted: Sun Jul 01, 2012 3:40 pm
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Is it possible to remove the intro melody?

#32: Re: TRSM 0982 Author: dgfredLocation: N.C., USA PostPosted: Mon Jul 02, 2012 3:53 pm
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I believe you can turn off music/videos in the options on the main menu.

#33: Re: TRSM 0982 Author: CC_CO PostPosted: Mon Jul 02, 2012 4:30 pm
    —
Yes that was my guess too, however it doesn't turn it off. Only way so far, is to click off the sound and then on again.

Not sure, but perhaps the melody is embedded in the sound-file?

Anyhow, minor problem; getting used to click on and off already.

#34: Re: TRSM 0982 Author: Dima PostPosted: Mon Jul 02, 2012 5:55 pm
    —
Yes, that's in sound.sfx file.

#35: Re: TRSM 0982 Author: CC_CO PostPosted: Wed Aug 15, 2012 7:45 pm
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Hi Dima

I have a few more questions, hope that's okay.

1. Will the Para BGs receive tanks - like Sherman's - if they reinforce after a certain date?

2. Above 200 meter, is it possible for a 57mm antitank gun to knock out a Tiger with a frontal shot?

3. How come the German side can see the allied BG in Ouistreham, in both the AM and PM parts of the strategic movement phase?

4. Is there an overview of the weather for the entire campaign?

#36: Re: TRSM 0982 Author: Dima PostPosted: Wed Aug 15, 2012 8:02 pm
    —
Hi CC_CO,

1. Yes, 5th Para will get couple of Shermans and Daimlers after reinforcement since June 7th. 6th AL will get Cromwells instead of Tetrarchs if reinforced after June 26th Smile.

2. Yes, with SP (APDS) shells.

3. I don't know but I believe the Germans can see random Allied BGs each day.

4. You can check that in the editor.

#37: Re: TRSM 0982 Author: CC_CO PostPosted: Thu Aug 16, 2012 7:44 am
    —
OK, Thanks Dima.

#38: Re: TRSM 0982 Author: CC_CO PostPosted: Sun Sep 02, 2012 9:47 pm
    —
Dima, another question;

It seems my mortars have been able to kill a crew-member and wound another in a Sherman Crab. No LOS on the Sherman, but plenty of shells was fired upon it.

Is this a CCV thing or did you implement sort of a hatch-feature in trsm? We disagree a bit here, me and Ronson, whether if it is a bug that mortars can kill crew-members or if this is meant to be so?

#39: Re: TRSM 0982 Author: Dima PostPosted: Mon Sep 03, 2012 7:34 am
    —
Quote:
Is this a CCV thing or did you implement sort of a hatch-feature in trsm? We disagree a bit here, me and Ronson, whether if it is a bug that mortars can kill crew-members or if this is meant to be so?

no, AFAIK one can do it in any CC version - the more one hits an AVF the more the chance for critical - like that Panther KO by 75mm Sherman in one of your battles.

#40: Re: TRSM 0982 Author: CC_CO PostPosted: Mon Sep 03, 2012 9:40 am
    —
OK, Thank you Dima.

#41: Re: TRSM 0982 Author: Riever PostPosted: Thu Oct 18, 2012 7:15 am
    —
Love the mod...  Fell in love with good quality mods all the way back with original CC2 and the RealRed stuff for CC3. Can this mod be used with CCLSA?



Close Combat Series -> Total Realism Sub Mod


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