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 Author
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Dima

Rep: 87.3
votes: 16


PostPosted: Wed Dec 16, 2009 7:58 pm Post subject: TRSM 0981 Reply with quote

there are 2 files you need, the map pack and the pln:

http://www.closecombatseries.net/CCS/modules.php?name=Downloads&cid=246
 
Installation:

1)Install GJS 4.4
2)Delete old TRSM pln (if u have any)
3)Extract v098 map pack to CC5/Maps folder (v098 and v0981 share same mappack).
4)Install GJS_4.4_TRSM_v0981
5)Extract content of bugfixer(if any available for current version) to your CC5 folder. - You don't need bugfixer_1 if you downloaded TRSM_0981 since 25/12.
6)Play it.

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 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.
More maps has been recoded, new elements added and modified.

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 now recoded and replaced 097 LW map.  
Tailleville map from TLD now recoded and eplaced 097 Tailleville map.
Creully map from TLD now recoded and replaced 097 Creully map.



List of changes in previous versions.

Hidden: 
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 - 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 .
-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


Thanks go to:

Atilla
Cathares
Final_drive
AT_stalky  
AT_Action_Jackson
Pzt_Serk
Pzt_Ronson
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 (w/o u i wouldn't release it publicly for much longer time).



bugfixer_1_0981.rar
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 Filename:  bugfixer_1_0981.rar
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Last edited by Dima on Fri Dec 25, 2009 6:56 am; edited 3 times in total
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Thu Dec 17, 2009 5:33 am Post subject: Re: TRSM 0981 Reply with quote

Thanks a lot, Dima & Stalky!
Downloading now!
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karlmortar

Rep: 16.7
votes: 2


PostPosted: Thu Dec 17, 2009 8:23 pm Post subject: Re: TRSM 0981 Reply with quote

Have been looking forward to it, Dima! Very Happy

Will DL and test at once Wink


"CC for ever"
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RD_DeathDealer

Rep: 4.3
votes: 3


PostPosted: Fri Dec 18, 2009 2:35 am Post subject: Re: TRSM 0981 Reply with quote

All-

I updated my original TRSM 098 sound mod so that it works with TRSM version 0981.

I made some changes as well.

The link can be found below in this forum or soon in the CCS downloads.


Last edited by RD_DeathDealer on Sat Dec 19, 2009 2:33 am; edited 1 time in total
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Dima

Rep: 87.3
votes: 16


PostPosted: Fri Dec 18, 2009 7:26 am Post subject: Re: TRSM 0981 Reply with quote

DeathDealer,

your 098 soundmod should perfectly work with 0981 Smile.
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RD_DeathDealer

Rep: 4.3
votes: 3


PostPosted: Fri Dec 18, 2009 1:41 pm Post subject: Re: TRSM 0981 Reply with quote

Dima-

Ok- but I made changes in the updated plugin, so the sound mod is more refined now...I think  Shocked

The final version is done- it's similar to the Deathsounds mod for GJS.


Last edited by RD_DeathDealer on Sat Dec 19, 2009 2:37 am; edited 5 times in total
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mooxe

Rep: 211.4
votes: 25


PostPosted: Fri Dec 18, 2009 2:25 pm Post subject: Re: TRSM 0981 Reply with quote

DD, will post it this weekend.


Join Discord for technical support and online games.
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RD_DeathDealer

Rep: 4.3
votes: 3


PostPosted: Sat Dec 19, 2009 2:29 am Post subject: Re: TRSM 0981 Reply with quote

Thanks for the add Mooxe-  Twisted Evil

The sound mod plugin can now be found here:

CCS Downloads- TRSM 0981 DD Sounds

Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil


Last edited by RD_DeathDealer on Thu Dec 24, 2009 6:24 pm; edited 2 times in total
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Pzt_Serk

Rep: 8.7


PostPosted: Mon Dec 21, 2009 7:57 pm Post subject: Re: TRSM 0981 Reply with quote

Hi Dima,

good work as usual :)

However, I've noticed the unit icon at the battlegroup screen for Churchills in the 49th and 15th is an armored car.

Cheers,

Serk


Last edited by Pzt_Serk on Tue Dec 22, 2009 5:26 am; edited 1 time in total
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Pzt_Crackwise

Rep: 64.9
votes: 1


PostPosted: Mon Dec 21, 2009 8:45 pm Post subject: Re: TRSM 0981 Reply with quote

Hi Dima!!  I can't seem to make the Achilles' mortar fire. It keeps saying reloading.  And another thing, the paznerschreck reload time in TRSM seems awfully long and its range seems to be very short compared to regular GJS. Is it how it is in reality? Or did you make these changes to make the game more balanced?



Thanks for all the wonderful mods,


Crackwise
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Pzt_Serk

Rep: 8.7


PostPosted: Mon Dec 21, 2009 10:27 pm Post subject: Re: TRSM 0981 Reply with quote

I also noticed all the Churchills have a 6 pdrs like in old version.  MK III had a 6 pdrs, MK V had a 95mm howitzer(like centaur) and the MK IV ou VI had a 75mm.

I think we settled to have a ratio of 1 MK III for each 2 MK VI?  or was it 1 MK III for each 3 MK VI??
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Dima

Rep: 87.3
votes: 16


PostPosted: Thu Dec 24, 2009 8:26 pm Post subject: Re: TRSM 0981 Reply with quote

Quote:
I also noticed all the Churchills have a 6 pdrs like in old version.  MK III had a 6 pdrs, MK V had a 95mm howitzer(like centaur) and the MK IV ou VI had a 75mm.
I think we settled to have a ratio of 1 MK III for each 2 MK VI?  or was it 1 MK III for each 3 MK VI??
 
thnx, fixed with bugfixer_1.

Quote:
I can't seem to make the Achilles' mortar fire. It keeps saying reloading.

works fine here - they only have smoke shots for mortar and max range is 140 or so metres.

Quote:
Is it how it is in reality?

yes, more or less Smile.
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Pzt_Crackwise

Rep: 64.9
votes: 1


PostPosted: Thu Dec 24, 2009 10:04 pm Post subject: Re: TRSM 0981 Reply with quote

Oh i was hoping that it would shoot regular mortar rounds Very Happy  Didnt know that it shot only smoke Smile   But considering that panzershreck is 88mm where as the bazooka is 60mm.  Shouldn't panzershreck have a much longer range than the bazooka? I mean in TRSM the range seems to be that of a bazooka's.
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Dima

Rep: 87.3
votes: 16


PostPosted: Fri Dec 25, 2009 7:08 am Post subject: Re: TRSM 0981 Reply with quote

Quote:
Shouldn't panzershreck have a much longer range than the bazooka? I mean in TRSM the range seems to be that of a bazooka's.

Zooka normal combat range against AVF was 30-50m with effective range of around 100m.
Schreck normal combat range against AVF was around 100m with effective range of around 170m.
In TRSM schreck max range is 160m and effective range is around 80-100m Smile.
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Pzt_Mac

Rep: 3.4


PostPosted: Tue Feb 16, 2010 7:57 pm Post subject: Re: TRSM 0981 Reply with quote

Awesome, thanks for the update!
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Pzt_Mac

Rep: 3.4


PostPosted: Tue Feb 16, 2010 10:58 pm Post subject: Re: TRSM 0981 Reply with quote

RD_DeathDealer wrote (View Post):
Thanks for the add Mooxe-  Twisted Evil

The sound mod plugin can now be found here:

CCS Downloads- TRSM 0981 DD Sounds

Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil  Twisted Evil


Hey man, love your sound effects!  But... that music is killing me.  Anyway of getting the song taken off?  I can only take so much Razz  (it doesn't go away even after unchecking the music option).
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