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Do incapacitations count as a soldier's kills?

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Dima

Rep: 87.3
votes: 16


PostPosted: Sun Jan 02, 2011 1:11 am Post subject: TRSM 0982 Reply with quote

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
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Tejszd

Rep: 133.6
votes: 19


PostPosted: Sun Jan 02, 2011 1:39 am Post subject: Re: TRSM 0982 Reply with quote

Thank you Dima!!!

Grabbing it right now....
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Sun Jan 02, 2011 1:46 am Post subject: Re: TRSM 0982 Reply with quote

Nice! Thanks a lot for the hard work Dima & Stalky!!!
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davidssfx

Rep: 16.8
votes: 8


PostPosted: Sun Jan 02, 2011 2:31 am Post subject: Re: TRSM 0982 Reply with quote

Looking forward to the TLD version ... Thanks  Smile
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QM

Rep: 49.4


PostPosted: Sun Jan 02, 2011 11:12 am Post subject: Re: TRSM 0982 Reply with quote

Thanks Dima and Stalky, grabbing it also.


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Manoi

Rep: 89.5
votes: 7


PostPosted: Sun Jan 02, 2011 11:51 am Post subject: Re: TRSM 0982 Reply with quote

thanks Dima. Time to rest a little now! Wink
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Panzermayer

Rep: 12


PostPosted: Sun Jan 02, 2011 8:02 pm Post subject: Re: TRSM 0982 Reply with quote

The 6 Pdr. is not king anymore...2011 begins good Smile
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slipper

Rep: 44.3


PostPosted: Tue Jan 04, 2011 10:12 am Post subject: Re: TRSM 0982 Reply with quote

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
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tigercub

Rep: 23.5
votes: 2


PostPosted: Thu Jan 06, 2011 3:24 am Post subject: Re: TRSM 0982 Reply with quote

looks good dima!

Tigercub


The best Target is the one you just Hit!

Started with CC1 Demo
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longnez

Rep: 47.1


PostPosted: Sun Jan 30, 2011 12:32 pm Post subject: Re: TRSM 0982 crash map "CREULLY" with missing TXT Reply with quote

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.
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Dima

Rep: 87.3
votes: 16


PostPosted: Sun Jan 30, 2011 7:18 pm Post subject: Re: TRSM 0982 Reply with quote

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
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Download
 Filename:  TRCrul.rar
 Filesize:  20.89 KB
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longnez

Rep: 47.1


PostPosted: Fri Feb 04, 2011 1:01 am Post subject: Re: TRSM 0982 Reply with quote

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
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Ost_KinsK

Rep: 11.6


PostPosted: Tue Jul 12, 2011 4:06 pm Post subject: Re: TRSM 0982 Reply with quote

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
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MajorFrank

Rep: 41.8
votes: 6


PostPosted: Tue Aug 16, 2011 2:10 pm Post subject: Re: TRSM 0982 Reply with quote

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?
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RD_DeathDealer

Rep: 4.3
votes: 3


PostPosted: Wed Aug 17, 2011 6:39 am Post subject: Re: TRSM 0982 Reply with quote

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
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MajorFrank

Rep: 41.8
votes: 6


PostPosted: Wed Aug 17, 2011 7:46 am Post subject: Re: TRSM 0982 Reply with quote

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!
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CC_CO

Rep: 32.1
votes: 3


PostPosted: Wed Jan 04, 2012 6:28 pm Post subject: Re: TRSM 0982 Reply with quote

Thanks Dima & Stalky and Deathdealer.
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CC_CO

Rep: 32.1
votes: 3


PostPosted: Fri Jan 06, 2012 3:11 pm Post subject: Re: TRSM 0982 Reply with quote

TRCrul.txt , where to install that
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Dima

Rep: 87.3
votes: 16


PostPosted: Fri Jan 06, 2012 4:07 pm Post subject: Re: TRSM 0982 Reply with quote

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.
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CC_CO

Rep: 32.1
votes: 3


PostPosted: Fri Jan 06, 2012 4:26 pm Post subject: Re: TRSM 0982 Reply with quote

Hi Dima, Ok, I already downloaded the map-pack.

Thanks for a great mod btw.

Awesome!
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