Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 19, 2015 22:00:22 GMT 1
I'm happy with you Major PainFor you the most important thing is not whether they do well or poorly their grandchildren, most important is that you enjoy playing with their grandchildren. I have great envy for you. Remember, enjoy these pleasures is a priority, as they are unique. A hug friend.
|
|
|
Post by Major Pain on Nov 20, 2015 18:52:33 GMT 1
THIS POST includes a complete discussion of everything that is going on in the Major Pain Factory at the moment.... good and bad.
Well my French Armor Series II BETA Guy has not sent any notes yet... I'm pulling this Series back for re-assignment. (VO???)
I do thank him for catching the Animation/Weapon Locator issue, but he says he is overwhelmed right now with my other projects he has now; CCKW/Chevy 7100/Sherman BR IV
ALL: Sorry for delay... I'm going to have to change my testers... or the method... too much delay right now...
That was meant as a direct message to you TESTER Guys... I will not divulge who you are as agreed, but you must improve this if you wish to continue. I have over 200 models sitting right now on hold between 3 guys and nothing has happened in 5 days. My release schedule has been blown to hell.
Here is the breakdown of Testing Status (Completed Works)
Italian Series II - (BETA - 50 models): The DEADLINE is now NOV 30th. Much pending for NA MOD
UK Desert Series - (ALPHA/BETA- ongoing - On Hold - 30 models- Trucks, Armor) NA MOD
US Desert Series - (ALPHA/BETA- ongoing -On Hold - 45 models- Trucks, Armor) NA MOD
UK Tropical Series - (ALPHA/BETA - ongoing - On Hold - 25 models- Trucks, Armor) PW MOD
US Tropical Series - (ALPHA/BETA- ongoing -On Hold - 30 models- Trucks, Armor) PW MOD
GMC CCKW Series II (BETA-30 Models)<---over 30 days (too long) -DEADLINE NOV24 Some for NA and PW MODs
Chevy 7100 Series II (BETA - Next Week-10 Models) Some for NA and PW MODs
French Armor Series II (BETA-Somua/CHAR-8 Models- RUSH!!! Pulling back for new tester) <---VO, do you want to do this? Some for NA MOD::: Note: French Armor released in French Series I will not be upgraded to II, except the Somua.
StuG III Series II (GAMMA-Rebuild and retest/ 24 Models)<---Animation issues were discovered - GAMMA is a Complete retesting (back to VO today!)
PzIII Series II (GAMMA / 20 Models)<-- VO: These are coming to you in 3/4 days - these will be Re-TESTS (BETA-FAILED)
PzIV Series III (GAMMA - 10 Models) "Battle Ready"<-- gagarin: these are coming to you in 3/4 days... these will be Re-TESTS (BETA-FAILED)
T34 Series III (Slow progress - 20 models w/ 1940 x3 released) "Battle Ready" (Ongoing with Co-Creator gagarin)
IAJ Series I: (On Hold- 30 models) Japanese Vehicles/Aircraft which includes and expands "Japanese Truck Series": PW MOD
USMC PW Series - (BETA-On HOLD - 15 Models) Pacific War MOD
IAJ Project with USMC PW Series will be ongoing for Pacific War MOD. Project on Hold
NOTE: You can see that a lot of the above Projects are Specific to two MODs I am working on: North Africa MOD and Pacific War MOD.
I will be looking for contributors on both of these for assisting on Mapping, Skinning, and General Support issues. I decided to release the Models for both MOD projects instead of waiting to release within the MODs, hoping to help grow the MODs with Community Assistance.
The NA MOD is about 75% now. Needs Buildings and Objects
The Pacific War Mod is about 60% now. Needs Buildings and Objects
I'm looking for Maps with 2 to 4 Objectives and no more than 25 x 25 in Size, or 625 SCALED Square Meters. Other Map Sizes which can be used are 15 x 41 or 20 x 31. Maps will need to contain objects and features for the environment: Desert on NA Mod Tropical for PW Mod. I will consider Maps outside of the above Sizes, but not more than 700 Scaled Square Meters.
Height x Width gives you the Square Meters Total in Scale.
I will be adding some Customized Scripts as part of each project.
I still need Buildings for both Projects.
GEN II
If everything goes as planned, both the NA and PW MODS will open the door for GEN II. GEN II Testers will begin testing around March 1, 2016. NA and PW Mods will each have their own version: BK1.2 and GEN II so each project can continue to grow independently.
Model Testers will also have GEN II Code to re-test all GEN II Models that are Co-Released with BK1.2 Models. It will be very important to not confuse GEN II Models and BK1.2 Models.
GEN II do work in BK1.2. BK1.2 Models will not work in GEN II.
None of the BK original 3D Models will be used in GEN II. The amount of rebuild time required is estimated at well over one year.
We do not have the Original Source Files which include Animations and Locators. NIVAL does not believe they have these any longer, which is a shame. That would cut down the Modification Time to about 3 weeks.
Remember, I am the only Model Builder in GEN II right now. The Time to convert estimation is based on Full Time, not within other project allowances. So I see no reason to spend time on backward compatibility right now. Two additional Model Builders with Animation Experience could knock this out in 6-8 months.
The new Command Parameters would have to be added with animations and all locators. Since the existing original models are primitive in nature... I do not think we need to bring them up to date. I have identified about 300 models that would have to be changed... each requires a full day (10 hours) to rewrite and export. That leaves 65 days for a modeler to do other things... like real life. About half of these have my version as part of a Series that I released, so the BK Models are not vital in these situations. But also, my work differs in overall appearance against the originals. I still have a ways to go to replace every single BK Original Model, estimated at about 120 or so.
I don't know if you guys are aware, but the Japanese and Italian tanks are usually the same models, but they lean in the favor of the Italian design. The same can be applied to various German and Japanese specimens. Most of the Artillery Guns all derive from the same base, with only differences in the frontal armor plate and the legs and outriggers. In some situations, the model does not truly represent what it is supposed to be. That is an issue that I hope to upgrade after most of the rolling stock is finished. The same also applies to aircraft... with the same models used for UK, USSR, US and Germany in many situations. So there is still much work yet to go to replace these with more accurate models. Planes are by far the easiest models to build since they do not require animations of any type. So there is a entire world waiting for someone to take control of right now.
In Late December or Early January...Players/users may begin to see GEN II Models in BK1.2 Series Releases. My MediaFire Page will Clearly be divided into BK1.2 and GEN II Download Sections.
I am currently doing Code Assembly Work on the Code Sections to complete different parts of the Project. Several new .dll files are being tested in a new format to ease Modification in the future. These are some of the Data Script Feeders which build the Tables or define parameters in the game. The Standing Assembled and Compiled Code will not be changeable and replace the game.exe as Version BK-GENII-2.1.0 or BK-GENII-2.0.100. Right now, I am re-testing version 2.0.28... but expect to make changes a couple of more times.
This work may take another 90 days to wrap up... and mostly due to the required testing as each routine or function is added into the master. My testing is limited to code correctly located and script requirements are observed. The limited amount of Model testing only tests the Binary Commands since this comprises about 50% of the GEN II Project. Chain of Command and Morale has been left into the Code for perhaps a new attempt by another author in the future. This code is perhaps 80% intact now, with most of the new original code replacing original Code on Morale. This is still a vast project on its own. So these will not function in GEN II now.
I spend one full day each week working on GEN II. Another 4 days are spent on Modeling and other things. About 2 days a week are set aside for family and associates. Each of my production days is between 4 and 12 hours, it just varies depending on my Job and family. In a full 12 hour day, I can usually design and complete about 50% of a Series of 10 models. Depending on Model Complexity, the Master Source File might take a day. The variants will be built around this Master.
More GEN II
I did include a Multi-Officer Structure only for the purpose of overall Army Control. This allows a function to promote Soldiers to a Squad Leader or Vehicle Commander. the Assistant Squad Leader is Optional for Squads and Vehicles, but it has only part of the unique officer qualities. So a Squad or vehicle could have the NCO and Asst NOC to command the assets. This has been tested out to where I am comfortable it will work as designed. This also has no impact on Supplying Resources or a Chain of Command Top Down Commands.
Reinforcements will now land at a Coordinate Specified either as planned events in the Script, or UnSpecified or Random Locations as the Script allows. This is a huge game changer since the Player has real control on how these are implemented. The idea is the Player has an improved ability to request what he needs against what is available. This will be based on Infantry, Support (Trucks), Armor (Tanks/SPGs) and Air. The Selection process will be part of the Binary Icons you are already used to, and can only be called by the Top Officer. This requires the Top officer (Theater Commander) to move around to perform some of his unique functions. Wherever he goes, his Command Post Staff goes with him. When he is Idle, the Command Post is set up around him. The CP is usually 2 MG Teams, a Supply and Engineer Truck, and 2 Light Tanks. While this is only in part slightly historical, it is better than nothing and only serves as a slight defensive net. Everyone can decide if they like this or not. The code will use only what it is told to do.
Core Units will work as before, but this has been expanded to include Infantry based on 4 levels, Green, Trained, Veteran and Elite. I'm not going to expand to Trucks...since they are mostly resource based. Artillery and SPGs will be separated into SP-Guns and Towed-Guns. SPG can directly replace Armor (tanks) and vice versa. Each have their own purpose, Tanks are Infantry Support and SPGs are AA, TDs and RG... Aircraft Defense, Tank Destroyers and Ranged Guns (includes Suppressive Fire). SPGs can also directly replace Towed Guns, and Vice versa. This changes the way the player can chose his units and ranges between a Fast Moving Mobile Force or a Combined Arms Force. Both were used during WW2.
A Fully Mobile Force included Infantry, but it was not considered a Combined Armed Force. Infantry did move within the Mobile Force but they did not take part in a fight until the Mobile Force is fully Stopped, where the Force must become Defensive or can continue as Offensive. Infantry still might not be part of the Offense as Tanks and SPGs clear paths. They can be used to hold positions as part of their drive. This is a clear Blitzkrieg Type Operation as it is based on taking objectives swiftly. Both the Axis and Allies used this tactic a various times in the history of WW2.
Combined Arms means the Player is using all of his resources to either attack or defend... or both at the same time. This is usually a Much slower and direct progression than a Mobile Force. Troops hold ground based on battle situations, either advancing to hold, or retreating to defend. Tanks, SPGs and Aircraft perform most of the offensive or defensive operations, while the infantry support where it is needed, including protecting the rear and flanks. Infantry can also supply units to difficult parts of the mission, thus preparing the way for the rest of the force; this might be a Combat Engineer Role where they remove Bunkers or Obstacles.
Presets: Based on Script Design...
The Player can customize his force based against what is available to him. In some cases, it will be impossible to create a Combined Arms or a Mobile Force. It might be no more than a bunch of mixed units with inferior abilities to perform some missions. The Map LUA will define the Units the Player can draw from, with the total force size. This concept is new for BK.
Infantry will gain a Troop Carrier (Cargo) per Squad, and one Construction Engineer for each 3 Troop Trucks- which replicates a Platoon Level Force; 3 Squads = a Platoon. HQ Sections and MG/Mortar Crews are based on the Map and Script and not automatic resources.
Each Five Tanks gain 2 Supply Trucks and one Maintenance/Mechanical Engineer. TRVs, Miner Engineers and Combat Engineers are assigned at the Command Post level which are based on battle ground parameters. Sometimes this will be a random function which will supply these. Example: 15 tanks should have at least 1 TRV that can be called for recovery. 15 tanks would be considered a Tank Platoon, or perhaps a Squadron. A Tank Company would include between 20 and 45 tanks. 5 tanks is a Tank Squad, not to be confused with a Squadron. 3 tank Squads = 1 tank platoon. 3 tank platoons = a Tank Company, which may or may not include all HQs and Resources.
Infantry
Squad = 10 to 13 men with Truck
Platoon = 3 Squads / 30 to 39 men with 3 trucks / Plus the Platoon HQ Section of 2 Tanks, 1 SPG, 2 HMGs, 2 Mortars, 4 Trucks. Company = 3 Platoons with HQs / Plus the Company HQ Section of 3 tanks, 2 SPGs, 2 HMG, and 6 Trucks.
HQ at each level is only added if the Script Supports this. This in itself is a Function called or ignored.
In Theory, A Infantry Company includes 90 to 130 men and all of their vehicles.
Tanks
Squad = 5 tanks (about 25 men with 2 Supply Trucks and 1 Engineer Vehicle)
Platoon = 3 Squads (15 tanks - about 75 men- 9 trucks) / With HQ Section 2 tanks, 1 SPG, 2 trucks
Company = 3 Platoons (45 tanks, about 225 men - 27 trucks)/ With HQ Section 5 tanks, 3 Spg, and 6 trucks
HQ at each level is only added if the Script Supports this. This in itself is a Function called or ignored.
In Theory, a Tank Company includes 45 tanks, about 225 men, 27 trucks and another 11 tanks and 6 Spgs and associated teams and trucks.
Tactical Nature of GEN II and Mapping
SPGs and Artillery operated more as Assigned Tactical Units and most of the time Detached or Independent Companies or other types of Units, as in a Battery. You might see 5 Wolverines in a Squad or 15 in a Platoon, but their assignments were a matter of need, available to major assault group. You also might see TDs embedded with Tanks during an assault. The TDs would hold the rear and flanks and take out Tanks and bunkers as needed. SPGs should never be included for the purpose of a Tank Squad, Platoon or Company. They should remain independent because of the concept of their purpose.
I will not even try to define a Division, Battalion or Corp because it is doubtful anyone would or could map this. The 32 x 32 Maps could not hold them all. The reason behind understanding the Company Level Numbers is so you include the necessary support trucks and teams. In theory, Infantry must have trucks for movement and support. But many maps do not have enough Support Trucks. If infantry is too far advanced they have left their trucks behind, then they cannot be resupplied with ammo, they must carry everything they need. This can be addressed in each soldier's AMMO Totals. The same applies for Tanks and SPGs... and especially towed guns, which require trucks for ammo and movement. Guns that have been placed at Static Locations still require Ammo.
The more you follow these suggestions, your maps will be better balanced.
I'm not talking about maps which are based on Situational issues, like units caught behind the lines or Special Forces moving around enemy fortifications. I am only talking about head to head type missions.
And also remember, much of WW2 battles were lopsided in favor of the attacker or defender... where tactics is what will make the difference between winning or losing. The Normandy Offensive while it was a Allied Victory, we did witness a very lopsided event in favor of the Germans. The German weakness was their failure to push units up where they detected Allied breakouts. If the Germans had been able to exploit all of their available Forces, the outcome might have been much difference. Most of the Allied Drive after the breakout saw a Cat and Mouse situation where the Allied Forces had the upper hand and usually superior numbers on every ground.
So the more you pay attention to these little details, the more exciting your maps will be. Not every map should be a 100% balanced affair. It was quite common to see only part of a tank Company if one or two Platoons, or part of these, were in refit, repair or resupply. Many Orders of Battle for each side might include Ghost or Arbitrary units, such was the case in the last two months of the German Army. Hitler assigned numerous Ghost Units because he didn't understand the units no longer existed or his orders to create them was beyond the current capability of the Generals. The General Staff became more and more uneasy around Hitler so they failed to disclose many of the ghost units as non-existent. So this led to disaster after disaster for the German Army in the final days.
Leading up to Dunkirk, much can also be said about the French and the BEF. At times they did not know where their groups or companies were. The inability of the French to think beyond the tactics of WW1 led to their inability to meet the Germans head to head. The French at the time actually had the largest and strongest Armored Force in the world. They just did not know how to use them correctly. The BEF was kept off-center during much of the Blitzkrieg, not able to respond to the overwhelming tactics of the German Forces. If they had been able to hold their ground anywhere... and the French used their Armor correctly, the Blitzkrieg would have failed and the Germans would have been pushed back across the Rhine. The lack of Radios on the Allies side is a major contributor of the Allied Failure. This failure led to a much different type of warfare going forward in Africa and Italy, where UK and US forces cut their teeth on showing that the German Monster was not invincible. Historical Events clearly indicated that the Allies would ultimately win the war. The prediction of when still took a couple of years to prove.
A word about TESTING
I have tried to not use Artists for Testing so to not interrupt their projects.
I chose to send models for testing to guys that do not have other projects, such as Players who do not map, model or paint. I had thought this would work better since many of our best artists just do not have time to do the testing... so I tried to give the guys that do not produce anything for the game... something to do.
Significant delays are causing a backup, so this has to improve or the method used is going to change,.
This aspect of my work is an important function... to ensure performance, reliability, and integrity of the models.... in other words... my quality control.
STAGES of TESTING
ALPHA: I usually perform the ALPHA Testing... which ensures that the model shows up in the game and will move. I do not test the command binaries or weapons.
BETA: BETA Testing does test all Binary Commands and Weapons, along with Death and other Animations. BETA is conducted by one of 3 testers in a game environment in specific sections of a map.
GAMMA: Gamma testing is only conducted on an Entire Series or group after a systemic issues has been corrected, and only after the Series has been released. Usually more than one tester is used because of time involved. Three such Series are in GAMMA Now: StugIII, PzIII and PzIV, for a total of 54 models. While PzIII and PzIV were not released, they were Posted for downloading for about an hour before they were pulled back down. This was due to the animation and weapon failure issue, which was missed. Neither was downloaded.
DELTA: These are Special Case testings which affect Models with Lingering ISSUES, mostly due to a design in a type of models, not a entire series of models. At the moment, around 10 models are in the DELTA testing Phase with ongoing corrections being worked out.
OMEGA: The Final 'STABLE' TEST Phase. This means the Models have passed all other testing and ready for release. These models may or may not required corrections, but in this stage, no errors have been detected. These are cleared by the second tester, who was not the BETA tester. This is the game play level testing. This is where many projects are sitting idle right now.
In the beginning, I tested all of my own work. Then began to send it out because my productivity was increasing to the point that it slowed me down. There are 6 to 8 points that must be BETA TESTED on each model; movement, supply or engineer functions, weapons, damage, death animations. Some of the issues lately have been frustrating for me as well as many of you.
It does not serve me or you well for me to build the models that will not function as designed, so testing must be done before general release. Models that escape with issues only cause a huge backup, since I must stop and re-address the previous issues after they have been released. So I urge those of you that have been testing my work, to remember what we agreed to.
A CHANGE
In light of these issues... I'm going to add two more testers next week for a several of the projects on the table. If you have an interest in becoming one of my testers, send me an Email (only). Do not send a PM, my box already gets around 50 a day so it might get overlooked. The first two guys that can fill the requirements will be added to the other 3 in the tester pool.
If one of the current testers wish to resign due to conflicts or other issues, then let me know by email.
The Tester Agreement:
I have worked out a guideline of tests that need to be performed for each Model Type. Each model or group of related models (or type design) tested should not take over 30 minutes, and most of the time, testing can be performed within 10 to 15 minutes if no issues are detected.
A tester who receives a package for testing has to respond quickly. The turnaround must be at least 8 models per 24 hours. So 16 models should see 8 results per day, for two days... 24 models should be completed in 72 hours, or 3 days.
If issues are detected, then the focus must be on documenting the issues and confirming models that share the issue. The quicker this information makes it to me, allows me to resolve the issues while in BETA without other delays.
The idea is that Testers should not take 4 hours a day to test 8 models, but to take no more than an hour to test the 8, since they are perhaps all related, and testing each is a matter of fluidity within a game setting.
What testers have told me is 8 models might take 15-20 minutes to complete all testing... and an hour if issues are detected as they determine how many share the same issue. Reporting issues must be carried out quickly.
As issues might be detected, reports allow me to resolve 80-100% if the issues are common in the whole series. This is usually the case, perhaps a GunCarriage that is not elevating correctly, or a MainGun not recoiling correctly. There are usually no more than 5 Child Subset Mechanical Systems in a model that must be checked. Some of these are shared resources. On others, they are stand-alone. A failure on one model will likely mean others do share the same issue. It is unusual for a single model to fail testing.
***I am overhauling the Beta Test Map at this time. This Map is used to test all Models. It tests Engineering or Supply commands. It tests all Weapons, most against soft, medium or hard targets. It tests terrain and passibility as well as Speed and maneuverability. I'm adding a Script to make it easier to understand which tests are needed for a model type.
STATUS of WORK
Right now, I have around 500 models in some state of development, with more than another 200 almost ready to be tested. These will move to testing in the next week to ten days. Most of these are Models never seen before, new USSR, UK, DE... There are other Subsets or add-ons of Previous Releases on Hold; Pz IV, M4, CMP, Chevy, Ford, T34, Pz II, etc... the list is long. Some Aircraft... US, UK, IJA, USSR, DE.
Plus, I am catching up around 100 models that were created once a Series was released but another 5 or 6 Custom Models were built for that Series after the fact for specific projects.
Going back to the Beginning of all of the Series II Projects... these will be Updated in January so they have all added Models, any Updates or Application Changes. This will be the preferred time to catch these up for you as well. In one Series alone, 10 new tank models were added for a Customized MOD Project that was never released. So that doubled the number of Tanks in that Series which have not been released publically.
I'm working on Documents that can be checked that lists Changes or Updates for each Series. So each Series will have the Resource File and the Document - Series Updates. Early investigation tells me about half of Series II Releases had some kind of change, new model or updates to some files. At least 100 Models were added... and this might actually be closer to 125. For you the players, that is 125 pieces of Candy, since they will now be made available for the first time. There are another 25 models which remain reserved for a project which is still active.
A Special Note About the FW MOD:
I've been assisting the team for a few years on the Project. The project is huge and has taken a lot of time to build. I will not speak for the guys as to their plans, but I have seen significant progress in the last two years behind the scenes. So I do in fact support and embrace this MOD. While the MOD does include a lot of my models, some have gone through the same evolutionary changes as Series II Models have. Older units may have been released as Series I as new Models were changed out. FW contains many models and objects specifically created for the Project that will never be released outside of FW.
(@martin: we should check again on where we need to make additional changes before January 1st.)
An Word About MODS
In the previous discussion above, we see where some Custom models were requested then abandoned because the person creating a MOD has either stopped or left the game.
We all have grand desires to build maps and MODs, and we all wish to become a Master-Mapper. Most of us will never be able to reach this level. I am not a Master Mapper or even a good story teller in that sense. The Map must serve purpose with a PLOT. Without this, there is nothing which drives the background Story. This is a great feat and something we tend to forget when we decide to build a map. We have the idea of what we want to see, but pretty soon our desire becomes larger than anything we can ever complete. So this is what ultimately cause Players to give up and leave the game.
The mechanical aspects of the mapping and scripting is not to be taken lightly. There is enough talent in this community that any one wishing to be a mapper can find assistance in some of the finer points. And we really do need mappers.... so I urge many of you to give it a try, but keep the maps simple with a preference over the internal script mechanics, rather than a grand scale with thousands of units.
In the future, if you need Customized Models for your project, I will assist and provide these. But unless the MOD release is pending the additions of these models, they will be built on my normal schedule. MODs which are under development can expect my production releases to mirror your own production. As you write certain aspects into your story, my models will arrive so you can add them into your story. The idea here is to prevent another situation where over 100 models we never released because a mod died on the vine.
If a MOD, which contains any of my work, has not been completed by the first planned Release Date, THEN... all Works I created for use within the MOD will be released on the 101st day afterward.
Do not consider this a punishment or even a vehicle to rush someone to complete their MOD unfinished. I just want all of my work to be shared equally with equal access. Since these works could only be found in the completed mod, they are no longer reserved for that purpose.
So if you plan a MOD and expect it to take 6 months to complete, you have 180 days plus 100 days to release the MOD with my work becoming public for the first time as part of the MOD. I truly wish to work with the guys building MODS, but so many have been abandoned that much of my work was simply tossed aside. I am trying to bring those models back to their home for release in January.
My own Status, and other stuff
As I am trying to catch up on many projects right now... I will not be able to assist on other Projects or MODS for a while.
The NA MOD Thread will be Unlocked in a day or two as Vehicles will begin to be shown in their environment.
The PW MOD Thread will be created in the next few days, also to show Vehicles in their environment.
As soon as things begin to slow down, I will again be happy to support other Projects with Models or Scripting.
We have Quintaxel who has become MASTER SCRIPTOR in the last few years... . Follow His Work.
We have Herr Kodax who has become an Expert on GAME Parameters and DATA. Follow His Work as well.
There are several Research Projects underway... it is hard to keep up at times. But all of this is necessary to enhance the game.
As well, there are several MODS in the works right now by various Authors.
A few guys have been releasing maps for various game variants; RT, MK, HF, for example.
Keep it Simple has been cranking maps out like a demon lately.
Currently, there is more work in progress than any other time I can remember since 2007.
So the game lives and continues to hold its place among the best all time titles.
Thanks
|
|
Mat
General
Posts: 1,814
|
Post by Mat on Nov 20, 2015 19:41:54 GMT 1
GEN II Tactical Nature of GEN II and MappingSPGs and Artillery operated more as Assigned Tactical Units and most of the time Detached or Independent Companies or other types of Units, as in a Battery. You might see 5 Wolverines in a Squad or 15 in a Platoon, but their assignments were a matter of need, available to major assault group. You also might see TDs embedded with Tanks during an assault. The TDs would hold the rear and flanks and take out Tanks and bunkers as needed. SPGs should never be included for the purpose of a Tank Squad, Platoon or Company. They should remain independent because of the concept of their purpose. I will not even try to define a Division, Battalion or Corp because it is doubtful anyone would or could map this. The 32 x 32 Maps could not hold them all. The reason behind understanding the Company Level Numbers is so you include the necessary support trucks and teams. In theory, Infantry must have trucks for movement and support. But many maps do not have enough Support Trucks. If infantry is too far advanced they have left their trucks behind, then they cannot be resupplied with ammo, they must carry everything they need. This can be addressed in each soldier's AMMO Totals. The same applies for Tanks and SPGs... and especially towed guns, which require trucks for ammo and movement. Guns that have been placed at Static Locations still require Ammo.
This is great! I will serve with all of my knowledge about the real Role of Artillery in Battle (in BK until now this is somewhat of wrong defined and missunderstood) and specific Data about Ranges, Ballistics, strategic Positions and Regimental Forward Observer Units.
Thanks
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 20, 2015 20:31:34 GMT 1
I just started reading, and did not finished yet, but yeah, I'll do the French and PZ III. And maybe you can send me just one model of the Pz IV with side armor. Its my fav tank... I'll share my thoughts on your text later this day.. Thanks Major!
|
|
|
Post by Major Pain on Nov 25, 2015 3:12:44 GMT 1
Sorry for my delay posting this... The French Series II includes the Somua and CHAR Tanks... along with a handful of trucks... Ack Sound Pack is included for those that do not have it. There is at least one new weapon file: 75mm SA35 Howitzer.
I expect to make this ready on Thursday or Friday. I'll be hard to reach for Wednesday and Thursday... I'll be out of town.
Thanks for your support!
|
|
|
Post by Scyooff on Nov 25, 2015 13:17:56 GMT 1
Major, maybe i'm a bit late (sorry) but i must give you some clarifications : Apparently the model you built is the "B1-bis" tank (in french Char B1-bis), "char" is the official french denomination for "tank", we also use "tank" but not for the official naming. Then there was several versions in the "B" tanks family : Char B1 (B1 tank) Char B1-bis (B1-bis tank) Char B1-ter (B1-ter tank) If my memory is good the B1-bis was the one who was used during battles in 1940, no any B1 was sent to Africa. I have a listing of the B1's that you can find in this webpage then here you can find the units where they was assigned (but also all sorts of tanks). Then for the skinners the different official camos and markings. See you
|
|
|
Post by Major Pain on Nov 25, 2015 21:30:45 GMT 1
Thanks Scyooff for the clarification. I missed that definition.
I only built the B BIS.
I considered building the B and the B Ter but did not find enough references as use in battle to justify them.
Scyoff, I will study what you provided.
I have little time right now. I'm about to go back into the convention center for the afternoon conference, followed by the Awards Ceremony tonight.
I was just checking in for a few minutes.
|
|
|
Post by Scyooff on Nov 26, 2015 1:17:20 GMT 1
I let more informations here but i think the B1-bis that you built is enough, apart if someone want to make a map about the Rethel battle where some B1's were engaged. In fact it makes several years that i think to ask you to built the B1-bis but i never dare to boring you with that because i knew that you have a huge to do list (I was at my workplace when i post my previous message, i have more time now) I must precise that we speak of the B tank family but when we speak about a specific tank we say B1, B1-bis or B1-ter, i mean the "1" must be mentionned in your name.txt file, like this : "B1-bis tank" (it's just a small detail but i believe you like to be as correct as possible so this is why i precise it). I considered building the B and the B Ter but did not find enough references as use in battle to justify them. I totally agree with you concerning the B1-ter : just 3 pre-production tank were built, if we add the prototype it gives a count of 4 tanks, the prototype and 2 tanks of the pre-production disappeared during the torpedoing of the boat who was charged to transfer them in Africa, the last one was hiding and serves to some experimentations after the armistice. (You will find some layouts and technical characteristics about the B1 and the B1-bis in the links posted in my previous message) 35 B1 tanks were built. Some B1 tanks were engaged in the battle of Rethel as part of a march company (a decade or a dozen of tanks), the others were affected to the 347th autonomous battle tank company (in french : Compagnie Autonome de Char de Combat - CACC) -- a dozen maximum but apparently not being engaged into the battles. 369 B1-bis were built (including 3 prototypes). This one really saw the fire. Because this tank had still too much defaults in 1940 and a bad use by the french command, this tank wasn't as strong as the french believed (and too many still believe that ). I have two organization charts concerning the B1-bis (for the Battle Tank Battalion -- in french Bataillon de Char de Combat -- BCC -- and for the CACC), i think it can be useful for KeepItSimple or other mappers (i'm sorry i'm a bit lazy to translate in english because it's late and i'm tired --google translation will be your friend gentlemen) : Edit : a unique B1-bis Minesweeper tank was mounted on a B1-bis chassis in 1945 but never served on the battlefield. (lots of colors pics for this one at the Saumur museum) Hope it helps.
|
|
|
Post by Major Pain on Nov 27, 2015 1:49:04 GMT 1
Scyooff; many THANKS my friend. It helps when any of you guys provide me with information that I might not have.
My understanding of the difference of the B1 and B1 BIS was the BIS had a longer barrel 75mm, the 75mm Howitzer SA35. I studied the specs and really didn't see anything else I could do with it than that.
French vehicles are not one of my strong studies. So as long as I have your help, we should make this work....
|
|
|
Post by Scyooff on Nov 27, 2015 15:52:10 GMT 1
When i look at the specs it appear that the 75mm guns are exactly the same on the B1 and the B1-bis : a 75mm ABS 1929 (Initial speed 220m/s), the difference is at the level of the turret the one of the B1 is the same as the Renault D2 tank, an APX 1 with a 47mm gun SA 34 (Initial speed 450m/s) the one of the B1-bis is an APX 4 with a 47mm gun SA 35 (Initial speed 650m/s), similar as the one on the SOMUA (many many pics here!! ) tank (nominate APX1 CE). The tracks width is 0,45 (meter i presume) for the B1 and 0,50 for the B1-bis. The B1-bis had several variants for its exhaust pipes : The armor thickness is 40mm for the B1 and 60mm on front (55mm on the sides) for the B1-bis but i don't think that's visible. You can see lots of details and some comments about it here for the B1-bis. And i realize that i forget to give another link, it can also interest keepitsimple and vonosten you will see their names, numbers and units, by clicking on the name of the tank you will see the different pics of the tank(when available), a little story about its action in battle when it is known.
|
|