Jump to content

clausewitz

Member
  • Content Count

    170
  • Joined

  • Last visited

  • Medals

Everything posted by clausewitz

  1. clausewitz

    Csla 2

    not to talk about release dates... I just finished your CSLA II campaign and now want to bring my admiration to you! I had a lot of fun, several tricky situations, sometimes a loud "f***" leftz my mouth when I was killed by the enemy. Don't want to talk to long about that, but this is campaign for hardcore OFP Fans like me. Excellent storyline, emphatic characters, nice cutscenes and a lot of things I forgot. Thanx for this, I am awaiting your update to continue this...
  2. clausewitz

    Csla 2

    Wow! That sounds very impressive!
  3. clausewitz

    Csla 2

    perfectly said... Excellent! So it will fit my damned slow computer as well. CSLA II runs sufficient, no slideshow during canpaign. But a low-end- config would be perfect!
  4. clausewitz

    Csla 2

    Wow! Great Mod! I'm still playing your campaign (sorry... no time to do it earlier) and it is a hell of fun despite it is really hard. I#m shouting bad words around in my room here when I was killed several times. Excellent! Now, while I'm still playing, could you tell me if there will be any problem if I update CSLA before finishing the campain? Or would it better to finish it first and update it later? I'm expecting your update as well as other fans here, but want to kick these bad Sowjets out of Nogova before if needed! Thanx for this awesome stuff!
  5. clausewitz

    Mine Pack

    Well, an english config would be very nice! These links a few sites back are really dead, so please could someone post this config again? Thanx!
  6. clausewitz

    Liberation 1941-1945: Barbarossa

    Interesting features, good work! Could we please get a complete list of weapons classnames and units classnames to make missions? I don't want to unpack all the pbos to search for this. And an explanation of the tank gunners optics is needed, the markings on that optics do not work on the distances I would suppose. But the tutorial for the sniper rifles is excellent, the LA5- plane is a hell of fun to fly with and to drop boms in enemy's armor! One -very small- bug I found: Walther P38 pistol has 9x19mm ammo, not 7.62 And a proposal: equip the MG34 on tripod with ammo belt boxes holding 250 rounds, not with the 75rd drums for the infantrymen. Because the Maxim MG has also a large Ammobox. Thanx for your excellent work!
  7. clausewitz

    OFrP #5 Release

    Ok, thanx for that second quick reply. It's interesting for mission making how to equip the OFrP- soldiers and not to give them the "Stinger" weapon if French Army doesn't use them.
  8. clausewitz

    OFrP #5 Release

    OK, thanx for quick reply. Does French Army have any AA- weapons carried by one single man? Or will they have to erect these AA-launchers on tripods in case of the presence of hostile aircrafts?
  9. clausewitz

    OFrP #5 Release

    Hey, excellent stuff! But I am missing a soldier with AA-capabilities, so I remember the earlier packs contain a soldier who engages hostile aircrafts with the Eryx launcher. Or am I wrong? So I consider there is no OFrP-Soldier with a MANPADS AA-launcher at this time, only mounted on tripods. Is that right or did I miss that weapon? Thanx for this great work, by the way!
  10. Think he meant that he added the enineer to that upcoming patch, so that you will find them when the patch will come. Well, an AA or AT- Soldier you can make by yourself by adding these weapons manually. But if RHS releases a patch, I think it wouldn't be a problem to include them as well.
  11. clausewitz

    Finnish Defence Forces Modification 1.3

    Well, I don't know how to do, but the english voices were delivered with original OFP and FDF changed it with their configs. If you know where the original sounds are stored (folder/file) you should be able to insert them into the FDF Folder. Maybe this re- modification can be supported by the FDF Team? By the way: FDF is the best ever made full conversion mod for OFP! Excellent, also of course with finnish voices!
  12. I made a bug report in which a few mags are mentioned: Maybe you are looking for these?
  13. FDF has an "IGLA" Launcher in its arsenal so I remember. Maybe it would be interesting to bring such a weapon with RHS weapon Pack because it can be improved to the "Strela".
  14. Yes, bring this mission to us! Don't have to be an awarded mission of some contests, but if its a funny mission with new addons used in it let's see your work. Would be nice to test the RHS addons with your mission.
  15. clausewitz

    Syphboy's Sig/Sauer P226

    Nice work. The SIG Sauer P226 is my personal favourite. The best full size handgun of its class. And well done. I played the demo mission and the pistol works fine.
  16. Unnecessary I think. Because JAM HD is to simulate unexperienced insurgents and rebel fighters with its poor discipline and tactics. This is the Russian Army! They do not waste their fire, hope they are well trained. But maybe RHS will make a few rebel fighters to get opponents to this regular forces on Resistance side or West.
  17. First, this bugreport ist not really from Mapfact. I posted it there because Raedor announced the release there and Mapfact Forum ist my "Home" for OFP postings in german. I am just a forum member there. Second, you're right with the readmes. They are not very detailed and they have a lot of bugs and wrong informations too. I told you above about that wrong ammo requirements. Readme should be extended and maybe explain more about the background of the units so that mission makers and other interested people can use them properly to create realistic missions. This because russian armed forces are not well known in western hemisphere, we have to learn more about that. By the way, does anybody know intersting sites related to russian forces in english or german? I would like to read a litte bit... And... sorry for not using the "edit" button. Don't want to get the "Spam Award" vom BIS...
  18. Well, that might be right. But my idea behind was to explain details of uniform and equipment in a more detailed readme and not to give such huge description in the editor name of the unit. Think about the very long words appearing on your screen when your AI teammate discover such a soldier: the half screen will be filled with text when you discover a squad of RHS infantrymen. That would affect playability in a bad way, so I would like to see brief and functional units names. The problem with (G) or other labels to explain uniform details: yes, there might be a problem if you made further variants of uniforms. But you can create a system which fits it all, I think you now which kind of uniforms are relevant for this and so you can define them via labels. Also if you don't plan to release them yet. But reduce such labels in its length on screen, I think my proposal (Flora) should not be extended because its so long. Maybe you can use (G-S) for Gorka-S or so. If you plan to made much more of infantrymen with other uniforms you could make more groups in the editor too. Then you can explain these details in the editor group like "RHS Motorized infantry (Gorka-S)" Hey, you know that words: KISS. Keep it simple, stupid!
  19. Well, I made a huge list of bugs found by myself and other community members. I wrote it in german first, will translate it into english when I have some time for that. Those of you who are able to read German can have a look on it here: Buglist at Mapfact Forum A few things I want to say here: - Spetznaz unable to hide body - no AA- Soldier - no ability of Spetznaz to defuse mines (told by forum member a few posts above) - RPG7V Launcher not mentioned in readme file - several units with incomplete armament such as missing Tokarevs or Tokarev Mags (see detail list link) - several wrong ammo specifications in readme file (see detail list link) - several wrong ammo Name (but functional) e.g. 7.62x39 for SVD. It fires 7.62x54R cartridges. But, of course, all our units look great and after fixing that bugs it will be a pleasure to play with them. Thanx for this! edit: OK guys, it's a bad idea to give you only a link to a german forum. So I made the translation and now I will give you my "encyclopedia": (directly copied from MS Word, so excuse the format) Bugreport –List for RHS- Release of Mai 9th 2005 This list contains several bugs and malfunctions discovered by myself or other forum users and reproduced my myself. I made two parts: Part one contains „important bugs and malfunctions to be corrected immediatelyâ€, part two contains suggestions, proposals and ideas for a future update. <u>Part one: Important bugs and malfunctions:</u> 1. JAM2 and MAAM 1.3 compatibility: While loading OFP several „no entry“ popups appear if JAM2 or MAAM 1.3 ist not installed. 2. Motorized Infantry Officer (VSR)(Cap): Soldier has weapon Tokarev, but no mags. 3. Motorized Infantry Officer (VSR): Soldier has weapon Tokarev, but no mags. 4. GRU Spetznaz LMG Rifleman (Gorka-S): Soldier has four mags for Tokarev but no weapon Tokarev 5. GRU Spetznaz LMG Rifleman (Sumrak): Soldier has four mags for Tokarev but no weapon Tokarev 6. GRU Spetznaz Recon Grenadier (Gorka-S): Soldier don’t have NV goggles 7. GRU Spetznaz Recon Grenadier (Sumrak): Soldier don’t have NV goggles 8. GRU Spetznaz Recon Rifleman (Gorka-S): Soldier has four mags for Tokarev but no weapon Tokarev 9. GRU Spetznaz Recon Rifleman (Sumrak); Soldier has four mags for Tokarev but no weapon Tokarev 10. GRU Spetznaz Recon RPG (Gorka-S): Soldier don’t have NV goggles 11. GRU Spetznaz Recon RPG (Sumrak): Soldier don’t have NV goggles 12. GRU Spetznaz RPG (Gorka-S): Soldier don’t have NV goggles 13. GRU Spetznaz RPG (Sumrak): Soldier don’t have NV goggles 14. wrong ammo requirements in  readme file: RHS_RPK74, RHS_RPK74PSO1V needs RHS_45rd_545MG_Mag JAM2- ammo requirements also wrong 15. wrong ammo requirements in  readme file: RHS_AKS74, RHS_AK74_Folded, RHS_AKS74GP25, RHS_AKS74PSO1 needs RHS_30rd_545_Mag JAM2- ammo requirements also wrong 16. wrong ammo requirements in  readme file: RHS_AKS74PBS3; RHS_AKS74PSO1PBS3, RHS_AKS74PSO1PBS3GP25, RHS_AKS74PSO1PBS2GP25 needs 30rd_545_SDMag JAM2- ammo requirements also wrong 17. RHS_SVD: Wrong ammo description in Inventory. SVD fires 7.2x54R, not 7.62x39 18. RHS_PK: Wrong ammo description in Inventory. PKM fires 7.62x54R, not 7.62x39 Wrong pic in inventory. RPK74 is shown in inventory with its mags.. Too high zoom of optics 19. RHS_Aps_s: No inventory pic 20. RHS_V94: Wrong magazine capacity shown in inventory. Mag holds only five rounds. 21. RHS_VOG25Grenade: No explosion sound 22. RHS_VOG25PGenade: No explosion sound 23. RHS_RPG22Launcher_1: No inventory pic 24. RHS_RPG22LauncherMag_1: No inventory pic 25. RHS_RPG7: Wrong ammo requirements in readme file. RHS_RPG7 fires only RHS_PG7VL. 26. RHS_RPG7V: Weapon not mentioned in readme file. Weapon fires RHS_PG7VL, RHS_TBG7V and RHS_PG7VR. 27. every suppressed weapon: Wrong aiming point. Weapon fires too high. Not aimable at this time. Relevant for both optics and iron sights. 28. GAZ66: Drivers and passengers side changed. You can board as driver only from the right side and as passenger from the left or back side. No back lights or brake lights. 29. Spetznaz unable to defuse mines. Engineer required. At this time no RHS- Unit is able to defuse mines. <u>Part two: suggestions, proposals and ideas for a future update</u> · PKM is a high dispersion weapon. It meets reality quite well, but is unplayable ingame. Open fire on distances up to 500 m is obsolete. · MAAM 1.3 compatibility not needed. As long as this causes “no entry†popups please remove it.. · Bring JAM2 compatibility to all weapons as far as possible, so for RPG7-Launcher, SVD, PKM and OSV-96 · Bring compatibility with standard BIS magazines as far as possible. · Harmonize magazine names. RHS_10_127Mag is not the same system as other RHS ammo. Same for RPG22- Launcher. (My proposal: RHS_RPG22, RHS_RPG22_Mag) · Add engineer for Motorized Infantry (Mine laying and defusing). · Give ability of defusing mines to Spetznaz (Standard BIS function) · Give ability to hide body to Spetznaz. Currently no RHS Spetznas or SOBR unit ist able to hide bodies. (BIS standard function) · Add Spetznaz combat medic. (Or give „heal“ abilility to all Spetznaz). · Add Spetznaz demolition. (The „classic Spetznaz“ with satchel charges) · Add Spetznaz AT engineer. (Spetznaz wit AT mines) · Add mechanic. A soldier with limited repair capability. (Inspired by Arons Mapfact EditorUpdate). · Add AA- soldier · Remove the „no Target“ from the OSV-96 scope. It looks ridiculous at russian scopes. · Add HEI ammo to the OSV-96 sniper rifle (HEI = High explosive incendiary). AP ammo fired from sniper rifles is ineffective in OFP against armored targets, but HEI ammo can give more power against soft targets. · Replace firing sound of SVD. Standard BIS sound does not meet your custom sounds. · Remove Tokarev pistol. Standard BIS pistol is an ugly competitor in your arsenal and its sound is horrible and ridiculous in comparison to the APS. · Add PM (Makarov pistol). It’s the most known handgun of the easten hemisphere. · Add Saiga combat shotgun: a highly reliable CQB weapon for Special Forces. · Regroup units in the editor: · Not only „RHS Man“ which must be „RHS Men“ Group the units by uniforms and keep the units names short because they hide a lot of the screen while playing.. First Group: RHS Motorized Infantry: (VSR) Combat Medic (VSR) Grenadier (VSR) LMG (VSR) MG (VSR) Marksman (VSR) Officer (VSR) Officer (cap) (VSR) Radio (VSR) Rifleman (VSR) Rifleman (cap) (VSR) RPG Same for Flora- Soldiers: (Flora) Combat Medic (Flora) Grenadier (Flora) LMG (Flora) MG (Flora) Marksman (Flora) Officer (Flora) Officer (cap) (Flora) Radio (Flora) Rifleman (Flora) Rifleman (cap) (Flora) RPG Second group: RHS GRU Spetznaz First the Gorka-S soldiers: (G) Spetznaz Grenadier (G) Spetznaz LMG (G) Spetznaz MG (G) Spetznaz Marksman (G) Spetznaz Radio (G) Spetznaz Recon Grenadier (G) Spetznaz Recon Radio (G) Spetznaz Recon Rifleman (G) Spetznaz Recon RPG (G) Spetznaz Recon Team Leader The same for the Sumrak- Soldiers: (S) Spetznaz Grenadier ... ... Third group: RHS SOBR: SOBR Officer SOBR Marksman SOBR Rifleman SOBR Grenadier SOBR Team Leader Fourth group: RHS Men For all other soldiers formerly grouped under (Misc) and others. e.g.: (VSR) Infantry Captive (VSR) Infantry Medic (VSR) Infantry Officer (VSR) Infantry Patrolman (VSR) Infantry Soldier (VSR) Artillery Soldier (VSR) Driver Same for the Flora- units: (Flora) Infantry Captive (Flora) Infantry Medic (Flora) Infantry Officer (Flora) Infantry Patrolman (Flora) Infantry Soldier (Flora) Artillery Soldier (Flora) Driver And finally the crews: Crew (Russia) Crew (USSR) Crew (Russia, winter) Crew (USSR, winter) So this would mean four groups in the editor: RHS Motorized Infantry RHS GRU Spetznaz RHS SOBR RHS  Men In my opinion much more clear than before. And mostly you will use equally uniformed units, so its better to sort them by uniforms. Do not put all your units in one group, make these four please. · Update readme file. Here you can explain abbreveations such as (G) for the Gorka-S soldiers ans (S) for the Sumrak ones. Also the SOBR uniforms can be explained here. Maybe you will explain russian uniforms and its time of use briefly, also as structure of russian forces in general because most people in western Europe or other countries aren’t well confident with that. · Build machineguns on tripods. ORCS is your main competitor and they have some. And your current PKM is a hell of a widespread high dispersion weapon, so we need a more accurate weapon for the sustained fire role with enhanced accuracy up to 500 meters. · In the future I would be pleased to see more modern russian armament. My current ideas: “Gratsch-2†pistol which will be introduced in russian service currently, the modern sniper rifles SV-98 and SV-99 and maybe the “Abakan†AN-94 assault rifle. Well, that’s it for today what I want to tell you. And again: I am absolutely impressed by our awesome work! Keep it up, guys!
  20. First, thanx to Laser for this excellent stuff! LSR Rangers will lead the way! Â But I have the same problem like other guys here: To make clear which Addons are in the addons folder look this: No other custom addons are in the addons or res/addons folder. I consequently made modfolders to avoid addon conflicts. My Version of OFP: GOTY patched 1.96 First "real" bug I found: the M1911 pistol is not aimable. Bullet hits approximately 1 m above the front sight. Maybe you can correct that in a future update.
×