Men of War: Assault Squad 2

Men of War: Assault Squad 2

Cold War English
 Ce sujet a été épinglé, cela doit être important
Timosh  [dév.] 4 févr. 2018 à 0h28
FAQ
Q. How to install Cold War?
A. Download the main mod using links below. You will have a package of several GB size. Then unpack it into mods folder, and you will receive this structure:
Men of War Assault Squad 2\mods\cold war 1_7_4
If you need CW English - download it too and unpack it into the same location.
Launch the game. If you've done everything correctly, you will see Cold War (and Cold War English, if you need it) in settings/mods game menu.
To activate, double-click on "Cold War" in the left side of the window , and it will move into right one. If you need Cold War English - double-click it too, but only after the main mod. Then press "apply". Main menu will change, and this means that the mod is ready to use.


Q.Where can i download the original Cold War?
A.
https://steamcommunity.com/groups/cold_war/discussions/0/3417685728353885519/[/url
You can have Google and Yandex disks links, or torrent here.
Or see
phglobal .my1 .ru/forum/14-95-3
(delete spaces). There is a torrent and a Yandex Disc link.
Or here is a ModDB link (delete spaces)
www. moddb. com/mods/cold-war-mod/#8561150

Q. Why do the shooting ranges not correspond to the real ones?
A. Creating really large maps (more than 1000m per 1000m) presents serious problems in terms of productivity and labor intensity. Therefore Cold War uses a nonlinear range scale. If any weapon actually shoots at 100m - we set the range of 20 game meters (gm). At 500m - we put 50 g. m. 1000m - 70 g. m. 2 km - 100 g. m. 4 km - 140gm. 10 km - 180 g. m. 15 km - 240 g. m. 20 km - 290 gm. 65 km - 350 g. m. 180 km - 420 g. m. 300 km - 500 g. m.
In rare cases (RPGs), we use a bit different scaling, but in most cases the scale is strictly determined. It allows you to place on one map both infantry, tanks, artillery, tactical missile launchers without the fear that tanks from the front line will easily destroy vulnerable artillery and SAMs hidden in the rear .

Q. How do I use airborne assault on helicopters?
A. Fly at low altitude (less than 16 m), click the "Behavior Mode" button. Wait until the helicopter freezes, and press the "special action" button.

Q. How will the mod update be organized?
A. Our updates with new content for MOWAS 2 will be released periodically. The version to Call to Arms will receive only minimal support.

Q. I've downloaded the mod or subscribed via Steam, and then what? Nothing new appears.
A. Mod must be applied in the game. To do this, click the "Mods" tab in the settings. There, select the Cold War mod and apply it. If done correctly, the text will become Russian (if Cold War English is not applied, which is recommended for English-speaking users), new music will sound and the video in the background will be played.
If the mod does not appear in the list - check the presence of the Cold War folder in the SteamLibrary \ steamapps \ common \ Men \ Men of War Assault Squad 2 \ mods \
We remind you that Cold War is a global modification, affecting all aspects of the game, so compatibility with other major mods is almost impossible. You can apply only mods that were written specifically for Cold War (for example, Cold War English).

Q. How do I use airplanes?
A. In multiplayer, the airplane appears already in the air. Give the order to move to any point - the plane will start to fly forward. Enter the direct control and press "S" to climb. Change the height by pressing W-S, direction - A-D. Use the "Spacebar" to land. After landing, accelerate until the airplane detaches the front landing gear from the ground, press "Space", and then immediately "S".

Q. I have a crush at loading or during the game, CreateVertexBuffer failed or Failed to allocate memory. What shall I do?
A. The reason may be a lack of RAM or video memory. The game consumes no more than 3.7 GB RAM , even if physically there is more. Therefore, in some cases, it is necessary to lower the settings: firstly - to lower the resolution of the textures.
In case of lack of video memory, check if the video card drivers are outdated, and also whether you use the built-in video card instead of the more powerful discrete one.
The order is as follows: in the right bottom corner of the screen in the pop-up window, right-click on the NVidia configuration icon, then on the NVidia control panel, then in all three tabs, set the tasks for the system's orientation to the resource consumption of the video card (quality and performance).

Q. I included multiplayer, and there are only 1 CP, and almost no troops can be bought. What's the matter?
A. The main mode of multiplayer in CW is brigade. This means that after the start of the match you must choose one of the teams - the subnations available for the selected nation. This can be motorized rifles, artillery, aviation, airborne ... After buying the brigade (scroll through the call buttons to the very bottom), your CP will be equal to -200, and you will be able to buy specialized troops of your brigade (button with the same picture as yours flag), as well as the so-called "common troops" - a set of light infantry and armored vehicles, available to any player. This will force you to interact with other players and perform your role on the battlefield. The team can be changed during the game to arrange a surprise for the opponent or change tactics. To do this, select your flag as a regular unit and click the "Special Action" (yellow star) button. The flag will be lowered, and after 1.5-2.5 minutes you will be able to take a new one, changing the brigade and gaining access to another set of troops. But these 1.5-2.5 minutes you can not buy troops and will have to do without reinforcements.
Brigade mode can be changed to the standard before the start of the match. In the standard mode, all troops of all brigades are available.

Q. In the action menu, I see two new buttons. What are they doing?
A. The functions of both buttons depend on the type of vehicle.
- the "special ability" button, looks like an yellow star.
Most of the equipment disables and enables the main gun (a tank gun, an ATGM of aviation and an infantry fighting vehicle). Turning off the main gun makes it possible to use the equipment on a secondary front under the control of the AI ​​so that the tank does not waste valuable ammunition of the main caliber for single infantrymen, and the AI ​​helicopter does not shoot single cars by ATGMs, but used a cannon for the infantry.
For desant vehicles (helicopters with infantry squads, transport aircraft, landing ship, aircraft carrier), the button launches an airborne deployment (in the air) or opens and closes the landing ramp for loading vehicles, or drops the ropes for landing.
In multiplayer for the flag of the brigade, this button lowers the flag, allowing you to change the team.
- "behavior mode" button, looks like an open hatch.
In a vehicles with open machinegun mount, this button adjusts the behavior of the machinegun operator (usually gunner2). There are three modes of behavior. "aggressive" - ​​the shooter behaves the same way as in MOWAS 2 - shoots, until he dies. "cautious" - the shooter shoots until a bullet hits the tank or the missile flies. After hitting the shooter decides that the situation is dangerous and hides himself in the hatch for 15 seconds, hiding from enemy fire (except for aviation, the shooter will not hide from the fire of the aircraft, because planes always threaten the tank as a whole, not just the single crewmember). Then he climbs out and is ready to shoot again. "passive" - ​​the shooter hides in the hatch and sits there until the behavior mode is changed. The tanks are "cautious" by default, the cars are "aggressive" (because cars do not have any weapons other than ZPU ", and the armor does not protect the hiding operator well enough).
At SAMs, having radar, the button regulates work of a radar. Radar should be disabled in a situation where the enemy can use anti-radiation missiles. The modes are similar to the hatch modes: "aggressive" (radar on), "cautious" (the radar will turn off for 15 seconds), "passive" (radar off). The default mode is "aggressive".
For helicopters this button turns on and off the helicopter hover mode.
For deck aircraft, this button launches an automatic landing on the aircraft carrier (requires scripts)

Q. How do exacly radars work like this one big radar which rotates , when it arrives it scans whole map or something?"
A. Rotating radar (P-37) doesn't scan whole map, but has very large range of plane detection (UAVs not so visible). It also good vs stealth aircraft, but it can't target SAM missiles. It's like ground AWACS (US has Hawkeye for the same purpose)
Other radars (Patriot for US, French Arabel, Russian Kupol) are used for survellance (all-around for Arabel, sector for the rest) and missile targeting, they have different, but always good range of detection for all aircraft. Radar should illuminate enemy aircraft to provide SAM guidance (SAM should be launched from other unit - launcher). Radar can be targeted by anti-radiation missile, if it is turned on (it can be quickly turned on and off by proper button).

Q. I've played Cold War and unsubscribed it, and now there is an error when I'm starting the game, mentioning "control panel item". What shall I do?
A. You've assigned a custom action on quick actions panel (i. e. "specability") and didn't remove it before unsubscribing.Delete my games\men of war - assault squad 2\profiles\NNNN\settings.set , where NNNN -is your profile number..
Dernière modification de Timosh; 2 juin 2023 à 22h39
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Affichage des commentaires 106 à 120 sur 147
I did so of course. Still not working though.
Timosh  [dév.] 30 juin 2021 à 10h06 
I'll write it down, but I can assure you that this script is very simple. Actually, it does not force you to bring all troops there, you need to extract SCUD and the truck, that's all. Perhaps, squad com must turvive, I don't remember exactly.
Ok, thanks anyway.
I know this was asked already, but how tf do I get the desant vehicles to get loaded in an 12/il 76td? I did everything according to how its supposed to be done: start the simulation, Click special action button, get a bmd-2 to the cargo door/gate and then the vehicle should automatically get in there. Well, that didnt really work.The only thing wich I was able to do however, was get the parachute modules to spawn in the planes, but the vehicle wont get in there. Literally tried spamming all the action/special buttons and yet - nothing happens. Also, I was trying to do that on one of the cw mod maps - atlantic wall.
Timosh  [dév.] 7 juil. 2021 à 8h39 
Pelmeshka, my advice is to try it first in "Moscow behind - gathering". AI will make an example how to do it (on the second plane), and then you can try. It seems that your actions were correct: open cargo door, get appropriate vehicle (BMD-2 will do) in about 1-2 meters from it (use direct control or a simple order), then it will be automatically linked and loaded into the plane.
When you'll succeed with it, you can try to do th same thing in multiplayer with An-12, for example, on Poland or Russianland.
If it'll be ok too, you can try any map you want, but this map should have service scripts.
Nothing can be guaranteed if any other mods except CW/CW English are applied. If you still have problems, record your attempt on videp, but press alt+V first to make volumes visible (you'll see box near the cargo dor - it's load zone)
Pelm 12 juil. 2021 à 12h43 
@Timosh, thanks for the aswer, I tried everything you said, but sadly - no results ;(
Still same ♥♥♥♥ - vehicle doesnt get loaded, but the parachute module gets spawned inside the plane.

So several more questions though, any plans to add su-27 maybe and f-15? And why does f-16 has such bad roll and yaw rates? Shouldnt it be more agile than Mig-29? Also, will more US and other nations' Navy ships be added? At the moment, US has basically one combat ship and one submarine, I reckon people would appreciate more marine content.

Also I already asked in the comments, but would like to hear an answer from you in particular, please, since you seem to be the main dev: Are there any plans to fully implement Ukrainian military? it seems like in the mod, there already are some Vehicles (the tanks; although I would argue about their ammunition, since apart from "Mango", "Vant"s are also more than used in UAF and as much as I know, bm-44u1 is also used already), and some textures for Ukraine (the aircraft textures for example), also one srange unit but he doesnt really seem anything alike modern Ukrainian soldier or whatever. So yes, question is - will UAF be actually, fully implemented, any time in the future?
$an-SchezZzzz  [dév.] 12 juil. 2021 à 23h05 
Perhaps in the future, if there is, the time and strength of the possibilities of Ticonderoga and the British boat lcvp mk5, su 27 is unlikely, there are texmods on the SU35 in the mod under the su27, F15E and in the future it will be.
Pelm 13 juil. 2021 à 8h57 
@$an-SchezZzzz Eh? Why not su 27 though? basically su 35 without thrust vectoring and some very slight differences in charachteristics and model, so it shouldnt be actually too hard to also implement it, I guess? I think it might be a good alternative option for su 35 just cheaper in mp for example, wouldnt it? Also it is used by multiple militaries across the world including Chinese and Russian airforce (also in Kazakhstan and Ukrainian airforce), so why not?
DiMkA 13 juil. 2021 à 10h31 
У СУ-27 и СУ-35 разные планеры
Timosh  [dév.] 13 juil. 2021 à 11h00 
"vehicle doesnt get loaded, but the parachute module gets spawned inside the plane." - Even in SP mission where it's intended to work? This is strange...
"any plans to add su-27 maybe and f-15?" - yes for F-15, but as for Su-27 - well, we could add something like Su-30 family (Su-27 is obsolete), but we already have 3 fighters for VKS, we don't need more.
"why does f-16 has such bad roll and yaw rates?" - because we use F-16 as strike plane. With 6 AMRAAM+2 AIM-9 and typical air patrol mission (500km to target, 500km patrol distance, 500km back) it will have in-game maneuvrability rating 6.4 hor./5.1 vert., (roll and yaw is for hor, dive/climb is vert)/ F-35 AA has 5.6/5, MiG-29K has 7.4/5.3 (note that MiG-29 non-K can't perform such mission due to low fuel amount). Horisontal maneuvrability (in-game) depends mostly of wing load and max G-load. F-16 has very high wing load (750+ compared with 370-400 for F-22, F-15, Su-35) and a bit lower G-load (7.5G vs 9G for the others). That's why it has lower maneuvrability (still, I must note that this applies for turn radius. I agree that because of small wingspan and low mass F-16 should have better roll rates, but to make a full round you still need low wing load).
"Shouldnt it be more agile than Mig-29?" - in case of such mission, F-16 will have a bit better trust-to-weight parameter.
Most difference comes from G-load. For F-16 Wiki says: capable of achieving 7.33 g with 80% internal fuel, and internal fuel mass is 3t only. That's why with 1100kg of missiles it can't exceed 7.5G - mass, equal to 80% internal fuel load for unarmed plane will be achieved with about 50% fuel, that's too low for this mission. As for MiG - it is claimed that it has 9G, most ptobably - for normal takeoff mass (18300). For this mission, it will have 20200kg mass above the target (at the beginning of the patrol, and 17500 at the end), so I've reduced G-load to 8.5.
If F-16 will be able to perform 8.5G maneuvers, its hor/ver rating will be equal to MiG, but it is possible in short-range missions. For example, for 200km range and 200km patrol distance rating will be 7.1/5.8, and if in this case G-load will also be 8.5, it will have 7.9/6.
Timosh  [dév.] 13 juil. 2021 à 11h11 
"Also, will more US and other nations' Navy ships be added?" - not planned, they have enough.
"US has basically one combat ship and one submarine, I reckon people would appreciate more marine content." - the only good US multipurpose ship except Burke is Ticonderoga, but it is almost similar to Burke in terms of weaponry. Perrys are obsolete, LCS are too weak. Unlike other nations, US focuses on low number of good ship types, which allows to have large capable fleet. In case of Russia we were forced to make 4 destroyer/cruiser class ships because Russia does not have large enough unitype series like Tica or Burke.
"Are there any plans to fully implement Ukrainian military?" - No, but we'll deploy Ukrainian tanks for third Chineese brigade (SCO forces). Also we've already made set of UKR gear and skins.
"Why not su 27 though? basically su 35 without thrust vectoring and some very slight differences in charachteristics and model, so it shouldnt be actually too hard to also implement it, I guess?" - mostly because we have MiG-29. But its airframe differs from Su-35, so it's not a simple reskin, we'll need a full setup from 3DS MAX, it's time-consuming and unreasonable in presence of MiG.
"Also it is used by multiple militaries across the world including Chinese and Russian airforce (also in Kazakhstan and Ukrainian airforce), so why not?" - MiG-29 is much more popular. 12 non_Russian operators of Su-27 vs 27 for MiG.
Pelm 14 juil. 2021 à 3h06 
"mostly because we have MiG-29. But its airframe differs from Su-35, so it's not a simple reskin, we'll need a full setup from 3DS MAX, it's time-consuming and unreasonable in presence of MiG."
"MiG-29 is much more popular. 12 non_Russian operators of Su-27 vs 27 for MiG."
Alright, fair enough I suppose, understandable, thanks for the answer.

"the only good US multipurpose ship except Burke is Ticonderoga, but it is almost similar to Burke in terms of weaponry. Perrys are obsolete, LCS are too weak. Unlike other nations, US focuses on low number of good ship types, which allows to have large capable fleet. In case of Russia we were forced to make 4 destroyer/cruiser class ships because Russia does not have large enough unitype series like Tica or Burke."
Well, AcKcHuaLLy - lets not forget about the Zumwalt-class destroyer, lol.

"No, but we'll deploy Ukrainian tanks for third Chineese brigade (SCO forces). Also we've already made set of UKR gear and skins."
Ok, hold on a second, I didn't really play much of campaign, so dont know what exactly is different in this alternative world, so uh explain please? Is Ukraine in SCO here or something? And if just tanks will be deployed, why add UAF gear though?
Pelm 14 juil. 2021 à 9h59 
@Timosh, excuse me, forgot to clarify about the parachute situation: When I tried to load vehicles in Moscow Behind, it DID work, HOWEVER when I tried doing literally the exact same thing in editor, with all same vehicles and troops - the *same ♥♥♥♥* happened
Timosh  [dév.] 15 juil. 2021 à 5h23 
"Well, AcKcHuaLLy - lets not forget about the Zumwalt-class destroyer, lol." - No, let's forget about it.
First - there was only one Zumwalt during mod's events (2018 for Leviaphan, if I remember correctly).
Second - antiship armament. It's better than Burke when you need to hammer seashore (even if its shells are $1 billion per one and not producted after 2016), has large salvo of Tomahawks, but lacks anti-ship capabilities almost fully (Burke can use SM-2 against ships, half of them have also quad Harpoon launchers): unguided (GPS-guided shells can't track maneuvering target) shell travels on 100km distance about 2 minutes. Simple turn of enemy ship will make shells miss. At close combat, 155mm shells are a bit heavier than 127-130mm Burke/956, but 10rpm fire rate is 2 times smaller than Mk45 and 9 (!) times smaller than one AK-130 (956 destroyer has 2 AK-130).
Third - AA defence. Can't say it's weak because of very large ammo (80 cells, max 1 Tomahawk/ASROC or 4 ESSM per cell - it can easily have more than 100 SAMs), but ESSMs have range only about 50km. Zumwalt can't hit incoming ASMs on long ranges, while they are not sea-skimming yet. It will be able to illuminate incoming sea-skimmer (assume 5m flight height) only on 30km mark, 30s before impact. Also it's unknown if AN/SPY-3 has enough illumination channels - because AN/SPY-1 had none, it uses external illuminators for SM-2 (on Burke top). And it's warheas is 1.5 times smaller than SM-2, which is important if you need to kill armored Russian ASMs like Granit.
Also, when you have 200km SAM, you can keep enemy aviation afar, but if your max AA range is 50km only, you can receive not only long-range ASMs like Granit, but also anti-radiation missile - much harder to kill.

"Is Ukraine in SCO here or something?" - yes. According to the plot, there was no coup, so Ukraine is still Russian ally and associated in SCO (anyway, the plot was written in 2011).
"And if just tanks will be deployed, why add UAF gear though?" - in the first SP mission we have UKR artillerists and base guards. Also, well, it's a very popular demand, so we've decided to make it for other modders. Also, it's not a very big deal, we've made 1-2 vests and one helmet.

" When I tried to load vehicles in Moscow Behind, it DID work," - great, then we just need to figure out what you're doing wrong.
First, you need to have link scripts on the map. Look at your script list in the right pannel. If you have "service" script group, it's ok.
Second, turn "start" button on.
After that, all should work. You can try to use linking on landing crafts, or towing tral (from Three Tankmen mission), they all use the same scripts.
In mission Sandstorm, from Iraq Campaign when I eliminate all enemy units from the map, objective "Capture the Airfield" is still not done. Do I have to do something more, or this mission is impossible to complete?
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