
CMSF v1.06 FEATURES
LINE OF SIGHT (LOS) & SPOTTING
• Enhanced LOS system takes into account the dynamically changing
heights of soldiers in different stances, and vehicles of varying
heights and the height of their crew positions and attached weapons.
• When a squad/team of soldiers is placing a target command, the line
to the target is light blue if the LOS is clear, part dark blue and
part magenta if it's blocked, and gray if it's mostly clear but not
for every soldier in the squad/team.
• Trees block LOS more strongly.
• Moving vehicles are easier to spot than previously, especially when
kicking up large dust clouds.
• Moving units are less likely to move quickly past an enemy and not
notice him.
• It's no longer as easy to spot enemy soldiers just because they are
standing up (all else being equal).
• Not all the soldiers in an enemy squad/team will necessarily be
spotted when some are spotted, even when there is a clear LOS.
• Spotting in extreme-dark moonless night conditions is handled
correctly.
INTERFACE
• Command Menu: select a unit and press the SPACE BAR and a popup
menu of available commands appears. It's similar to the old CM1
command interface. The menu can be dismissed with another press of
the space bar or a mouse click anywhere outside the menu.
• Artillery and air support missions may be targeted without LOS in
the setup phase.
• Heavy team weapons display their minimum and maximum ranges in the
panel with the name, caliber, etc.
• When an enemy unit is selected, the icons of friendly units that do
not currently spot that enemy are darkened. This way it's easy to tell
which of your units spots a given enemy.
• Autocannon on the Bradley and BMP-2 are used in "Target Light"
commands. This is useful if you want to be certain the vehicle will
not use missiles.
• You can give a Hide command to a moving unit without first having
to click its final waypoint (the hiding begins when the unit reaches
the final waypoint).
• RPG rockets with high-explosive warheads have a new "equipment
icon" to differentiate them from the anti-tank types.
• "?" Spot Contact Markers are shown above buildings, not inside them.
• Control-click to "jump" the camera also works in Air/Artillery
Support mode.
• Vehicle ammo counts update properly in turn-based playback.
• When placing waypoints for a vehicle and you point the mouse too
close to another vehicle, the correct "prohibited" cursor is displayed.
• Artillery/air spotters do not show target lines for completed
missions.
• Group select works correctly when floating icons are switched off.
GRAPHICS
• Roofs and upper floors of occupied buildings are transparent.
• Buildings become transparent when occupied by spotted enemy
soldiers too.
• Soldier and vehicle movement animation in turn-based playback is
smoother.
• Moon and stars are hidden on nights with thick haze.
• Stryker IR-blocking smoke is colored brown (it was this way in the
game originally).
• The 40mm grenade launcher shows a tiny puff of smoke when firing.
• RPG rocket fins don't visually protrude through the launch tube.
• Dead soldiers don't float above craters blown out below them.
VEHICLE BEHAVIOR
• Vehicles have new defensive AI that automatically pops smoke,
rotates to face threats, and retreats away from threats.
• "Direct & Exact" vehicle pathfinding when no obstacles are nearby.
• Vehicle movement paths that involve switching to or from reverse
movement are smoother .
• TacAI estimates armor penetration probabilities better, improving
its selection of ammunition type.
• Vehicle gunners who are also the loaders, are smarter about when to
break off a long reloading action (e.g. reloading a missile tube) to
take a shot at an enemy unit if another loaded weapon is available
(like on the BRDM-2 ATGM vehicle).
• Tanks are more willing to use main guns versus infantry, especially
when given target orders by the player, and also at walls (not just
use their MGs).
• The "crew" of vehicles that do not have dedicated crews can acquire
any onboard ammunition intended for passengers.
• Vehicles are more likely to fire on the move.
SOLDIER BEHAVIOR
• Marksmen/snipers have significantly improved accuracy but much
lower ROF (except at very close range where they behave more like
standard riflemen). They also engage at longer ranges.
• Hiding soldiers are more likely to open fire at appropriately
serious targets on their own.
• Soldiers are quicker to follow facing orders, if any, at their
final waypoint.
• Soldiers are better at shifting positions (very short distances
only) to get a clear LOF to a target, or to make better use of cover
after a Facing command.
• Soldiers attempt to hug ridgelines for cover.
• Soldiers do a better job positioning themselves behind trees for
cover.
• Squad/Team members are less likely to become or remain separated
after movement.
• A unit that is moving, and has no explicit combat orders, and has a
"hide" order at its destination, is less likely to open fire at
intermediate waypoints.
• When splitting off an antitank team from a squad, the antitank
specialist is more likely to join it, even if he's not currently armed
with an antitank weapon.
• Marksman specialists are less likely to join assault or antitank
teams.
• In a squad, teams B and C will not "spread out" into buildings.
• Soldiers are not reluctant to fire into trenches at short range.
• Once a soldier goes prone for any reason, he's more likely to stay
prone for at least a little while even if no one is shooting at him.
• Infantry "evade" does not attempt to move to locations that are
nearby but blocked by obstacles like high walls.
• Soldiers acting as "medics" will stop and take cover if there is
significant incoming fire.
• Soldiers won't exit vehicles onto unsuitable terrain.
SIMULATION
• Small arms accuracy and volume of fire are slightly reduced at
medium and long ranges.
• Slightly increased concealment for foxholes, craters, ditches,
trenches, trees.
• Slightly increased cover/protection provided by buildings.
• Effect radius of shrapnel from explosions is increased - you'll
notice this especially with grenades. Exception: shaped-charge
weapons (e.g. RPGs) have a reduced shrapnel effect radius.
• IEDs time their explosions better so the target is closer and more
likely to be damaged.
• Smoke deployed by Abrams tanks and Bradley IFVs deploys
"instantly" (like the Stryker smoke already does).
• Explosions near, but not touching, buildings do slightly less
damage to the buildings.
• Airburst artillery explodes correctly above buildings.
• Improved calculations for the impact location and direction of
projectile ricochets off buildings.
DATA
• Bradley, Abrams, and Stryker are less likely to explode when hit
internally.
• T-72 TURMS has upgraded commander's optical/night-vision equipment.
• BMP-1 and BMP-2 are better able to spot enemies.
• AT-3 missile minimum range is 500m.
• Syrian armored personnel carriers carry extra small arms ammunition
for their infantry squads.
• Stryker armor reduced - the main difference you'll notice is that
30mm rounds from the BMP-2 will usually penetrate.
MISC FEATURES
• Hold down the 'V' key at game startup and the intro video will no longer
play when the game loads. This setting will be saved in the preferences
file. On subsequent startups you can press 'V' again to bring the video back.
• The "display size.txt" file in the CMSF directory now uses a third
number to state the desired monitor refresh rate. Optionally use this
file if you wish to manually select a resolution and refresh rate for
CMSF. Exercise caution and only use a resolution and refresh rate
supported by your monitor as damage to your monitor or display
adapater could occur, especially if you use too high a
setting. The format for this file is Horizontal Resolution (in
pixels), Vertical Resolution (in pixels) and Refresh Rate (in Hertz).
(For example, if you wanted to run the game in 1440x900 @ 75Hz, your
"display size.txt" file would look like this: 1440 900 75)
Use all 0's to allow the game to use the current desktop resolution and
refresh rate. (example: 0 0 0)
MISC BUG FIXES
• Fixed several "stuck" squad and soldier issues.
• Fixed the "heavy weapon left behind" bug.
• Corrected a camera TAB-lock directional problem in playback mode.
• Corrected a problem that caused some flavor objects to disappear in
saved games.
• Quick Battle troops are correctly placed in their setup zones.
• Computer player does a better job setting up vehicles so they're
not in unsuitable terrain.
• Fixed a bug that allowed shots to be fired at targets that had
disappeared from view a moment earlier.
• Corrected some problems caused by balconies being placed directly
over separate buildings.
• Corrected some pathfinding and LOS problems related to "internal"
doors and "open" walls between connected buildings.
• No message is displayed when an objective is "touched" by enemy
forces.
• IEDs may not use the target command if all friendly soldiers are
casualties.
• Corrected a bug where an MG crewman could "fall off the roof" when
the MG changes position or facing.
• Fixed a bug that allowed two vehicles to have the same movement
destination and "merge together" upon arrival.
* Plus all the fixes and changes from the previous patches....
Madmatt