Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

CHKL Long Range Combat Hardcore
333 Comments
tamallee 30 Sep @ 12:38pm 
crashes with USA nation in game
Ivan 28 Sep @ 4:17pm 
NVM I just had to reinstall the mod
CgameTH 15 Sep @ 2:43pm 
hotmod not run
tamallee 7 Sep @ 6:20am 
hi, do u fave any plans for making compatible version with Horten's Frontline 3.1 mod?
Sniff 6 Sep @ 5:55am 
Muchas gracias por el mod, un saludo :)
Sniff 6 Sep @ 5:53am 
With the Finnish it also crashes with this exception:



***************** Exception *****************
[00:00:57] define not found (eSDLReader.cpp:455) @ [main_loop]
------------------------------------------------------------------
>>>>>>>> gui.cmd.exec_all
>>>>>>> gui.cmd.exec(generic)
>>>>>> gui:cmd:exec_generic
>>>>> gui.mp.showpage
>>>> gui:pm:show
>>> gui:pm:activate(page_launcher_multiplayer)
>> entity:raw
> file "/entity/-vehicle/finland/tank_light/ft17_fin/ft17_fin.def"

65: ("mobility_tank_slow"«
66: speed(7.7) ;---------Max speed when fully accelerated on road, km/h.
67: reverse(4) ;---------Max speed in reverse on road, km/h.
68: traverse(20) ;-------Track traverse, per second, in degrees.
69: weight(6.8) ;--------Weight in Tonnes.
Sniff 6 Sep @ 5:50am 
Thank you for the mod! The mod crashes for some reason while using the US and Finnish. The factions. The US faction crashes with this error:




[00:01:38] define not found (eSDLReader.cpp:455) @ [main_loop]
------------------------------------------------------------------
>>>>>>>> gui.cmd.exec_all
>>>>>>> gui.cmd.exec(generic)
>>>>>> gui:cmd:exec_generic
>>>>> gui.mp.showpage
>>>> gui:pm:show
>>> gui:pm:activate(page_launcher_multiplayer)
>> entity:raw
> file "/entity/-vehicle/usa/tank_medium/t1e3_m4a1_75/t1e3_m4a1_75.def"

108: ("mobility_tank_slow"«
109: speed(10) ;----------Max speed when fully accelerated on road, km/h.
110: reverse(5) ;---------Max speed in reverse on road, km/h.
111: traverse(10) ;-------Track traverse, per second, in degrees.
112: weight(57.26) ;------Weight in Tonnes.
Bodacious Bagel 4 Sep @ 1:24pm 
still crashes with other mods enabled. So terrible the recent update bugged out this mod, I love it :((((
tamallee 2 Sep @ 5:06am 
crashes with other mods enabled
Ivan 27 Aug @ 6:52pm 
not today over weekend
Ivan 24 Aug @ 1:18pm 
I can check today
Chakal16  [author] 24 Aug @ 2:47am 
@Ivan it happens only with certaion units or for all? :steamthumbsup:

@Allfather to be honest, dunno how can i patch it to make it work with better FPS mod, but i'll give it a check :steamthumbsup:
Ivan 23 Aug @ 8:56pm 
The game doesnt crash however like Sum1 said, some units reverted back to vanilla, for example zis-2 and 122 A-19 can only fire up to 200 mm and its really disrupting the flow
Allfather 21 Aug @ 11:54am 
plz plz plz make a patch to make this compatible witht he better FPS mod. god plz
Chakal16  [author] 19 Aug @ 8:28am 
Been trying to test, for me worked fine and never crashed, so dunno if is related to specific DLC units or what, i did an update with some minor fixes, none of them related to crashes, but we will see :steamthumbsup:
Sum1 19 Aug @ 3:13am 
Hey yo, love this mod! it says it is outdated when activated but i can still play with it, even after the latest game updates... Only thing is, most ranges reverted back to vanilla (mortars and rifles back to 180? but Tank guns still ~500). I hope you'll find the time to update this mod, because I can't play without it anymore! :D I really appreciate the work and effort you put into this, and that you still try to balance gameplay :) One question, is there a way for me to edit the ranges till you find time to properly update this? :) Afaik most units didnt get reverted
Ivan 18 Aug @ 6:04pm 
Still checking for the mod daily
Chakal16  [author] 6 Aug @ 9:56am 
yeah, it will be done, just had some busy stuff with my job :steamthumbsup:
Ivan 5 Aug @ 4:23pm 
I dont mean to rush you but I just want you to know that we NEED you Chakal16 keep it up!
Ivan 27 Jul @ 5:40pm 
I literally cannot play this game with the pitiful ranges this game has, you are doing a great work Chakal16!
Chakal16  [author] 25 Jul @ 1:39pm 
@Ivan Okay thanks :steamthumbsup:
Ivan 25 Jul @ 1:06pm 
@Chakal16 here is mine
Ivan 25 Jul @ 1:05pm 
Program will be terminated.

APP_ERROR: unexpected token

(C:\WORK\PROJECT_2\goh\GEM\source_work\eResource.cpp:1 02)

RIP=7ffb26a07f9a [main_loop]

RAX=00000000 RBX=0de5e500

RCX=00000000 RDX=00000000

RSI=00000001 RDI=0bad0001

RSP-0de5e3e0 RBP=00000004

>>>>>>>>> gui.cmd.exec_all

>>>>>>>> gui.cmd.exec(generic)

>>>>>>> gui:cmd:exec_generic

gui.sdp.procq(<F(POBEDA)S(27)B+C(FAEACB)E(SHADOW)> CO NFIRM)

>>>>> gui.mmd.onModApply

>>>> mmd.apply

>>> mod.s_apply

>> file "/set/stuff/mgun/berezin

> file "/set/stuff/mgun/hmgun.pattern

46:

47:

{«FiringTimeoutDistance Factor

48:

{0.25 0.0);35m

(0.75 1.0); 105m

49:

}

50:

(SpreadTolerance 0.3)

;// Al needs to aim 30%

CALL TO ARMS - GATES OF HELL Editor - v1.046.0 - editor x64 2024.10.16 14:02 -x64-2ff2cde91 - 0x01421C2D
Chakal16  [author] 25 Jul @ 12:48pm 
If you can post the log of the errors that would help, i'm trying to check if everything works fine but i'm not getting errors :steamthumbsup:
Ivan 23 Jul @ 3:24pm 
Awesome I love you Chakal16!!!
Schuchart 23 Jul @ 10:46am 
Thanks a lot, thats great to hear! :)
Chakal16  [author] 23 Jul @ 6:13am 
I'll work on the update during this week :steamthumbsup:
Schuchart 23 Jul @ 6:13am 
Hey there! I am getting reproducible CTDs with this mod quite regularly on the start of a Conquest-match (assumedly on spawning of the first wave of AI-reinforcements) on certain maps (e. g. Shiryayevo, Radekhiv, Isigny Ruins), especially when playing against Germany (as US). I have been using CHKL alongside Colditz', Bret's Audio Overhaul, (Liberated Nations), Conquest Equality/Realistic Difficulty, Prep Timer Extended and BM (in this order with CHKL positioned just before BM) for over a year without issue. The crashes started after the latest update, in earlier releases I didn't encounter such (in regards to my config), and they seem to stop with this mod disabled.
Ivan 22 Jul @ 11:29pm 
We need an update please!
Hot dog 7 28 Jun @ 12:11am 
my game crash with this mod, does it need update ?
Beratov Karakoviç 6 May @ 4:26am 
When I tested the jagdtiger, it can almost penetrate the front hull from the maximum range, but it cannot penetrate the casemate:D In real life, this hull penetration can only occur from 200-250 meters at most, if you adjust this, it will be more balanced, I think. Have a nice day.
Chakal16  [author] 6 May @ 4:03am 
@beratkarakas777aaaCS.ARMY the inaccuracy on tanks was made for balance purpose, inexperienced crews will fail initial shots while they readjust the shot and increase their accuracy, but experienced crews will probably hit even at max distances with their first or second shot, otherwise, probably most part of the tank engagements would end in 10 seconds, i would like tho do it differently but there's is a lack of more complex mechanics to simulate this. I will check the Jagdtiger stuff, but that shouldn't happens, or maybe if the conditions of overmatching and angle are really good while hitting the frontal armor, not the casemate one :steamthumbsup:
Beratov Karakoviç 6 May @ 3:50am 
I understand, thanks for the answer. There is one more thing, tanks are very inaccurate, 2 out of 10 shots are hit, but it would be better if you correct this historically, and the second problem is that the jagdtiger is very penetrating, it can even penetrate its own armor from 500 meters, but this is impossible in reality :D Thanks in advance
Chakal16  [author] 6 May @ 3:47am 
@beratkarakas777aaaCS.ARMY well, that's a problem of the game itself, when a projectile reach the "sky" then disappears, the only way to "reduce" it, is to lower the fire arc, but reducing the fire arc on artillery will end being a direct fire gun so it will lose the artillery properties, so it is a problem hard to fix :steamthumbsup:
Beratov Karakoviç 6 May @ 3:36am 
Hello, when the gunners fire too far (10.5cm lefh 18) the bullet disappears in the air and never hits the target, please fix this.
Über Wanker Monkey 3 May @ 8:55am 
thank you for updating it you kind Sir
Chakal16  [author] 1 May @ 10:59am 
@beratkarakas777aaaCS.ARMY as for the vision range, i increased it, specially for SP :steamthumbsup:
Beratov Karakoviç 1 May @ 10:57am 
Thank you very much bro:D
Chakal16  [author] 1 May @ 10:52am 
Mod updated :steamthumbsup:
Chakal16  [author] 29 Apr @ 1:57am 
I'll update for v 1.050.0 :steamthumbsup:
Julio Iglesias 28 Apr @ 5:21am 
Ehhh, mod is not working
Beratov Karakoviç 1 Apr @ 7:45am 
Hello, I have a problem. The mod does not increase the vision range of the units, it only increases their range. How do I solve it?
Beratov Karakoviç 26 Mar @ 6:47am 
Update pls:D
tamallee 22 Mar @ 12:14pm 
stoped working right during the game my mortars refuse to shot furter than 150m WTF?
Pwin 14 Mar @ 1:06am 
Is it compatible with W.H.U.B mod?
metal rear 3 Jan @ 11:51am 
@Chakal16 That would be awesome if you could do it!
Chakal16  [author] 3 Jan @ 1:42am 
@metal rear could try to add a variation, but due the file system it would need to be replaced manually, probably :steamthumbsup:
metal rear 2 Jan @ 6:11pm 
I totally understand that it would ruin the regular game. However, I'm using this to script battles in the editor and would looooove vehicle view ranges that match with the weapon ranges. (Or at least to like 600 meters.) I have no idea if that would be a chore to do for you, but I would greatly appreciate it if you did that. I understand if you choose not to though.
Chakal16  [author] 2 Jan @ 6:16am 
@metal rear Is possible to do, the problem is the AI is really simple and cannot be configured correctly for high ranges, if i use by default that the AI will fire at 600 would be nearly unplayable due the size of the maps, no one would be able to start a SP mission without being obliterated, but yeah is something that can be done :steamthumbsup:
metal rear 2 Jan @ 4:20am 
So I noticed while using the editor and this mod that the range for tank cannons are increased but then the tanks only engage/see the enemy from about 275 meters and closer. Am I missing something? I'm reasonably adept with the editor. Ideally I'd like the tanks to start engaging with each other from about 600 meters away. I know that is a niche ask but I was curious if there was a way to do that.