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pcelt

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Everything posted by pcelt

  1. The biggest practical problem here seems to be the sometimes reported totally disproportionate allocation re unit types----to provide a sensible and credible game the increases need to be fairly proportional to the basic set- up proportions.We can work around the unreal setup positions by moving the offenders to a place close to game set up.But we can do nothing to change the proportional makeup of the force-----this must be credible from the game setup. Is it possible to tweak this aspect?
  2. May I ask whether those who have found certain problems with the optimum display of translucent smoke (though not with translucent buildings) are likely to find any similar problems with any of the weather features display in the final game ----or are these features programmed differently. I am thinking particularly of features like mist and fog etc.
  3. Thanks for your replies-----I was wondering whether it was related to a specific Directx and voodoo driver but you both seem to be using up-to-date software whilst I still have DX6.1 and slightly older V3 drivers and the result seems identical. It would seem not to be DX or video driver related. I must say I am quite happy with the more solid smoke option but if anyone uncovers anything further Id be interested in the info. Thanks
  4. I am one of the others with a V3 and angular transparent smoke. May I ask the other V3 users with a similar problem which Direct X version and which V3 driver version they are using. Thanks
  5. Can anyone give me a rough idea of the proportion of these different types of scenario/operation appearing in the 50 which come with the finished game. Thanks
  6. How do you remove an "ambush marker" you dont want. Apologies if this is clearly spelt out somewhere. Thanks
  7. Yes ,Lewis is actually having an amusing and sarcastic dig at the characteristics of us customers and not at BTS. Give it another glance, it is totally benevolent.
  8. Re Mortars-----can I just clarify . In order to fire indirectly mortars may not be moved after initial set-up. They must also be within command distance of an H.Q. My uncertainty is ---whos line of sight determines where the mortar can target. Is it just the H.Q to which they are attached.Surely in an attack mission the attached H.Q.(needing to remain near the mortar) would also be a long way from the front line and unable to provide much LOS info. I am quite happy re the mortar not being moved but feel some targetting info should be available from the front line H.Qs Can anyone clarify this any further Thanks
  9. Good news re spotting for small mortars-----how does it actually operate in practice.How does the HQ designate a target for the mortar --or is it just that a mortar can in effect target anything in the los of its H.Q. Thanks for any clarification
  10. First many congratulations re advances in gold demo . The play enhancements like group orders and translucent buildings are very valuable and the overall graphics and sound enhancement are really impressive. I have only played for a short time due to my steam driven downloading modem but I have 2 queries 1) Has there been any implementation of other units (eg H.Qs) being able to target for small mortars--cant see evidence of this yet. 2).My second question relates to the one single graphics gliche i am aware of on my display--P2 450 Voodoo3/3000 at 1024/768. When smoke is displayed at the most detailed level I get a relatively angular display round the edges.Is this a result of still using DX6.1 together with a slightly older Voodoo3 driver. Would it be cured with DX 7 and the most recent V3 drivers. But this single imperfection pales into insignificance beside all the rest of the magnificent display and gameplay, Congratulations and thanks BTS
  11. Thanks Fionn------much appreciated bit of invaluable light reading as the final kb's of the demo staggered hesitantly into my temp. file.
  12. Thanks BTS for all your efforts------woke up this a.m. in U.K to find demo awaiting download-------racing along now at all of 4.6kbs-----should be finished in only about 2 hours--------just enough time to read the whole of Fionn's tactical advice four or five times before my first suicide attack.
  13. Thats a damned good way to spend another few minutes in this atmosphere of electric tension.-----"What is the best way to attack bunkers?" ----And if the demo fails to appear "Whats the best way to demolish Fionn?"
  14. Thanks Fionn--------not at all bad for a really rough guess!!
  15. Can anyone tell me the actual download size of the "imminent" Gold Demo-----as we all know "size is important". N.B. This is not intended to provoke any "Off Topic" statistical or mythical discussion---------
  16. Re your Hurtgen Forest interest there is currently a film on video which focusses on this battle----"When Trumpets Fade". I have just ordered this from Amazon myself.
  17. Just to say thanks guys for all your help---have just ordered a few of these from Amazon.co.uk Will help keep me profitably occupied until.............the delivery.
  18. My apologies----just found ref to 60mm mortar debate in "search" May I just ask --in final version to be released shortly (small but desperate prayer)will targetting for small mortars be implemented and who will be able to do the targetting for such units. Thanks
  19. As far a I can see ,unlike the larger artillery, there are no spotters for the 60mm mortars.This presumably means they need a direct los similar to any direct firing unit and cannot set up behind cover or on reverse slopes etc. 1) Am I right re this interpretation? 2) If this is the case ,is it not unrealistic----should some form of spotting be possible so such mortars could set up behind cover. If I have missed some earlier debate or clarification re this question please forgive me.
  20. I have just been reading "Company Commander" by Charles MacDonald----an excellent and detailed account of his experiences commanding a U.S. Rifle Company during the last year of WW2 in Western Europe. I should very much appreciate recommendations re any similar detailed accounts of the command of, or life in U.S, British, or German small units----battalion size or smaller during WW2. Many thanks
  21. I have just returned to the CM demo after several months, and struggle as I may i seem totally lost re recall or find ref. to 2 elements in the gameplay. 1)How do you arrange the orders so that a passenger unit can disembark from a carrier en route and then proceed on foot. 2)Do small mortar units( eg 60mm etc )have to have their own line of sight to a target? I should be very grateful if anyone can please fill in these holes in my memory. Many thanks
  22. The game specs indicate need for DX 6 and I run the demo quite happily with DX6.1. Recently however a post from ,I think, Steve said he believed DX 7 was mandatory for the final version. Could someone please clarify for me the situation re the DirectX demand of the finished game. I am currently in a state of some confusion on this question. Many thanks
  23. In the historical scenarios and operations will the game units---battalions,companies etc be designated as belonging to specifically named historical parent divisions or brigrades or will they remain anonymous. Apologies if this has been clarified elsewhere.
  24. Will CM in its final form at end of May require DirectX 7 to run or will earlier versions like 6.1 be totally effective? Thanks from a technovirgin
  25. Theres a guy called Robert Murphy-------email-----Murphy49@hotmail.com looking for Fionn--- from Irish intern days. Thought youd like to know. Message was left at Panzer Elite forum .
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