Jump to content

Fox

Members
  • Posts

    128
  • Joined

  • Last visited

    Never

Fox's Achievements

Senior Member

Senior Member (3/3)

0

Reputation

  1. I'm seeing some problems tho...often i loose an axis for my gun...ie...no hits taken, no damage, but my gun only responds to up and down commands...i alt-tab and the controller works perfect in ctrl panel...then..all of a sudden, it starts uncontrollably turning the gun..again...ctrl panel shows no such command being stuck for the controller....i'll then go back to say, the gunner stn and now the joystick doesn't make the turret do anything...never had this prob in the other sims i have loaded
  2. aye....you can go to start/programs/battlefront/t-72/t-72 config and enable external views
  3. Only 1 complaint so far...AI rpg's totally outta control...here's my last mission lol...SWARMS of rpg guys...5 hits by rpg's....all around 350m, all penetrated which is quite a long freakin shot , they also seem to have unlimited ammo http://img70.imageshack.us/img70/8708/36vq.jpg
  4. jpeg of the destroyed trench layer mentioned above http://img212.imageshack.us/my.php?image=16ke2.jpg Another really kewl thing is after the mission..u can call up a review of any damage u took which shows the incoming vectors of the enemy rounds, who fired it etc.. http://img296.imageshack.us/my.php?image=20vp.jpg [ July 08, 2005, 11:15 PM: Message edited by: Fox ]
  5. AYE....Some can be done from the load up screen but configs can be done before entering the game by going to the start menu where there's a config option there in MUCH more detail..in fact, this seems to have more ways to configure than any game i've ever played so that's good...
  6. Things of note BAD *nme RPGS ROUTINELY kill u from 300m -900m * dust kicked up is killin my FPS (ath 2600+, 1 gig mem, 128mb GF4800ti *Very high learning curve *Tutorials need some work...instructions on what u should do appear for only a few seconds and then disappear from the screen *Haven't found a way to allocate axis for controllers...so far could only get JS to work by disconnecting rudders i have and pushing JS forward makes turret go UP and not the reverse as i am more comfortable with Good *Blasted a trench excavator...saw driver run out and drop dead while on fire *AI pretty good at listening to ur commands *sounds in general well done *Great options to increase fps..all sorts of turn on/off options All this so far done in 2 hrs of play..will post more later [ July 09, 2005, 01:22 PM: Message edited by: Fox ]
  7. ok...thanks everyone...i'll try ur suggestions ...
  8. i must be doin something wrong..my guns are in woods or whatever (never out in the open) and there's NO WAY i can hide ..as soon as one shot is fired, within 5-15 seconds, the entire force knows exactly where the gun is...in the few instances where there was a single tank to destroy, with no other units around...i have hidden to wait for the next victim but sure enuf..the AI drops arty right on that location...i'm just tryin to look at it from both sides...nearly 100% of the time, if the targeted tank doesn't get me, the arty will but as the tanker, i may lose 3 or 4 tanks before i find a general area of where the gun is...i don't think i've EVER gotten 4 tanks without them firing back at me....i noticed with mortar guys...u can hit p for pause as many times as u want and they regardless start firing right away...is it possible so make the AT gunner pause for, say, 50 seconds hidden, then fire at a tank and then hide em after the turn's over? Thanks PS. Sorry Knaust for butting in on ur post but i hope my questions help u as well [ 04-24-2001: Message edited by: Fox ]
  9. My problem is the AI...when i am the attacker and they have AT guns..all i get is a big "?" that there's a gun somewhere....it is nearly always far enuf away from that local that an arty call at a location u think might hide the gun often proves fruitless with either a "target wide" or not was given...however...if U have the AT guns and they are attacking ur position...as soon as u fire ONE SHOT...1273645 LOS's appear and ur gun is toast..unless the only thing in site is the tank and u get it first..but rest assured...within a couple of minutes, an arty barrage is definately comin and it knows EXACTLY where the gun is...guess the AI has no idea what a "?" is lol....this happens even if the enemy is still at the very edge of the map hehe..still..best wargame i ever played as i still play almost daily since i got it last year FK
  10. i did the same thing..tho i never really even started getting bored...but i was playing at LEAST one quickbattle a day since i bought the game last year (some days 0 games, some days 5 ) About the guys mentioning mods...i did that too...got some new grass(in the game..not the street corner)...got my old textures for tanks i made last year and bingo..enthusiasm went from 98% back up to 100 hehe My only problem is i'm getting to know the AI too well hehe..i just eneded Carenten v2 (i think)..with 9 battles of 20 turns each. By the time i was done (playing as Germans) the US guys had 4 units left alive (not units like tanks, guns etc..i'm talking 4 alive US soldiers left on the battlefield [ 04-16-2001: Message edited by: Fox ]
  11. Well...i see what ur sayin too but i'm tellin ya...it would be alot easier to re-allocated the 10 or so units that need it than the entire force :eek:
  12. I just played a huge Operation..9 battles...one thing that bothered me was after each battle, although my units stayed in the same general area that i placed them in, when starting the next battle, they were moved from their positions....MG's on top lvl houses were outside or on the bottom, all artillary callers were outside buildings etc requiring me to place them back. Is it possible to make CM2 such that when moving to the next battle, the units stay where they were assigned? Its a real pain in th a#$ to re-orient as many as 40-60 units after each 20 turns of a 9 battle operation Thanks FK
  13. I just played a huge Operation..9 battles...one thing that bothered me was after each battle, although my units stayed in the same general area that i placed them in, when starting the next battle, they were moved from their positions....MG's on top lvl houses were outside or on the bottom, all artillary callers were outside buildings etc requiring me to place them back. Is it possible to make CM2 such that when moving to the next battle, the units stay where they were assigned? Its a real pain in th a#$ to re-orient as many as 40-60 units after each 20 turns of a 9 battle operation Thanks FK
  14. SS...its in ur bmp folder somewhere...i dunno which it is In editor u just click a box for rubble..so it doesn't tell u what files its using..it is a pain
  15. best one can do to make anything that looks remotely like a concrete anti-vehicle obstacle...can't make it any smaller as its a single tile..sure wish they had a tile for 3 stix of rail trak they'd "teepee" for obstacles..(hint, hint) That Screenie makes em look bigger than they really are..tho they are unavoidably too big..this view looks a bit smaller and Panzer..i never thought'o that hehe but its not supposed to represent the ship...the game automatically puts it there so it has a place to put units as u add them in the editor [ 04-12-2001: Message edited by: Fox ]
×
×
  • Create New...