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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:


      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve


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About rocketman

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  • Birthday 06/24/1971

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  1. Just to make sure, you haven't turned hit text off right?
  2. You mean they are not? My world view is falling apart
  3. Well, it was important in the case when I discovered it. I had a tank sitting in a tight spot and I knew my oppo was coming up behind me. No time to turn the entire tank around so I figured just swing the turret around and I'll nail him when he appears. Only I set the target arc too wide to the rear and the turret didn't move at all so my a** got shot up. I agree not the most important thing to correct, but still, I like to feel I can rely on target arcs, especially for tanks as it orients their turret. Perhaps this is a problem in some other cases? Maybe it is even easy to correct. Anyhow, now it is a known issue and people should plan accordingly.
  4. Good catch @MikeyD which prompted some more testing and it seems like if the arc is really narrow directly 180 degrees to the rear, then it can be close like 30m. But if it is wide, like covering a 45 degree arc to the rear, then it has to be like 120 m for the turret to turn. Is this really intended beahaviour?
  5. I just came across this oddity and checked the manual but couldn't find anything - but it seems like some T34 models can't have their turret facing 180 degrees to the rear. If you give them a armor target arc that in any way includes facing to the rear, the turret won't move. If the arc is just to the sides or to the front no problem. Did some T34 models have a restriction? Did a quick test in the editor and so far this seems to be the case for the T34 M1942 Late, and T34-85 M1944 Early. Maybe more? Maybe in other CM games? Maybe a bug?
  6. Just remembered, there was a scenario called "Bloody Omaha" that I playtested years ago, but not sure if it was ever released. IIRC the map was pretty good. Might serve as insporation. I can PM the scenario file if you want @carcer.
  7. @carcer: please enlighten me on what "polygon elevation method" is and how to use it in the editor.
  8. I learned two things from @slysniper and that is that "hide" command works in so that the don't reveal their position (but I guess the gunner still stand up) and that you can enter other units into the bunker even though there is one there already. Have to try that next time.
  9. Yes, that is what is mentioned in the clip I posted and adding to that, the reason why most modern MBTs don't have muzzle brakes is that there is a lot of fancy munitions with "fins" and stuff that get tangled in the muzzle brake.
  10. I did some testing in the "Titanium Bunker" thread in the FI forum and my conclusion was that MG fire with tanks from a distance is effective vs MG concrete bunkers. The main reason being that the bunker crew, no matter how suppressed, will never cower (engine limitation as bunker is considered a vehicle) and will fire back at infantry despite full suppression meter. Incoming MG fire has a tendency to hit the MG crew man much faster than any HE/AP and as soon as he goes down another crewman takes his place. In a few turns you can whittle away at the crew until broken/destroyed. One danger with close assault on a bunker is that once the crew breaks, the doors open and they intend to flee, a lot of times they are in such a brittle state that they cower inside the bunker, which they now can when it is "destroyed". From inside the bunker they are relatively protected and will cause a lot of casualties because firing into the bunker is much harder. In fact, I would like to see an overhaul on how bunkers are treated in the game. Another reason is the tell-tale mark in the terrain which reveals the bunker long before being spotted.
  11. IIRC bmp-file should be saved as 24 bit and not 32 bit (which hasn't worked for me). Check for that.
  12. I read this article a while ago and at one stage thought of making a scenario for the Ranger's effort at Vierville Draw: http://warfarehistorynetwork.com/daily/wwii/cracking-the-vierville-draw-at-omaha-beach/ I was particularly interested in the action on the westernmost part where they scaled rough cliffs to assault a set of trenches and pillboxes. The article contains some nice photos and map that migh help you in some way shape or form.
  13. I thought the reason why everything happens was Murphy's Law
  14. Well, the only way to reduce the large recoil is to divert shock from the blast anyway but forward, thus to the sides (and down?). That shock effect is significant when it comes to the concussive effect. In the clip he retells the story of a StuG (?) gunner on the east front who was surrendered by Soviet troops. He went in reverse and fired forward, not because there were any targets there but to knock out infantry with the shock of the blast from the gun/muzzle brake. Apperently very effective though the story doesn't tell how close the infantry was.
  15. But according to the clip one reason behind muzzle brakes is to spread the smoke so that the firing location is harder to spot. I guess there are several considerations for a design. In wet conditions or in urban areas, kicking up dirt would be less of a concern.