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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:

      -showui

      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

akd

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  1. There are two problems here: 1. Core CM problem unrelated to Engine 4: AI has no concept of proactive use of cover and only uses cover reactively. Foxholes and trenches will not provide good cover for AI until AI has already taken significant casualties from indirect fire / HE. 2. Engine 4 problem that exacerbates the above: AI in cover will proactively displace from cover after receiving very light casualties. You can see the feedback loop problem that results. Solution: instead of AI recognizing indirect / HE threat and proactively displacing, AI should recognize foxholes / trenches as good cover versus indirect / HE and proactively use this cover when subjected to indirect / HE (cower / hide to minimize exposure). Artillery vs. AI in cover then becomes more about suppression than destruction (as is the case in reality).
  2. Foxholes and trenches provide near absolute protection against ground bursts, but continue to provide very good protection against air bursts. The difference is actually probably marginal, especially for heavier ordnance, since the precision needed to deliver air burst effects down into a trench / foxhole would be fairly close to what would count as a direct hit on the position with ground bursts. There are two problems here: 1. Core CM problem unrelated to Engine 4: AI has no concept of proactive use of cover and only uses cover reactively. Foxholes and trenches will not provide good cover for AI until AI has already taken significant casualties from indirect fire. 2. Engine 4 problem that exacerbates the above: AI in cover will proactively displace from cover after receiving very light casualties. You can see the feedback loop problem that results. Solution: instead of AI recognizing indirect / HE threat and proactively displacing, AI should recognize foxholes / trenches as good cover versus indirect / HE and proactively use this cover when subjected to indirect / HE (cower / hide to minimize exposure). Artillery vs. AI in cover then becomes more about suppression than destruction (as is the case in reality).
  3. "Screw served weapons"
  4. Like the 4th Guards Tank Division only (and then not all regiments, I think). And that is T-80U mostly. Some T-80UK and maybe a handful of T-80UE-1s. T-80UM is just rumor at this point (although T-80Us have received some modernizations, e.g. laser illuminators). Vitaly Kuzmin recently published a photo report on an open day for the division: http://www.vitalykuzmin.net/Military/4th-Kantemirovskaya-Tank-Division-Open-Day-Part1
  5. Up-armored T-72B3 with some sort of strap-on supplemental armor: http://bastion-karpenko.ru/t-72b3m-tank/ Same seen on the hybrid BMPT recently sent to Syria:
  6. This is unpossible. Lutefisk is inherently unstable and dangerous.
  7. Coming soon to a TOW kill video near you.
  8. They are treated differently, but both displayed under damage panel as "IR optics." Easiest way to check is with LOS through regular smoke like artillery smoke (units with thermals will not have blocked LOS). The T-72B3 in game has a thermal sight for the gunner. I believe all the US vehicles in game deploy smoke that blocks IR.
  9. Unfortunately both image intensification (night vision) sights and thermals sights are listed as "IR optics." Units with thermals can see through regular smoke.
  10. For late war PzG squads, lower equipment quality reduces them to 1x LMG rather than 2x.
  11. You don't read, do you?
  12. You really think the outcome would have been different if you swapped armor types between the sides? German tankers in Pz IIIs (majority of German tanks) probably would have been thrilled to switch to Shermans.
  13. mod

    Ah, Squad explosions. Amazing! We must make Steve and Charles play Squad.
  14. " independent commander’s panoramic day/night sight with thermal imager," nope
  15. Pointless to change unless they move to technology that allows improved ballistics without increasing soldier load or decreasing ammo carried.