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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 cbennett88

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  1. I can only confirm it's use (by me) in game.
  2. Yes...Russian tanks do have FLIR, but from my experience in the game, they suffer some percentage of degraded spotting ability through smoke. I think both "in game" and IRL, the Russian FLIR systems are at least a generation behind the West. Maybe US FLIR systems do too, but I have not experienced it in any noticeable way. The spotting advantage seems clearly on the US side...and as the game shows time and time again..."He who fires first almost always wins!"
  3. The first thing to keep in mind is...unlike tanks...they are NOT "shoot while move" weapon systems(especially the TOW's). The 50 cals and the MK19's seem to shoot fine at low/med speeds (in game), but you will need to set the TOWs up in ambush positions to use them properly. As has been mentioned above, there are significant differences in how to employ these weapons "in game" vs IRL. As an example...IRL, units would almost always seek to use the TOWs at maximum range...and the plt ldr would employ "TOW decoy charges" (simulate the missile blackblast) to confuse the enemy as to the actual firing unit's location. Here's my advice... Depending on whether your 50 cal and Mk 19 Humvees are equipped with LRAS3(FLIR), I have found that dropping an artillery smokescreen between you and the enemy will give you the advantage in being able to fire when most Red units are unable to shoot back. TOW FLIR sights can see through smoke just fine. With proper placement, you should easily have the upper hand by the time the smoke clears!
  4. That is interesting! I will have to try it out. I am not fond of the game's tendency to put troops out on exposed balconies, when staying inside would be a MUCH better choice. Maybe one day we will have the in-game option to tell troops whether we want them inside...or out... BTW...do you know if deploying a grenade launcher on a balcony level obstructs the weapon's LOS/LOF? Is the balcony wall considered too high for those weapons to shoot over??
  5. I've been playing an opponent in "Rollin on the River" as Red. For some reason I cannot get any of my ATGM(AT-7/13 and AT-14) teams to target Strykers. It seems they view the vehicle as unsuitable for their weapon. Like they are waiting for a tank or IFV(which Blue does NOT have any in this battle) to show up. IF...I manually give them a fire order, then they hit/destroy the Stryker just fine. But without those orders they just seem to watch as the Strykers drive by. Ever experienced that? I "feel" like the targeting priority instructions given to the Red ATGM teams is so weighted to look for tracked vehicles, it will completely ignore the wheeled vehicles like the Strykers. This is not a problem I have ever experienced with Javelin crews.
  6. So...this confirms the suggestion by one of members that "giving" a Javelin sight enables the FO to spot much more effectively... Thanks @MOS:96B2P for sharing this info!
  7. Have played that battle many times. Experienced exactly the same result with using Red artillery against those Bradleys. The MOST damage I can do is "immobilize" them. Not sure about issues with Red tanks not being able to spot...mainly b/c I was unaware of the problem. I will have to check more carefully next time I play. This is a game that perfectly illustrates how much the Javelin tilts the balance in the US favor...
  8. I saw a player post that he always had his FO's take the Javelin launchers out of his Bradley's just so they could have thermal... Seems sort of "expensive" (as in lost AT firepower) if you ask me.
  9. EXACTLY!! This what I experienced and tried to describe.
  10. I have occasionally encountered issues with corrupt game files(PBEM)... or mis-routed ones...and have always found a solution to them. Usually deleting the old file and copying it from Dropbox to the "Incoming" works. I use the latest ver of CMBH...and the latest ver of the game. I currently have 9 PBEM games going right now. Everything has been smooth till this one. CMBH sees and transfers the "sent" turn just fine. But...I noticed that in my Incoming folder all the other .ema files (turns) have a "~" in front of the name...EXCEPT this one. The files stored in Dropbox don't... but I think it is CMBH's way of notating whose turn it is once it has been placed in your game folder. I tried re-naming it with the ~ but it made no difference. I have asked my opponent to re-play the last turn and send it to me as a last resort.
  11. @Sgt.Squarehead Yeah...that is weird! I wonder if that is related to why I am having problems opening the last turn sent to me... The file he sent "seems" fine...but for some reason the game doesn't "see" it
  12. Well...I've gone and "screwed it up" I tried to go into the previous turn and take screenshots to show you. I hit "quit without saving" thinking I would be fine. Now CM doesn't recognize the existence of the saved game. I've tried deleting and redownloading (w/CMH) both the incoming and outgoing saved game files several times but CM just does not see them. The one thing I have noticed, is that in my Incoming folder, all the other files have a "~" in front of the name of the file EXCEPT this one. Tried re-naming it with a "~" but it made no difference. The last turn he sent me is still in Dropbox. Any suggestions?
  13. Game is in progress. And now it is all "muddied up" with smoke and dust from firing...so, unfortunately no saved games to give you right now. The BTR-4Es are in fabulous hull down positions(as evidenced by his ineffective return fire ). But...although they have had the location of the Red BMPs & MBTs under observation since the beginning of the game (clear "blue" LOS) they cannot "see" the enemy. Manual targeting by me however has been effective in killing several of his vehicles...by auto cannon. No "joy" using the missiles since they require spotting. The BTR-4e is "prime" for this type of fighting, in that the high turret SHOULD give it excellent performance in hull down. I still "feel" like the game engine is using center mass of the vehicle. Sorry I don't have the verifiable data you need. I understand.
  14. @John Kettler Great "catch" John! Definitely shows how busy Russia has been with developing and "field testing" new UAV's and other interesting pieces. I am now going to do some research on some of the EW systems mentioned. The one that defeats proximity fuses in artillery is (scary) fascinating! Thanks for submitting it.
  15. A word search of the forums proved fruitless, so I'll ask... Is it correct that the game calculates vehicle LOS from the "center mass" regardless of where the optics may be located? I seem to remember reading it somewhere on here. I am playing the UKR side of Gagarina Ave Checkpoint and have several BTR-4E's in hull down positions. The gun(turret) has unobstructed LOS to several Russian vehicles...but cannot "see" ANY of them. Even ones like MBT's with clearly visible muzzle blasts (not even getting a "?" icon). These enemy vehicles are NOT in woods or brush. In open fields. No rain, fog, smoke, etc. Daytime...plenty of sunlight. I remember the "Oplot bug" and know that got fixed awhile ago. If...I use "manual fire" mode and give the BTR-4E's a command to fire into a spot... then they easily hit/destroy my opponents vehicles. I know IRL the sighting system for this vehicle is up in the turret but I'm guessing that the game is calculating it as down in the body. Am I correct?