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StellarRat

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Everything posted by StellarRat

  1. That is a great idea. Trying to get it to work in the game is the next step. Ok I’m going to ramble on for a minute or two (but I’m using a spell checker this time). These are just my thoughts and mostly likely full of holes and misconceptions, but it is a place to start. 1)UAV’s or a bot controlled dropship might be the hardest thing to make. I don’t think bots can fly, other then Phonan flinging them . Maybe a really high hover would be the solution? The other issue is how to get the data back? Mercury (Command tracks) as far as I have noticed only data share when a human is controlling, (please correct me if I’m wrong). So it would have to be hovercraft only deployable with a bot driving while a player had a Mercury, that being the case just use bot in a Shrike, same effect. 2)I liked the sensor shell idea. So far I made a sensor that fires from a heavy mortar. It fires just fine but no data comes back while in flight and it still blows up when it hits the ground. I just made the Sensor an ammo type. Despite this failure I think that this idea has the biggest potential. 3)A sensor mast sounds great. The trick that I see is trying to get it to extend correctly. By using the "AnimationID 9" line it could be made to extend and retract. What I don’t know is whether the game engine recognizes the motion. Take the Cutter for example, do incoming rounds deflect differently with the plow up vs. down? 4)Space recon. Yes it is realistic, which is half the reason we play. But I think it would offer too much of an unbalancing effect, if only one side had it, and realistically only one side would have it. The planetary defenders would have it to start with it but a raiding live-ship would take out those satellites first thing (I would). Then the raiders would have space recon, they are in orbit after all. As a defender I would be trying to take out anything in orbit above the conflict zone I could, so that means moving the live-ship to relatively safe orbit (or out of LOS) thus denying space recon to the raiders. So either one side has it or nobody does. I like the nobody. Ok I’m done now. Great ideas lets get together and get them working. </font>
  2. 1. Can we add some aerial recon to the game? UAVs, 120mm rounds with cameras, space/satellite recon, etc... 2. How about a vehicle with a sensor mast that can be raised from behind cover?
  3. Hey! Go look at the tech forum and tell me how to get my joystick working correctly...LOL!
  4. I have a CH Fighterstick USB, CH Pedals and CH Throttle. I can't seem to get it to recognize the different devices. When I try to set up the joystick, it doesn't recognize the different axis. Keeps trying to make everything Joystick0 Axis2. Help...All my controls work fine in IL2 and Falcon 4.0 Allied Force. I'm running version 1.3.1 under XP. [ August 15, 2007, 11:55 AM: Message edited by: StellarRat ]
  5. Hmm...several months...I think not! LOL! Is there a parking brake command? Holding the X key down while on a hill gets tiring. I tried "I" but it doesn't seem to work always. Anyway, if the devs ever want to add some stuff I like my sensor mast, UAV, and camera shells ideas (of course.)
  6. Other than the drop ships is there any type of aerial recon that can be used in the game? UAVs, 120mm rounds with cameras, space/satellite recon, etc... Do any vehicles have a sensor mast that can be raised from behind cover?
  7. So I learned a lot about how things work last night. But I'm thinking this game is a lot more fun with a bunch of humans playing. Do you have to lead the target when firing at something that is moving? Why do mortar shells sometimes explode in mid-air? If the ATGM sight is green when you press the fire button do you need to do anything else?
  8. I was on last night for about two hours. Fun!
  9. I could probably swing 10 EST. I have racquetball league tonight otherwise it would be easy.
  10. OK, I will check tonight and see if anyone is playing. Maybe one of you veterans can play on my side and walk me through some stuff on comms.
  11. OK, well, I did all that stuff, but there was no one playing yesterday. What is the best time to find opponents?
  12. What do I need to do to start playing online? Do you guys use Teamspeak? Etc, etc...
  13. You know in some games you will get slow frames with the AMD dual core if you don't install the AMD dual core drivers for XP and the dual core optimizer software from AMD. You can download both pieces of software from AMD.
  14. OK, I'm coming into this late in the game, but I remember there were two parts to "Borg spotting". One was that every unit on the board was aware of anything ANY unit spotted. I'm assuming that now only the unit that spotted the enemy can fire at them. The second part was about the delay between the time the unit spots someone and the commander (YOU) know that they spotted something, right? If the spotting unit has no radio or is out of comms it could take a long time before you would know about the situation. Has this also been addressed?
  15. I don't know what you mean by "dynamic probability", but it is true that computers can have problems generating truely random numbers. I've seen this problem in occur in Turbo Pascal once. It had an alarming tendency to roll 98 and 99 when we wanted a 1 to 100 spread. Basically we fixed the problem by reversing the required numbers so that 1 and 2 were "unlikely" event rolls. However I don't know anything about how CMBB generates it's random numbers. We ended up writing a little program that rolled and counted what "random" numbers the computer generating and found the problem after several thousand rolls. [ August 10, 2003, 03:56 PM: Message edited by: StellarRat ]
  16. I knocked a T34/85 with HE from a Brummbar. It took about three or four shots.
  17. I get it. It sounds like the computer doesn't actually assign them to the foxhole until after the game is running.
  18. Doesn't sound like a bug to me. Units in cover usually can't receive orders as well as units in the open (I think.)
  19. Matt, Based on what you've said above it sounds like Nvidia does not test their newest drivers against CM before they release them and that you are using features that other games don't use. I guess you have to be a bigger company before they'll listen to you. I bet they test the drivers against UnReal. Well, I guess we'll just have to live with things they way they are for now.
  20. Yeah, but I have some games that work with every driver level (at least all the ones I've tried), so I think there is definitely something wrong on the CMBB side. Maybe the other companies are coding work arounds to make sure that their games work no matter what. IL-2 seems to work with all the drivers I've tried. So does Falcon 4.0 and Homeworld. No problems with Heros of Might and Magic IV or Age of Wonders II. There are others too. It seems to me that claiming it's the driver for the last three years is getting a little old. Even if it is there is probably a way to fix it in the game code.
  21. Yeah, but I have some games that work with every driver level (at least all the ones I've tried), so I think there is definitely something wrong on the CMBB side. Maybe the other companies are coding work arounds to make sure that their games work no matter what. IL-2 seems to work with all the drivers I've tried. So does Falcon 4.0 and Homeworld. No problems with Heros of Might and Magic IV or Age of Wonders II. There are others too. It seems to me that claiming it's the driver for the last three years is getting a little old. Even if it is there is probably a way to fix it in the game code.
  22. I wouldn't want the AI to setup my units either, but it would be really nice if it would put units from the same platoon and company close to each other on the map edge when setup starts so you can find them easier. Right now you have to spend a lot of time hunting for all the units that belong together.
  23. Increased the frame rate in IL-2 Forgotten Battles for me too and stuff looks better (I think). [ May 15, 2003, 08:06 PM: Message edited by: StellarRat ]
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