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c3k

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Everything posted by c3k

  1. Umbrellas, walking sticks, and hunting rifles. Need I say more?
  2. akd, thanks for testing. *** If there is a MARKED path through a minefield, the most rational course of action would NOT be to go 20m left or right of it and assume there is no minefield there. The safest course of action would be to go through the marked path...about 10m behind the guy ahead of you, and in his footprints.
  3. Seems like the "cleared mine" is a threat. It is, even if it is a low threat. It is MORE of a threat than a CLEAR tile. So, the UNKNOWN mines to the sides are considered "non-threat". It seems like the pathing is prioritizing "non-threat" as being a better path than a "cleared mine" low threat. I'm curious if the wandering will occur if the side mines are KNOWN. So, set it up like this: known-known-cleared-known-known. And then see if they stick to the cleared path. Regardless, it seems like a tweak is needed.
  4. Hmmm... I've had many a US squad shredded by a BMP-2Ms AGS-17. Perhaps a bit of testing is called for.
  5. I was using a compass when I stepped off into nothingness. (The rest of the story: I was point, with a pace counter behind me. When I fell, arms wind-milling, I had no idea how far the fall would be. None. At. All. I kept a good PLF posture (parachute landing fall) throughout, and was lucky enough to hit a small declivity. The impact jarred me very hard. I've jumped from 20' platforms onto hard dirt. This was easily double that height. I could not breathe after the impact. It was a pretty cool hit...and bodily response. I did, however, realize that since I had been silent during my fall (can't be caught, you know), that the pace counter was about a second behind me. I immediately rolled/crawled away and was rewarded with the sound of a bag of meat smacking into the ground where I had just been. And then that bag of meat began making choking and grunting sounds. Two for two. I was able to inhale, and shouted a warning up to the rest. I was berated for lying down on the job and told that I'd be punished if I didn't catch up to the column. My mate was able to breathe again. We were able to stand, then walk, so we did. But we used walking sticks and probed very diligently after that.)
  6. Speak for yourself, pilgrim. I do. All the time. I turn my monitor off, but keep the volume nice and loud. I still make orders, but you can imagine how confused my men must be. When the fighting starts, it's bloody. I wait till sunrise, then turn on the monitor and see what's what.
  7. ^^^ That'd cause a bit of mess in the pants... Perhaps Artemis' men thought the halftracks were German? Or, some of Skorzeny's lads... (Blackout conditions: most modern westerners have rarely, if ever, really been in blackout conditions. I have. The "can't see your hand in front of your face" type. I walked right off a 40 foot cliff. (Survival school...the evasion portion. Yes, I evaded. Ow.))
  8. This is why you should NEVER nap while being driven around a battlefield. Spotting can be problematic in certain cases...and you've found one. Remember, checking for LOS is not continuous. Each unit "spots" at different intervals. (This can be 2 to 10 seconds or so, based on my observation of the game.) This keeps the game playable(reduced cpu overhead). Also, certain actions cause immediate LOS checks and ALSO cause easier spotting. Firing is one such action. A unit which is firing is more easily spotted than one which is not firing. Once the first shot in your example is fired, then the enemy sees that guy, they all open up, then they in turn are all spotted. The crux of the example you've shown is the initial spotting range. Night, mist, inside a vehicle all reduce spotting range. Another weakness of LOS in the game is infantry in a low-lying terrain (like a roadside ditch) being unable to spot a vehicle on the road without a long delay. It seems like the LOS is checked FIRST to the road surface...THEN if that's clear, it checks to see if the vehicle is seen. So, if your men are prone in a ditch, they cannot see the road. Therefore, the game doesn't let them see a tank ON the road. No LOS to the road means no LOS to anything ON the road. This is not hard and fast: men below a road (slope, ditch, whatever) WILL spot a vehicle...it just takes longer. This does not excuse the lack of LOS...just explains it. You've gotten a perfect storm of poor LOS factors working against your men. Or, they were exhausted and napping. (If you have a savegame, see if you can position some of your men in an upper floor of one of the roadside houses. Compare their ability to spot the enemy to the men you have hugging the bushes/hedgerows or in the halftrack. Failing that, give your men in the bushes/hedgerow a cover arc facing the road. That may get them up so that they have LOS to the road surface.)
  9. There are many who are far better informed than I am about these matters, but I have been watching and following this type of thing for many years. What follows are my thoughts on processors and CM. This game engine is so far removed from the "normal" game engine that it is inappropriate to draw parallels. As far as multi-core processing, I'm all for it. There is a widely accepted view that multi-threaded processing, shared amongst multi-cores, is not a panacea. The programming is very difficult; if one thread takes longer than the others, then they all "hang" until that one catches up. The myriad ways in which one thread is asynchronous with others expand in a geometric manner with more threads. Got an octo-core? That's way more difficult than a dual-core to program. How do you program for both? Or uni-core? The benefit of multi-core processors seems to be in running different processes (programs) at once. I can game, record the screen (because posterity will want to know how _I_ manage Barkmann at his eponymous corner, no doubt ), run antivirus and keep my emails up to date, all at the same time. Consoles are designed for specific hardware and software processes and use various shortcuts and tricks. This game needs to be "raw" and have it all. If there are tricks, they will be exposed. Oh, and this game gives EVERY player the ability to make ANY battle. (Try whipping up a Company of Heroes battle, just as an example.) I have battled, err, "played", on a 2km by 4km map with 4 armored/mech battalions against a similar sized foe, with a level of outgoing firepower in each 60 second slice which was phenomenal. I could track every singe bullet...from any angle and from any position. The AI was determining what every single soldier was seeing, doing, and "feeling", moment by moment, and changing their actions based on that. Did I mention 4 full battalions? On 8 square kilometers? Processor speed and RAM size seems to help CM. Some solid state drives and interfaces are approaching RAM speeds. That should help feed the processors.
  10. There are some threads on that. Best thing is to take out all your mods BEFORE the upgrade. Run the upgrade. Reinstall the mods. Mods which seem to be incompatible: - any which affect the UI - tracers Hit some of the dedicated mod sub-forums; there should be better information there.
  11. Bravo! Bravo! I'd love to see this video stickied! Thanks for doing and for sharing.
  12. Framerate is not as needed in this game than it is in some others. (Movies play at 24 fps...) STEADY framerate is more critical for good CM experience, IMO. Moire: yeah, I hate it, too. There are mods which eliminate the parallel rows in the plowed fields. They look like rich dirt lots...with no moire. (You WILL get moire with parallel patterns, no matter your machine or resolution. The difference is WHEN will you get it? Which distance, which angle, how pronounced, etc. Other games eliminate it by limiting the camera angle so to positions which do not have interference patterns...or, starting with known camera position, creating art which "hides" the moire. An analogy would be saying, "On sunny days, I don't want to see shadows." Well, you can do that by always having the sun directly behind the camera. As soon as you allow the camera to move, you'll see shadows.)
  13. ...and here I was hoping this was about buying a REAL jagdtiger! Lol on me.
  14. Hmm... I've just upgraded a stock version and don't see anything like what you're reporting. Any chance you could post a screenshot?
  15. If you fire up an old savegame in the NEW game engine, then smoke uses fire graphics for the first 2 turns...or so. Keep playing and you'll see. (It shouldn't do this with new battles.)
  16. Sureshot (?) is a system that's been around awhile. It uses a microphone and can determine a very accurate azimuth to any gunshot. Link two of them together with a bit of GPS magic and you can triangulate a very accurate location. Someone goes "bang" and an icon pops up on a digital map. It can also be tuned for other sounds...like missile launches. That may be to what they are referring, or some similar system.
  17. LOL...Handy thing, that sig line. Ought to look at 'em once in while, eh? Champagne: click his link.
  18. Champagne, The command and communication links are modeled very well in the game. If you use "Alt-Z", it will toggle Command Lines. The manual discusses them. Units out of command do not gain the benefits of the commander's stats. Communication is shown in the UI panel. Units out of comm will not get information about the enemy (or friendly) locations. This affects morale and ability to target. MOS, wasn't it you that did that awesome test (with pictures ) about how contact information gets disseminated up the chain? Gotta find a link... Ken
  19. Wolfseven, It's frustrating to have this problem, especially because you seem somewhat unique in having it. The benefit is the attention you'll get to solve it. The all-in-one files are located by going to the same download link. The files are organized by game/Mac or PC/Full or Update-only. Last I looked (2 days ago), I think the all-in-one CMBS was several GB. (One was 2GB another was 6GB. I don't remember the CMBS one.) If you file a ticket, you'll be performing the BFC equivalent of shooting a red flare up. Here, you'll get a lot of input, but it probably won't solve it any faster.
  20. Steve addressed this in one of his posts. There were some issues. Trust me: you're happier it's not there, despite all of us trying to get it to work. Hull Down has TWO types of implementation. One type has a fire command associated with the waypoint, the other does not. (This is all in the readme, if I remember it correctly.) 1. With a Target Command. - Draw your Hull Down movement. That waypoint is the furthest your vehicle will travel while it tries to... - At the end of the Hull Down path, draw a TARGET from the endpoint to the location to which you wish to be hull-down. - From the beginning of the Hull Down path, to the endpoint, the vehicle tries to get hull-down to the target location. It will stop as soon as it achieves this. If it cannot achieve this, it will stop at the endpoint. 2. With no Target Command - Draw the Hull Down movement path. - The endpoint is the location to which the vehicle will try to achieve hull-down status, starting from the beginning of the path. - It will stop as soon as it achieves hull-down status. If it cannot, it will stop at the endpoint. Does that make sense?
  21. Another thread mentions a similar issue. Steve responded that the storefront has an issue with any card expiring on/after 2022 or 2023 (I forget which).
  22. I'll leave the details to Steve, but as a Beta tester, err, yes, a lot of bugs got addressed and squashed.
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