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Wicky

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Everything posted by Wicky

  1. Is it something like virtual PC? Unfortunately it emulates Windows fine but doesn't support directly the 3D graphics card. I can run 98 on my mac for the odd specific PC application or for looking at websites that reject the Mac IE
  2. I think what your witnessing is the death clock. Your tanks should pummel the KV until it's either abandoned or knocked out. I'm playing a scenario and funnily enough a KV flamethrower tank was immediately explosively blown up in style by a flamethrower firing at it from inside a light building.
  3. Had he/they been captured at some point? They can 'escape' if the overwhelming enemy threat that induced a surrender breaks off. Once liberated a once captured soldier/squad will remain unarmed.
  4. Try copying the install.exe to your HD and running the reinstall again, make sure you delete everything previously installed beforehand. Should be a bit quicker but CMBO shouldn't take too long to get up and running. Is it the Special Edition? Don't worry you'll soon be up & running and venting your frustrations out on Tiggers or vice versa
  5. Is it CMBO or CMBB? also is it a CDV or BFC version? What version was it before you applied the patch?, what version were you uptating to and where did you get the patch?
  6. errr..Tanks don't surrender Maybe it got flushed down a bog Alternatively... [ November 28, 2003, 08:27 PM: Message edited by: Wicky ]
  7. Playing CMAK demo scenario "Line of Defense" with Axis set to +200% and playing as Axis in similar gameplay Initial "Loading 3D Graphics.." CM on RAM Disk = 19secs CM on HD = 30secs Subsequent moves roughly equal for both "Computer thinking" = 3 secs 'Blue bar progress' = 10 - 12 secs No real improvement except for Mike's predicted speed increase on "loading 3D graphics" Roll on a G6 and CMX2 [ November 28, 2003, 05:32 PM: Message edited by: Wicky ]
  8. Good idea gibsonm to test with the CMAK demo - Yes it runs in a RAM disk on my Mac!!! Everything seems a lot nippier - will run a stopwatch and post results
  9. :confused: Could you say again. :confused:
  10. Yeah, tell us about the Portee gun trucks. Can they 'hunt' in reverse? Do the coconuts taste good? Have mirages been implemented as a weather variable? How does slushy snow look? How big does Allied arty get in Italy? How do the Italians perform?
  11. Written like a CM veteran and welcome to the forums Just think of the game engine/AI as a cricket umpire sometimes giving you a s**t lbw decision. All you can do is walk off with dignity cussing under your breath. From the sound of it LOS was possibly impaired by the dust kicked up by the 1st panzer shooting/moving and/or that shot landing short kicking up some dust just in front of the prospective target (and if that sherman moved would have also raise some more dust) - plus if your panzer was buttoned and with a cover arc that would have diminished it's ability to react to the M3 that got unexpected LOS on you. When you say you popped up, was that hunt, shoot and scoot?
  12. I'm just hazarding guesses here, CM probably needs to call, build and send to the graphics card extra & 3D bmp data after the initial set up "building 3D graphics" to account for reinforcements, explosions, destroyed buildings turning to rubble etc. This is presumably done in turn and does take a certain amount of time as it does when initialiy creating them I wonder what is exactly going on internally in the twin stages; "computer is thinking" and the blue bar progress bar. CM app needs the data folder in the same folder, as a default it looked next to the CD (in CMBO anyway) so not sure what it'd do in CMBB. If it's not there I presume the app would not be very happy. Not an experiment I have tried nor am I likely to So with a OS9 Bootable 867mhz QS or 1.25Ghz with a couple of Gig of RAM it's IMHO theoretically possible to run CM in a RAM disk and any speed gains would be an interesting possibility. Anyone with a humongous ammount of RAM willing to test to see if there is a speed up? But—please correct me if I'm mistaken—it only does that at the beginning of the scenario during the period when there is an on-screen message about loading 3D. Why the entire CM folder? Wouldn't just the Data folder be enough? And the speed up would only occur when you were loading a game, not on any of the turns, right? Michael </font>
  13. Glad to offer an angle, CM needs all the bits and pieces in the CM folder - Don't think alias's work. Have you thought of getting a 2nd hand dual G4 450-500, I've seen them at a sad price of 'only' £500 - upgradeable and I bought mine new at the time with the thought of longevity. After 3 years it's still steadily playing CM in OS9 & running OSX.3.1 (that's why the dual for PSD etc) without a hitch. Do you run OSX on your bitza? If not there's a utility called xpostfacto that will get Panther running on unsupported macs. Hope you get the speed you need
  14. From what I understand about the RAM disk concurs with what Michael says it is beneficial for applications that call/write often to HD. i.e Filemaker etc. CM makes similar calls for creating the 3D graphics (Hardcoded in the app) and for skinning them from the bmps in data folder. So IF you could load your ENTIRE CM folder into a ram disk I can see a theoretical speed up but as the amount of RAM needed is getting on 1Gig and over (depending on mods)not forgetting memory for system and for the CM app to run in. You need to ask yourself is it worth the hassle and expense, also a RAM disk wouldn't speed up the number crunching as this is wholely dependant on the processor. The easiest way to speed up your CM experience is a processor/whole Mac upgrade with extra memory at least (256/512) and a greater app memory allocation plus a better graphics card (ATI peaked at 7000 Radeon 32mb - downhill after that) Not sure what the best Nvidia card is. My dual G4450 512mb 40Gig works just fine and I don't expect to replace it until CMX2 in another year or two
  15. Welcome to the CM forums and an interesting 1st post Never tried it, sounds good in practice but the blue bar is actually number crunching (virtual dice throws etc) if you did try a Ram disk for your CM folder with app and associated data files you'd better have plenty of memory spare i.e. 1 Gig, to accommodate it all [ November 26, 2003, 08:11 PM: Message edited by: Wicky ]
  16. Permission to speak... Can anyone ID this AFV seen here in the pic manned by a Captain and Corporal from a rare color propaganda film "They don't like it up 'em".
  17. Sure will, now that the cricket season is a dim and distant memory. I really was tempted to blat along for the CMAK warming party.
  18. Funnily enough that Bovington Tog 2 was powered by a paxman engine TOG Tanks TOG 2 ran for the first time on 16th March 1941. Six months later it was decided to make various modifications and the tank's name was changed to TOG 2*. Substantial changes were made to the final drive, the most important being the adoption of sprung, torsion bar suspension which was fitted in April 1943. The modified tank performed faultlessly in trials throughout May 1943. However, the conditions for which the TOG had been designed were never likely to materialise after the fall of France in 1940 and the War Office showed no interest in placing any orders for it. Plans were prepared for a shorter version of the tank called TOG 2R (Revised) and there were even suggestions of building a TOG 3, but neither were developed. Most of the details given here about TOG 1 and TOG 2 come from David Fletcher's book, The Great Tank Scandal - British Armour in the Second World War, Part 1, published by HMSO 1989 (ISBN 0 11 290460 2). TOG 2 has survived and is now on display in the Tank Museum at Bovington, still with its TP engine. The heaviest tank in the museum, it weighs 80 tons, is 33' 3" long, 10' 3" wide, and 10' high. Designed for a crew of six, it had a maximum speed of 8½ The TOG tank was designed by World War 1 veterans for World War 1 conditions. Similar in principle to a Harley Davidson
  19. Paxman, Diesels, and Colchester A 'little hobbyist' factory in my hometown in the UK which built landing craft and submarine engines plus... TANK SPROCKETS The story of Davey Paxman's participation in tank sprocket construction is a triumph in itself. Thanks to the evolution of a novel method of gas cutting, they turned out so many so quickly that what was only intended to be part of an urgent "helping out" contract after El Alamein, became a master activity, continuing almost to the end of the German war. With their specially devised cutter Davey Paxman made many thousands of sprockets for "Valentine", "Matilda", "Crusader", and "Cruiser" tanks. In addition to the above, indirect orders for sprockets included large quantities for Mechanisation & Aero Ltd., for English Electric Co., and for Ford Motor Co. Ltd. … the whole a victory of imaginative engineering. The process was quite unique … flame cutters were used like a tool and lathe … special apparatus was devised, bringing about a tremendous saving of time as well as over 40% saving of the forging weight. A capacity of over a thousand finished sprockets per week and up to 1500 bren gun carrier sprockets was reached and Davey Paxman were easily the biggest sprocket makers … Master Sprocket Makers in fact! [ November 24, 2003, 02:07 PM: Message edited by: Wicky ]
  20. The suggested amount of memory assigned to CMAK Demo application is 77400K . I've upped mine to a preferred whopping 152800K after an initial minor glitch with the interface graphics. Also virtual memory Off (memory control panel) on my G4 450 Dual with 512mb - 32mb ATI Radeon. If after you've tried similar settings and it's still wonky, then I'd suspect there's something fishy going on with Nvidia card/drivers. PS. It was suggested I redownload the CMAK_Demo.sit.bin file (94.1mb (98,706,432 bytes - Created Wed Nov 19 2003 6.26pm) and reinstalling. Can you confirm by Apple "i"ng the file what you've got as a comparison. Cheers [ November 24, 2003, 05:38 AM: Message edited by: Wicky ]
  21. In the file name "Frühlingswind - Demo.cmg" try changing the "ü" to "u".
  22. Looks like the .txt version of the Read Me.doc is saved from Word.
  23. Can confirm this in a test, in CMBB set to hot, very dry, breezy. Crack Panzershrek (no HQ) shoots of 7 rounds and everytime he shoots he takes cover and is pinned. I enter another Crack panzershrek unit whilst he's firing with no effect on him but after he fires a couple of rounds as well the peasant hut catches alight. Total round fired 10 before the hut catches fire. Repeated in light building with HQ with all bonuses at max and it caught alight after 10 rounds but oddly enough the peasant shacks went up after one shrek shot. All Panzershreks still pinning and taking cover after each shot even with HQ in command No enemy units present. 88mm pupchen in a peasant hut has no effect on the crew whilst firing. Meanwhile in CMAK 2 (Vet & Reg) panzershreks in light building shoot 10 rounds off, doesn't catch fire (warm and dry) , but no self-pinning or taking cover after firing each shrek. Edited to add experience level of units and HQ in command plus light building. [ November 23, 2003, 09:42 PM: Message edited by: Wicky ]
  24. It appears they're overiding manual fire instructions more frequently. </font>
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