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Erik Springelkamp

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Everything posted by Erik Springelkamp

  1. Just edit your hotkeys.txt and you can assign any letter you want. CMx2 has its own terminology for 5 years now.
  2. That would be mostly the quality of the provider, and their interconnecting highways. Many providers have download speeds reasonably fast, but upload speeds terribly slow. Here you need traffic in both directions. I have played TCP/IP once for an evening, and it ran fast, but there were two small hiccups (only half a second each).
  3. port nr 7023 (unless you change it when setting up the game). And you must look for 'port-forwarding' to open up the port for incoming connections, and send it to the ip address of your pc (the one shown in Combat Mission, starting with 192.168). Both UDP and TCP
  4. Yes, that has always been in. Use Target Light if you expect to enter the target location of your tank.
  5. Read the manual. But you probably lost it already.
  6. If you have a modem that doubles as a router, then you have to configure your modem/router. If your IP nr starts with 192.168. then you know this is the case (because that is a local IP address that will not be known on the internet. You can test your network connection by opening a command box, and enter: 'TELNET nnn.nnn.nnn.nnn mmmm' meaning TELNET <ip-nr> <port-nr> It will usually give a diagnostic message when the IP connection doesn't work. (but it will ruin a valid listening scenario, but then you know you are in and just restart the scenario)
  7. I always understood from CMSF that small arms, or MG's would not cause friendly casualties, but heavy ordnance and grenades would.
  8. The TAC AI must keep the soldiers of a team into the same action spot, so the best it can do is put a (large US) squad into three action spots. If the individual soldiers in a team would spread out over different action spots, the game engine would need to put each soldier into its own 'team' for AI purposes, and that would probably not yet perform with large battles, and it would be harder to closely coordinate the actions of so many 'teams' in one squad.
  9. As far as I can see the CM:BN hotkeys.txt file is even compatible with CMA and CMSF, so it should be fine with the release version. There have been patches in the past in CMSF that broke the hotkeys file, but then it was replaced by a new default one, renaming the existing one.
  10. No, its a feature, and they did warn you that the entry is not used. Trying to use undocumented features is generally not supported, and when they fail it cannot be considered a bug. Technical information: the delete key is treated differently from a normal letter key, so the code handling this key is at another place than the code handling the hotkeys. It is related to the fact that you cannot map function keys. The fact that they reserved room for this key indicates that they would like to change this at some time, but the 'not used' comment means that it doesn't work today.
  11. No, I don't, because the product has more aspects than just presenting the most efficient gaming interface. It is also meant to be visually appealing. In CMA and CMSF I use mods for the floating icons that are much more modest, and less intrusive when watching the action. They are just clear enough for me to plot my actions during WEGO, but for RT they wouldn't be effective enough. In a product optimised for efficient game play (ie. make form completely subordinate to function), there would be many changes in the visuals, like showing at a glance all possible LOS locations from a unit. It would become a totally abstract representation. As it is, the design is a compromise between good looking and efficient game play. Of course making each game aid a toggeble feature would give everybody its own choice, but that means a lot of work, so as long as the game is not perfect - ie never - the game interface will be a compromise close to BF's taste.
  12. For me it depends entirely on the situation. If there are interesting observation points on the flanks, I send a team there. If there is a ridge in front that seems unoccupied, I send a team there first to take a peek - dismounting just before the crest. The Dutch teams can form a useful AT team with their Panzerfaust. And I often even mix some Fenneks with a tank force. The tanks often prevent them from being a target, they spot exceptionally well, so they often see a threat before the tanks spot it, and their MG can be quite powerful as an additional suppression weapon. I don't know if the latter use is gamey, but it has worked quite well for me.
  13. I can confirm that same effect, like I mentioned above, with the an board Intel video card. It would only appear at certain heights and angles of the camera position.
  14. I strongly suspect that in order to do this, you need to look deep into the core model of the game. And disrupt the current flow of the algorithms. Not something you would trust an outsider to do to your code.
  15. If BF followed that principle in CM, there would be no natural colours, no realistic looking trees, etc, but soldiers would look like fluorescent brightly coloured plastic figures.
  16. It is a location where non-privileged users can write (contrary to the "programs" folder). This is only true for Vista and later, but that is what most people have, so they defaulted to that location.
  17. Why is that? I found it quite natural. Or are you playing RT?
  18. I don't know, but maybe the radio of the FO is always tuned to the Battery/Flight control, and is not used for line-command?
  19. It is not so long ago that people in the Wesel area were speaking something that could definitely be called Dutch. Kleve was a famous place for rich Catholic Dutch to send their children to school until the end of the 18th century, as there were no good Catholic schools allowed in the Republic. Anyway, 19th century nationalism has driven the Dutch and German languages in the border areas much further apart.
  20. They fire at known enemy positions as far as I could see. I didn't lose men to German mortars, because I didn't stay long in one place, but I noticed a few times that my previous position was bombed. So I think it is pretty realistic AI plotting of mortars.
  21. Every soldier is accurately simulated in the game. They are below your span of control though.
  22. If you let the tac AI do the work, yes. Not if you order area fire on to one place. (unless someone happens to be in the bullets path).
  23. I think most of your wishes are not implemented, and cannot be implemented easily, as the key-codes for these keys are supplied to the program in a certain way. So I think you should put an absolute scheme in your keys.txt file that fits you best, but the numerical keys (without shift) and the function keys are not programmable, as far as I know. But you can include the shift key for the special characters that are not just capital/lower-case keys. Just make the best of it.
  24. In traditional landscapes in the Netherlands, they use thorn apple to grow through these hedges, and that makes them very nasty to climb or pass through. In Dutch that plant is even called hagedoorn (hedgethorn).
  25. You can watch your soldiers fire, and see their tracer bullets to see what they are firing at. When the unit is aware of the enemy that shoots at them, you will see the tracer bullets of the enemy shooters, but when they haven't spotted them yet, you don't know where it is coming from, apart from the direction of the sound, sometimes, as it should be.
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