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rocketman

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Everything posted by rocketman

  1. Ok then, seems like little use of it then Problem with having the FO on for a ride is that the vehicle is more likely to have to expose itself to enemy vehicles which will likely kill the FO. Better stay outside then. @domfluffhow is it bugged when unbuttoned - I haven't seen that (yet).
  2. The description in the manual states that it is used as a "battery command and forward observer variant equipped with extra communication and observation equipment". How does that work in the context of the game. Does it have to have a FO as a passanger or can the FO be right next to it to benefit from the equipment? I wish the manual would elaborate a bit (that goes for the other modern titles too) on how and what this kind of equipment does and how I as a player best can benefit from it.
  3. I found a solution. Turns out that the path for setting the folder for the game and the .exe has to go through the "user" folder first and not directly from the Documents/C root, if it makes sense. I can post a screenshot if someone wants it. This happened for me with CW and for some reason SF2 and not all the rest of the games despite being installed in the same fashion.
  4. My point wasn't the arty but the direct area fire from Soviet tanks. I got lucky with the rocket arty though - blessed being a rocketman I suppose
  5. I'm not familiar with area fire plans in the editor but will have a look at it and see how well it matches what actually happened. Area fire while moving was especially wayward for the AI which is not surprising in a way.
  6. I always post from Imgur. Use the "direct link" option and you might have to delete the "s" in https.
  7. [Minor spoiler] Not sure if it is a bug or just weird AI behaviour: in "Between two Fahrbahns" the AI fired very strange and inaccurate area fire. Once fired way off map, often just haphazardly not hitting anything in particular, firing at buildings with MGs only and not HE and doing area fire while being fired upon by tanks. Does AI area fire override reacting to incoming fire?
  8. I was under the impression that the system would be in place now and that BFC/Matrix/Slitherine want people who have bought the game to stress test the system so that it works as best as possible when the Steam crowd get their hands on the game. Haven't seen anything yet. Maybe @BFCElvis has some news on this? @Flibby: if you buy the game now you will still get a Steam key for free, so nothing to lose buying it now.
  9. Yes, yes, and YES! I volunteeer to do voice acting for Swedish forces if that makes it more likely to be produced. I have a lovely voice
  10. Never say never (Space Lobsters?) I guess - love you guys for doing it. First impressions are really promising. F&R and now this a week later. Feeling spolied
  11. Looks really good. Just one question, was it common practice to wear medals like that into combat?
  12. I made a testing ground with lots of bridges in FB and I can reproduce bridge bugs en masse. Just haven't had the energy to pull through more testing after failing to realize that FRAPS wasn't on and thought I had lots of documentation. I can send it to you if you want to tinker with it.
  13. Nope, just slightly off a road in what looks like grass/brush so no mud or impassible terrain nearby.
  14. Not sure if this is an exclusive bug to F&R, but I have an IS2 tank with tank riders with no track damage, not bogged nor immobilized but which won't respond to movement commands. I have a save.
  15. +A LOT @Frenchy56 this makes me happy - the OCD part of my brain didn't like the missing UI stuff and already we have it fixed
  16. I have done a lot of bridge testing (not posted yet) and bridge bugs are sadly not hard to produce. My advice with the bug above is to cancel any movement orders and ”reverse”. Usually it gets unstuck. Then you might be able to cross. Please post a screenshot as I use it for my analysis and maybe someone with access to the scenario in the editor can post a screenshot of what it looks like there. I have some hypotheses of why this happens. Just need to test more.
  17. In the Seelow scenario, if you turn shaders on/off, in some IS2s there is a shadow of a tow cable on the back, despite the tank having no cable. Looks weird. Interaction between heavy mist conditions and no shader? Has anyone seen a similar thing in other scenarios with IS2s? I haven't in base RT.
  18. Thanks, I was about to ask BFC for something like that.
  19. We're not fools, we are the only sane ones. Challenging our ageing brains with complex strategy games is an excellent way to keep them in shape. And that is a proven fact.
  20. Given you have longed for this sooooo long, it would be interesting to hear which part of the module that was most rewarding for you. That was most worth the wait.
  21. Has there been any changes to terrain textures? Started with Seelow Heights scenario (when in doubt - IS2), and some textures look much more saturated than what my modded ones are. Can that change because of time period and/or area?
  22. Ok @Aragorn2002, don't OD on the module now. Pace yourself
  23. I remember a situation in BN not too long ago when I knew of a Marder sitting in a field so I had a tank go through a gap in the hedges, turn and shoot at it. To my great surprise there was a huge explosion right in front of my tank while the Marder was unhurt. Still couldn't understand what happened. A couple of turns later the wreck of another Marder was sitting right in front of my tank who never spotted it despite it being within 20m. Sadly no save Sometimes things are a bit wonky. I don't think we will ever get to "perfect all the time". From your screenshots it seems like the dust is playing a trick on spotting (I've seen that too).
  24. Steve: "final phase of the 'last minute details"' Me: F5
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