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rocketman

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Everything posted by rocketman

  1. The screenshot is taken a couple of turns after the bug "got activated". Previous turns I plotted one or two action square normal move commands through light woods with patches of clear terrain to set up somewhere along the treeline without being spotted from afar.
  2. I have a series of saves that I think illustrate the case well. I will PM a dropbox link to @Vanir Ausf B
  3. I will take a look if I have all the saves from when the gun/gunner was with the rest of the crew and until seperating. One thought: infantry has a tendency to traverse terrain that offers the least effort if possible. Does the engine calculate this for each unit or for each soldier in the unit? Since the one with the gun has heavy equipment he might be more likely to use "easier" terrain and thereby start to deviate from the rest of the group until the cohesion of the unit breaks.
  4. This is from a FB H2H game with latest engine. I was in the process of deploying an AT gun on the edge of a forest. They had moved along for a while to find a good spot to set up. I then noticed (too late) that the gunner with the gun has started moving in an entirely different direction and is hopelessly in the wrong position. As the crew can only move "normal" it will be difficult to rejoint the gun, if even possible. I have seen this from time to time. I have a save if anyone wants to have a look at it.
  5. Is there a downside to hiding a tank? Slower to get moving? Less responsive to action?
  6. I have noticed sometimes that what you hear in communication isn't always in sync with what you see on screen.
  7. Mordor? And here I was thinking they were nice little hobbitses from the Shire. My world view is crumbling...
  8. I have a save now that shows this bug/anamoly, so if anyone wants to take a look it is here (H2H game in FI): https://www.dropbox.com/sh/7ygjoxetoycbn1r/AAA06f7WOsqDSDn04yO_daUca?dl=0
  9. I noticed this too, as infantry sometimes follow the "path of least resistance" and prefer a longer but "easier" route. So I tried a map covered from edge to edge with vineyard and dropped engineers in it. I noticed two important things: For every consecutive blast command you string together one demo charge is deducted from the inventory. So 8 straight blast commands will deduct 8 demo charges immediately on fist turn. This goes well for three-four blasts, but then the engineers abandon their task altogether. Doing on blast command per turn is slower, but assures the correct procedure. Conclusion: better safe than sorry so stick with 2) and be wary that the squad might go in another direction if the vineyard is small or if they get close to its edge.
  10. It can still be done, but it is slow going and if you take fire and the unit becomes distressed they can start to deviate from the intended path with truly bad results.
  11. Vineyards ruin tracked vehicles pretty soon as well. So going through them is not adviced at all. Depending on the blast location, the max I think is three rows with one blast. Since most engineers carry plenty of demos and they clear atleast one per turn, you can clear a lot with some planning. BTW, tested flamethrowers as well but they don't destroy vineyards. Didn't expect them to TBO.
  12. Don't know if this is common knowledge, but it isn't in the manual; engineers can blast vineyards. Pretty big holes for each demo charge. Can come in handy to make shortcuts through otherwise hopeless terrain that provides good concealment.
  13. In a CMFI game I have now there is one Bren (team) that single shot fire at about 165 m and one Bren (split squad) that area fire burst at about 60 m. I have a save. Lates version of FI.
  14. I think it is both. Not any test, just experience with huge scenarios and the editor. Units probably causes most, but I'd say icons and pointers contribute.
  15. Maybe it is a bug with regard to just some formations, that they have access that they shouldn't have. Make a note of both the one the FO and the platoon formation.
  16. It is an indication that you probably installed updates, patches etc in the wrong order or didn't remove certain mods when updating. AFAIK there is no other fix than a complete reinstall. Sorry.
  17. Very nicely done. Love the "movie" mode. What is that "pulse"-like music/sound heard sometimes?
  18. To me it seems like the more floating icons (spotted) that are shown on-screen at the same time the lower FPS you will get as well as moving the camera (AWSD) will be more sluggish. This is most evident in the editor when placing units in 3d mode and you have a lot of trenches, mines and barbed wire (each section has its own icon). It makes sense as each icon then tracks movement of all units no matter if the unit is visible on-screen or not and their position in the 3d world. Icons can be toggled off which is nice, but I find it very hard to play without them, especially on large maps. But it made me thinking of the little "pointers" at the top of the screen. I personally have never found any use for them, but they track units movement as well, like the floating icons. I wonder if they also contribute to lower FPS and more sluggish camera movement like the floating icons and take up precious CPU power? In that case it would be nice if they could also be toggled off. BFC, would that be a hard thing to implement. FPS and low sluggishness is a valuable commodity in large/huge scenarios.
  19. Nice analysis overall in the earlier video and the "unpeal" effect in particular.
  20. I loved the old misidentification of tanks and it is one of the (few) things I miss the most in the new iteration.
  21. That brought fond memories to life. I hope we again some day in the future will see NormalDude (ChrisND) on Twitch doing his now infamous scouting.
  22. @c3k : no save from the command phase with the pop smoke/face commands. I'm trying to replicate it but no luck so far. What I did manage to conclude was that the leader of the team is the one throwing the smoke grenade and I suppose that if he is not aligned with the face direction when the pop smoke command kicks in, he will throw it in the direction of his current facing, i.e. not in the face command direction. I will try a few more times and see if I can produce a command phase save.
  23. Over the years I have had some instances of giving the pop smoke command, after making sure that a "face" command was given first, when the smoke ends up in another direction. Previously I have thought that I forgot the "face" command but yesterday when playing Black Sea I noticed that the team given the command was moving around some to align to the "face" command. And as they were doing so the guy with the smoke grenade was facing in the other direction and threw the grenade in the wrong way. So either a bug that executes the pop smoke command too early or when "enough" men in the team/squad faces in the "face" direction or you really should make sure that everybody faces in the intended direction before giving the command which might delay it a turn or so. Anyone else seeing this?
  24. OMG that is code-speak for "Moon" being back on the BFC team
  25. Remember guys, it is always darkest just before dawn. The light will return. And then you'll need sunglasses
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