Jump to content

z1812

Members
  • Posts

    940
  • Joined

  • Days Won

    1

Everything posted by z1812

  1. Hi Oddball, 1. As said above return your graphic card to default settings. I would uninstall the drivers and then reinstall them. 2. If that does not work open your case and confirm that the fan on the graphics card is working. I had the same issues as you. I carefully removed the fan. Cleaned and lubricated it. And it has work well since. This is a rather finicky process so be prepared to be patient. 3. If that does not work then as suggested above re-formatt the hardrive. All the above will not cost you any money. Only time and patience. 4. Lastly, as someone also stated above, check your ram. There is a free diagnostic tool from microsoft. Search under Ram memory diagnostic. If you have to replace RAM it will cost money but not as much as replacing your system. I hope you can sort out your problems. regards John
  2. Hi Louch, Yes each vehicle was selected individually for movement purposes. The mounts had no movement orders. By the way I really enjoyed your Chechen sceanrios. I have played Polyanskoe 3 times. Good scenario design. regards John
  3. Hi All, Regrettably, game behaviour re movement and combat, too often cannot be counted upon as being consistent or logical. This undermines any enjoyment I may find in the game. As many others have said, and I agree, there is a great deal of potential in this game. Hopefully it will be realized. For those that enjoy it as it is I am glad they have fun. That's great. For myself I don't regret buying the game as I hope the proceeds will add to the devlopement of Theatre of War or games like it. regards John
  4. Hi All, Yesterday I was playing a Red on Red quick battle online. I loaded a platoon of troops, one sqaud per vehicle. I gave the vehicles movement waypoints before the scenario was started. The intention being to move my platoon close to the first Objective. When the scenario started the troops were dropped from the carriers immediately ( not as directed )and off the vehicles went. The vehicles drove straight into an ambush and were destroyed. The really odd thing was I could not move any of the dropped platoon for the rest of the scenario. When I plotted a move waypoint for one of the "stranded" sqauds the waypoint jumped back to originate from the last vehicle destroyed. I have not seen this before. Anyone else? Regards John
  5. Hi Elmar, Thank you very much for your constructive comments. My intent is only to point out that RPG behaviour appears to be different than it was in the previous versions. At least in my limited experience with 1.06 I imagine as time passes people will report what they experience. Regards John
  6. Hi Flanker, Probably you are right. But my previous experience "in the game" with the same scenario was that the Brads were killed or damaged much more easily. But I will keep my eyes open. regards John
  7. Hi Mikey, Thank you for your work. I am sure many will enjoy it. Regards John
  8. Hi Mikey, The first shots hit the Bradley right on the front from ground level. The Bradley then retreated a little behind a building with its front side showing. Thats where the rest hit. Also from ground level but 18 meters closer. I am presuming that as my RPG ammo was of the 2 types, close to half would have been AT. It also could be as you said. A unusual occurrence that may never happen again. I will keep my eyes open. regards John
  9. Hi Flanker, Yes I checked the stats and I checked the actual vehicle. There was no damage at all. Regards John
  10. Hi All, The following is info found on the web in regards to the RPG 7. Quote begins: The rocket motor ignites after 10 meters and sustains flight out to 500 meters at a maximum velocity of 295 m/s. The grenade is stabilized by two sets of fins that deploy in-flight: one large set on the stabilizer pipe to maintain direction and a smaller front set to induce rotation. The grenade can fly up to 1100 meters; the fuze sets the maximum range, usually 920 m. Accurate firing is difficult over 300 m and with the RPG-7 the phrase "the closer the better" is always true. During the Soviet invasion of Afghanistan the mujahideen tended to use the weapon at ranges of less than 80 m. End Quote: Regards John
  11. Hi All, Thanks for the patch. Overall, based on what I played last night, it seems quite good. I don't know much about weapon systems. However while trying 1.06 last night I noticed the RPG 7's seemed to be very underpowered. I have 2 scenarios I use to try new builds. 1 rural and 1 city. So through all the builds I have been able to make reasonable comparisions as to how the game played before and after. Last night in the City scenario I loaded up my Red troops with RPG's. A Brad appeared as a juicy target. After 15 hits with RPG 7's ( range 70 to 83 meters ) there was no damage to the Bradley whatsoever. Previously there was a very good chance that the Brad would die upon the second or third shot. If not then for sure he would be immobilised. Is this correct behaviour. I have no idea but certainly it is different than before. According to what I have read they were firing well within the effective range. Regards John
  12. Hi All, The game provides all the items one needs to make good scenarios. However because the system is so counter intuitive and convoluted it is not the least bit enjoyable to use. The battle generator is a step in the right direction. However whats the point if you then must jump into the mission editor if you want to make a change. So my wish is that the editors are made more user-friendly. regards John
  13. Hi All, I have experienced freezing. I turned the music off and it did not freeze again....so far. Regards John
  14. z1812

    Modding

    Hi All, I wonder why this game is not more mod friendly. Surely mod tools as battlefront has supplied for CMSF could be made available and the process mush less convoluted. Regards John
  15. Hi All, As an observation the Map and Mission editors are far too complex for casual and enjoyable use. This is already reflected in the lack of user made scenarios. The Battle Generator is quite good. Why not pattern the Map and Mission editors upon that. Regards John
  16. Hi All, I find the Camera views would be much improved if you could bind a view to a key. It is really annoying to have to work the keyboard or mouse just to take a proper look around. In most games of this sort I use 4 views. My game friends seem to do the same. 1. Top down for planning and overall review. 2. about 60 degree view. 3. 30 degree view 4. At ground level. Also there is no chase camera that you can pan your view from. So I suggest as a feature custom views bindable to keys. Regards John
  17. Hi Tank Commander, Great Work. I like your mods quite a bit and appreciate all the work you put into them. Regards John
  18. Hi Dima, I just saw your message. I am at work right now but I will send you the file and info this evening. Regards John
  19. Hi All, I experience sighting problems at night with Syrian Special forces as well. Full Moon or not. While some units can see the enemy others cannot. To test I placed a unit that could not see directly with one that could. The blind unit was still blind. In fact I moved the unit right on top of the enemy and still the enemy was not seen. Regards John
  20. Hi Tank Commander, Very nicely done and imaginative. I wonder if the Syrians will have a Sheriffs car..... Regards John
  21. Hi All, As an observation: There is no autosave for online Multi-Play. If your game unexpectedly crashes..........thats it!! You have lost it. Regards John
  22. Hi Romll, They look vey nice. Regards John
×
×
  • Create New...