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Lethaface

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Everything posted by Lethaface

  1. Strange that they don't offer any other options in such a case, they're losing out €. I have had some ordeals with DELL over the years (profesionally), although I must say that they have generally proved to be a reliable and adequate company; they certainly didn't have problems taking money lol. Anyhow since you have found Mediamarkt accepting your €, the point is moot. With regards to your very recognizable 'startup requirement' and the reference system offered by the German magazine: the Samsung EVO (you hopefully have ordered) is vastly superior to the Crucial MX500 series. The main reason for that is the interface: the Crucial MX500 utilizes a SATA interface whereas the Samsung EVO series utilize a M.2 / PCIe 3.0 interface. This means the Samsung EVO (i have the 960 500GB) offers 3.200MB/s read speed and 1.500MB/s write speed, while the MX500 offers 560MB/s read and 510MB/s write respectively. I see now that the Samsung EVO 960 'only' costs €80,- for 250GB and €150,- for the 500GB version. In other words, my system starts up instantly. That is, it takes a few seconds for the 'BIOS screen procedure' to finish and than almost instantly I get the windows prompt. For this to work the OS needs to be installed on the SSD of course, although I have moved 'my documents' etc to my HD. In any case, congratulations with the new system! I'm sure you'll enjoy it, it will play CM and ARMA3 fine.
  2. Built a new pc last year (goal: discrete high end gaming system; no LED arrays or extra overclock capabilities, just high spec quality components). i7 7700K Nvidia 1080 MSI mobo 16GB DDR4 (matched set of high spec ram) M.2 PCIe-x4 SSD, 256 GB (Samsung evo) 3TB SATA 27" 1440p 165hz IPS (with Nvidia Gsync) Now this wasn't a cheap build as some components were very expensive, but am very pleased with it. Only the monitor was around €800 already and the 1080 wasn't much less iirc. Gsync is a culprit (adds 200), but it's worth it as the days of VSYNC perf issues or tearing frames are over. It does run CM very well. There is massive difference when compared to my previous system (first gen i7 build with updated GFX card). Especially on larger battles, I can play those smoothly now even in RT. The problem with posting builds are that they change every few months. When building a pure CM system I would invest in a CPU. CM is happy with higher clock frequencies. GFX wise any decent recent GFX card will rock your boat. Also, the m.2 PCIe SSD's are REALLY fast. So while they aren't rock cheap, I would 100% advise one. @Thomm depending on what you want to use it for, but I guess gaming: for 50% more (or €427) I would definitely go for the higher spec system. Half of that difference can be explained already by the m.2 PCIe SSD. The i5 is a fine CPU but 2GB extra VRAM is a lot. I expect the i7 will outperform the i5 in CM by quite a margin. Edit: I'm on windows 10 without tweaks. IIRC never installed cortana, there is an option during install AFAIK. The 'ads' don't really bother me, like they don't bother me when I see them elsewhere. I think it's a fine OS for a personal (gaming) computer. All the startup clutter doesn't really matter anymore with the SSD and plenty of RAM available.
  3. I have been making this mistake since 2008 orso. Good to know I'm not alone out there. The Russian FLIR capabilities coupled with the ainet 125mm HE round featured in CMBS do tend to capitalize those mistakes more seriously compared to CMSF.
  4. Just for the sake of critical thinking: how to populate the select menu with all the arrays of available items? There is zero guarantee that even two of the selected vehicles have the same ammo stored up/left. It would surely be helpful during setup phase if one could, for example, give all infantry squads an extra AT-4/RPG-18 and RPG squads 2 extra AT rpg's. At least, that's what I normally do for all my squads (IF!) I expect them to come into contact with armoured vehicles and or tanks. It all depends though, loading everything up has risks of itself as the units carrying the ammo might become casualties, etc etc. Anyway I do agree that ammo loading can be a bit tedious, especially with large games. The challenge in this lies in mitigating the 'wet van behoud van ellende' or literally translated 'the law of conservation of misery'. The interesting part is how to get rid of the tedious effect of hundreds of mouse clicks without taking away the finegrained control. I actually do like the option to load up ammo as I desire, it's just that sometimes I desire to acquire so many items over a battalion that the process gets tedious. And what I do might not be up to someone else's idea's of proper ammo distribution. Another thing is the amount of actions needed to restock a squad in WEGO. The acquire command can't be 'chained' like waypoints can, so one has to babysit the troops entering, acquiring and dismounting the vehicle on a per turn command basis. The easy solution is to just play RT :-). Free thinking: they maybe could make a function that automatically restocks all weapons in a squad with the ammo available in the ammo container/vehicle available to the 'normal' loadout quantity. And or make that function available as a 'move' command which lets the designated unit mount a vehicle, ammo up and dismount in a certain timeframe. Another idea could be to just make the acquire command available when troops are really close to vehicles. I'm pretty sure that this subject has been discussed at lengths before, although it is still interesting to philosophize about. Edit: over the period of years playing CMx2 I have generally moved towards acquiring in a 'just in time' / LEAN fashion. If I expect armoured contact, I will load up extra AT rounds. Since I like to play with and against combined arms forces that tends to happen a lot (forgetting to load up those Javs can be painful!!). But I generally don't load up on other ammo during setup anymore, I do focus on factoring general logistics/supply capabilities into the way I deploy into battle / tactics . The whole tedious part becomes much less tedious if you just roll with what you got and only (re)load when necessary or opportune. Works for me and probably also leads to better tactics.
  5. I don't see much value in comparisons. Why can he do this but I can't? etc Also I thought this subject was addressed in Steve's posts last months. He basically agreed that they had be silent for too long. Also he explained why he won't be doing weekly/monthly dev updates or the likes of that. Steve explained that for him there is no easy 'going on the forum for a minute'. If he goes, he goes full retard ;-). All kidding aside, I understand that when he posts something he wants to be there to read the response and reply follow up questions. It's not 'possible' for him to just post something in a few minutes and than move on. First, thinking what to post exactly takes up time. Than he will want to add some this and that to it and before you know it (half) a day has passed. Iirc that's basically his explanation and I dig it. He theoretically could just come on the forum once a week, drop some info while timeboxing himself and go do other things. But that's not how he rolls, which is in the end his decision. Personally, I'm fine with this organized chaos. When the time is right, information will come. If you have interest in the info's, just check the website at your leisure. To entertain you in the mean time, a forum is available to discuss the game if one is not to busy playing it.
  6. I agree that it would be nice to have the option to tell a tank (or whatever) to go shoot and scoot, especially in WEGO. The question is than how long a unit should wait if it can't get a shot at anything, before it should scoot without shooting. However, abstractly this is already implemented in the (realtime) game. You tell a tank to move somewhere and wait till it shoots, than tell it to go scoot (although in WEGO you are limited giving orders once per minute). You can tell how long it should wait, or just wait for the next turn to give the scoot order. What we seem to desire is a function where a unit can be told to pause at a waypoint, until a shot is fired AND OR a timer expires. Anyway, in my experience the pause system works fine given the niche need. There are few instances where I would really benefit from a shoot and scoot command, but overall I think my user experience wouldn't change that much (although I agree that less admin would be a bless for CM). In the current situation I usually just let units sit on a place for a (couple of) turns, before scooting. It is only in specific duel situations that a shoot and scoot order with more finegrained controls over the current pause timer functionality would really make a difference. It sure won't ease up on the 'command' burden, as you'd still have to tell for how long you want to wait before scooting anyway.
  7. Just to be clear I was able to fix this issue by changing Nvidia Control Panel settings. Not 100% sure what setting exactly fixed it, but I sure had these crashes before and not yet after. See my post on page 2.
  8. My pleasure Enjoy your well deserved retirement. I'm probably only half way there, although I hope to retire before I'm 70 it is still to be seen if I manage. Well, first get there than I'll see what's next. Retiring while playing some CMSF2 doesn't sound too bad at all.
  9. Yes, just like normal vehicles iirc. Give them a target and than hit the gas with a fast move. Ive posted info from manual above.
  10. From the manual page 93: IEDs: Improvised Explosive Devices (i.e. bombs). Three different types, in various sizes, are simulated in the game. The size determines the strength of the explosion and therefore ability to cause damage and casualties. The different types determine reliability as well as the distance at which the triggerman can be positioned. * Wire – shortest distance (about 100m), 10% failure chance * Radio – medium distance (about 300m), requires line of sight, 20% failure rate * Cell phone – long distance (about 600m), 10% failure chance IEDs typically consist of the bomb itself and the triggerman. The bomb is placed during the setup phase like any other unit. Once placed, it cannot be moved again. The triggerman, however, can be relocated. VBIEDs: vehicle based IEDs, or in other words, a civilian vehicle stuffed with explosive material. VBIEDs are driven by a suicide bomber with the intention to come close to an enemy unit and detonate the device. A VBIED team typically consists of one driver and one spy. The driver’s function is to drive the vehicle and trigger the explosion, while the spy is used to designate the desired target from a safe position outside of the vehicle. Using IEDs and VBIEDs In game terms there is very little difference between operating IEDs (i.e. roadside bombs) and VBIEDs (i.e. vehicle bombs). As you read this section consider everything you read about an IED applies to a VBIED unless specifically noted to the contrary. In order for an IED to detonate it must first be activated, otherwise it remains inert. To activate an IED, select it and choose the Target command from the Combat panel, then click on the map to arm it. If you want the IED to target the first unit that comes near it, click anywhere on the map. If you instead want to target a specific enemy unit, click on that unit and the IED will ignore other possible targets. You can re-designate the target at any time by repeating these steps. Activation is not just a matter of specifying a target, however. For activation to occur the triggerman, at the time the Target command is used, must be in good shape (e.g. not panicked), have an undamaged trigger device in its inventory, be within the maximum range (and/or LOS if required) of the IED, and pass a reliability check. The reliability check determines if the IED itself, or the ability to detonate it, has failed. IEDs that malfunction can’t be made to detonate no matter what. If there is a change to one of these factors, such as the triggerman being eliminated, then the IED remains activated but will not detonate until all requirements are fulfilled again. VBIEDs differ from IEDs mostly in terms of mobility. VBIEDs are driven by a suicide bomber with the intention to come close to an enemy unit and detonate the device. A VBIED team typically consists of one driver and one spy. The driver’s function is to drive the vehicle, select a target and trigger the explosion, while the spy is used to help the driver find possible targets from a safe position outside of the vehicle. The VBIED automatically detonates once in proximity to the first enemy unit that comes near it. No activation is needed like for IEDs. You can also select a specific target for the VBIED. In order to do this, select the VBIED, and choose the Target command. Next, click on the desired enemy unit to target. However, keep in mind that vehicles are generally viewed with suspicion so going after the first vehicle is generally the only practical thing to do. As long as the Target command remains active, the car will only detonate when the selected target unit comes into proximity. Other enemy units will cause no detonation. Targetting a specific unit allows you to let part of a column pass by and detonate the VBIED later. But keep in mind that this is increasing the chances of the enemy to spot you, as well.
  11. https://www.psychguides.com/guides/video-game-addiction-treatment-program-options/ I don't know, but if I google 'game addiction help', this website comes up with 6 causes. Salivating isn't one of them though, perhaps that's the 7th step? PS. I am also impatiently awaiting the demo of CMSF2! Have even dived back into CM:BS in anticipation (after not playing CM for quite a while).
  12. Just to be 100% clear, I don't think you are a 'fanboi' in any sense. I think the term fanboi has become a sort of an easy argument to substantiate sophisms on this forum; I don't take it's usage seriously. Perhaps you are a little attached to CM and because of this attachment, sometimes defend CMx2 like it's your game. Is that too direct? Sorry, I'm dutch Apart from the whole fanboi thing which I wish I didn't mention at all (let alone inadvertently imply others), I think you're a very appreciated member of this forum. Even by some of the characters you, imo correctly, summarize above. At least by me. Respected old guard with a lot of knowledge about the game, rational and pleasant in communication (most of the times ). Besides, we all fail at times. Failing is a healthy thing, as we learn from failing. At least, we can learn from it; not everyone does. Without failing it's hard to learn. I like to think that I have learned quite a lot in my life (but still don't know a lot), and boy did/do I make many mistakes!!!
  13. Wow, looking like the real deal! I'm definitely interested in the Turkish mods (and Sgt. Squareheads Turkish scenario's). Besides, I too have warm memories of the King Copper mine scenario and the african mod pack. Would be great if someone could make it available for CMSF2.
  14. Fair points. My fanboi comment was a little tongue in cheek, had some beers too ;-). I think it has become a sort of tradition here that anyone not being critical is called a fanboi. At the same time, critics are sometimes met with a lot of defensive flak from other users. Both are imo pretty normal things to occur on discussion forums, given the human pscyhe. Anyway, I've certainly had my share of enjoyment with CM. And I'm certain there'll be more with CM:SF2!
  15. As an extra I have tried making a nvidia screen capture to show the performance and it worked. Very easy, first time. I uploaded it t youtube fwiw:
  16. I have been getting this issue for a while too. A week ago I found a thread on the forum which advised me to change my nvidia profile. It seemed to work at first, but didn't in the end. Yesterday I changed my profile again and specifically changed the 'pre-rendered frames' to '4', texture to 'quality' instead of 'high quality', and made sure MFAA was off. I can't remember who posted the profile, but credits to him. Until my change yesterday I was able to reproduce the crash in the sense that it happened quite often, see below. Since I changed my profile, no more crashes have ocurred. I really tried to make it crash. Faulting application name: CM Black Sea.exe, version: 0.0.0.0, time stamp: 0x58f8cbd6 Faulting module name: nvoglv32.dll, version: 24.21.13.9882, time stamp: 0x5b5f4df9 Exception code: 0xc0000005 Fault offset: 0x00823f6b Faulting process id: 0x80c Faulting application start time: 0x01d42dcee2fbcffe Faulting application path: C:\Program Files (x86)\Battlefront\Combat Mission Black Sea\CM Black Sea.exe Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_52ac7eb8f32780d5\nvoglv32.dll Report Id: ef9feb22-61d5-4495-b7bd-786a6d24df31 Faulting package full name: Faulting package-relative application ID: I have provided some screenshots of my Nvidia profile. System: * I7-7700K (msi z270) * Nvidia GTX 1080 with GSYNC monitor 2560x1440 @165hz (hence no vsync) * 16GB DDR4 * SSD Samsung EVO 960 * 3TB Toshiba SATA for (win10) /users/documents etc (so CMx2 game files are on SATA disk) * Latest NVIDIA Drivers: 398.82 EDIT: I have experienced the crashes both with WEGO and RT. After my latest change I have approx played an hour of RT and 2 hours WEGO. The latter with a lot of alt tabbing, and both with some extensive clicking (except for the scenario loading screen, I left that alone). So far it survived. I wanted to share this before I leave my game for a couple of weeks and forget about the whole issue. In game settings: everything maxed and shadows & shaders on. I'm playing 'Debaltseve Devils' scenario now. Performance feels great, although fps is all over the place from 15 till over 100. I guess because of the GSYNC I don't notice the changes too much. @Schrullenhaft fyi sir .
  17. This combined with the fact that I respect the challenge of taking on a full blown wargame simulator with 'one and a half man plus a horsehead' (dutch proverb) as a small business, makes me sort of auto buy BF.C titles. Apart from the buggy CMSF release and the relatively long wait for the upcoming patch&content, I think BF.C has always performed great on the 'customer delivery' scale. I haven't needed support a lot, but if I needed it they wuz there. This is now sounding like a fanboi praise, which isn't. I guess it at least fits in with the thread's progress so far, topics be darned.
  18. Interesting insight! Here's someone that got into CM through CM:SF. The deep detailed and realistic modeled modern setting and the realtime option got my specific attention and interest at the time. CMx1's 'slow' turn based WW2 system with 'clunky graphics' never really appealed to me - I was 17 when CMBO released, think I tried a demo once. Although CMSF started buggy I liked it from the get go. It only got better, with modules and user created content. From there all other CMx2 releases have been a must buy. I too was and am really 'excited' (in sofar as one can/should be for the release of a computer game) that CMSF is getting updated. I'd love to revisit the old content and sandbox setting in the up-to-date engine. The $35,- big upgrade is a great price imo. I hope the new release attracts a lot of new customers into CMSF2 and from there CMx2 too! PS. Of course I would also be interested in more content / features for uncons in CMSF2. I hope in the future there will be enough perceived business value for you in it to release a pack or something the like. TO&E and visual (mod) pack(s) featuring some scenario's / campaigns? Of course in the fictional CMSF world, a few years after the invasion and the subsequent occupation, it's not unlikely that the ex-soldiers of the regime get organised into a new belligerent: syssi's. I original read this thread as a wish for such DLC content. I'd think it be interesting from a commercial point of view, but I'm not in the know really. I can just share my 'desires'.
  19. That all depends on the precise definition of the function 'completed' and requires a declaration of 'the game'
  20. Don't worry too much about it. It might spoil your party, while neither your parents nor the visitors will remember this instance of the somewhat regularly recurring parties after a couple of months. Just worry about the drinks.
  21. Sometimes that will be nearly impossible, let alone killing them (all). I know this is a (quick?) battle to show off CMSF2 and I'm happy with it! Not sure what the victory conditions are, but I think the best scenario's in CMSF adjust the victory conditions relative to RED / BLUE. CMBS != CMSF. As Syrians I would be more concerned not to allow enemy Abrams or the like to do what they do good. Which is dominating most terrain with their superior sensors, firepower and armor. Better duck down and cower! I think the ATGMs are the most valuable asset against any vehicles with heavy weaponry. Lure the enemy into ATGM traps with a feigned armored trust with the T-72s! Get into contact with enemy infantry using small elements of your own infantry, with a BMP-2 or 2 waiting to chime in on a timed move, area target and retreat order. Make every contact as expensive for him as possible. Bleed him to death slowly. Bletchey geek has a good point: Bil doesn't have to overwhelm BLUE everywhere, the attack on the farms seems to be going well until now. Interested to see this battle develop further.
  22. For what it's worth I think the change of mindset between Syria and for example Canadian forces should be more on the unconventional strategy level. When fighting a competent BLUE enemy one RED player can't win from only employing proper tactics. The only exception are perhaps the Syrian SF and T-90's with BMP-3's. Syrians don't outnumber Western forces 3 (let alone 9) to 1, and definitely not in CMSF scenario's. If compared to JasonC's interesting posts on Echelon attacks, the Syrians would probably need more than 3 to 1 odds per flank due to their meager equipment and training. On the other hand, guerrilla/kamikaze type tactics can provide interesting results. Sacrificing a platoon of regular infantry with some BMP-2s and T--62s in order to destroy an enemy tank platoon can be well worth the trade. So how to lure the enemy in a trap? The more BLUE manages to lose it's force multipliers, the more even the fight gets. A single T-62 coupled with some stragglers can be very deadly if BLUE has expended all of it's tanks and ATGMs.
  23. I'd think so. But then most things that ought to be afraid of the 115 should also be scared of the 100mm
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