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slug88

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Everything posted by slug88

  1. Unfortunately we don't have T-80's yet, and won't for quite a while. That seems to be the only missing element. Edit- This page is currently being updated with the believed composition of each side's ground forces in the conflict: http://en.wikipedia.org/wiki/War_in_South_Ossetia_%282008%29#Weapons
  2. Actually I believe there is no bug. When mounted in a Stryker, two men get air watch duty (those are the guys sticking out from the panels in the back). In the listing on the left they are identified as MG. Furthermore, when you dismount the squad, you'll notice that the men with the M249's are not referred to as 'MG', but merely 'soldier'. There is no MG in a rifle squad.
  3. Still no screenshots of the T-90 in game...saving the best for last, eh?
  4. I'm practically speechless. So many improvements to look forward to, and coming so soon! Smoke artillery? Helicopter and jet sounds? And action spot highlighting! Battlefront, I love you. Edit: secondary explosions for vehicles?? Wow.
  5. The only difference is that you can go into the editor and modify the btt files. The btb files have been "baked" (see manual), and so can not be edited. If your only interest is in playing them, they are identical.
  6. So does that make this the longest running thread in the CMSF board's history?
  7. Scipio, I hadn't noticed this at all, but after reading your post I went and listened closely and it seems you're right, there is a seemingly random variation applied to each report. However, I rather like this effect, and I think it does contribute a lot to keeping the battle from sounding stale and repetitive. In fact I've always felt that the sound modelling in this game is outstanding. Of course, an .ini setting wouldn't hurt for those like you who find it strange.
  8. There are different configurations of T-55's and T-62's, as well as several different T-72's. The top Syrian tank in the game is the T-72MV TURMS-T. The coming expansion will add the T-90S.
  9. mike, I'm using an 8800 with the newest drivers and patch 1.08, and have not experienced this. Have you ruled out a faulty texture mod as the culprit?
  10. Will, I've had issues before with a modified "strings.txt" in my my folder causing crashes. The problem was that the mod was created for an earlier version of the game, and I guess more recent versions have a different format for that particular file. So when you say emptied your Z folder, are you referring to everything contained therein or just your textures? If that's not it I'm at a loss for ideas, unfortunately.
  11. Mord, I had a chance to test this out for a few minutes earlier today, and I think this is a fantastic mod! Perhaps you could also pass the stock in-game chatter through some radio filters so that it roughly matches the background? I think at least vehicle chatter would benefit greatly from this.
  12. GSX, I would love to sign up, but I'm not exactly sure how I would go about doing that. I followed one of the links in your original post, where I read the following: "Registering here does NOT mean you wil be entered into the Tournament. When the Tournament is available you will see a link to it on the left (just like the one to the Crete Tourney that you can see now). When you see it, click the link and then register there for the tournament." As of today I still haven't seen a link to the tournament.
  13. Interestingly, according to that wiki, the most potent armor piercers are actually HEAT rounds, with the best HEAT, the 3BK29M, penetrating an estimated 800mm of RHA, compared to the 600mm of the best APFSDS rounds.
  14. I think Adam is aware of what the acronym APFSDS stands for, he's asking for the specific type of APFSDS round that is modelled. Wikipedia shows almost a dozen different types: http://en.wikipedia.org/wiki/125_mm_smoothbore_rounds
  15. Here's a thread that should give you some inspiration for chaining commands: http://www.battlefront.com/community/showthread.php?t=82035
  16. It is possible to chain moves, though the specific example you give can't be done because you can not chain a face command and a pop smoke command (hopefuly the coming patch/expansion will resolve this). When you plot out the movement orders. click on either the white pyramid at the end of a given waypoint or the colored line that leads to that waypoint to select the waypoint. You can then issue a command with the waypoint selected. The unit will perform the command when it reaches that waypoint. There is an excellent graphic floating around here showing some of the potential uses of this, I'll see if I can find it for you.
  17. The trailers and screenshots are both prerendered. Furthermore, it's not the original OF1 developers working on OF2, rather it's an in-house Codemasters team. Looking at the history of Codemasters developed games, I wouldn't hope for much.
  18. This isn't completely related, but one thing I've noticed is that FPS is greatly improved when using wide view (press c) rather than the normal 1x zoom.
  19. They are most certainly in the game, I see them both frequently. I believe the AT-7 generally comes with BMP-2 recon squads, if that helps.
  20. GDog, try this for finding PBEM opponents: http://www.wargamerscout.net/ I should have an open challenge currently listed.
  21. Another bump (this really should be stickied, actually). Also, Scipio, I think it would be nice if closed challenges remained visible when searching for battles, just to give a sense of how msny people are using the site. At the moment, with only one open challenge visible, the CMSF section looks utterly dead (which I strongly hope is not the case). Furthermore, a link to the challenge listings from the corresponding Supported Games pages would enhance navigability. [ June 24, 2008, 04:35 PM: Message edited by: slug88 ]
  22. Circular arcs are I find extremely useful for room clearing and house-to-house fighting when combined with the hunt command. They provide for a way to hunt between rooms without being distracted by targets outside the building, while maintaining coverage in all directions.
  23. Though I too would like the old Hunt back, I think an even better option is the removal of the current Hunt, and the addition of two toggles: Move to Contact, and Hunt. When engaged, these would augment any movement in the obvious way. For example, you'd be able to issue a Fast order that will cease when an enemy spotted (contact toggle), or an Assault order that pauses whenever an enemy is encountered (hunt toggle).
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