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slug88

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Posts posted by slug88

  1. Also I'm not relying on or expecting W7 to be great out of the gate. I read somewhere that the earliest it will ship is end of the year or early next year. Knowing MS, I wouldn't be surprise if we don't see it til mid-next year. I pretty much never buy any OS early after it's release anyway.

    Having said that know, I've heard many good things about it. I may very well be an early adopter, who knows. ;)

    Well, the only way to really know is to try it yourself. And the thing is, it's free, so why the hell not. If after a while you decide that Vista is better for you than W7, then you can always buy Vista.

  2. Get a 64 bit operating system. Either that or shave off 2 gb of your ram, since you won't be using it anyway.

    Actually, I would very very strongly recommend getting the *free* Windows 7 64 beta. I've been running it myself since release, and not only do I find it to be superior to Vista in every way, but three weeks ago I went ahead and got rid of my XP partition because I hadn't used it even once. Plus, it's FREE. Then when the W7 release appears in a few months, you can spend your money on that, rather than spending it now on an OS that's already obsolete.

  3. Standard, same results here. Windows 7 does not have OpenGL drivers for it yet. Since you're using drivers from Vista you're getting a conflict. It is not specific to CMSF. If you update to the Windows 7 drivers via windows automatic update you will no longer be able to run the game at all, since Nvidia has not bundled OpenGL with their Win7 drivers. Wait it out or revert.

    Odd, I'm using W7 x64, and have obtained drivers for my 8800 GTS via Windows Update. CMSF works perfectly fine, no issues, flickering or otherwise.

    Edit:

    Specifically, the drivers I'm using are labeld 'Prerelease WDDM 1.1', dated 11/20/2008, and obtained, once again, via Windows Update.

  4. My experience is that if the vehicle isn't part of the squad or crew immediate command hierarchy, you can't enter or use the vehicle. That may be case here.

    Odd that troops from one platoon can't do anything with another platoon's vehicles, not even hitch a ride. I hope that this gets changed at some point.

    I haven't found this to be the case. Any infantry can board any friendly vehicle as passengers, so long as there is room. In a mission I played just now I ended up using Strykers to ferry some Marines around. It is true, however, that with the exception of HMMWV's and UAZ's, only the crew that started with the vehicle is capable of operating it.

  5. Having read the book and seen "Generation Kill" on TV, I'm curious about Marine ops and dubious that a recon team would be sent to take and hold a bridge in Iraq in nothing but Humvees, as happens in Generation Kill (a better book than it was a TV series, IMO). Maybe I'll buy CMSF Marines now that the Campaign appears to have been fixed in 1.11. Ou of curiosity, can anyone summarise the tactical/operational differences between US Army and Marines? I'm assuming Marines have a lot more CAS (Marine helos and AV8s, A-10s and F-18s) but how is this, and other key distinctions, modelled in the game and how do they affect tactics previously honed in the "regular" game?

    I think the differences can be best summed with the following quote from Generation Kill (indeed a better book than TV show): "If you want supplies, join the Army. Marines make do." In other words, for every situation in an Army mission in which your butt is saved by that Javelin or that Abrams or even that Bradley, as a Marine your only choice is to get creative. Furthermore, even if you disregard the doctrinal disparities, I think Marines provides a sufficiently different playing experience on the virtue of it's excellent campaign alone, which is much better crafted than the Army campaign.

  6. ...and we have a winner.

    Other Means:

    Your e.mail address is not available in your profile. Given Flanker 15's link, do you still require my example or does his suffice?

    I disagree with this. Just now I played a scenario where a US scout squad was spotted by a T-72M1V from about 50m as they were running up flights of stairs. The squad had yet to fire any weapons at all, and there had been no blue fire originating from the building for a good 5 minutes or so. Despite this, the T-72 spotted the squad and annihilated it.

  7. This does sound like as good an excuse as any for you to finally get off the fence and pick up the Marine module as a holiday gift for yourself. You've got to admit nobody's posted "Waaa - Marine module plays just like Army!" Everybody's who's bought is appears to be happy they did. :D

    Damn right. If you're still playing CMSF, then obviously you must enjoy it. Well, if you like CMSF, you'll love Marines.

  8. Heh :D

    Well, we're nearing completion. One of our testers found a significant problem (a file got corrupted during uploading) and there are a couple of installer issues that were found in need of tweaking. Typical stuff :D

    Steve

    Steve, it seems you're just as excited as we are about this upcoming release. To everyone involved, thanks for all your hard work, and for the countless hours you've stolen from our lives :D

  9. Anyone can see the screenshots on the website (e.g, http://lockon.co.uk/img/products/large/04b5479c9e2d2f12f225a4bc058ffe82.jpg) or even your tutorial and it is plain that there is zero resemblance to the amount of clutter a chopper pilot must actually deal with. ]

    To be fair, that screenshot is from a years old build of the game (you can tell right away because they're still calling it Lock On: Black Shark). Also, it's true that the terrain is generally quite flat, however it is an order of magnitude more complex than what you see in Lock On. The terrain mesh has twice the resolution, but more importantly trees and buildings are no longer transparent at medium to far distances. Furthermore, the LOD, haze effects, and shadow effects have all been adjusted radically from the days of Lock On. All in all, spotting anything at more than about 10 km is typically impossible. I'll grant that very long range spotting at under 10 km can still be done, but only for targets in wide, open, featureless plains, which are not as common as you would expect from playing Lock On.

    You can take my word for it, or you can try it yourself. I've been flying 25's and 25T's in Lock On for many years, and after a month with Black Shark, I will tell you that it is a vastly different experience in regards to target finding. The majority of the time, the only way to locate the enemy is with the use of pre-defined TRP's, or by searching for dust kicked up by fire or maneuver.

    Also, regardless of all this, to claim that Lock On is a more realistic simulation is missing a significant part of the picture. Remember that this is a combat *flight* simulation, and the flight simulation aspect of Black Shark is so very far above that of Lock On, that it's difficult to find even a single point of comparison. Trust me, if you try Black Shark, you will have many hours of learning to do before you can even think about locating the enemy. To me, going back to the 25T in Lock On after a few days of Black Shark felt like returning to Command and Conquer after a couple of operations in Combat Mission.

  10. OK, obviously I can tell which way the wind is blowing when something is already burning.

    What I was wondering was if there is a way to tell, say, during the setup phase. I don't think there is. It would be nice to put a second needle on the compass in addition to an arrowhead on the original needle.

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