Jump to content

Temporator

Members
  • Posts

    9
  • Joined

  • Last visited

    Never

Converted

  • Location
    Poland

Temporator's Achievements

Junior Member

Junior Member (1/3)

0

Reputation

  1. Ahh, that did the trick. I completely forgot about that abbreviation. Thanks, Sneaksie.
  2. Hi Madmatt, I've already checked those values and have tried different settings in nVidia Control Panel before posting this problem and none of the combinations worked. But I also noticed that this problem appeared in other OpenGL applications so I just reverted to former drivers. I couldn't stand those neon-textures.
  3. There is a problem with the mod in a Polish ToW version. Added equipment names and descriptions don't show both in encyclopaedia and during the game. Instead of correct names, only "?" are displayed. I think this may be due to differences in /data/local/ child directory structure, so the application doesn't know from where to take those descriptions. If only I knew how does the directory structure look in this localized version I would be able to fix it by myself. I tried to rename /en subdir to /pl, /polish, /poland with no success.
  4. That is true. But if there is only one bridge (which is wooden) available then such a warning message should be placed in scenario briefing OR the wooden bridge should be changed to concrete or metal one OR the heavy tank crew should be able to refuse crossing such bridge. I don't think that adding those two object variables would be a problem for 1C but I'm also not saying that it's a must-be in the next ToW patch. I'm saying this for 1C to consider it in the add-on or ToW2 future releases.
  5. Crazyman, you don't need the physics to simulate the collapsing bridge situation. You just take the weight constant of the unit entering the bridge and compare it to the constant var that describes the maximum mass the bridge can accept. If it's bigger (plus a little random value simulating the "luck" or probability), than shoo... The tank goes for a swim. Or it just disappears taking the bridge with itself in a big brown smoke. I don't care about the visuals. Only about technicals. The bridge should goddamn collapse.
  6. Sorry for a little off topic but my case also concerns bridges. I saw an IS-2 crossing a wooden bridge (it was in the last German mission I guess). For bloody hell, why heavy tanks are allowed for such an action? Should it be treated like a bug or is it how it's supposed to be? I'm sure that in real life such a bridge would certainly collapse so the tank's crew would have an unwanted meeting with the fish.
  7. (POSSIBLE SPOILER) I had two Panthers, one JagdTiger (be sure to take your elite crew for those three AFVs), two squads of Fallschrimjägers (one of them with two snipers and the other with two RaketenPanzerBuchse), two squads of Panzerfaust troops and one MG-34 as HMG (tripod). At the deploy stage I placed my JagdTiger in the left side of the valley, so the vehicle could wait there non-threatened by rear or left flank fire. He waited for enemy to pour into the valley. The two Panthers were positioned in the village, behind the buildings, in a way that each one of them covered different approach to the bridge. Both had one of their flanks always protected by building walls and their lower hulls were protected by the village small wall (although the wall protection was a one-timer). As for the infantry, I had to spread them all over both canal banks and after the arty had stopped its fire, I quickly regrouped them in the second trenches line. I left the two MG bunkers on their own. I also sent two snipers and one RaketenPanzerBuchse troop to the highest hill, so they could pick those nasty waves of russian infantry from a safe position. You may also want to place there some other troops for backup. Some tips: When enemy armor approaches to ca.750 meters (or it opens fire), fire at the closest T34-85 tanks until you knock'em or their guns out. Then switch your fire to those IS-2 monsters. When you are sure that the IS are close enough for your Panthers' crews to hit them with 100% probability - use your PzGr 40/42 to blow them up quickly. But save some of those rounds for later. Remember to maneuver your Panthers wisely. Always face them front towards the enemy, and if it gets hot for one of your cats, just reverse it to a safe position behind a building for a moment. Maneuvering is a key here. Do it wrong and you'll find yourself with wasted KwKs. Also, conserve ammunition - that's the second most important factor. When enemy armour pours into the valley, it will split into three little forces. One will go through the valley, and so will become a prey for your JagdTiger, one will drive through the western hills (your Fallschrimjäger with RaketenPanzerBuchse will have to deal with them - or your Panthers from the village), and the last force will strike through the eastern valley cliff and will be dealt with by exclusively by Panthers. To stop those hundreds of Russian infantry, I also used my Panthers combined with MG-34 HMG and sporadic fire from my entrenched infantry. As for the SUs that will come eventually - they're not really a problem. Their drivers are so stupid that they, when non-threatened on their approach, will drive straight through the bridge, leaving their flanks open for your three cats to claw through them like through butter. Just be cautious not to blast your own tanks in crossfire. With a tiny doze of luck you may be able to complete the mission with no armour casualties at all. Also, I'm pretty sure that choosing two PzJg IV tank destroyers may be a lot more better choice than the JagdTiger as poor fire rate of the latter may be a big problem when two or more tanks emerge into its view within less than 300 meters distance. The ROF is critical at such cases and as you know, the reload time of 75mm PaK 42 is A LOT quicker than reloading of a massive 128mm shell. Not to mention the presence of two vehicles instead of one which is always a plus. PS. My reinforcements never arrived.
  8. Hi there! I've got a strange problem with ToW since I installed the newest nVIDIA x64 169.21 forceware for my GigaByte GeForce 7600GT under Win XP x64. Formerly, the sky, tree and decals textures (shell impact points on tanks) were fine but after the newest driver installation they look like this: While it doesn't have any impact on performance it spoils the overall game experience. Dear generals. What to do with it?
  9. Hi there! Will there be any fix that solves the compatibility problem with the mission editor on XP x64 platforms (and x64 Vista)? I'm mean come'on, we're living in 64-bit era now. I just bought this game and I am unable to fully enjoy it because of inability to use the mission editor! And, with all respect, I will not buy XP x86 OS only to be able to play your games. The number of x64 OS users is growing constantly so I guess it is the best time to think it over.
×
×
  • Create New...