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CogNative

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Everything posted by CogNative

  1. "Players found out that if their units were beat up and unmotivated that they wouldn't obey orders and/or fight. This in turn has a huge impact on combat, whether it be your side or the enemy's that is shattered. It's a lesson that officers need to learn and get some sense of how it affects combat." This very feature was emphasized last night when my 208x208 tiny but very intense home brew scenario. "Apocalypse Now" style CAS with a twist of "All your available ordinance on my pod NOW!" ... comes to mind. As much as I tried my virtual troops were not going to get any closer to the hot zone till they chilled. When you get at level #1 and watch the action, listen to the firefights it feels pretty darn convincing even though I know it is not real and just a war game. "In that sense CM:SF is the most realistic combined arms depiction of modern tactical combat in existence. By far. Compared to even CMx1 it is far more realistic. WeGo or RealTime doesn't matter in this case since the low level modeling is identical for both." Agreed. Maybe my preference for the RT style relates to my small scale maps and unit numbers but I am happy I have WeGo options.
  2. Thanks for the update PT. From my tiny scenario perspective v1.11 appears to be an improvement in realism. Under 200 meters action gets really intense as the fight seems tougher = a good thing.
  3. You make some entertaining points. PLAY = engage in activity for enjoyment and recreation rather than a serious or practical purpose. Spot on for me. I hire BFC as my computer war game play therapist buy purchasing their products to relax. I enjoy being able to create maps, control my virtual troops and occasionally win. Having played CMx1 'seriously' for a brief time I truly enjoy the freedom the CMSF RT feature has added to my play time. I know many war gamers in the BFC customer camp are serious about details and war game realism.This is their hobby like football, soccer, or cricket is for much of the world. I suspect WEGO offers many features they need for their hobby so the fuzz about 'realistic' is important to them. Showing a quick-witted intelligence BFC play therapy offers most everyone what they need RT or WEGO minus the OS X and RT playback feature:D
  4. Someone could Mod the Canadian forces into French forces. They speak French in Canada you know Yeah, with this crazy accent of theirs Yes:) An Up North MOD that added "Eh" on the back side of a proper French sentence... Well we would have to fix this, Eh? The Road Ahead looks bright for CM fans regardless of our language or location.
  5. "I can confirm that the NATO Module for CM:SF will have German and Canadian forces in them." Someone could Mod the Canadian forces into French forces. They speak French in Canada you know;)
  6. You are correct Steve. I only timed shutting down out of OS X and starting XP in Booty Camp = 3:15. I did not actually time the reverse and just assumed it was about the same so doubled the 3:15. Yes, I am still exploring the... just another "feature" of Windows aspect myself:rolleyes: Now if I could get something like VMware Fusion or another virtualization application to correctly and efficiently play CMSF, the Modules, and Normandy for 2009 I would happily pay to play. I suspect Apple's "Snow Leopard" will boost multi cpu usage over the current Leopard OS X. Honestly, Blue Bar 10" is well worth the trade off considering the extra utility of the replay features. Your addition of various time playback increments in v1.11 is useful and appreciated. Forgot to mention the improved 5" pause feature for commands as well. The WeGo players should be happy. I still enjoy CM more as a RT experience but having options of WeGo and RT should cover most all the bases for most CM players I would think. I look back at where I was this summer in v1.08 with sub par graphics settings and single digit FPS and now with v1.11 a huge scenario like Mark's "Open Season" and all the graphics options set to best on a laptop driving a 23" external LCD in 1920 x 1200 and FPS in the playable range and I have nothing to complain about. But being a loyal CM customer:)... a native CMx2 and 3 with RT playback would be sweet:D
  7. Did a save of Mark Ezra's "Open Season" to update it to v1.11 then a stopwatch test on Mark "Open Season". Mark's map is 3008 m x 1505 m so large with plenty of armored vehicles moving and shooting but little foliage and I don't remember any buildings. Should qualify as large sized map. RT loading time = 49" RT save game time = 32" Turn Based loading time = 49" Turn Based save game time = 32" Turn Based "Blue Bar" calculation time = 10" Hot Seat loading time = 49" Hot Seat save game time = 32" All identical times in a sub Division scale Super Size but certainly a large to huge size map for my laptop. IMO:The Blue Bar extra 10" for the connivence of fast forward or skip is worth it. MacBook Pro 2.5 using XP3 in Boot Camp. Now the longest time I recorded was shutting down out of OSX and starting XP in Booty Camp = 3:15! That is over 6 minutes to get out of work to play CMSF and jump back to the work side. Then that should be in another thread.
  8. theFightingSeabee hit the 10 ring... RT is much more flexible and and user friendly. Part of the reason that I switched to RT is pause adjust and play w/o the minutes of wego wait. The option of RT & wego and Hotty Pants.... well you got all your bases covered.
  9. So far v1.11 plays more realistically for me in tiny platoon size scenarios. Even the technicals seem to have gone to driving school! The game feels like it loads faster (no stopwatch) and the Blue Bar.... what can I say. An effective and nostalgic solution to user enjoyment. Will try some bigger scenarios to see how v1.11 works. I am using a MacBook Pro 2.5 with GeForce 8600M GT - 512 MB driving a 23" Apple LCD 1920 x 1200 and getting very playable FPS in these smaller scenarios with everything set to best! In Booty Camp no less! Who could ask for more? Well OSX native would be nice Santa:D Thanks BFC.
  10. It is such a pleasure to load the new QBs! I just went a little wonky with v1.11 last PM for @ 30 minutes not even a cough of protest and some very playable games! First Class improvements IMO. I will need to play more with it (holidays) but congratulations on a nifty ace Mark and all. And a QB overhaul for Normandy 2009...crackerjack!
  11. "Normandy game sooner rather than later.... certainly well before the end of 2009." And 2 more CMSF Modules! I am impressed! BFC is on target for a good business year. Good strategy for sustained cash flow from good products and service. Business wise this has got to put CMx1 in the rear views. Are you sure you don't want consider that governance gig Steve;) Illinois is not alone in the filed of barter for executive considerations:rolleyes: If BFC can roll up some OSX versions I will even plan your fundraiser:D Happy Hoildays
  12. Tried a tiny test scenario last PM and I got all wobbly when I saw the Blue Bar on the LCD and no it was not the Nog:D The tiny Hotty Pants scenario zipped along! I will try some of the Division scale Super Size soon and report the FPS improvements. I am sure v1.11 is an improvement.
  13. Yes, Kudos to Cambronne and all the Division Size "Dave"s. I have my CPU full (me not the MacBook Pro) doing RT with a platoon in a less than 1 Km map. Still it is sweet to see the envelope pushed.
  14. Please describe your PC video card set up. I am no expert but I suspect a "4km/4km with hills,woods and lots of buildings.Then I recruited almost an infantry division and a few tank companies for each side" and real battle would drop performance just a bit. Thanks,
  15. Down loading 1.11 now. Should be fun for the holidays! You know it is funny how I have barely scratched the surface of how to use CMx2's Editor, or QB system and the mention of "re-vamp QB's engine with Normandy" has me ready to go to Europe. "The final total for V 1.11 Official QB Maps is 163. So we doubled the size." Fantastic Mark and all. Happy Holidays,
  16. PT, Get ready to Fall in love again:) Looking forward to your perspective on the 1.11 patch. You clearly have a lot of experience with the editor and the nuance of the game. Maybe we will be on the Road to Dimas soon? Happy Holidays to all.
  17. Thanks much for the check list tips Mark. I am sure you named some sources of my home brew stink bomb maps:) Thanks again for V1.11 improvements. MikeyD, If the additional map info is embedded after a trip to the editor that is great news. I did not toss my pre 1.11 map collection. Sounds like 1.11 will be fun for the holidays:)
  18. Thanks for the hard work to all the QBG and the heads up on V1.11. BTW: The official QBG is Mark, Mishga and:confused: I appreciate all the time spent in designing decent "non stinker" maps. I have created a few stinker bombs of my own for home:rolleyes: It takes a good eye time, patience and did I mention time... to create a notable CMx2 QB landscape. "The entire CMSF/Quick Battle Maps file has been revised and enlarged for V1.11." Can you describe what changes we are likely to experience in QB 1.11? If I were to want to "patch" any of my old (non stinker / 1.11) QB maps, how / what should do? Thanks,
  19. Patch Me Up BFC! Thanks for the improvements and feedback Steve. As for politics. You may need a 2nd job to raise the money needed for President but I can get you a sweet Senate deal for a lot less.
  20. I play RT most of the time. I did try some 'hot seat' tests recently and noticed massive FPS hits. Below 10 FPS! Will the "Blue Bar" fix this occasional "Hotty Pants" style of play?
  21. Another way (how I did M2) = SCOOT FAST while SHOOTING at suspected targets. Reconnoiter the map and spot the likely suspects for hitting your point and plan support for point +. ------------ SPOILER:confused: * * * * * * * * * * ------------- You know you are driving into a "Kill Zone." You can't reasonably drive around it = avoid the ambush. You have no artillery, air support. Your goal in M2 is not combat but getting to exit point relatively intact. Rule #1=NEVER drive into the kill zone. If in the kill zone, increase speed and try to break out. You have no way to withdraw from the Kill Zone so if you don't dismount, assault through the ambush stay mounted and drive really fast through the Kill Zone. Move fast but close enough for mutual support yet far enough apart so that one RPG won't take out the entire platoon. Use Mother Nature's dirty smoke too. They can't shoot what they can't see. Maybe I got lucky but it worked for me. Radio silence is not necessary. I cranked up "Sing, Sing, Sing" Benny Goodman & His Orchestra, on my transport radios Don't forget to cover your exposed rear end at the exit point. M3 took me two tries. Radically changed my tactics for the 2nd try. Goal was in reality move along w/o huge losses and I did so but still too many wounded. M5 I must make time for a true MOUT approach in this scenario. I skirted the likely hot spots and got through enough to get MV. Things might change if I slug through M5 in true MOUT fashion. Thanks again for the Dawn to Setting Sun fun and the two ongoing projects!
  22. AB- re: "hardware capabilities in CMSF." Thanks for staring this thread. I hope to contribute as I play around with and record observations in NormalDude's (is he really "normal" ) chimera. I tried a similar approach in some infantry only - mini village scenario trials I did at home. ND has it all covered with his Range series.
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