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  1. 3 hours ago, Mord said:

    Thanks, man! Glad you like them. They sure help when you get one of those really odd angled penetrations. I've been surprised many a time, actually finding stuff I didn't even know happened. Hit decals are one of my favorite additions to the game. Something I am really looking forward to seeing in SF2. On the whole they are such a simple thing but the immersion they bring is through the roof.

     

    Mord.

    I´ve already spent hours with doing battle damage assesment checking every vehicle on the map and figuring their story or tragic end out is something what really makes fun for me. I know the stock decals already allow to tell the different terminal ballistic effects apart but the colorization really helps, especially with hits from smaller calibres I otherwise wouldn´t find. Also looking forward to see them in SF2.

    About the traffic jamming, yeah they´re really can bog you down, once a vehicle starts to turn in order to overtake or accumulates an huge pause timer = hell let loose. I tend to keep big spacing in order to prevent these incidents and juggle with the manual "pause" command around to keep them in order.

    When doing group orders for following a road. I wait until all vehicles are alligned, give a group order following the street, with a waypoint at every bend. Then I manually pull the waypoints that are off with the mouse cursor towards the road. Handy feature but only possible if you´re having the newer engine updates (3 or 4 introduced it). Saves me a bit work in comparsion to handing out orders to every single vehicle.

  2. Yes you guys are right, wrong choice of words here. My apologies to Vergeltungswaffe and to you mjkerner.

    Look what I mean mjkerner when you give group movement orders you pretty sure noticed that you get waypoints that are in relation to each other like the units are, which is a wonderful function. However sometimes when setting waypoints trough corridors or you want several vehicles follow the road the classic RTS "all waypoints go to one place, to a single tile" function would come in handy especially for curvy roads. Could be toggled with Shift like the Target Arc command.

  3. 8 hours ago, Vergeltungswaffe said:

    In my experience, any statement like that typically ends up to be incorrect.

    But hopefully, one day, Charles will find a way.

    In the meantime, with many years of experience, I can move a ton of vehicles down that twisty, dusty, lonesome highway pretty easily.

    In my experience, any statement like that, typically contributes nothing except the usual "kissing butts" you see here.

    +2 to "Focusing"

  4. Well it isn´t that easy to setup waypoints for a road with multiple vehicles especially if there are bends to overcome. BF should add some sort of toggle (shift key) to the movement commands which disables the (otherwise really useful) relative placement of waypoints but instead "focuses" all waypoints onto your designated tile. This would allow for somewhat convenient and effective convoy waypoint routes. I am pretty sure we´ll soon see this feature as programming-wise it isn´t really that hard to do.

  5. I don´t know if tracks are own tiles in the editor or placed "over" other tiles but when you select a movement order and go over the specific track tile you want to cross with your mouse does it show a yelllow/red striped cursor which stands for impassable terrain, thats how I judge if vehicles can do the job.

  6. I tend to completely ignore C2 during my initial Shock Force carreer due to the fact that games that touch this great and important aspect of warfare are rare to find and I was not used to it. But I know better now, keep your C2 links for all branches and units intact whenever possible, it gives you several important advantages when it comes to target aquiring, morale etc..

  7. On 30.4.2018 at 8:44 PM, Bulletpoint said:

    Ok, I figured out what is going on:

    It's a campaign where you continue playing with the same units. I lost both Forward Observers in an earlier battle, and while their manpower has been replenished, the actual replacement guy is not an observer.

    So in a sense, I guess it is a kind of bug. They wouldn't replace the observer with a random guy with a rifle I suppose.

    Good spot, that is probably the issue

  8. First mission got me completely off guard. Gave me a lesson what happens when you completely relax without keeping possible hazards in mind, will happily restart. Also have finally to realize that bogging is a real threat in Final Blitzkrieg.

    The writing: The story with the boy and his father serving in the opposing forces and that allied soldier ready to silence him: Just superb, this is the real deal.

    Although I asked myself why they didn´t keep the boy in custody also for his own good due to the fact that you´re about to engage his home town. Hell of a danger to let him go, can imagine many of your men would hate you for that.

     

    @Sgt. Squarehead you talk about the bright cross casualties? Or do dark cross casualties also have a chance to recover? I always assumed they are gone and even made it secondary to give them "first aid".

     

     

  9. For me also Reshade has become mandatory and I have it installed on every CM2 game.

    I am not the guy who likes to tamper around with sliders, so I just:

    1) install the Reshade installer on the Combat Mission .exe in OpenGL mode.

    2) install only following effects: Ambient Light, Adpative Sharpen, Clarity, and FXAA

    3) Ingame I hit Shift-F2 create a new configuration file, define Shift-F3 as enable/disable key, "performance mode" and "allow all input", I also disable ingame AA

    4) Also in the Shift-F2 menu I decide which of the 4 effects I tick on, adaptive Sharpen is always on its like installing a HD texture package and you´ll notice even more details on the beautiful models and stock or mod skins. The three other effects are somewhat weather, daytime and game dependant but it takes literally 5 seconds to change the settings and you get an instant result. I do not change any values, because I am already satisfied with them but you can of course. I also like to use it in conjunction with the ALT-M movie filter which also depends on the mission.

     

    However I am forced to deativate it temporarily with Shift-F3 on the main menu screen because it gives me glitches. Nothing serious but does anyone experiencing the same and knows what can fix this?

  10. 11 hours ago, General Liederkranz said:

    What are you trying to use it for? There's a difference: as I understand it, for ordinary C2 purposes an infantry unit needs to be on or in the vehicle. But for indirect fire links, it's enough for the mortar unit to be close to the vehicle.

    For platoon leaders in order to distribe contacts, for organic mortars having access to the net in order to get called in by FO´s or other units, and of course to improve overall unit cohesion with its HQ having a link to superiors. Like I stated it seems to work but some HQ and mortar units seem reluctant to utilize radios of vehicles (occupied or not) except when they are mounted on it. Perhaps this has something to do with the affiliation of the vehicle or the unit. Hard to figure it out for me because it is really in-depth of the game mechanics.

  11. When getting a new Combat Mission, one thing is obligatory for me: Getting Mord´s high vis hit decals in order to better analyze hits. I don´t know how many are like me but I really love to check all vehicles on the battlefield, what hit them, from where, how often, and the consequence.

    Can´t tell how much work this would mean but I really would like to see this getting expanded with more detail information like incoming trajectory (the decals only allow a guess on the angle) and/or damage to subssystem and personnel (i. e. "damaged/disabled main gun" or "wounded/kocked out driver").     

  12. With Reshade installed in OpenGl and experimenting with simply switching off/on effects ingame (no value tweaking needed) I am able to produce visually appealing nights that are bright enough and don´t need the artificial shader or ugly brightness amounts.

    However it comes with a big con I didn´t figure out how to fix. In briefing and menu screens you have to turn it off with a hotkey temporarily otherwise you will get crazy visual bugs.

    You guys could try it if the technical stuff and the downsides of this don´t scare you

  13. Micromanaging the units trough the mine corridors on mission 1 made me nearly crazy and mission 2 kept generating quiet heavy lags occasional even on my powerful rig. Was an okay experience but stopped in the mid of mission 2. These huge unit-counts aren´t my cup of tea exactly and these scenario tends to feel like work for me but we all know that others certainly would disagree so take my opinion with a grain of salt.

    However I loved reading the background you provided with the missions. As usual you know how to generate atmosphere and immersion with the power of word.

    Looking forward to play your Korea campaign, and thanks for keeping us provided with quality campaigns!

  14. 27 minutes ago, George MC said:

    It's on the back burner for now as busy with some other 'modern era' projects. It's not forgotten though just on hold for short while. I've got most of the missions done for the campaign though and I've been slowly working up the briefings.

    Wee baby and RK stuff mean I've way less time than I used to have! It'll be released just can't give an ETA at the moment.

    Alright, thanks for the update!

  15. On 14.5.2018 at 12:38 AM, Schrullenhaft said:

    The network provider that Battlefront uses has a distributed network. It's possible that the closest 'node' to you is experiencing issues and/or may be overloaded hosting some other customer. You can contact the Helpdesk (providing your physical location and possibly the ISP you're using) and Battlefront may contact their network provider to see what the issue is and if there is anything that they can do about it.

     

    On 17.5.2018 at 9:12 PM, Thewood1 said:

    I have found it very inconsistent.  At times, its super fast, at other times it completely bogs down.  I always do a speed test before downloading and have found no issues on my end.  So I am assuming the hosting service gets hammered at certain times of the day.

     

    On 18.5.2018 at 6:50 AM, PIATpunk said:

    For effective catharsis add "hopeless" before "joke". ;)

    Speed varies but I've never had a download fail.  And it taught me to store all my purchased installer files locally for future re-installations. 

    Thanks, perhaps I got Battlefront´s servers on a bad day when downloading my new purchase. In the end I managed to get my stuff.

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