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tankgeezer

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Everything posted by tankgeezer

  1. When are we going to see proper Bailey Bridges in-game & in the editor. I like to see both the girder style and the bare pontoon type. The pontoon type wouldn't even have to undulate under load, I'de still be a happy camper. However, constructing one during a battle or campaign? Hmmm…that'd be a whole 'nother ball of wax! (and I'm guessing, a nightmare to code)
  2. Has the subject of parachute flares or star shells ever been considered yet? A pool of light suddenly appearing around your troopers would make for some interesting problems. I would be willing to forego radiating shadow effects and similar frame rate & clock cycle hogs.
  3. Got an older Custom One-Off map that crashes or hangs under v2.12? I've found that opening them in the editor and re-saving them makes them operable again. I usually make at least one unobtrusive change first; such as, plugging in a single tree or bush somewhere.
  4. JeezLoueez; Steve has shown more patience than I could've. That aside, please enter my vote/request for a weather EFX hotkey.
  5. As a note; just replayed a large Armored car quick-battle. The amazing flying commander only appears on the very first contact/fire of the engagement. It and all the other M8's conduct themselves normally from then on. We'll see what happens when I upgrade to Mavericks later on.
  6. Nope; no current applicable drivers for the iMac Quad.
  7. Steve; My framerate must be pretty good, because when I pan the camera even on heavily forested maps with a lot of troops, it's smooth as silk. Is there somewhere I can look to get the actual framerate? Anyways, I'm going to set up another armored car Q.B. on the same Holland map to see if I can generate some screen grabs.
  8. I've found a minor M8 Greyhound graphics bug. When an unbuttoned Greyhound engages a target the commander fires a few rounds with his 50cal, then ducks down to reload the main gun. When he pops back up, he flies about five feet into the air above the turret & then returns to his position on the 50cal. It's happening sporadically and is hard to duplicate. Anybody else seeing this? 27" iMac, quad core i7, AMD Radeon HD6970M 2MB vram Mountain Lion - v10.8.5 (12F45) (P.S. Damn; them there 251/21's are one nasty piece of work!)
  9. As Info; on the Mac side, they look normal until the first contact with OPFOR.
  10. I sure would like to put in my vote for the ability to button/unbutton en route. There have been plenty of times that capability would've been useful when moving past a 'hotspot' and on into cover.
  11. Okay; finally got around to that test map. The bottom line is; simply put, nothing heavier than a Panther.
  12. The Primosole Bridge looks like an interesting addition to the Map Editor. I think I'll use it in my next map. However; could anybody tell me, right off hand, if there are any load restrictions on this box girder?
  13. And now to bust me some Low Bocage with some Rhinos. In my first test my M5 Stewie's vs low hedgerows made it to row 12. On this run my Shermie Rhino made it to row 13 and my M10 made it to row 12. I guess the bottom line here is to keep a sharp eye on your Rhino fleet as to which ones to keep on the 'cutting' edge and which ones to hold back. Now that I'm on a tear, it's time to bulldoze me some of them walls (with Rhinos and whatever else that moves). Building me another test map. BRB in a new thread.
  14. In the first test I had seven Shermies on tall hedgerows and six M5 Stewies on low hedgerows. One of the Stewies was on the tall side. Bye the way, there was a halftrack on each side chasing the Rhinos.
  15. Annnd the answer is NINE! Hedgerow number Ten is the killer. Your Shermie or M10 will snap a track right in the middle of punching through number ten. This blocks the gap of course but at least your tank is level so you can use its firepower (but the term 'Sitting Duck' comes to mind). My map was 512M wide by 704m tall with fifteen hedgerows across it, half tall and half short on each row. Some of the ground tiles were rocky and hard to test for their effect. The only noticeable effect was that a hedgerow placed on a rocky tile did slow the vehicle down more than usual but did not contribute to the cumulative damage. Now, how many tall hedgerows can a M5 Stewie take? The Stewie died in row seven. As a further test of the fragility of a Shermie Rhino with tracks in critical condition I did a U-turn and sent it back through the gaps it created. It made it through all nine rows (slowly, very slowly) with no further damage. My next test coming up is a Shermie & a M10 on low hedgerows, BRB.
  16. Lt.B. Yup; Ive got Engineers(Armored), but they're all mounted and I'm trying to get them deployed forward of the objective as quickly as possible. The main reason for punching all the holes in the hedges. Wombie; Yup; half my Rhinos have been 'retired' from doing initial breaches (or any breaches) P.S. I'm about finished with my Breaching Test, scorecard later this PM.
  17. Two of my Shermie Rhinos after it's third breach has had its track damage go from green to orange with a black dot in it. These were tall hedgerows, not the low ones. Is it possible to keep this up or do I run the risk of busting a track? My other two Shermie Rhinos and my Stuart Rhinos are showing pale green for track damage. (the Stuarts are used only for low hedgerows where possible).
  18. Ah; there it is, couldn't see the Forest for the Trees! At the bottom of the A.I. screen in the editor, set your 'Depart After' values back to zero and your A.I. opponent takes off like the proverbial scalded cat on the first turn.
  19. I'm testing a quick battle on a modified version of one of the included QB Maps (096 Meet Med Agricultural 096 - Gustav Line). On the original map I was on the objective by turn five and had ambushes set up for the Germans by turn nine. Contact was made on turn eleven, whereupon I wiped out the OPFOR. This definitely didn't feel right so I ran it again in the Scenario Author Test mode. It took the Axis nine turns to push off the departure line! No wonder I had so much room/time to maneuver. I then went to the editor to tweak the A.I. planning page. Nothing worked, it still takes nine turns for the Axis to get off it's butt. After four tries I switched to the German side so I could watch the Allies. They pushed off on turn one and proceeded more or less normally in whichever mode I had set on the A.I. editor page. Anyone else noticed something like this?
  20. O.K. BLSTK, I've been gritting my teeth waiting for someone to come up with that one. You win the 55gal. drum of Vegimite. And Childress; I'm testing this glitch with three different Quick Battles, the problem persists all across the board. Since in the process of all this I've uncovered another potential bug, I'm moving this thread over to Tech Support (per Phil's suggestion). Ta-Ta Y'all, see you on the flip side.
  21. P.S., What are the CMSF icons doing in this resource folder (they're also in the proper place in CMSF)?
  22. I'm assuming you mean these files. (crappy res. but it says I can't attach anything larger)
  23. Except that there are no mods on my end. The update patch (v2.01) installed with no problems and the game is running smoothly otherwise.
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