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ZPB II

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Everything posted by ZPB II

  1. But is it really cheaper? Laptop components tend to break down so easily compared to desktop ones. Now, someone cynical might suggest that this kind of controlled obsolescence is intended and that manufacturers aren't really all that concerned about engineering ways to manage heat with laptops. People seem to be accustomed to the idea that when you buy a laptop it will crap out just after warranty ends and then it's time to buy a new one. It's not like people seem to mind that Apple shafts them by integrating the battery into the device forcing you to replace the entire device when the battery life cycle ends.
  2. I did report it on as a bug, whether it is that or working as intended I do not know.
  3. I did some testing and this seems to happen when you link certain bridges to (I'm guessing here) "unsupported" road types. The Stone 24 bridge is too narrow to properly work with the paved roads so you get that effect, if you use Stone 24 W (I assume it stands for Wide) with paved roads it anchors properly, similar stuff happens when using a Railroad bridge and linking it to a road, or using the footbridge and anchoring it to a road.
  4. Scientists say that in 13 years the Space Lobsters will have reached Earth, so no more CM releases after that point. You might be able to persevere in a undermountain bunker somewhere, but good luck contacting the DRM server.
  5. It feels great and a lot more realistic, the dynamic of the game has improved a lot. Tanks are a lot more vulnerable, their spotting seems to have been reduced greatly and losing the optics will effectively render them blind. It is a lot easier to pull off infantry close assaults against tanks stripped of their infantry screens. AT weapons fired from buildings work nicely and is just as great a feature as I expected it to be. Effects vary depending on the building, size of the room and weapon type. Expect injured, suppressed and occasionally routing troops fleeing the building. Especially if it's a Panzerschreck fired in a very small space.
  6. I took the mod out, restarted the game with no mods and then put it back in and now the levels are at what I think is normal. The level was so low that when I had the camera right next to a moving tank I could barely hear it moving while all other sounds were fine. Really strange but now it's working.
  7. Hhmm, this is really strange. Doing an ear comparison between the idle wav and the movement wav the difference is extremely audible as in that picture... But what I hear ingame is completely different, I'd guess the movement loop is played ~6db quieter than the idle loop. I just played with vanilla sounds and the relative levels there are fine. I'm really puzzled at what the game is doing to these loops. I'm playing on an low-end system but when I run out of memory in Cubase the sound either stops completely or starts to chop. The level never gets pulled down. I'm wondering how to record what I hear ingame since FRAPs doesn't work all that well on my poor old computer.
  8. I'm using Sennheiser HD650 headphones. There's a remarkable difference between listening to the wavs and how it plays out ingame, when playing the wav the tank movement sound is loud and beefy, the low end is present. But when I'm playing the vehicle movement sounds really thin and quiet, nowhere near how it probably should sound compared to all the other relative levels. I'm running this mod on a beta version, so it may affect it somehow, although unlikely...I will take the mod off and see if vehicle movement sounds in general are somehow muted in this build.
  9. In the middle of playing a battle with this mod on and I have to say it's really immersive. I have a minor complaint about vehicle movement sounds being really quiet. The idle sound is louder than the movement sounds and infantry running over pavement is really loud when compared to a tank moving. You don't have to move the camera very far for a moving tank to sound like a whisper. It's a careful balance, since it's really annoying if vehicle movement sounds become a drone that drowns out all other sounds, but right now I think they are too quiet.
  10. I had wondered why the MG42 sounded so strange in V3 compared to V2.
  11. Was listening to them with WMP so that explains it. Good to hear they work ingame. I love the dramatic & haunting music in the main menu...It really sets the mood. The tank track sound comes in a bit abrubtly at 1:25 though. Did you make it yourself?
  12. Sounds great, thanks. I'm unable to open a lot of the sounds in Windows: Mortar 81 0, scream 11, scream 17, scream 18 to name a few but there were quite a few more. Don't know what is causing this but I'm wondering if they still work ingame.
  13. Well silly me, I always thought it was more girlish than not behaviour to engage in tantrums laced with hyperbole. Reading between the lines regarding the responses to the OP it looks like the underlying message is "you need to calm down so we can talk" which is what a man tells a hysterical woman.
  14. Install a good sound mod and your problem goes away. Because the sounds use different files, it is possible to change them.
  15. Keen eyes. Thanks for bringing this up, reporting it on.
  16. Time does fly...I was 13 when I first played Combat Mission and had no idea what being jaded and cynical meant. Now I know. Thanks BFC.
  17. Toi linkkaamas alotuspostaus ja sitä seuraavat viestit oli kirjotettu sen verran vittuilevaan, rölläävään ja lapselliseen sävyyn etten yhtään ihmettele sen saamaa vastaanottoa. Kiukuttelu ja asiallinen palaute on kaks hyvin erilaista asiaa.
  18. I'd say it's at the bottom of the bag of tricks, but it will likely work better now than it might have before. Rifles and SMGs are a bit wasteful, but MMGs, HMGs and such might be of use. I had the AI mess up my King Tiger's optics with a .50 cal team that the tank couldn't spot. AA guns definitely do the job. :cool:
  19. I think this might be a viable tactic in 2.10+ with the nerfed, more realistic tank spotting. (tanks being mostly blind like they should be) In earlier versions, opening up with small caliber fire on a tank would result in the tank spotting your infantry and blasting them away. AA weapons are extremely devastating to optics and they are cheap in quick battles...A burst or two from a 12.7mm/15mm/20mm/37mm flak will make most AFVs oblivious to what's happening around them. US AA halftracks are in the 80-90 point range and the Germans can get a Quad 20mm on a truck bed for 50 points! Gamey quick battle bargains against tanks. Just remember to shoot and scoot.
  20. In the Road To Nijmegen Guards missions I had a sandbagged 88mm Flak that took an absurd amount of punishment (dozens and then dozens of 75mm HE, several artillery & Typhoon strikes and too many MG belts to count) to take out, but all the 75mm Paks and other Flaks were taken out rather easily. I've been doing some testing against different sandbagged guns and they are routinely taken out. Trying to replicate conditions for the near-invincible gun is hard.
  21. I would guess that this is actually the only way to reload the guns and the bug would be that the crew does not do it automatically. The guns look like they're situated so high that in order to reload them, someone must rise up from the somewhat protected crew compartment. For example in CMSF the remote weapons stations on Strykers had to be reloaded in such an exposed fashion.
  22. It's bugged, but until it gets fixed you can work around it by unbuttoning the vehicle so the crewman pops up to reload the guns.
  23. I think the only chance a US 76mm has is hitting the bow machine gun mount. It won't go through the front armour plates, not sure about the sides.
  24. This is mentioned in the campaign briefing, if you lose in a row you are given easier versions of missions, which have 3 hour time limits.
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