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Ultradave

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Everything posted by Ultradave

  1. There are supposed to be 131 Fire and Rubble quick battle maps, I believe, last I heard. Dave
  2. Nice. Ours was military unit competition. No modifications allowed beyond giving it an extra good cleaning with standard cleaning kits. These were our issue .45s. Lots of fun, plenty of unit to unit trash talk and bragging rights. Dave
  3. In practical military use, if I had to use my pistol I'm not worried about 50m accuracy. I've used both and did pistol competition when I was in the Army with .45s. We had a chance to use the High Power quite a bit on exchange with the Canadian Parachute Regiment. I liked the HP a lot, and the extra rounds are nice. But the advantage of the .45 is that if I hit someone, he's likely going down. That may or may not be the case with the 9mm HP, where it might take a couple shots. Biggest challenge in learning how to shoot a 1911 well, is to not fight/anticipate the recoil. Again, that's less of an issue in practical use where it's more likely to be used something like room to room, not out in the open. Dave
  4. Yes, first being sure that you save any saved games and the mod folder if you have one. The new installer includes original RT + FR and the patch that all the other games already got. Dave
  5. Ok. Doesn’t happen on my installation so maybe it’s OS version specific. in any case this is not an issue. It’s just an extra alias and it’s not doing anything other than pointing to what it says it’s pointing to. sorry for the confusion but my advice for now is to just ignore the fact it exists. Dave
  6. There are two issues with Big Sur that aren't corrected yet. One is the activation window is a mess graphically but you can get it to work. The second is that the blue progress bars to load a scenario and when you press the turn button and get the turn calculation progress bar do not work at all. For the first you get a frozen black screen, and the second, the game appears to be frozen however it is calculating and the minute clock will suddenly start running. Both of these have a bug report showing in detail but they aren't fixed yet. Dave
  7. There are two issues with Big Sur that aren't corrected yet. One is the activation window is a mess graphically but you can get it to work. The second is that the blue progress bars to load a scenario and when you press the turn button and get the turn calculation progress bar do not work at all. For the first you get a frozen black screen, and the second, the game appears to be frozen however it is calculating and the minute clock will suddenly start running. Both of these have a bug report showing in detail but they aren't fixed yet. Dave
  8. There are two issues with Big Sur that aren't corrected yet. One is the activation window is a mess graphically but you can get it to work. The second is that the blue progress bars to load a scenario and when you press the turn button and get the turn calculation progress bar do not work at all. For the first you get a frozen black screen, and the second, the game appears to be frozen however it is calculating and the minute clock will suddenly start running. Both of these have a bug report showing in detail but they aren't fixed yet. Dave
  9. As a general comment, before reporting something as a possible bug, remove ALL your mods, every one. Move them somewhere safe like the desktop, then check what you saw again. There is no testing on new modules done with any mods installed at all, so there is no guarantee that any existing mods will still work. They may, and many do, but they might not. Dave
  10. Nice. really cool looking at where I lived. (Pennington, just west of Ulverston to the SW of Windermere). In fact, the house is shown (Church Stile House), just below - south of St. Michael's Church in Pennington). We did a lot of local walking there just to the NW around the 2 reservoirs and Bank House Moor. Great memories. Stunning scenery around the Lakes District.
  11. We lived in the northwest, just on the south edge of the Lakes District. Every stone wall, every footpath, many of which we made good use of. We used one scale for walking, one for biking. I have quite a collection. Besides being useful I think they are pretty much works of art (I love maps - can you tell?)
  12. We had them in 1/17 Cav. What we need is an animation of a M551 LAPES to bring them into the game. Dave
  13. Right. Exactly what I described. That's the kind of thing we trained for. Along with of course, intervening in the Middle East, or Central America (rebels in El Salvador, for example), rescuing hostages, evacuating US civilians from some hot spot or potential hot spot (El Salvador again comes to mind in 1981). We pretty much had to be ready for any eventuality, without any notice at all. "Wheels up in 8 hours, come as you are" Turns out the "intervention" we did in the Middle East was peacekeeping duty in the Sinai following the Camp David Accords. Norway was definitely another possibility both for the 101st and 82d, not to mention the 10th MTN and the 9th ID (just covered the XVIII Abn Corps - except for the 24th ID). Norway is a prime location for the use of light infantry, assuming that like most WW3 potential stories, Norway is invaded by the USSR. Just need to provide enough choppers for mobility. And air cover to keep from having them all shot down. 101st has lots. The rest do have a complement of choppers but they'd need to be augmented to move around. That's a bit beyond the scope of CM, however, it could be simulated as lifts arriving at periodic intervals while the LZ is secured, similar to how the paratroopers arrive in Road to Nijmegan campaign in BN. (this applies to wherever they might be deployed - kind of getting ideas for some potential scenarios here while thinking back to real life, but it's going to be a while). Dave
  14. Of course, you could write the "history" of what happens in the BNCW world to be anything you want, within reason. The very general mission was drop in, seize a key airfield/airport somewhere in the world, and hang on until there were enough armor/mech units airlifted in to maintain. Was that realistic? Dunno. Probably depends a lot on where in the world that airfield was. We sure practiced it a lot. We also trained for the AAAD (Airborne Anti Armor Defense). Which was a fancy way to say - come up with a plausible defense and enough light portable AT weapons to greatly attrit an attacking armored unit. Could be a place in the NATO line, could be a forward deployment to stop a reinforcing unit, while NATO forces counterattack to link up. Now that last one has possibilities for CW. Rush to the aid of the beleaguered paratroopers. "We're paratrooper son. We're supposed to be surrounded" Dave
  15. Things worked out. Sometimes the beta testers find ways to break the FC. sometimes not
  16. A number of the scenario designers have found resources of period topo maps that have been used to created some scenarios. I don't have those links but they are out there. I believe there is a German resource that covers not only Germany but areas where the WW2 German Army was. The detail is good, and they can be used as overlays to create terrain. They were similar to the UK Ordnance Survey maps (my favorites, lived in the UK and they are amazing map sets), just not as good resolution of the images due to age/repro technique. If you post a request for help, one of the beta testers who does a lot of scenario work might see it and post the links. Offhand I can't remember who it was. If I run across it I'll ask. Dave
  17. Well, I just checked the FR beta and this DOES NOT happen there, so whatever is going on it's been coded out. So if you get FR it will not happen anymore it appears and if you aren't getting FR, there will still be an engine upgrade patch to apply and that should make it disappear. Dave
  18. I did a bunch of experimenting and did not find a way to get rid of the extra Game Files alias inside the Game Files directory. No matter what, it keeps getting regenerated eventually. The only advice I can give then is just ignore it. It's just an alias, not actual recursive directories, so it's not hurting anything or taking up space, other than the few K of itself. I looked at BN and FI and they don't have the same thing happening, so it's not a Big Sur issue (I'm on Big Sur). I'll mention it after we get through pushing through FR and CW. It's not something that's going to get time spent on it right now. Dave
  19. This is definitely true. And if it’s snow you want I can recommend one scenario that will fulfill your wish. I don’t even need to name it. You’ll figure it out from the title.
  20. By asking me, he asked on our beta board about this. And I’m the Mac guy who usually tries to figure out the weird stuff Many many years of experience going back to the Apple II.
  21. He’s working on it by asking me If you delete the Game Files alias from the Game Files folder it comes back when you restart the game? That’s odd. I’ll look at this more tomorrow. Dave
  22. There's an alias to the Game Files folder at the main directory ( where the .app is ). There's also the same alias INSIDE the Game Files folder. What you are seeing is not duplicate folders. The Game Files alias that is inside the Game Files folder is pointing back to itself. So when you click on it it APPEARS that you go deeper into another set of game files (looks like that in column view anyway) but it's just showing you the same thing again.... and again... and again. Delete that one inside the Game Files folder and leave the one in the main directory and you're all set. Dave
  23. No. No one suggested that. I can just see that it's there with the trees on. On or off, that trench is "visible." It appears to be in the open beyond a line of trees that are next to the road. You can just see the bottom of the sandbags next to the edge of the building. Perhaps that indicates intel already received, or possibly another unit with eyes on it (obviously can't tell that since all we can see is your sniper eye view).
  24. A variation on the old axiom "Tracers work both ways" Dave
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