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Ultradave

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  1. Upvote
    Ultradave got a reaction from General Liederkranz in New "02" patches for Game Engine 4 are now available   
    Ok, I've been able to duplicate this and posted on the beta forums to have someone (or two or three) double check me. Also a couple thoughts on the specific situations that are happening (I'll hold that for now until I'm sure or someone confirms what I think I'm seeing). 
  2. Upvote
    Ultradave got a reaction from AlexUK in New "02" patches for Game Engine 4 are now available   
    Interesting. I replayed your saved turns and see the fleeing toward the enemy behavior.
    I started my own Scottish Corridor campaign 5 times and did not get this behavior. So far the only German soldier I've found in that part of the map ran backwards from the hedgerow when fired at.  There were not the 4 or 5 guys that are in your save - no idea if there are different German setups for the scenario and we randomly got different ones. That's why I ran it 5 times and seemed to see the same setup each time. The campaigns weren't changed in the updates/patches.  I'll post this in the beta testing and see what happens with someone else.
    One other point. I'm on a Mac. I don't *think* that would make a difference but there are both Mac and PC testers.
    [edit] there WAS quite a bit of testing and there was a concentration on exactly this type of situation and it appeared to be fixed. I ran a dozen scenarios just in BN alone and did not see this, so I'm not sure what happened here.
    Dave
  3. Upvote
    Ultradave got a reaction from IICptMillerII in Kinda frustrated   
    Second this. Great small sized scenario to play from the Russian side and you have plenty to accomplish the mission as long as you aren't (too) reckless.
  4. Upvote
    Ultradave reacted to Bozowans in Kinda frustrated   
    The main single-player campaigns for Red Thunder have a lot of really huge battles and it can definitely be pretty overwhelming. It's better to play some of the smaller single scenarios first, but once you get to playing the campaigns, you might want to play the Russian one first. The German campaign follows a huge mechanized force and you have dozens of tanks and halftracks packed with troops to deal with. I found it pretty overwhelming to deal with such a huge number of vehicles plus every infantry squad having its own carrier.
    At least with the Russians, you have mostly infantry and can just move everyone forward in large groups. You don't even have to worry about casualties that much. You just drop down a giant artillery barrage and then start throwing waves of men at the enemy. Remember that you can double click on units to select their entire formation and move them all at once. So if you double click a company HQ, you will select the entire company and you can move everyone together with the same command. That can help quite a bit.
  5. Like
    Ultradave reacted to Sgt.Squarehead in Bug reporting?   
    We don't normally agree on much, but you hit the nail right on the head here, fella! 
  6. Like
    Ultradave reacted to Thewood1 in Bug reporting?   
    Here is exactly the issue, no one reads the threads, even the ones they start.  UltraDave already answered that.
  7. Upvote
    Ultradave got a reaction from General Jack Ripper in Bug reporting?   
    Yes. If  you post something that clearly sounds like a bug in the title, beta testers will key in on it. If you can add a saved game file that reproduces it that's ideal. That's not always possible, I know. Or some good screenshots. If it's something like TO&E that's incorrect, just a detailed description is probably enough.
    The beta testers do have an application to submit and track bugs. So fire away if you've got something.
  8. Like
    Ultradave reacted to Seedorf81 in Time for some bones.   
    He probably meant: CLOSE THIS THREAD, DAM# IT! I JUST WON'T PROVIDE SCREENIES FOR ANOTHER SIX MONTHS.
  9. Like
    Ultradave reacted to Wicky in Update on Engine 4 patches   
    Beware the IEDs of March....
  10. Like
    Ultradave reacted to Michael Emrys in A-10?????   
    I wish I still had them. All in all, they were the most fun I ever had with a joystick.
    Michael
  11. Like
    Ultradave got a reaction from A Canadian Cat in Just bought, won't work, "Assertion Error"   
    That makes sense. That is how it's supposed to work. Glad you got it up and running!!
  12. Upvote
    Ultradave got a reaction from MOS:96B2P in Just bought, won't work, "Assertion Error"   
    Thanks. The old one was my unit - 2/321 FA (Abn).  Of course from the crest that's hard to tell what it is, except to me. This is more obvious. 🙂
  13. Like
    Ultradave reacted to MOS:96B2P in Just bought, won't work, "Assertion Error"   
    @Ultradave  I like your new avatar.  +1  AIRBORNE!!!
  14. Upvote
    Ultradave got a reaction from MOS:96B2P in Just bought, won't work, "Assertion Error"   
    That makes sense. That is how it's supposed to work. Glad you got it up and running!!
  15. Like
    Ultradave got a reaction from Sgt.Squarehead in Broken tacAI   
    Thanks for this. This helps a lot. I ran your saved game using my FB 2.0 installation and saw the same behavior you did, just slightly different end results but pretty much the team running around panicked.
    Then I loaded it in the patched beta version of FB and the behavior was markedly improved. In fact, I'd say, exactly what you would want. The team stopped at that row of bushes (not really a hedgerow), either kneeling or prone, took a couple shots at an enemy soldier in the stone courtyard in front of them, who then appeared to run off, then took a couple rifle shots at a Sherman that suddenly appeared far off through the trees - presumably to make it button up. Then they hunkered down. All four guys in the same place, no running in circles, screaming and shouting. Proper behavior.
    That should cut through the remainder of the above discussion.
  16. Upvote
    Ultradave got a reaction from IICptMillerII in Broken tacAI   
    Thanks for this. This helps a lot. I ran your saved game using my FB 2.0 installation and saw the same behavior you did, just slightly different end results but pretty much the team running around panicked.
    Then I loaded it in the patched beta version of FB and the behavior was markedly improved. In fact, I'd say, exactly what you would want. The team stopped at that row of bushes (not really a hedgerow), either kneeling or prone, took a couple shots at an enemy soldier in the stone courtyard in front of them, who then appeared to run off, then took a couple rifle shots at a Sherman that suddenly appeared far off through the trees - presumably to make it button up. Then they hunkered down. All four guys in the same place, no running in circles, screaming and shouting. Proper behavior.
    That should cut through the remainder of the above discussion.
  17. Like
    Ultradave got a reaction from RockinHarry in Broken tacAI   
    Thanks for this. This helps a lot. I ran your saved game using my FB 2.0 installation and saw the same behavior you did, just slightly different end results but pretty much the team running around panicked.
    Then I loaded it in the patched beta version of FB and the behavior was markedly improved. In fact, I'd say, exactly what you would want. The team stopped at that row of bushes (not really a hedgerow), either kneeling or prone, took a couple shots at an enemy soldier in the stone courtyard in front of them, who then appeared to run off, then took a couple rifle shots at a Sherman that suddenly appeared far off through the trees - presumably to make it button up. Then they hunkered down. All four guys in the same place, no running in circles, screaming and shouting. Proper behavior.
    That should cut through the remainder of the above discussion.
  18. Upvote
    Ultradave got a reaction from AlexUK in Broken tacAI   
    Thanks for this. This helps a lot. I ran your saved game using my FB 2.0 installation and saw the same behavior you did, just slightly different end results but pretty much the team running around panicked.
    Then I loaded it in the patched beta version of FB and the behavior was markedly improved. In fact, I'd say, exactly what you would want. The team stopped at that row of bushes (not really a hedgerow), either kneeling or prone, took a couple shots at an enemy soldier in the stone courtyard in front of them, who then appeared to run off, then took a couple rifle shots at a Sherman that suddenly appeared far off through the trees - presumably to make it button up. Then they hunkered down. All four guys in the same place, no running in circles, screaming and shouting. Proper behavior.
    That should cut through the remainder of the above discussion.
  19. Like
    Ultradave got a reaction from George MC in Broken tacAI   
    Thanks for this. This helps a lot. I ran your saved game using my FB 2.0 installation and saw the same behavior you did, just slightly different end results but pretty much the team running around panicked.
    Then I loaded it in the patched beta version of FB and the behavior was markedly improved. In fact, I'd say, exactly what you would want. The team stopped at that row of bushes (not really a hedgerow), either kneeling or prone, took a couple shots at an enemy soldier in the stone courtyard in front of them, who then appeared to run off, then took a couple rifle shots at a Sherman that suddenly appeared far off through the trees - presumably to make it button up. Then they hunkered down. All four guys in the same place, no running in circles, screaming and shouting. Proper behavior.
    That should cut through the remainder of the above discussion.
  20. Like
    Ultradave got a reaction from Bulletpoint in Broken tacAI   
    Thanks for this. This helps a lot. I ran your saved game using my FB 2.0 installation and saw the same behavior you did, just slightly different end results but pretty much the team running around panicked.
    Then I loaded it in the patched beta version of FB and the behavior was markedly improved. In fact, I'd say, exactly what you would want. The team stopped at that row of bushes (not really a hedgerow), either kneeling or prone, took a couple shots at an enemy soldier in the stone courtyard in front of them, who then appeared to run off, then took a couple rifle shots at a Sherman that suddenly appeared far off through the trees - presumably to make it button up. Then they hunkered down. All four guys in the same place, no running in circles, screaming and shouting. Proper behavior.
    That should cut through the remainder of the above discussion.
  21. Like
    Ultradave got a reaction from Vergeltungswaffe in finally back   
    Maybe I'm wrong, but this doesn't seem like something you'd want to admit in a public forum.
  22. Upvote
    Ultradave got a reaction from c3k in A Plea to Developers   
    Doesn't need to be present day with all the cool toys either. I was an artillery officer, before the days of GPS and digital anything, so my experience is actually much closer to WW2 and Korean War techniques than present day. We would call fire on grid coordinates that were not observable. You can calculate firing data to anywhere. Look at the map, hear some vehicle noises and conclude they MUST be coming down that road that's behind the treeline. Of course, both in CM and real life, you could be way off, but it takes no longer to compute firing data to an unobserved point than to an observed target. Either way, the FO is passing grid coordinates. The difference is that unobserved, you FFE immediately. No adjustments possible. Another example would be looking at the map and making an educated guess as to where their mortars are set up, like at the edge of a far treeline. Linear FFE on the treeline.
    Now normally on offense or defense you would have recalculated TRPs, and then could call shift missions off of those, and you can do that in game. Not too many scenarios give you TRPs, but in QB they are certainly available to purchase.
    So there's my FA perspective, from someone who was a FIST Chief, Battery Fire Direction Officer, Brigade Fire Support Officer, FA Battalion Asst S-3 (S-3 is operations), and Battalion Fire Direction Officer. I've called for, planned, calculated a whole lot of explosions  (this pedigree is for the guy in the other thread who seems to be under the impression that BF had never talked to a military or former military person 🙂  )
  23. Upvote
    Ultradave got a reaction from DMS in A Plea to Developers   
    Doesn't need to be present day with all the cool toys either. I was an artillery officer, before the days of GPS and digital anything, so my experience is actually much closer to WW2 and Korean War techniques than present day. We would call fire on grid coordinates that were not observable. You can calculate firing data to anywhere. Look at the map, hear some vehicle noises and conclude they MUST be coming down that road that's behind the treeline. Of course, both in CM and real life, you could be way off, but it takes no longer to compute firing data to an unobserved point than to an observed target. Either way, the FO is passing grid coordinates. The difference is that unobserved, you FFE immediately. No adjustments possible. Another example would be looking at the map and making an educated guess as to where their mortars are set up, like at the edge of a far treeline. Linear FFE on the treeline.
    Now normally on offense or defense you would have recalculated TRPs, and then could call shift missions off of those, and you can do that in game. Not too many scenarios give you TRPs, but in QB they are certainly available to purchase.
    So there's my FA perspective, from someone who was a FIST Chief, Battery Fire Direction Officer, Brigade Fire Support Officer, FA Battalion Asst S-3 (S-3 is operations), and Battalion Fire Direction Officer. I've called for, planned, calculated a whole lot of explosions  (this pedigree is for the guy in the other thread who seems to be under the impression that BF had never talked to a military or former military person 🙂  )
  24. Upvote
    Ultradave got a reaction from LukeFF in A Plea to Developers   
    Doesn't need to be present day with all the cool toys either. I was an artillery officer, before the days of GPS and digital anything, so my experience is actually much closer to WW2 and Korean War techniques than present day. We would call fire on grid coordinates that were not observable. You can calculate firing data to anywhere. Look at the map, hear some vehicle noises and conclude they MUST be coming down that road that's behind the treeline. Of course, both in CM and real life, you could be way off, but it takes no longer to compute firing data to an unobserved point than to an observed target. Either way, the FO is passing grid coordinates. The difference is that unobserved, you FFE immediately. No adjustments possible. Another example would be looking at the map and making an educated guess as to where their mortars are set up, like at the edge of a far treeline. Linear FFE on the treeline.
    Now normally on offense or defense you would have recalculated TRPs, and then could call shift missions off of those, and you can do that in game. Not too many scenarios give you TRPs, but in QB they are certainly available to purchase.
    So there's my FA perspective, from someone who was a FIST Chief, Battery Fire Direction Officer, Brigade Fire Support Officer, FA Battalion Asst S-3 (S-3 is operations), and Battalion Fire Direction Officer. I've called for, planned, calculated a whole lot of explosions  (this pedigree is for the guy in the other thread who seems to be under the impression that BF had never talked to a military or former military person 🙂  )
  25. Upvote
    Ultradave got a reaction from HerrTom in A Plea to Developers   
    Doesn't need to be present day with all the cool toys either. I was an artillery officer, before the days of GPS and digital anything, so my experience is actually much closer to WW2 and Korean War techniques than present day. We would call fire on grid coordinates that were not observable. You can calculate firing data to anywhere. Look at the map, hear some vehicle noises and conclude they MUST be coming down that road that's behind the treeline. Of course, both in CM and real life, you could be way off, but it takes no longer to compute firing data to an unobserved point than to an observed target. Either way, the FO is passing grid coordinates. The difference is that unobserved, you FFE immediately. No adjustments possible. Another example would be looking at the map and making an educated guess as to where their mortars are set up, like at the edge of a far treeline. Linear FFE on the treeline.
    Now normally on offense or defense you would have recalculated TRPs, and then could call shift missions off of those, and you can do that in game. Not too many scenarios give you TRPs, but in QB they are certainly available to purchase.
    So there's my FA perspective, from someone who was a FIST Chief, Battery Fire Direction Officer, Brigade Fire Support Officer, FA Battalion Asst S-3 (S-3 is operations), and Battalion Fire Direction Officer. I've called for, planned, calculated a whole lot of explosions  (this pedigree is for the guy in the other thread who seems to be under the impression that BF had never talked to a military or former military person 🙂  )
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