PhilM
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Everything posted by PhilM
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H2HH 2.9.0 Available - you need to update
PhilM replied to GreenAsJade's topic in Combat Mission Battle for Normandy
GaJ did say in his original post: If you don't update, you will cease to be able to use H2HH to chat with opponents who have updated. -
No download preorder only ?
PhilM replied to Marc Anton's topic in Combat Mission Battle for Normandy
I was just about to reply in a similar vein - but took the opportunity to read your wiki link, where I really did LOL when I read this: Their working methods are similar to that [sic: read those] of an actuary, Cannot think of any of the actuaries I've had dealings with over the years would like that comparison very much! Or not publicly, anyway ... Respectable bookmakers? Whatever next! Or is it more a comment on the actuaries? -
H2HH 2.9.0 Available - you need to update
PhilM replied to GreenAsJade's topic in Combat Mission Battle for Normandy
Apologies for answering when I'm not GaJ, but his first post in the thread included a new direct link which he asks to be used for both Mac and PC versions of 2.9. I've updated to Mac 2.9 from there, works fine. Hope this helps. -
Although the "browsing" process does work most times, have you tried renaming the folder so it is the same name as the game - or vice versa? The times when I did have problems like this was when they were named differently, although that IS supposed not to matter. Worth trying?
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If I read the OP correctly, it is this he was trying to do but got the error report shown in pic 3. I did have the same problem at odd times where the game and folder names were different, and corresponded with GAJ about it but we never managed to isolate a specific cause. Not happened now for a while though (fingers crossed!). What I did find worked at the time was to move the first file manually to the dropbox folder and THEN direct H2HH to find it. It seemed to work then linking up when the file was there, rather than it trying to move the first file to an empty dropbox folder. Hope this helps.
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Thanks for this Battlefront! Great idea to release it as a standalone .pdf, and better still in advance of the game!
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Hi Wodin: small world! I was born and raised in Liverpool. I left there to go to university (now a looong time ago!), but have never gone back there to live permanently. Having moved around a bit, I'm now in Lytham St Annes, peering at Southport across the Ribble Estuary: when one can see that far through the low cloud and rainstorms ... (Though the weather today is making a liar of me, brilliant day here.)
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If I ever knew about the Double Summer Time thing, I had completely forgotten it. The 4:35 am astronomical time certainly fits with the sun angle, and now makes that entirely credible. Excellent point. I live in the north of England in the UK: I think its latitude is slightly higher than yours. But my comment on the sun direction was based only on my completely unscientific inference from everyday observation here, and is not something I'd go the wire over. In fact, the weather here is notoriously cloudy and damp; we probably see the sun so infrequently it is just a surprise it appears at all ...
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Having followed this thread, I don't know if it has always been present and I have been subconsciously alerted to look for it, or it is genuinely the first time it has happened to me: but in loading a PBEM turn in a CMBN scenario (Huzzar!), I realised that I could see the sun glare through / on the black password request screen. All other map detail is hidden behind the black screen, but the sun glare alone is visible. Raised a link with me about the comments made here on when and how the sun glare effect is created in the order of the screen redraws? As an aside, the time is 06:35 on 7 August 1944; being neither a weather nor an astronomy grog, IMHO the sun is too far north of east (going by the compass-like thingy) and too low in the sky for that time and date ... And "tickery-do"? Surely "tickety-boo"?????
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AXIS - CMBN-Market Garden - BETA AAR
PhilM replied to Bil Hardenberger's topic in Combat Mission Battle for Normandy
My sentiments exactly! -
Playing by email problem!
PhilM replied to AttorneyAtWar's topic in Combat Mission Battle for Normandy
What poesel71 says above is correct as far as process goes - but I don't think that is the question you were asking? Assuming H2HH is working properly, it will have done the moving files for you. (You can always look in your Dropbox folder to check it is there if in any doubt.) But you are right that you need to wait for a turn back from your opponent: the first turn in a PBEM game is just setting passwords: subsequent turns will get you to the next steps. -
H2HH 2.6.2 - Mac Available
PhilM replied to GreenAsJade's topic in Combat Mission Battle for Normandy
GaJ, I'm pretty sure that this - your quote - didn't apply before: it certainly doesn't now! Thanks again. -
H2HH 2.6.2 - Mac Available
PhilM replied to GreenAsJade's topic in Combat Mission Battle for Normandy
GaJ, If I install 2.6.2 over 2.5.4 on my Mac do I need to delete 2.5.4 first? If not, does 2.6.2 find my current game data from that previous version, or by being run itself once installed? Hope the above make sense: I just feel like I want to know a bit more about what's going to happen when I click "go" ... Thanks for H2HH: it makes life a lot simpler! -
CM:BN Market Garden BETA AAR #2 - ALLIED
PhilM replied to Cpl Carrot's topic in Combat Mission Battle for Normandy
As someone who is fully patched, upgraded and be-moduled, and will anyway buy MG as soon as downloads are out, I ask only because I'm confused (!), and out of academic interest: but will this be actioned as part of a - free - patch, or as part of a - paid for - upgrade? As (arguably!) nothing was broken before and therefore not being fixed, but rather a game engine enhancement, this seems more like an upgrade? Is there any chance that something is hard-coded into the unit characteristics to take advantage of the engine change, and thus units from the MG module, or amendments to old units, are required before it will work? -
BATTLE DRILL - A CM Tactics Blog
PhilM replied to Bil Hardenberger's topic in Combat Mission Battle for Normandy
+1 from me -
Market Garden Urban Combat Improvements
PhilM replied to Dynaman216's topic in Combat Mission Battle for Normandy
After a five pound block of TNT ... Door? Was there a door? -
For me personally: 1. quicker updates with lo res screens: not SO bothered for this purpose about the pic quality; 2. Comments embedded within the screen: easier to link the text to the action on the screen. (Unless it is more time consuming for you to do that way? In which case beneath is fine.) And thanks for the AAR; I like your "whys" as well as your "whats" (if that makes sense!).
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CM:BN Market Garden BETA AAR #2 - ALLIED
PhilM replied to Cpl Carrot's topic in Combat Mission Battle for Normandy
Thanks for such an educational approach to the AAR; tho the last bit does sound like you might have been reading too much of c3k's AAR ... -
Looking for tester for Brit vs german AI scenario (Ciembienne)
PhilM replied to umlaut's topic in CM Normandy Maps and Mods
I have PM'd you with an offer to test if you still need someone. -
CM:BN Market Garden BETA AAR #2 - ALLIED
PhilM replied to Cpl Carrot's topic in Combat Mission Battle for Normandy
OK, thanks for the update. -
CM:BN Market Garden BETA AAR #2 - ALLIED
PhilM replied to Cpl Carrot's topic in Combat Mission Battle for Normandy
Apologies if this is a dumb question, but I cannot see a thread from the Axis side? Should there / will there be one? -
CM:BN Market Garden BETA AAR #2 - ALLIED
PhilM replied to Cpl Carrot's topic in Combat Mission Battle for Normandy
Please can whoever has the means to do so make this a sticky, like the other AARs?? -
Does the half track in the foreground of the screenshot have a radio? If so, is the spotter close enough to it to be deemed to be using that?
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Are you already including plotting - hypothetical - movement waypoints for the AFV / gun in question to the action square(s) you are interested in, setting a facing there and then (with the waypoint active) checking LOF with the target command from there? AFAIU, the results one gets are specific to the height, status etc of the vehicle (and to the stance - prone, kneeling, etc - of foot units?) involved? Though it is tedious to drag that created waypoint around to check the LOS/LOF from multiple locations! Makes me wish for ... but that's another thread I guess.