Jump to content

PhilM

Members
  • Posts

    651
  • Joined

  • Last visited

Everything posted by PhilM

  1. You'd be excellent as a highly paid consultant: asked to come up with one solution, you suggest three things we already know ...
  2. Using actual trajectories from weapon to target - and which aspect of the target is hit - is in the game AFAIK. But does this also apply to the extent of *internally*, within vehicles? I know that we can see a representation of the internal structure and equipment: but are the internals - and the trajectories - modelled so precisely that it is determined if a round actually hits, say, the radio? I thought, apart from determining if a round was or wasn't an "in and out" and emerges the other side of the initial target vehicle, the internals were all (?) abstracted ... Is it not beyond the game at the moment to assess what happens to the (deflected?) path of every shell and fragment once the round has gone through some sort of armour layer? And then to know the internal location of all of the systems which can be damaged. Not to mention the crew and passengers: where exactly were they when the round entered? I would like to think it's true, but it seems a stretch ...
  3. Cannot now remember where I saw / read this, but worked for me (on a Mac) ... Unlike CMBN, CMFI and CMSF - which were all installed by default inside named folders under Apps - my initial install of CMRT "just" had the .app package in Applications, no enclosing folder ... Before applying the v1.03 patch, following the advice I saw I created a "CM Red Thunder" (ie exact same name as the .app package) folder under Applications, and then put the CM Red Thunder.app package in there. Then running the patch, it finds and correctly updates the base game in its new, "in folder" location ... (Think it may have something to do with meeting Apple install routine practices ... but not certain!) Hope this helps.
  4. Only because I'm curious, I'm asking - respectfully! - are you sure? If you want to use them, sure: but the OP is saying that he doesn't have CW or MG, but those modules' .brz files are now present, presumably from the new master installer putting everything there whether you've bought it or not. But if you don't own, and therefore cannot try to use, the CW or MG modules and their content, why does the game need those .brz files present? (At least, until the new arrangements are active to utilise them so that your opponent can use his content that you don't have ...) Before the master installer, if you hadn't bought MG, say, then the mg.brz files wouldn't be there?? Just thinking out loud ...
  5. The vid does look very nice, but this (above) was my reaction too. Whenever I use Carriers and they come under fire - I try not to let them! - they have all of the protection for their inhabitants of tissue paper. Here, the carriers and their inhabitants seem to clear out successive sets of foxholes without taking any (?) casualties themselves. I began to think that there must be an enemy AI setting of "Dummy" that I've been missing all this time ...
  6. Yeah ... but you already posted that last month, and the month before that, and ...
  7. To expand on target briefly from Pak40 ... as with Pause, which you can increment in 5 second steps by repeated pressing of the P key, you can now do the same with Target Briefly (J key by default), in steps of 15 seconds; so for you purpose you could set either 15 or 30 seconds? You can also use a combination of movement, pause, and fire orders ... set a waypoint a short distance forward which has LOS to the area you want to fire at, issue a (say) 30 second pause order and a target order from that waypoint, then issue a reverse order (usually best!) to move back out of LOS of the target area ... the tank rolls forward, fires for the duration of the pause order from the waypoint, then reverses out of the fire location. (Make sure it doesn't turn around to move!) Or some combination of the above as suits the circumstances you have.
  8. Plus 1 from me! Even though it is yet more evidence that I should get out more, this counts as a very exciting Christmas bone for me ...
  9. You are using CMH; are you also using DropBox to swap files? If so, you can check who you are sharing the dropbox with ... or at least, their email address anyway. Would that ring any bells for you? You could email them ...
  10. Unless - my bold bit above - you use GaJ's CMH (CombatMissionHelper): once set up, which doesn't take long, all of the outward movements to, and inward movements from, dropbox folders are done automatically ... all you have to do is open up the game and play the turns And, you can open up the (correct) game by just right clicking on the battle name in CMH ... CMH makes playing PBEM CMH sooooo much easier!
  11. I don't know whether what snarre is saying is correct or not, but my translation: "you have three options: ATGs with half tracks, ATGs with trucks, or ATGs without towing vehicles. Only the HT-towed version is bugged, and causes the ATG to be missing on the battlefield" ... :cool: *edit* Ninja'd by Raptorx7!
  12. No problem ... sorry if it seemed a bit sniffy to correct you, but given the OP's problem with mods working or not, and the order they are loaded in being material to that, I thought it was worth making the point more precisely, just in case the load order of them was an issue for the OP ... The same point would apply re named subfolders within "z" that others have mentioned (and I use too): if by any chance you have two mods for the same original file, but in different subfolders within "z", then the same "last in" principle applies ... the one that would be used would depend on the names, and thus the order of reading, of the subfolders ... and one you think is active may actually be being replaced by a later-named subfolder version of a mod for the same file.
  13. I think this - my bold bit of your post - is the wrong way around ... the programme uses the LAST version of a file it is instructed to load, this superseding those before it ... So, the idea of mods in a "z" folder is it gets to those last, and anything in there replaces any file of the same name in the "stock" folders which it would otherwise use ...
  14. Erm ... like to tell me what was was wrong (my bold bit of your post) with my list, given directly to OP as the second post in the thread? (FWIW, when he asked "In which order do I have to install these?", I took it as a reference to all of the files he'd listed, not just the patches. And, given that he has all of the files, and installing all of the patches in order will not create a problem whilst leaving one out that is required will do so, still seems safer to use them all in the light of the uncertainty about needing some of them or not ...)
  15. It is possible to omit some of the patches: but as I'm not absolutely certain which ones, I suggest it is better to install them all and avoid any risk. The order is: Normandy set up patch v1.10 CW module patch v1.11 update v2.00 patch v2.01 MG module patch v 2.11 patch v2.12 upgrade v3.0 VP and patch v3.10 patch v3.11 Hope this helps!
  16. Is this (my bold bit) because the re-load involves "breaking" (like a shotgun) the weapon *outside* the turret - not breech-loaded inside the turret - and the loader/bow MGer popping up out of his hull top hatch to do the re-loading? If so, not surprising it is a vulnerable position if there are any unsurpressed defenders around ... Not managed to play with one in game yet; but even if this process is not represented visually, perhaps the crewman protection levels are decreased (equivalent to being outside the tank) during the reload process??
  17. Hmmm ... I did ponder "disguising" the key as I was posting, and thought - probably wrongly! - "Nah, not necessary ... because (like with a CD and key on the case???) my key will work only with my copy of the game ..." i.e. you get a specific download link that gets you a copy of the file which is linked via an inserted line of code to the key you also get? Or is that not the case, and anyone can use my key to unlock any copy of the game file?? In which case ... doh!
  18. At the risk of overdoing this, another advantage of the file is that - if, like me, you get everything that comes out, in the order it is published, and store the key details in that order - you have a ready-made reinstall guide, by just working through the stored zip files or disks in the same order and steps as you have keys for ...
  19. Don't know if you'd find it useful, but my method of storing these things is to copy and paste into an ongoing text file - saved in an easy to find location - the details from the email that arrives from BF at the time of purchase; I have a series of entries like this: CMBN_v310_Pack_Installer.pkg License key: [removed] (note: all 0 are zero's) It labels what the key is for (!), and you can easily select the key itself and copy and paste it from the text file into the game activation screen, and you don't need to log into your account to retrieve them ...
  20. The earlier replies have got you covered, but just to confirm from the Mac angle: - the (re)activation of the modules is a once-only event, so you do that either for v3.1 & the VP or for v3.11, but not both: so with the VP, no steps 7 - 10; - yes on the location of the documents folder, that's where you'll find - and will need to use - the activation link to be able to do steps 3-5, after you do step 2 in the initial instal window that opens.
  21. Can no longer edit (?) the original post, so just for clarity the above amended version (bold) is what I should have said ...!
  22. At the risk of asking a question to which I don't understand the answer, why is the "many/big download files" NOT (?) an issue for Macs? I already have the VP: on downloading - though not yet trying to use - the Mac version, I've got ("only") a 36.5 MB zip file, which (still zipped) looks like all previous patches and game modules, etc?
×
×
  • Create New...