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Nercon

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Posts posted by Nercon

  1. For example here: Hills - rural (736 x 1008) 123a2

    The description of this map is "Map size 736x1008  attacker setup north  defender setup south  objectives 1 maj vp & 2 min vps best play 45 mins"

    Here's the save: 

    From the beginning to the end of 2nd turn https://drive.google.com/open?id=0BxcKPFQ13nrSMWFoMHVVNXJ5YVE

    U_AI5_WEDIOML_EPT_U4.jpg

    EFC_UJOGPP6_NG_P5_BO2_O.jpg

    G_QC_E0_GB5_N_Q5_P9_J_YF.jpg

     

    We also tried a few different maps which are getting the same result, one of them is Small Open-Rural (576 x 720)118a2

  2. 3 hours ago, womble said:

    At what point are you inspecting the AI setup? There have been reports of this kind before that have turned out to be that way because the player looked at the AI before the game had actually deployed the troops. Not all instances, but some, so that's the first thing to check.

    Me and my friends noticed that, all of our test were conducted after 2-3 turns have passed

  3. I've experienced this on almost every map in QB.

    Here's the scenario: 

    Battle type: US attack

    battle size: no matter

     Date: 1944 Dec

    Condition: Clear Day,  Patchy Snow

    Rarity: Standard

     

     auto suggestion end up fine, but when i hand picked the units for enemy(in this case Germans, haven't try US on the other side) to employ, either these 2 happens: all troops crowding on the edge of the map, never actually deploy to anywhere; All troops deployed in a backward fashsion, ie: tanks and emplacement weapons facing backward at the frontline, and GIs stacked more close to the back of defensive position with ass facing the frontline/staying at wrong side of cover. 

  4. 1 hour ago, Battlefront.com said:

    The cloud is a mysterious thing.  We let the files propagate for several days so we wouldn't run into the problem we've run into with past releases.  Namely the files being in one farm and not having been moved around the world (which is how the cloud gets people speed).

    What we've discovered is that the very large file sizes causes inbetween services some heartburn.  Meaning, User 1 and User 2 have the same theoretical bandwidth, but something between the server and User 1 throttles the speed while User 2 has no such problem.  In particular we've noticed *most* of the speed throttling happens to our Australian customers.  "Poor baaaaastads!" is a good phrase for them :(  However, we've had people in metropolitan US areas, like outside of Baltimore and even someone in Silicon Valley, that had problems, so it isn't an Aussie thing only.

    Generally the speed throttling seems to be consistent.  If User 1 falls victim to it for Game A, it's usually the same deal with Game B provided both are fairly large (larger than 4-5 GB seems to be when things get dicey).

    While this is not good, obviously, it was far worse in the past when we had smaller files but only 1-2 dedicated server.  We'd never survive with that sort of arrangement again.

    Steve

    P.S.  as a guy who is lucky to get 1mbs and has a 10gb monthly cap, I can't say that I'm overly sympathetic on a personal level.  Then again, I don't live in the wilderness because I want a fast internet connection :D

    I am in San Francisco and I'm trapped at 600kb speed too :( And other 3 hrs to go then.

  5. BTW, there's another major problem that other game companies don't have that we do.  That means as time goes on it is easier for them, and harder for us, to incorporate new programming techniques and/or API improvements because they don't have as many legacy constraints as we do.  Then add the resources element to the equation and things get even worse.

    Steve

    Any chance on improving performance on 4.0?:D

  6. Same here. Many units and no lag I can see. 

    Which title are you playing? CM:Afghanistan is pretty ancient and CMSF development ended years ago. You'll be pleased to hear CMFB is as smooth as silk. As smooth as CMBS.

    BN, RT, and BS all the same, input lag is severe(not only me but many of my friends) with or without that  High Priority Process

    Me personally has a considerable decent computer:

    CPU: I7 4770

    Graphic Card: GTX670

    RAM: 16GB 1333

     

     the game runs fluently with over 30 FPS and I still get a major input lag(longest time it took me 2 mins to input one command) and this is being around ever since I was using i5 with a gtx670 and a 8 gb ram and further to the configuration that I don't even remember.:(

  7. What are the vertically protected area using Arena? I had a TOW-2 attack a tank equipped with it. Normally I would guess it have a decent change of intercepting the missile. However, the tank was on a downwards facing slope and the TOW-2 was destroyed about 70-80 degrees above. I do not have the save game, but did record a video:

     

     

    I know the angle of the video isn't best, but I did try to find better approximates of the angle from the side, but one thing is sure: it is definitely higher than 45 degrees, and i'm quite sure it was more, from the "tanks horizontal plane".

    I did experienced the same situation just like what happened in your video, and I've seen Javelin missile is been intercepted too, although it only happened once in my entire gameplay ever since the game release

  8. Testing grounds are really important for separating gut feelings from certainty.  It is a normal reaction to notice when things go wrong for you, to the point you don't really consider how often they go right.  At least I know it is true for me.  I have become inherently untrusting of my gut feelings in CM until I can verify them.  As a beta tester it is really important to make sure when creating a ticket that you can replicate or at least have a very good save to show behavior.  Without that you might as well skip ticket creating.  Interesting thing is I am surprised at how often once I test I either can never recreate the event or I simply prove myself wrong.

     

    For example agusto's comment above.  That is a very good point.  I just had a Bulat fire a Kombat at a Russian T72.  I didn't realize it until after having done multiple views of the shot I actually saw the Kombat amount decrement.

    I uploaded the Testing ground in #5, clearly T-84 was shooting 125mm T-HEAT as its primary ammo selection when engaging BMP-3, which definitely been blocked by Arena almost every single test :huh:

  9. I didn't experienced "APS killed KE shell", but I also felt the later one: "Non-guided rockets mole likely to penetrate APS than ATGM"

     

    Well, this is just only my gut feeling, so I'm not sure whether this is true or not.

    I was thinking about this, it might just because of the rarity of ATGM compare to the massively equipped and used RPG makes it seems more likely to be penetrated :) It is just my guess though :D

  10. Ahh, a Ukrainian tank, maybe it' s using its ATGM and THAT is what is intercepted by Arena? The Russian/Ukrainian tanks all (or at least  some of them) have barrel launched ATGMs fro their main guns.

    I did the same test both on Iron and Scenario Test, every single time the T-84 uses it's 125mm T-HEAT and that's for sure

  11. I do not think that is the intended outcome.  Given that I have seen lots of burning BMP3s (oh who are we kidding they don't burn they explode) done in by M1s and I have *never* see that could you please reproduce it and save the turn so that others can see it and report it.

     

    Please.

    for some reason I couldn't recreate the M1A2 scenario currently, but I did tested with T-84 and it just intercepted it.

     

    Here's a little test range I made for the test, T-84 engage with BMP-3 at 500 meters, just remember to set the target arc shorter for BMP-3 since it is faster on spotting and locking on T-84 which makes it pops smoke everywhere.

    https://drive.google.com/open?id=0BxcKPFQ13nrSY013bUNra3dOa0U&authuser=0

  12. When I was using BMP-3 advancing on a mission, a M1a2 ambushed and fire upon me in approximately 500 meters, then the miracle happened, Arena was activated and intercepted the 120mm m256 gun, successfully  :o and the last time I check, the maximum possible interception speed for Arena was only 700m/s(≈2296ft/s)

     

    Now, I do considering is that the year 2017 makes Arena more advanced, or is it just some calculation error? or there a statistic test that proofs the Arena is capable of intercepting main battle tank's gun shell? :(

     

    Note: this is not only happens on M1A2, my test in game proof that it is capable of defeating any sort of MBT's main gun. Funny thing is, while overwhelmingly effective against MBT, unguided rocket launcher often easily breaching in the APS defense perimeter and destroy the entire vehicle.

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