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NeoOhm

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  1. Like
    NeoOhm got a reaction from pcpilot in CMSF2 Release Update   
    Quoting blazing saddles is racist!
    I love that movie, watched it probably 100 times.
    The Sheriff is.*DIONG! ..er
    Ahh, the Sheriff is near..
    Or the song before QUICKSAND!!!!!
    *hold it Hold it!

    Take your time, but next time - add two months to your estimation.
    From Sweden, keep up the great work!

    After you get a rest--maybe Korean war....? or vietnam?
    I love the smell of napalm in the morning!...ohh..thats my wife..
  2. Like
    NeoOhm got a reaction from zinzan in Buildings & HE / Mods and other stuff.   
    "fix" for alt tab on both PC and Mac = have a browser window or some other window, like a folder minimized in the background before you start the game, then you can alt tab.
    if not, on pc, i usually use ctrl-alt-del to get a window up so i can alt tab


    Question about Wooden areas and artillery, what is best, Personal  or General shells - to kill dismounted or soft targets - how much do wodds protect?

    Any charts of ammo damage, range etc for cmsf?
  3. Like
    NeoOhm reacted to BlackMoria in Artillery advices needed   
    As a ex-artillery officer, here are the principal differences between the types of platforms.
    Mortars are high angle only and are incapable of direct fire.  Given an equal caliber, a mortar will have a higher rate of fire than a howitzer or a field gun.  Mortars (except for the very largest) can be broken down and man packed or carried by improvised transport (like the bed of a pickup truck).  For getting directly behind tall intervening terrain with fire, they are a preferred weapon.  Most effective against infantry, limited effectiveness against vehicles, emplacements and buildings.   Lethality inceases with caliber but portabillity/mobility decreases.
    Howitzers are capable of direct fire, indirect fire and high angle fire.  They are either towed or self propelled.  Can get really big calibers.  Very effective against infantry, limited against vehicles and emplacements.  Preferred weapon of choice of you don't have airpower and want to level a position, a building or structure.  Biggest variety of ammuntion type - illumination, Smoke - Base Ejecting, Smoke - WP, Cannister (anti-infantry direct fire),HE, ICM, DPICM,  and smart munitions and variable time and time fused ammunition.
    Field Guns are direct fire weapons and in a pinch, can do low angle indirect fire, limiting their range and usefulness.  A anti-tank gun is a example of a specialized field gun, for example.  Can get to big calibers like howitzers and are either towed or self propelled.  Not a lot of field guns are made anymore due to their limitations as tanks have largely taken over the roles the field guns used to provide.
    In general, the larger the caliber, the bigger the lethal zone.  The larger the round, the smaller the CEP (Circular Error Probable) footprint - a fancy way of saying that if you want to hit a point target, you get the biggest caliber you can get as the round is more stable in the air and less affect by meterological and has a smaller CEP footprint.
    The larger the caliber, the more destructive it is to vehicles and structures and emplacements.  Bigger is better.
    Call or response times are not weapon dependent.  They are determined by the communications capability and doctrines of the C3 systems used by the army in question.  Lighter weapons like small mortars can be set up quickly and torn down quickly but once emplaced, once a call for fire goes out, it is the C3 systems, crew training and observer training that determine how fast you see a round on the ground.
    Combat Mission games try to simulate artillery systems and capability.  Why does it take longer to get a 155mm round on the ground verses a 80mm mortar round base on what I stated above?   The delay is to simulate the fact that mortars are closer to the enemy than howitzer systems and to reflect time of flight realities.  For example,  most of the time, a mortar 1 km from the enemy will tend to have a round on the ground sooner than a 155mm howtizer shooting from 7 km away. And the chain of command / communication issues are simulated as well.  A US 155mm is not inherently faster than a Soviet built 152mm yet in game, the US player will get fire for effect well before the Syrian player will.  This is doctrine and C3I being simulated in game.  So the bigger delay in response time is coded into the game to 'simulate' that.
    Hope that answers your questions.
  4. Like
    NeoOhm reacted to A Canadian Cat in Questions from a newbie   
    I see you have most of your questions answered but everyone is afraid of #5
    I did a quick search and found this:
     
    TLDR - no it is not modelled and that is likely not a big deal (read thread for details)
  5. Like
    NeoOhm reacted to AttorneyAtWar in CMSF2 Release Update   
    Any day now 😎
  6. Like
    NeoOhm reacted to tyrspawn in Walkthrough and let's play of the BLACK SEA CAMPAIGN!   
    I hope this is in the right place - I don't see an appropriate subforum
     
    Hey folks, Chris "tyrspawn" Krause here! some of you might remember me from my walkthrough/let's play of the original CMSF, CMSF: Nato and my beta video AARs of Normandy:
     
    CMSF NATO videos
    CMSF videos
    Combat Mission Battle for Normandy Beta videos
     
    I am now making a series of videos on Black Sea! My videos will focus on:
    1. Discussion of doctrine, military tactics, systems and military history
    2. Unedited gameplay footage in WEGO (turn based) - my other videos were real time, but I discovered how cool WEGO is during my Normandy AARs
    3. An ongoing review and commentary on the game itself - i'm playing everything for the first time as you see me do it
    4. Blackboard style discussions of what went wrong - essentially an after acton report
     
    The new video series will be posted here:
    YOUTUBE PLAYLIST
     
     
     
    The first video is a campaign introduction and tutorial on how to properly perform a terrain analysis and operations order (in brief) for the TASKFORCE 3-69 campaign:

     
     
     
    You can look forward to the mission playthrough being posted within the next couple days
  7. Like
    NeoOhm reacted to General Jack Ripper in CMSF2 Release Update   
    This week: We are 99% done!
    Next week: We are 99.9% done!
    The week after: We are 99.98% done!
    The week after that: We are 99.998% done!
    You know @Battlefront.com, NASA once considered a 99.99% reliability rating to be acceptable... If it's good enough for NASA, it's good enough for us.  
    Granted, they were trying to get to the moon at the time, so they were in a bit of a rush.
  8. Like
    NeoOhm reacted to JoMac in CMSF2 Release Update   
    Who are you...and what have you done with Ultraman ?
  9. Like
    NeoOhm reacted to Ts4EVER in CMSF2 Release Update   
    Hmmm... do you think it is a good idea to do that? It is one thing if you communicate this here and I totally see your reasoning, but if you include these campaigns in an unfinished state, you are technically releasing a faulty or buggy product. Not every customer browses the forums and will be able or willing to get this information. I'd be careful with that from a marketing perspective.
  10. Like
    NeoOhm reacted to c3k in CMSF2 Release Update   
    If you haven't downloaded and tried the Demo, well, you're a slacker.
    Get it!
    (Hey, it's free.)
  11. Like
    NeoOhm reacted to Aragorn2002 in The state of CMSF2   
    Shut up, Michael. 🤣
  12. Like
    NeoOhm reacted to Michael Emrys in The state of CMSF2   
    Aragorn, if you were any more "in the mood", you'd be leaving an oil slick.

    Michael
  13. Like
    NeoOhm reacted to Michael Emrys in The state of CMSF2   
    In the photos released several years back he was a scrawny redhead, but he might be a pudgy graybeard by now.
     
    Michael
  14. Like
    NeoOhm reacted to domfluff in The state of CMSF2   
    Big Game Developers? To be fair, I've never seen Steve in the flesh, he might be *huge*.
  15. Like
    NeoOhm reacted to JoMac in The state of CMSF2   
    You know, Steve, it's actually pretty cool when you can come on these forums, and not only talk a little bit about the development stages of a game (when time permits), but simply to shoot the breeze with us from time to time
    Guys...Your not going to get that from Big Game Developers.
  16. Like
    NeoOhm reacted to rocketman in Error 2 File not found - I cant install the games   
    Glad it worked. You know - sometimes even a blind hen finds some corn. Lucky guess on my part, but a known issue with CM games.
  17. Like
    NeoOhm reacted to rocketman in Error 2 File not found - I cant install the games   
    I'm no tech wiz, but check for anti-virus program putting the game .EXE in quarantine. Try disabling anti-virus just for the installation of the game, and then reactivate it.
  18. Like
    NeoOhm reacted to DougPhresh in CMSF2 Release Update   
    The demo is fantastic.
    That Alamo scenario is tough!
    I mostly play quick battle in the newer games, since battalion-level scenarios on huge maps are somewhat rare.
    I remember SF having some really good scenarios and campaign missions though.
  19. Upvote
    NeoOhm reacted to =Marder= in The state of CMSF2   
    wowowowowowowowow CMBS needs some Moduls. Cant let only the US shoot Russians, what about the rest of the western world.
    The Ukrainians and Russians miss formations and gear. Where are the AK47´s and VDV and Marines of all sides.
     
  20. Upvote
    NeoOhm reacted to Erwin in The state of CMSF2   
    Uh, yah...  that's what we really need...
  21. Upvote
    NeoOhm reacted to PondScum in Out of Memory error   
    Warning - geek stuff ahead! I do this in my day job

    Out of memory in this case means out of virtual address space, which as you say is 2 GB for a normal 32-bit process (the OS is mapped into the other 2 GB). Everything accessed in a particular run of the game, both code and data, needs to find somewhere to sit in that 2 GB. The operating system handles all of this for the programmer, who just says "link this DLL" or "allocate some heap space": the operating system then decides where to put those new objects in the 2 GB address space. Then the 2 GB of virtual addresses are mapped onto real physical addresses in RAM during execution - but these physical addresses change on the fly as bits of code and data are paged in and out of RAM to disk. Your code still has the illusion that "hey, I've got 2 GB of virtual addresses, no problem!" no matter whether it's running on a 1 GB, 2 GB, or 4 GB machine. This is why machines with low physical RAM can run large programs - just verrrrry slowwwwly, because they are constantly swapping code and data in and out of RAM.

    An out of memory error means the program tried to load or create something new, and the operating system said "your 2 GB of virtual addresses is full, tough luck!", at which point most programs just roll over and die (it's VERY hard to reliably recover from out-of-memory errors). This isn't always because the 2 GB is actually full - it just means that it's gotten so fragmented that the only free space left is in very small bits, and your code is asking for a contiguous range of addresses that won't fit in any of the small bits left. Sadly there is no way to "defragment" your virtual address space. In my day job I work with code that bumps up against the 1.6-1.7 GB range - once we get to 1.8 GB, a crash is almost certain to occur.

    Root causes can be just trying to load too much (very large scenarios), and/or a slow memory leak which gradually fills up the 2 GB with allocated objects that aren't being properly freed (this shows itself as a crash after some playing time). Obviously if you have a very large scenario AND a slow memory leak, then you'll crash sooner.

    If you want to look at the virtual address space of a process, then the free VMMap tool from SysInternals (now bought out by Microsoft) is the #1 choice. You can get it from http://technet.microsoft.com/en-us/sysinternals/dd535533.

    Here's a VMMap screenshot showing what CMBN's address space looks like just after launch: the important numbers are to the right of the top three bars. Note that it has "committed" (used) 239,856 KB out of that 2 GB, and of that 125,848 KB is in my working set (i.e. in RAM at this instant)



    Now I load a turn into CMBN, and look how the numbers have shot up. I'm up to 641,500 KB committed, and all of the growth is in heap space (the orange section of the bar), which makes sense since that's used to store game data



    My bet is that if you load a huge scenario, play for a while, and then take a VMMap snapshot, you'll see that the committed space is up above 1.5 GB. If you keep playing and it keeps steadily increasing, that's probably a leak. And it'll crash before you get to 2 GB.
  22. Like
    NeoOhm reacted to Pvthudson in Going IN buildings   
    So this is my video. I am going to assume this is how NOT to do it

    http://www.youtube.com/watch?v=EGFaYyE8GvY
  23. Upvote
    NeoOhm reacted to alex the seal in Performing effective reconnaissance.   
    Would it be gamey to use your Javelin to take out enemy ATGMS or infantry once spotted?
  24. Like
    NeoOhm reacted to freebirdcjb in Performing effective reconnaissance.   
    Thanks for all the replies everyone. Really helped me out.
  25. Upvote
    NeoOhm got a reaction from sburke in CMSF2 Demo   
    Prove it!
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