SapperHarvey Posted October 19, 2018 Share Posted October 19, 2018 2 hours ago, Ultradave said: I tried this and in the Mac version this happens with Passage to Wilcox and Alamo, but with the other scenarios, the shaders are on. This is true whether quitting and starting an new scenario in game or starting the game fresh and entering a scenario. Can you check whether your experience matches mine and is it on a PC or Mac? Yeah, I can confirm this, Shader option works fine on the Marine beach landing and the British scenario, but the Alamo and Passage to Wilcox scenario has the shader option bug. It's apparently a bug with certain scenarios, some work, some don't. Again, not a big deal, just never noticed it before on other CM games I own and thought I'd mention it. 0 Quote Link to comment Share on other sites More sharing options...
Deriuse Posted October 19, 2018 Share Posted October 19, 2018 Why do units doesnt have night vision googles on and that cool face Paint like they do in black sea when is nightime? 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted October 19, 2018 Share Posted October 19, 2018 Not sure but possibly because not all US infantry/Marines were issued had night vision goggles in 2008? I'm sure not all Syrian infantry had them. 0 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted October 19, 2018 Share Posted October 19, 2018 21 hours ago, db_zero said: As I recall from a while back getting Norton to stop messing with Shock Force was not simple and even when you told it to exclude Shock Force .exe it wouldn't work and people were complaining to Norton about it. I just uninstalled it-it's free from my ISP and just used Defender that comes with Windows. Then I was able to play Shock Force. I've been playing the demo and I''m not sure, but it seems like the peek from behind corners has been implemented? I hid a infantry element behind a building and 1 of the grunts looked around a corner and shot some enemy soldiers. AFAIK windows defender is good enough security if you don't do any strange things and not worse compare to norton etc. It sure is a lot less hassle. Now I'm not a security specialist and I haven't done exhaustive research, but considering I get paid for IT (business) architecture I'd trust my own advice. 19 hours ago, db_zero said: Beach Assaults are a blast. The Amtracs and seeing them move forward onto the beach and disgorge the Marines is very nice to watch. About the only thing missing from Day on the Beach is Cobra Strikes and Harrier strikes available on the second or third turn when the Amtracs appear. As already mentioned the Naval Gunfire Icons need to be fixed. I would also imagine that there might be a pre-planned smoke screen on the beach would be used to screen the incoming Amtracs? As I shown in the screenshot thread one of my Amtracts with vital command and FO units got taken out by a sagger. I did pop smoke but the Amtracs just moved right past it. I was moving them at Fast speed, so maybe I needed to slow them down. Be nice to have LCACS to play with too. I would like to see something like this implemented in Black Sea for both the USMC and Russia. Playing this one now and it's a blast indeed. IIRC in CMSF no naval guns modeled, but you can use the artillery for a pre planned smoke screen! 1 Quote Link to comment Share on other sites More sharing options...
Tuomio Posted October 19, 2018 Share Posted October 19, 2018 (edited) Hi, Game needs to take look at the static displays with larger screen resolutions. I have 40" 4K display and the menus are almost unreadable (tiny). Also the options menu has hilarious stock resolutions, gets me back to the good old days..:) I was unable to use the numpad as commands for some reason, had to use shortcut letters instead. Not sure whats the deal there. Other than that there was no issues. Edited October 19, 2018 by Tuomio 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 19, 2018 Author Share Posted October 19, 2018 8 minutes ago, Tuomio said: I have 40" 4K display and the menus are almost unreadable (tiny). I use 1920 1200 0 in the "display size.txt" file on my 30" 2560x1600 monitor to make the text more easily readable. Not sure if running at higher res makes the models/in-game graphics noticeably any better. I need to try if my larger (57") 4K UHD TV would display better graphics and more easily readable text. But, then one would have to sit around 12-20 inches from it to see any benefit. Am told that one's eyes cannot distinguish the small size of 4K pixels at normal viewing distances so unless one sits very close to the screen 4K (UHD TV's at least) could be a bit of a gimmicky waste of money. 0 Quote Link to comment Share on other sites More sharing options...
db_zero Posted October 19, 2018 Share Posted October 19, 2018 1 hour ago, Erwin said: I use 1920 1200 0 in the "display size.txt" file on my 30" 2560x1600 monitor to make the text more easily readable. Not sure if running at higher res makes the models/in-game graphics noticeably any better. I need to try if my larger (57") 4K UHD TV would display better graphics and more easily readable text. But, then one would have to sit around 12-20 inches from it to see any benefit. Am told that one's eyes cannot distinguish the small size of 4K pixels at normal viewing distances so unless one sits very close to the screen 4K (UHD TV's at least) could be a bit of a gimmicky waste of money. I have a 4K tv and really in most shows I’ve watched even ones produced and broadcast in 4K it’s mostly meh...only in certain shots like close up face shots do I really notice a difference. However some shows like Planet Earth 2 yes there is a very noticeable difference. In any event 8k is right around the corner. 0 Quote Link to comment Share on other sites More sharing options...
Deriuse Posted October 19, 2018 Share Posted October 19, 2018 (edited) 3 hours ago, Sequoia said: Not sure but possibly because not all US infantry/Marines were issued had night vision goggles in 2008? I'm sure not all Syrian infantry had them. They have them on their "inventory" but none of them are showing like they do in black sea,also no facepaint. Edited October 19, 2018 by Deriuse 0 Quote Link to comment Share on other sites More sharing options...
ncc1701e Posted October 20, 2018 Share Posted October 20, 2018 Will the UI remain untouched until release? I mean in CMBS there are Artillery Support / Air Support and Drones. In the current CMSF2 demo, Air Support and Drones are merged. I do not know yet what is better, just asking... 1 Quote Link to comment Share on other sites More sharing options...
Chops Posted October 21, 2018 Share Posted October 21, 2018 In the Alamo scenario, the Anti-Aircraft tracks (ZSU-23-4 Shilka) won't fire at incoming aircraft. 0 Quote Link to comment Share on other sites More sharing options...
Lt. Smash Posted October 21, 2018 Share Posted October 21, 2018 (edited) I am having path issues. In both Wilcox and Bank, I have units going out of their way to avoid a seamingly straight and clear line between waypoints. In Bank, my UK sections regularly ignore one door to loop around to the side of a building without cover, only to get killed. In Wilcox, I know the terrain just outside of town has areas that are impassable, but my Brads would rather ignore two orders that are only meters away to double-back and find a road. Smash, out. Edited October 21, 2018 by Lt. Smash 0 Quote Link to comment Share on other sites More sharing options...
Lille Fiskerby Posted October 21, 2018 Share Posted October 21, 2018 Playing the Alamo scenario in WeGo, the game crashes after 10 minutes and in the same scenario infantry can move through barb-wire. 0 Quote Link to comment Share on other sites More sharing options...
HerrTom Posted October 21, 2018 Share Posted October 21, 2018 2 hours ago, Chops said: In the Alamo scenario, the Anti-Aircraft tracks (ZSU-23-4 Shilka) won't fire at incoming aircraft. I actually saw one doing just that this afternoon. I also saw a Leopard drive through an ambush, killing 4 BMPs and 2 T-62s without ever being spotted by the vehicles, all within 100 meters! 0 Quote Link to comment Share on other sites More sharing options...
Euri Posted October 21, 2018 Share Posted October 21, 2018 On 10/18/2018 at 4:41 AM, Erwin said: In "Passage To Wilcox" noticed that the Bradleys fire their main 25mm gun even when ordered to TARGET LIGHT." Which is good because the T (Target) or J (Target Briefly) commands fire the tows if the designated target is a building On 10/18/2018 at 4:41 AM, Erwin said: 1 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted October 21, 2018 Share Posted October 21, 2018 10 hours ago, Chops said: In the Alamo scenario, the Anti-Aircraft tracks (ZSU-23-4 Shilka) won't fire at incoming aircraft. My experience differs: I had one that had been raked with .50 sniper fire, take out my Tornado. 0 Quote Link to comment Share on other sites More sharing options...
Chops Posted October 21, 2018 Share Posted October 21, 2018 8 hours ago, HerrTom said: I actually saw one doing just that this afternoon. I also saw a Leopard drive through an ambush, killing 4 BMPs and 2 T-62s without ever being spotted by the vehicles, all within 100 meters! I was playing the scenario as Red Team and the AA would not fire on aircraft. I don't know if it is a bug or just bad luck. They seem to work when Red Team is AI controlled based on another post. Regarding the spotting issue: this is obviously ridiculous that 6 vehicles can't spot a tank rolling through their area within a 100 m. I am sure quite a few folks will rush to this thread to make excuses and rationalize this absurd behavior. This unrealistic spotting behavior is something that I see in every scenario I play throughout all of the CMx2 games,, since it is inherent to the game engine. It really has become so tiresome that I just stop playing the game. I keep hoping that with each engine upgrade and new release they will make improvements in this area. I understand that the spotting cycle is what it is, due to computing limitations i.e. hardware. A related problem which directly impacts CMSF 2 is the inability of mast-mounted and top-mounted sensors to work as designed. These sensors have no "eyes" and therefore are useless. Once again they are not modeled due to computational limitations. To me these spotting issues in CMx2 are a major flaw in my opinion, that really ruin gameplay. It is way past time for CMx3, and I certainly hope BFC is well on their way with this project. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted October 21, 2018 Share Posted October 21, 2018 On 10/18/2018 at 12:52 PM, rocketman said: In the Day on the Beach USMC scenario the briefing states access to naval guns, but you have 3*155 mm howitzers and 60 mm (off map?). Each of the 155mm platoons would be roughly equivalent to a pair of 6" naval canons. I would expect the naval guns to have more ammo though. Perhaps the 155s are just place holders for the demo and when the full game is released they will be replaced with true naval artillery. Michael 0 Quote Link to comment Share on other sites More sharing options...
Vet 0369 Posted October 21, 2018 Share Posted October 21, 2018 9 minutes ago, Michael Emrys said: Each of the 155mm platoons would be roughly equivalent to a pair of 6" naval canons. I would expect the naval guns to have more ammo though. Perhaps the 155s are just place holders for the demo and when the full game is released they will be replaced with true naval artillery. Michael This could be the case. If I remember correctly, in the briefing for the first mission in the USMC campaign "Semper Fi," not only stated Naval gunfire support, but the name of the ship that would be delivering it as well. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted October 21, 2018 Share Posted October 21, 2018 1 hour ago, Michael Emrys said: Each of the 155mm platoons would be roughly equivalent to a pair of 6" naval canons. I would expect the naval guns to have more ammo though. Perhaps the 155s are just place holders for the demo and when the full game is released they will be replaced with true naval artillery. Michael But naval artillery takes longer to call in, is less accurate and has a slower rate of fire. I hope they substitute for true naval fire in the final release. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 21, 2018 Author Share Posted October 21, 2018 10 hours ago, Euri said: Which is good because the T (Target) or J (Target Briefly) commands fire the tows if the designated target is a building I didn't find that. When I used TARGET the Bradleys fired their 25mm not their TOWS. IIRC the AI decides when it's appropriate to fire TOWS and there is no way the player can order TOWS to be fired. TARGET LIGHT should fire the MG. However, I found that on several occasions a Bradley would fire its 25mm. This is not the way it used to be. So, has the SOP of the game system AI been changed? 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted October 21, 2018 Share Posted October 21, 2018 4 hours ago, Erwin said: I didn't find that. When I used TARGET the Bradleys fired their 25mm not their TOWS. On at least one occasion one of mine did both. It was a brick building and when the 25mm didn't appear to be having the desired effect, it launched a pair of TOWs, which did! Michael 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted October 22, 2018 Share Posted October 22, 2018 In the Alamo scenario - the German Wold MG utility vehicles that carries the MILANs have the infantry floating icon. The dismounted ones in the same scenario has a vehicle floating icon. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted October 22, 2018 Share Posted October 22, 2018 Well, the Hummer in the training scenario has an infantry icon. If the driver dismounts, it has no icon at all. Michael 0 Quote Link to comment Share on other sites More sharing options...
IICptMillerII Posted October 22, 2018 Share Posted October 22, 2018 23 hours ago, Chops said: In the Alamo scenario, the Anti-Aircraft tracks (ZSU-23-4 Shilka) won't fire at incoming aircraft. https://i.imgur.com/5Wu84xC.mp4 11 hours ago, Vet 0369 said: This could be the case. If I remember correctly, in the briefing for the first mission in the USMC campaign "Semper Fi," not only stated Naval gunfire support, but the name of the ship that would be delivering it as well. My understanding is that there is a bit of abstraction going on. They name the destroyer and the destroyer's real life armament, but it's simulated in game using a pair of 155's. Though it would be cool if we got a few actual naval gunfire support assets as part of some type of vehicle pack for CMSF2 down the road. 1 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 22, 2018 Author Share Posted October 22, 2018 A problem reported when testing MOS's TOC scenario also seems to be still in effect. It's still possible to have one FO spot for multiple independent arty pieces to fire at different targets. 0 Quote Link to comment Share on other sites More sharing options...
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