Bubba883XL Posted February 22, 2021 Share Posted February 22, 2021 i don't have the missiong boots textures, but i am using modded uniform. and found most vehicles stated apart from hetzer latset, only got late 0 Quote Link to comment Share on other sites More sharing options...
Bubba883XL Posted February 22, 2021 Share Posted February 22, 2021 On 2/7/2020 at 7:54 PM, DougPhresh said: Our current plan for filling out Fortress Italy is the following. NOTE THAT THIS IS SUBJECT TO CHANGE. Nothing here is laid in stone yet. Gothic Line Module (that won't be the actual name for it) that pushes the timeline to the end of the war. Details on it are already present in the first post. Basically this module pushes the timeline to the end, and rounds out missing Commonwealth and German forces. An Italian Forces Pack that adds a ton of Post-Armistice Italian forces to the Allies and Axis sides. Italian partisans, captured Italian equipment in use by Germans, actual Italian military forces operating under Allied and Axis sides, the works. This would be a pretty big Pack that will completely revolve around the Italians. I'm personally super excited for this pack, it will be a lot of fun to make and play. An Elite Forces Pack that includes such things as Commandos and 1st Special Service Force. This would be a pretty small Pack, and may just get rolled into something else. Details are murky at this point. Hey, more bones! i thought CMFI, was labelled as done, so this is news to me, is this still on the plan ? 0 Quote Link to comment Share on other sites More sharing options...
G. Smiley Posted August 25, 2021 Share Posted August 25, 2021 In a PBEM game, I just had a tank instantly jump from one action spot to another! Never seen anything like that before. Note the time in the bottom right corner. Not too pleased about it given that a vineyard in muddy conditions is a bad place to be. 1 Quote Link to comment Share on other sites More sharing options...
Heirloom_Tomato Posted August 26, 2021 Share Posted August 26, 2021 @G. Smiley do you know which map this took place on? Can you send me your save so I can try to replicate it? 1 Quote Link to comment Share on other sites More sharing options...
Erwin Posted August 26, 2021 Share Posted August 26, 2021 Is your system powerful enuff? I am playing some very large scenarios which pushes my system sometimes to its limit. I do experience very occasional time jumps where units appear to jump as you describe. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted August 26, 2021 Share Posted August 26, 2021 It may be down to the vineyard tiles the tank is moving over, pretty sure I've caught a Sheman doing the same thing in a vineyard during one my own games.....I think it may be something like bridge bug, with the game engine appearing to believe that it's being asked to move the vehicle to an inacessible location, failing and then resetting it to the last good one. 0 Quote Link to comment Share on other sites More sharing options...
G. Smiley Posted August 26, 2021 Share Posted August 26, 2021 4 hours ago, Heirloom_Tomato said: @G. Smiley do you know which map this took place on? Can you send me your save so I can try to replicate it? Sure, it was in The Winter of Our Discontent scenario. Which email would you like me to send the file to? 0 Quote Link to comment Share on other sites More sharing options...
Heirloom_Tomato Posted August 26, 2021 Share Posted August 26, 2021 Pm sent 0 Quote Link to comment Share on other sites More sharing options...
laurent 22 Posted December 30, 2022 Share Posted December 30, 2022 On 8/25/2021 at 2:11 PM, G. Smiley said: In a PBEM game, I just had a tank instantly jump from one action spot to another! Never seen anything like that before. Note the time in the bottom right corner. Not too pleased about it given that a vineyard in muddy conditions is a bad place to be. Same bug near vineyard, pbem last tourament the Few good men, first scenario, ground dry. While the tank rotates 80°, it makes magic leaps. View: https://www.mediafire.com/view/6misf2cw6tgc98n/Saut_qauntique_FI.jpg/file 0 Quote Link to comment Share on other sites More sharing options...
JoMac Posted December 30, 2022 Share Posted December 30, 2022 I've had this same Teleportation issue when playing CMFI...I had an M5 Stuart near a Vineyard on sloping terrain, and it teleported about 25 meters away in a split-second...Interesting for sure (not the first time it happened). 1 Quote Link to comment Share on other sites More sharing options...
laurent 22 Posted December 31, 2022 Share Posted December 31, 2022 The Vineyard seems to be the cause of the problem. This is a particular terrain, I did a thread recently to test how infantry crosses vines. 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted December 4, 2023 Share Posted December 4, 2023 1 Quote Link to comment Share on other sites More sharing options...
Erwin Posted December 4, 2023 Share Posted December 4, 2023 That's terrific, Phil. Thank you! 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted December 4, 2023 Share Posted December 4, 2023 (edited) 1 hour ago, Erwin said: That's terrific, Phil. Thank you! You're welcome. I hope my fix does the trick. I looked at the date and time last modified for the 18 *.wav files I edited. It took me a total of 15 minutes of my life to edit the files. I guess BFC is just too busy to ever fix these pathetically simple things? Or a better question: Why did a CMSF "modern" crypto synch tone wav file get used for a WW2 game? EDIT: ok, there is always a chance I missed a BFC patch that did solve this. If so, I would retract my previous whine. Edited December 4, 2023 by kohlenklau 1 Quote Link to comment Share on other sites More sharing options...
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