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Retro

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Everything posted by Retro

  1. I think I once had that with my anti-virus program causing it..
  2. Uncanny valley for landscape perhaps?
  3. I am wondering if this should be a feature of the 'camouflage' selection of a specific party (so something that's an intrinsic feature rather than an explicit setting). Or mabye a combination of 'camouflage' and 'mission date' (so, just to throw out some ideas, a 1970s 'US camo' unit would not have individual radios, while one featured in '2010' scenario would have it..)
  4. Oh wow.. that page says volcano man won two primetime emmys..
  5. (I guess you suspected this already) - nope.
  6. Hmm I guess the game quickly moves you out of the TC spot, then back in again.. resetting the CITV to default values in the process..
  7. Hm, just how many of these lines did you add before you began encountering problems?
  8. Are forest fires not a huge problem when doing live-firing exercises in these environments? Or do they happen anyway (or maybe not at all and it just looks quite dry to me)?
  9. Everytime someone contributes something to this topic my heart skips a beat..
  10. Seems the heightmap that is missing is called Nam2-625.hgt (which is not part of our normal distribution). It might be a renamed 'Nam2.hgt' (which IS being shipped by us) but that's just a guess..
  11. Thanks for the report
  12. The problem is that there are a number of multi-vehicle units composed of vehicles that are not supposed to be in multi-vehicle units, which the scenario loading code cannot handle (yet). In the scenario in the first post this would be a unit composed of a VW Passat, a Toyota and two UAZ trucks (and possibly others since the loading was aborted after encountering the first such unit). So the (annoying, I know) short-term fix (until the next update comes around) would be to go back to 3.028 and either split up these units into single-vehicle formations or change their type. 'Dangerous' unit types where this problem will manifest itself are all civilian vehicles (cars, trucks, motorbikes - you might remember that back then you were only allowed to create single-unit formations (but with the 'set unit type' it was possible to circumvent that)) and ambulance vehicles - basically everything where the 'maximum formation size' (in the 'new unit' dialog in the mission editor) was set to 1. I'm pretty sure this is a vehicle-only problem.
  13. I thought it was supposed to work that way hmm
  14. Thanks that one should be fixed. It indeed only happens with scenarios created in 4.00x
  15. Yes it is. Please don't use these items (61/62/63)
  16. Thanks for the report, we may have a fix for this already
  17. Thanks! BTW I think anything but red text would be better since JPEG compression just seems to hate red text on any background color (as we found out trying to improve our own screenshots feature)
  18. BTW please nobody edit the VEC pages - we actually have something typed up already (back when we implemented it), it just needs to be moved over (and then touched up no doubt, but still better than starting from scratch)
  19. Yes please don't change anything re scenario logic (or actually just don't resave that scenario). The logic bugs should be fixed with the upcoming patch (ETA unknown, not too long though)
  20. There should already be commands to increase/decrease the focus (by default it's mapped to numpad * and numpad /) - cannot you just assign these to your joystick' s buttons?
  21. Well we could just force him into the hatch at all times..
  22. Yeah actually you cannot guide them at all ATM. Surrendered troops will just stand up, hands in the air, and sit down after a while if they do not spot any enemy combatants. We have some ideas how trooping them off the battlefield could work (which would also allow evacuation of civilians and other cool stuff), but that's a thing for the next version I guess
  23. Hmm this seems to work as desired to me. The '+' cursor should actually only appear if you do not click on a specific button, but on an 'inactive' part of the 3d model. This then causes the cursor to gain control of the turret, and you can slew it using the mouse (while looking somewhere else). The reason you don't see this behaviour in the 2A4 is that the M1A2 has the 'biocular' view display (this round 'display tube' showing the TI image), allowing the GNR to 'sit back' ('relax' would be too optimistic I think :p) and still fight the tank (or at least observe using the TI), so him having control over the turret's direction while not directly looking through the sights seemed to be a good idea (IIRC the vehicles with VIS - CV9030/35 - work the same). Of course if it turns out that ppl hate it I guess we could reconsider (maybe we could require the user to actually press the 'palm switch' hotkey while not directly in the sight view)..
  24. Thanks this should be fixed now