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Panta

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Posts posted by Panta

  1. To celebrate my upgrade from v2.654 to v3.02 I purchased a programmable keyboard where I store some of my most frequently used keystrokes and macros, albeit I continue using the main keyboard and mouse, of course.

    It is a Global Marketing Genovation Model Keyprogrammable Keypad (683-U) that I bought from Amazon at USD $71.24 plus mail with 24 fully programable keys.

    With Photoshop I made the labels, programmed it (piece of cake) and voilà!

    You can have several templates for different uses, from work to gameplay.

    I am very happy with it, for more demanding users, there are versions with more keystrokes.

    56e83cfd02ca2_SBP3pad.jpg.a2e9cf9e14ec25

    56e83cfd02ca2_SBP3pad.jpg.a2e9cf9e14ec25

  2. As with many other war games (most?) the FPG engine, IMO, excels in head-to-head or pbem gaming. Then it works more as a "tactical simulator", as a friend accurately pointed, than just as a game. Naturally as its release is so recent, there is not a strong community around it yet, as it happens with TacOps, Combat Mission and, last but not least, SBP. But with the continuous and efficient support from the designers, I think that that will come soon.

    FPG is a great game, but believe me, playing it against another fellow human is still better! :)

  3. Well, unless I've got it horribly wrong, all devices like this are designed basicallly as keyboard emulators. OK - they might come with 'preloaded' programmes for various sims, but those are only the key commands for the various functions in those sims. The software allow you to programme any button on the device to any keyboard key - and in the majority of instances allows macros too. A simple macro is two or three keys pressed at the same time; e.g ALT/SHIFT/J. Some of the more sophisticated software (such as CH) allows you to programme sequential commands. E.g in SB you could programme a single button press to give you Commander View followed by Select SABOT, followed immediately by Gunner Position, followed by Zoom In. I'll let you work out what the result of that might be. :clin:

    Brilliant! I guess I'm gona order one of those little devices. Tx for the info! :clin:

  4. Actually, the programmes on this thing are extremely stable. More stable, in fact that those of my CH gear which do get corrupted very occasionally. Most often the problem seems to be SB related. E.g: the keyboard commands I have allocated to various functions become 'dislocated' and have to be redone. The other night my ammo selection keys wouldn't work until I 'unprogrammed' them and then reprogrammed them (to the exact same keys again) in the Controls menu of the game.

    So if I got it right, that device can be programmed for using it with SB too? I have been looking for a programmable keyboard or similar since some time ago, but all options were far more expensive.

  5. I use to play co-op with a small group of friends in the USA with different time zones, other than my own (GMT+2). Therefore, sometimes one of us can't join in time, or else, somebody has to drop out due to time. Besides, sometimes one of us (usually me, though not recently) drops out in mid game because of connection issues, leaving a gap in the ranks. The possibility of being able to join an ongoing game would be a nice add on. :)

  6. I play SBP either at home, at work or on the road with my netbook (with the latter, just by map, the processor is too slow for the full graphics), I only have to take the dongle with me. :;

  7. I am making a scenario where a tank force will head for one of three predefined sectors if enemy AFVs are identified in one of them. The order is to engage the route IF more than 2 enemy AFVs are known to be in the sector.

    During the test, the silly bastards head for one sector where there are not enemy AFVs, but boxy M113 instead. AFAIK, AFVs are only the tanks and the M113s are APCs or PCs. Any possibility of wrong target identification, or is it something else? :confused:

    Cheers,

    Panta

  8. Well a Motor Rifle (MR) Company would have 10 x BMP (three PLs each of 3 and 1 vehicle in CHQ).

    That Company would likely have 1 x PL of T-62 attached.

    Your other three platoons of T-62 would probably make up a Tk Coy (again usually 10 veh but you could either add one or just go with 3 x PL [each of 3] to give you 9).

    To give your grouping some basis in doctrine (and I know you aren't too worried about that) you could say that each of these atks was a Tk Coy of 10 x T-62 closely followed up by a MR Coy (in turn supported by a PL from the Bn's Tk Coy).

    Four waves of that could arguably be a Tk Bn and MR Bn atacking the same location with the First Echelon being 2/3s of each Bn (so that's the first 26 [2 x 10 + 2 x 3] x T-62 and 20 x BMP) and the 2nd Echelon being the remaining third (13 [10 + 3] x T-62 and 10 x BMP).

    You wanted it to be overwhelming? Now, THAT's overwhelming! (Be careful what you wish for...) Good luck and stow enough rounds nearby! :diable:

  9. Yes, when driving/commanding the vehicle press SPACEBAR and the mine plow will lower (and SPACEBAR raises it again).

    And I should also traverse the gun manually to avoid getting damaged, isn't it?

  10. Aha, my guess is that the tank had track damage. There is a known bug (already fixed) which allows vehicles with track damage to be driven manually. So, the problem here is not that you cannot give a route to the "immobilized" vehicle, rather, that the immobilized vehicle can be driven manually (it should do like it used to do before, drive around in circles with track damage).

    Most probably it is as you say, yes. BTW, is there any way to order the vehicle to breach while driving it, not by the map?

  11. I was testing a scenario, I guess from the Mission editor and the tank sustained some damage as I didn't know how to set up the plow. On the map screen it was considered as immobilized, but actually I was able to drive it normally.

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