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EMiner

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Everything posted by EMiner

  1. Thanks Darkangel! That's great news. Am I safe to assume the sessions will be announced here in the forums when everything's ready?
  2. I haven't joined online yet but may at some point. I haven't read this whole thread yet so if this has been brought up already....sorry. How about setting up some sessions specifically for newbies like myself? A veteran could guide us through all the steps to get logged in and set up, go over the procedures of playing on line. Review etiquette and rules of on line playing. And, run through a short but illustrative battle or two. Maybe make it a regular thing. I know it would make me feel a lot more comfortable about playing on line and suspect other newbies would appreciate it too. Just my $0.02US worth.
  3. Good idea Comrade Marko! I hope my question fits the thread. Are there any fundamental changes to the Map and Mission Editors? Maybe 'cut/copy and paste'? Beefing both of them up to make them easier and faster to use? I haven't seen anything on this subject yet (of course I could have missed it).
  4. Homer, that makes sense. The term 'spec sheet' is a product of habit. Thanks for the info.
  5. Thanks Lt.! Dang, it looks like I'll have to upgrade my old GeForce GTS 450 w/1gb! My i7 950 3.07GHz and 12Gb RAM should be OK though. So, video card shopping I go.
  6. OK, here's what's most likely a dumb question.... After looking through this whole thread I still can't figure out where the 3.0 spec sheet is. Can someone point me to the info that Ssnake has been updating regarding this subject? Thanks
  7. Ability to SAVE in progress scenarios!
  8. How to say this?... Most of my career was spent writing, publishing and/or delivering in-person very technical information in the field of huge database technology (what they call "Big Data" these days.....like those massive sets of data the NSA has been gathering). Anyway my question is along these lines: "Is the manual going to be updated in version 3.0?" Does 'updated' mean better quality? Sorry eSims but the manual is really a mess and mostly general in nature. Don't shoot the messenger....I love SB and all the folks who build it but I'll bet that the Technical Writing staff is rather small.... OK, fire away Eric
  9. Just a quick, very slightly off topic question...I've lost track...what's the ETA for 3.0 again? Thanks
  10. Thanks everyone! Excellent info...that's why I ask newbie questions
  11. Hello Comrades, I'm not sure if this is the best forum to ask this, but I can't figure out a better one. Like everybody else I'm looking forward to v 3.0 and have been following the screenshots. I noticed something today that brought a question to mind: In this shot comparing Leos you can see glare off of the main gun. In the real world do armies use paint for camo that has any level of 'gloss' to it? The reason I ask is this: We humans perceive depth in three ways - 1) primarily through stereo vision. 2) foreground vs. background...one object transects another. and 3) reflectance...yep, light glinting off of an object can provide our brains with enough info to judge the distance to that object (stereo vision comes into play here), So, is armor camo painted using paints with a flat or semi-gloss finish? It seems to me that a glint off of a semi-gloss finish could, at times, provide an enemy gunner with a nice target. See what I mean...this may not be the right forum for this one
  12. Thank you gentlemen. I was using printed copies of both those docs. Dr.Device the reason I thought that North was the left edge of the map was that I set up a great shot on a tank. I know he'd run forward to excape my arty call so I set it with a width of 200m x 50m attitude AB0014. The shells fell and he got out from under them. No way I thought. I took a look at the map and it looked more like AB0016. So I started over, turned the amp to the left and things were fine. Maybe I clicked on the wrong attitude value to begin with, it would be the first human error. BTW - When the splash begins to the first shells fall in the center of the box? In 3.0 will it be possible to enter attitude values as digits instead of presets? Dr.Device - What does 'Beaten zone' mean? Is it a target area that has already been hit once?
  13. I've been practicing my arty calling on a scenario I threw together. After studying the various attitude vales I noticed that they weren't lining up as I expected. I was basing this on my assumption that north is up in the map. But, I see that north is actually to the left in my map. I searched threads and the wiki but so far haven't found any info stating which way is north in the maps or map editor. I'm sure I'm missing something. Can someone tell me which why is up? Thanks
  14. Very nice feature...very nice indeed!
  15. Thanks for the info Ssnake...I didn't know you could do that. I'll use it from now on when I need it. Eric
  16. You could add an 'Embark if' to the next leg of the route for that particular unit. I usually do embark if...unit ID is anywhere and then set a time period under wait after true (its name is something like that). Eric
  17. Hmmmm....OK, I didn't realize this would be in version 3. I'll wait. Thanks
  18. Hello Experienced and Knowledgeable Scenario Builders, I'm hoping to build a small scenario in which two sides are battling out too close to a third country's border. This third country then steps in to stop the fighting that they feel is too close for comfort. Sound like a current situation somewhere on the planet? I strongly suspect that if the two sides in the Syrian civil war have a battle or even a skirmish so close to Israel's border that rounds start landing on their side the IDF will send MBTs across the line to either stop the fighting or push it back to a safer distance. So, here's my question(s): How can a situation like this be modeled? I can set up the Syrian sides as Red and Blue. But how do I get the IDF side to fire on both sides? (the reality is that they'd most like fire on the rebels first but....). I could set the Syrian government side as computer controlled Blue but if the IDF needs to fire on them how can I order Blue units to fire on the Baby Blue units under computer control? Thanks in advance for your advice/input Eric
  19. Hmmm....it does seem like a maneuver that would happen in the RW. Unit leader says to vehicle #4 "Take that road half a click up the hill...see what's up there and report back." Or, maybe not.
  20. Hello Comrades, I've done a lot of keyword searching and still haven't fond an answer to this question, so any help is very welcome. Is there any way to specify that a single vehicle break off from its unit and take a separate route without dividing it out of the unit from the beginning? To test this I set up a route with an 'Embark if...this unit is..." specifying the vehicle's ID. When the unit gets to the waypoint with the Embark if nothing happens. Thanks
  21. Up-to-date UAVs. Preferably with at least one weapons system and maybe a choice of a few. It would also make me happy to see the AI take some driving lessons too
  22. Thanks Lt.! Yeah, I just learned my lesson about using the Mods dir. Eric
  23. Hello All, I suspect this is an issue of 'stupid human error' but I just can't seem to figure it out. For a while I was using the CZ Studios HMMWV skin. Today I decided to make some modifications to the default skin and use that. Everything went fine, the .dds file saved and opened just fine. I moved the CS Studios .dds file to a backup area and added my mod to the C:\Program Files (x86)\eSim Games\SB Pro\Textures\Desert directory. I then started SB Pro and bam...the CZ Studios file is still being used. I rebooted the box just to see if that made a difference...to no avail. the file is named properly as hmmvw.dds. Any ideas on what I'm doing wrong? Thanks in advance, Eric p.s. Yeah, I did spend time searching...I suspect I used the wrong search terms. And,v yes I'm using the latest version of SB Pro.
  24. Thanks what was exactly what was happening. I just zoomed out a bit and it worked fine. I wonder if that's a bug?
  25. I'm trying to get the ending point of a route for an unit to 'snap to' an existing waypoint, but it keeps ending in a new waypoint. I end the route right on top of the existing wp but it just won't connect. If I extend the existing route using this technique it works, but I can't figure out how to do this with a route that originates from a unit. I know I got this to work once when I first started using the Mission Editor gut I just can't seem to get it to work now. Is there a trick to this? I searched the wiki and manual. Thanks.
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