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rump

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Everything posted by rump

  1. I still receive the error on the dlls when opening the program. When I copy the dlls from my system to the release folder, everything works fine. (two test conversions ran fine, one test with 1 thread, the other with 2) Definitely faster!
  2. Don't get me wrong, I'll never be against an increase in details/aspects. **HAILS the_List**
  3. Is this version 3.002? If so, it looks like a leftover from 2.6. The tutorial directory in version 3.002 is named CV9035-DK, text displays correctly in English.
  4. My machine runs 32bit, so I guess that's my problem. Jup.
  5. Guide to making range cards: Armystudyguide.com
  6. The program opens fine. Then when you start a conversion, a new empty window opens, covering the initial one. When you close this new window, the conversion stops, resulting in a 0 KB .ter file.
  7. Hm, maybe it just won't run on a 32bit system.
  8. Do you run a 64 or a 32bit system?
  9. That was already installed, I tried the 'repair' (in the Visual C++ installer) option, but that didn't fix it. When I copy msvcp100.dll and msvcr100.dll from my System32 folder the program starts, but shows weird behaviour. (SO DON'T TRY THAT AT HOME!!!)
  10. When using the 'set look of infantry' option, the unit is by default NOT armed. You have to use the 'Arm if' option to arm them.
  11. Thanks! However, when I try to run the program I receive the following error: All files were extracted to the Release folder. My system is Windows 7 Professional SP1, 32 bit.
  12. You could set the 'Discard Weapon if' option to a condition (enemy unit NOT in zone, for example)
  13. Hi, Check if it's the 'preferred device' in Windows http://support.microsoft.com/kb/831361, under Method 3. In Steel Beasts, open 'Controls' from the Main Menu and check if it's set to use the joystick or control handle and make sure the 'Disable Joystick input' checkbox is not checked.
  14. I'm referring to the 'Start if' function when placing an Arty call in the mission editor. Say you want to 'script' a mortar attack by insurgents on a NATO base, you could create a condition based on the whereabouts of a RED mortar unit.
  15. So for RED mortars and/or rockets you can always fall back to scripting the arty in the mission editor (for single player missions).
  16. The test scenario is attached to my initial post. Targets which were engaged after being destroyed didn't have any troops (supply trucks, tanks) and no survivors.
  17. They engaged the helos with HE-Frag. The FO had a 'target fixation' on the helos also judging by the azimuth of its turret. But what about the (repeated) engagement of destroyed targets?
  18. Hi, The AI artillery has some strange targeting behaviour. I created a test scenario (attached) with 5 targets, a YPR plt, a Supply truck plt, a Leo 1V plt, a M113 FO, a M109 plt and an Apache plt of 3. Red AI has a FO, a plt of 2S3's and supply. All Blue units are set to blind. In short: The Apaches were engaged first, and from the 25 fire missions, 8 were directed to them. (even scored one kill!) Flight height doesn't seem to have any influence. Other weird behaviour: confirmed destroyed targets were engaged, multiple times. M113 FO was never engaged. I guess the FO wasn't engaged because it's 'just' one vehicle, but targeting helicopters and confirmed destroyed units? -Rump Arty Test.zip
  19. That file is not user editable, I guess. All it does (the one offered for download in the thread I linked to) is setting your graphic options to the lowest point. You could try setting them in windowed mode and see if you still crash with the lowest settings.
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