Jump to content

Ssnake

Members
  • Content Count

    21,755
  • Joined

  • Last visited

Everything posted by Ssnake

  1. Ah! If the CM stick is stuck in Firmware Upgrade Mode, please check the post below and restart the firmware upgrade process at least one more time, hopefully to complete it (if if still won't finish after three or four attempts, please contact me by email):
  2. We simply haven't found the time to get around that, yet - sorry.
  3. Ssnake

    Kyoat [RESOLVED]

    The first thing that comes to mind would be to check the font/window scaling in the Windows display properties. It would be preferable to set this to 100%.
  4. In your picture, the CodeMeter stick is shown in red color. Usually that means that it is locked. You'd need to unlock it, in the CodeMeter Control Center. If you have set a password, you'll need to enter it. If you haven't but still get prompted for it, first generation CM sticks had the factory default password "CodeMeter" (note the capitalized letters).
  5. The "actors...textures..." path part needs to be created before you place mod textures in them. Also, "Forest" is invalid as a name, must be "Woodland".
  6. So, you have an old version of SB Pro installed? That changes everything. The user manual has actually a reasonably detailed section about "Mods". In a nutshell, NEVER change files in the original program folder, but copy them into the corresponding subdirectory of the Mods folder. Version 4.1 allows for map-specific custom textures, rather than a globat mod.
  7. I suppose you could adjust the time zone to "0". This may only be possible in the map itself, so you may want to pick a map and save it as a delta, and enter in the description the hint that it's time zone "adjusted" to GMT.
  8. Well, you have your map packages installed somewhere. You must. The path is shown in SB's Main Menu / Options / File Paths. So, "X:\... map packages\" stands for that file path, wherever it may be. "YOUR PACKAGE" then is the specific map package for which you want to add your custom textures, which is either a specific folder (if it is a base map), or a basemap\deltas\YOUR FOLDER type of (nested) file path inside of the "map packages" parent directory.
  9. I think that's a programmer's way of creating a to-do list in his own code.
  10. Can you please delete everything from that scenario that isn't required to demonstrate the bug, save it under a new name, and send that scenario to us?
  11. I think with the new engine this is actually easier to replicate than one may think. First you need a map of the upper Jordan valley. Then do what the Isralis did - build a ramp with the proper gradient to add more superelevation to what the Centurion can do. Then have at least two players, possibly three - two observers, one gunner. Add variable crosswind conditions to make things more interesting. Practice. The difficult thing will be to calculate the necessary superelevations for these ranges. I might be able to help with that, but I need to know the specifics. Which round do you want to use range difference height difference
  12. You may also want to create an unconditioned alternative route (though it needs an embark delay similar as to the first one). That said, I think you need an additional route and an additional waypoint. Here's why: Your route goes from WP#1 to WP#2. I presume you have a delay before checking so the unit can be reasonably certain that there is no enemy overwatching the route. Say, 30 seconds after it arrives on WP#1 it embarks on your route as planned and as described. It runs into enemy, and pulls back. Now, it will remember that the retreat back condition was fulfilled and if there is an alternative route that can be taken (e.g. because unconditioned), it will give that route preference rather than repeating the same mistake over and over again. You want it to wait for three minutes before trying the same move, essentially. But unless you apply a three-minute delay before checking for ALL attempts (including the first), this won't work. But if you add a route to WP#3 very close nearby which is unconditioned, after returning from halfway to #2 it will now go there. Here you can have another route with basically the same condition as the one leading from #1 to #2, except with the three-minute delay before checking. (Suppose on the second attempt it still runs into the same enemy and pulls back again. In that caser you can basically repeat the trick a third time if the situation is still no good, and move on to yet another nearby waypoint on an unconditioned route, but this time you try a "real alternative", a covered route leading to an entirely different starting point and an attempt to bypass the known enemy position.)
  13. Note that the 80 rounds allotment is presented as "normal"; this was an official training video (if on the introductory side), and there's no mention that this is unusually sparse due to "circumstances", the commander doesn't raise an eyebrow.
  14. I was invited to Grafenwöhr some time around 2003 to make the sound recordings of missile launches and other gunfire. Day one, I'm with the Americans for TOW launch recordings. "Hiya, great to meet you, let's move out. There'll be plenty of recording opportunity. The unit's in Iraq, so we're shooting all training missiles so that next year when they'll be back, they won't cut the allotment for training. We've got only eight hours, and 160 missiles to fire with two vehicles. It's going to be a bit hectic, but hopefully you'll find at least one undisturbed recording." The next day I meet the company commander of a German PzGren company and he beams with joy as we shake hands. "Man, I'm soo lucky! I've been granted two Milans, can you believe it? So, I can shoot one at day, and one during the night combat phase! Hey... this is great news! Why the sour face?" Then we wept.
  15. Ssnake

    Wargames

    ...? I'm 10 minutes into his rapid fire jumping all over half the globe; maybe there's enjoyment in this for people who know the game in and out. But I'm not going to watch another 40 minutes of that. And frankly, from what I've seen with the submarines, it is so heavily abstracted that I just don't see how you would replay the battle of Midway with this game in a way that would adequately challenge the player with the kind tactical dilemmas that the historical commanders were facing when casting their decisions.
  16. Ssnake

    Wargames

    But isn't that two or three levels above managing carrier operations?
  17. Depends a bit on the value of the item, and the profit margin. Giving away something that you buy for 50ct and sell for $1.50 - yes, very much doable. A car dealer that purchases the car from the factory for 50,000 USD and sells it for 52,990.- USD, wouldn't do it. Somewhere in between is the line in the sand that every merchant will have to draw for himself.
  18. X:\... map packages\packages\YOUR PACKAGE\actors\textures\woodland (or \desert, or \winter, possibly also \TIS)
  19. Ssnake

    Wargames

    Yeah, sorry. I mixed them up.
  20. Ssnake

    Wargames

    Advice for a specific boardgame, or advice how to shape the game experience? One trick I saw for a Coral Sea wargame was that each team was supposed to prepare their plans after the briefing, but what they didn't know was that at the start of the actual game session they would switch sides, and had to make do with the few sightings of each other. Obviously such a trick can be used only in case of chance encounters. Midway wasn't a chance encounter, but one where the US achieved operational surprise on two points - knowing in advance that the Japanese were coming, and getting the Lexington battle ready in time when Japan actually believed that they had sunk it at Coral Sea. Finally, the US was also lucky in that all the bungled counterattacks, as ineffectual as they were, prevented the IJN from launching a major strike assembly. I'm not sure how one would replicate the two major operational surprises unless you pitch a highly competent naval battle wargame player with absolutely zero knowledge of the WW2 Pacific campaign and convince him that the rules of the game are that the Americans can have only two carriers, and that they can't attack him until the next day. The "can't launch while evading attack" kind of rule OTOH seems to fall very well into the domain of rule sets to shape a game mechanic. The question is however if it is supposed to be played by just a single player per side, how do you educate the players about the logistics constraints and timetables to present them the kind of decision dilemmas that were so masterfully demonstrated in the video above, or do you actually make it a staff vs. staff type of wargame where each commander of a party can rely on subordinates to do the calculations for him.
  21. Ssnake

    Tactical FPS

    "Whoops, Apocalypse" (German title, "Zu spät, die Bombe fliegt"). Was a cinema feature film summary of a British comedy series (but as far as I can tell, the film version is more concise and overall the better one). It is, of course, deeply rooted in the late 1970s/early 1980s Cold War era, made more or less directly after the Falklands war, with a lot of satire that may be lost on younger generations (Nixon, Breshnev, 1970s British prime ministers); at the same time it was also somewhat uncanny in its comedic protrayal of international terrorists for hire ("Carlos", specifically). The SAS raid on Mme Tussaud's was basically the slapstick episode; it's not 90 minutes non-stop like that.
  22. Ssnake

    Tactical FPS

    The background in the Mech verse seems to be that while mankind is still space faring, for some reasons there is knowledge decay in engineering and they basically just downgrade and downrepair things, so that's why you have laser gatlings but no tracked vehicles, or guided armor piercing missiles, orbital bombardments, high yield kinetic energy weapons and other stuff you might expect from far future ground combat set in the space age. The question is, can you license/call a game "Mechwarrior" that ditches this background lore. Some people may be able to suspend their disbelief; personally, I think it should have T-Rexes as riding animals for infantry in power armor to joust the mechs if we're leaving the realm of the credible anyway, and nano dust grenades that melt faces. On a more serious note, I fully agree with the magic radar critique, LOS limited detection, emission control, and some limited electronic warfare capability to create false targets would make it way more interesting. And, yes, some sort of infantry in power armor, maybe with jetpacks. And orbital kinetic energy bombardment. But then we're fully into combined arms combat simulation, and boy, that can get complex real quick.
×
×
  • Create New...