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Topics - Eat Uranium

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196
FH2 Help / Support / FH2/BF2 won't run on laptop
« on: 16-05-2009, 17:05:59 »
I've been trying to get BF2 to work on my laptop for a while so that I can play FH2 on it.  After a few hiccups getting it to run, I am now at a brick wall.  The game freezes when it gets to the 'verifing client data' part at the end of loading a map.  It does this in FH2.15, BF2 1.41 and BF2 v1.0.  I have no idea why it won't run, unless its to do with missing drivers or something similar.

Laptop is a HP G70
-Vista home premium sp1 32bit
-Core 2 Duo T5800 2GHz
-3GB RAM
-GeForce 9200M GE

Any ideas?

197
FH2 Help / Support / PB kick [120148]
« on: 23-04-2009, 16:04:28 »
Just got this kick from Hslan, does anyone know what it means and what I can do to not get it again?

198
Suggestions / Tank and AT guns
« on: 13-04-2009, 22:04:00 »
Starting with tanks:
I think that the L6/40 could do with HE ammo.  I'm assuming that it was available, partly because the gun was also used as an AA gun, but also because I think the Marmon is armed with the same gun.

I also think that the 7.5cm L24 armed tanks should have their shell loadout changed.  Something like 15 APC and 8 HEAT shells for self defence, and the rest of it's shell compliment being HE.  This is because I like to use the HE shells against infantry with these tanks, and 18 shells doesn't last long; while I never use the useless APC shells, of which there are nearly 60.

Moving onto AT guns:
Firstly, I think that the Pak 35/36 is too weak.  It should be able to kill a Cruiser IV frontally (max 30mm of flat armour) with 1 shot out to about 500yds (penetration of 29mm of 30 degree sloped armour), and yet it struggles to kill with shots to the weaker side armour.

Secondly, I'd like to see the travering system of the stationary AT guns (minus the 2pdr) changed.  Currently, as you traverse the gun to it's stops, the carrage also starts turning.  I'd like to see the carrage turning independant of the gun traverse and controlled by the 'a' and 'd' keys similar to the lafette.  It would allow you to get on targets outside the traverse window quicker by turning the carrage immediatly with the gun, rather than having to fully turn the gun and then turn the carrage as well.  It would also get rid of some of the inertia on the gun when you're engaging targets right at the stops.

199
Suggestions / Universal Carriers (and other APCs)
« on: 06-04-2009, 16:04:50 »
I noticed that APCs in the 2.15 patch were modified to provide infantry ammo, which I think is a nice touch.  I have 2 suggestions, one for the universal carrier, and one for APCs in general.

The first is to have a universal carrier armed with a boys rifle.  Would be good for some of the earlier african maps as well as the early western front.  Would be the (worse off) counterpart to the sdkfz 251/10 with the 37mm we have on FoTobruk.  I also think the russians used some of their carriers with boys rifles.


The other is to have APCs act as mobile spawn points.  The idea behind this is to make them a real alternative to just grabbing a truck.  I think it can be set so that the spawn would only work while the APC is occupied, which would encorage someone to stay behind in it and provide fire support.  If possible, the spawn would only work if the APC was occupied by its own team; and on the spawn map, the button would be a different colour e.g. blue.

200
Community Polls / Next Theatre
« on: 06-04-2009, 02:04:40 »
I'd imagine that this poll existed at some time on the FF forums, but I felt that it should be asked again in light of all the new news.

Please read before voting!

This poll is split into 2 groups.  Each theatre is mentioned twice, once preceded by 'Hope' and the second time by 'Expect'.  You have 2 votes, the idea being you pick one theatre you want to be done next, and one you think the devs are most likely to do next.  You can change your vote.  Sorry if it seems overly complicated.

Early Eastern Front - Invasion of Poland by Ger/Rus; Winter war; Op Barbarossa.  Also includes the Balkans.
Late Eastern Front - After the tide turned and Ger is on the defensive; Continuation and Lapland wars.
Early Western Front - Invasion of France and the Low Countries by Ger/Ita.
Late Western Front - Continuing on from Normandy onto BotB, the Rhine etc.
Italian Front - Invasion of Scilly and Italy by Com/USA.
Pacific Theatre - Campaign by USA against Jap across the islands and seas of the Pacific.
SE Asian Front - Actions by the Chinese, KNIL, USA + Com against Jap on mainland Asia + Indonesian islands.

Well, I expect the next theatre to be Italy.  All the stuff is there, especially with the donated models from the FH campaign.  I would like the next theatre to be the early Russian front, with some Winter/ Continuation war action.  I really want some Pz38t vs T26 action, PPSH blazing away.

201
Suggestions / Update Singleplayer
« on: 03-04-2009, 14:04:23 »
I'm not sure if bizness is still about, but I remember kev4000 saying that someone was navmeshing some of the Normandy maps.  I'd like to ask whoever is doing this to update the current sp maps.  They are still using the gameplayobjects.con from 2.0, which means that with all the updates made they are starting to become unbalanced.  So all I'm really asking here is to use the .con files from the 2.2 multiplayer versions (or however its done).  You can even leave in push mode and dummy flags, since as of 2.15 these started working in sp.

The only other request is to add AI files to the new stuff from 2.15.  I think its the tiger, saharania and deployable weapons that are missing the files, but it could be more.  And if you only navmeshed one current map, I'd like it to be Mareth Line.

202
Tactics & Tutorials / [FH2] Crusader Mk1
« on: 03-04-2009, 00:04:19 »
Love it or hate it, at some point you're going to find yourself behind the wheel of this paperweight.  Usually left abandoned at the base while the Grants are taken first, you shouldn't underestimate this tank.  With the right tactics and just a pinch of luck, you can be a real thorn in the side of the panzers.

The first thing to remember is that the Crusader is fast.  Not as fast as a jeep, but much faster than the other tanks out there.  Use this to your advantage at the beginning of rounds.  Try to reach advantageous positions before the panzers start to appear.  However, be careful being the first out of the base if there are Stukas about.  Try to stay off the usual routes, but most importantly - don't bunch with other tanks.

Attacking out in the open is a very quick way to end up at the spawn screen.  Therefore, to remain effective you have to find something to go hull down behind.  This is where the Crusader's low profile comes into its own.  You can hide behind small dunes that would barely cover other tanks, and use slight ravines to slip away unnoticed.  The best advice I can give on finding good hiding places is this: try to get to places that you wouldn’t expect a tank to be in.  For example, there are two dunes between you and the enemy.  Normally, you'd pick the larger one; thus this is the place the average tanker will look first.  Certainly don't hide with another tank unless it’s another Crusader.  The reasoning here being that the enemy might think there is only a single tank and move on once it’s destroyed.  Also remember to pick somewhere that your camouflage blends in with.  The early version is much easier to do this with than the late model, though this has little effect at the view limit.

So you’re in the perfect hiding place and the panzers have just appeared.  At this point, the impatient tanker will open fire and quickly reveal their position.  You need to wait for the panzers to get closer and into the battle before shooting.  The closer they are, the more damage your shots will do to them.  Not only due to the game's range based damage system, but also because it becomes easier to hit weak points.  The other advantage to the closer enemy is that he has less chance of spotting you at the edge of his screen than if you were further away.  The final thing you need before firing is a distraction.  Wait until the panzers have begun engaging your teammates, with their main gun preferably (but machine gunning infantry also works).  Now they are in sights and have no peripheral vision.  While loading your next shot, check to make sure that no other panzers have taken an interest in your hiding place.  If all is clear, keep on firing.  It is fine to machine gun infantry yourself, just don't do it if the tracers will give you away.

You've been spotted.  Unless it was by a M13/40 or lower, now is the time to get out of there.  If you have a shot loaded, take a quick shot at your discoverer (you never know, they might be nearly dead).  Reverse back into cover, then drive away, keeping whatever you were using for cover between you and the enemy.  Once you're back a bit, turn off to one side and circle round to find some different cover.  Use this to ambush any pursuers and get back into the fight.  You can use the smoke, but remember that it is neither in shells or mortars and just comes out the back of the engine.  Also realise that you then have to reload your gun, so don't do it if you might need to fire quickly.

The most important thing to remember with the 2pdr is that it is weak.  The only tanks you can kill in one shot are Italian or the pz2.  Where possible, aim for the tracks or rear.  Only attempt frontal shots when you’re desperate: they do very little damage and are very likely to get you noticed.  Also remember that as of 2.15, hitting the early pz3 in the front will do no damage at all, though this is not the same with the late pz3.  You don't have to worry about tigers though, so it’s not all doom and gloom.

The final thing to keep in mind is that you are not likely to live long.  The battlefield is a dangerous place for one so under armoured, and the situation can change quickly and out of your control.  By all means get back in a Crusader; just resist the temptation to go back to your original hiding place again for a while.

As a separate thing to general Crusader tanking, Mersa Matruh presents the cruiser connoisseur with a different challenge.  All I can say about this is stay in the city and stick to killing infantry.  There is no place to hide from the panzers in the town, so your life will be short.  For maximum effectiveness, try to get someone in your mg turret.  They can be very useful when you're looking behind at killing AT soldiers trying to give you biscuit variety boxes, because people rarely expect them to be manned.

To a lesser extent, this guide can also be applied to the Cruiser MkIV.  This tank has only 1 advantage over the Crusader: it has smoke mortars.  I hope this helps you out, but it is by no means complete.


Maps with the Crusader Mk1 (early):
- Sidi Rezegh
- Gazala
- Operation Aberdeen


Maps with the Crusader Mk1 (late):
- Mersa Matruh
- Alam Halfa

Added section:

This is a short section concerning the use of the tank monted 2 pounder.


This image shows the crosshair.  At normal combat ranges, the german panzers will gernerally fit between the 2 vertical bars like this Pz4F1.  At these ranges, drop has to be taken into account.  Also note that due to the side monted nature of the sight, the shots tend to travel to the left of where you aim.

At normal distances, you have to use the apex of the upsidedown 'T' that makes up the bottom of the crosshair (blue blob).  At longer distances (e.g. at the veiw distance), you may have to use the next line down.  The machinegun fire at normal range fals in approximatly the area of the red blob, though extended bursts may be necessary to combat dispersion.


The final point to make is about the MG turret.  While not effective in real life and often removed, in game it is much more usefull.  It has a much wider freedom of movement compared to normal hull MGs, and is very good at taking out engineers running up to lay mines since they rarly expect the turret to be manned.  Its sights are basic, though you must remember that the bullets travel to the right of the aiming point (very important to keep in mind at close ranges).

203
Suggestions / Aeroplane Gun Convergence
« on: 01-04-2009, 01:04:03 »
Well, since the old forums went down, I didn't want my work to go to waste.

Anyway, hopefully you will remember that the final convergence suggestion thread in the old forums actually got somewhere beyond the usual talk.  Well, I have improved the excel spreadsheet I made.  It now allows the convergence of each weapon to be calculated independantly, as well as including an extra blank space to allow further planes to be added easily (remembering a devs comment that it wasn't included because no one could be bothered to get out a calculator).  Unfortunatly, I am unable to upload it here because of filetype restrictions.  PM me if you would like the file, and I'll try to sort something out.

Provisionally, between me and Stray03, we worked out that convergence works best at about 200-250m.  At some point soon I will do some more testing of this, but any thing done will be tested entirly offline.  Anyone else who wants to try out some convergence ranges and feed back their results would be greatly appreaciated.

Edit: Files below.

204
Bug Reporting / Website
« on: 30-03-2009, 18:03:41 »
Not a bug in the mod, but I couldn't think of a better place to put this.

Some of the entrys in the 'Info' section have changed during the transfer.  Some images are missing, others don't link to their renders and some names have random letters in e.g. 'Typ 82 Kübelwagen'.  It mostly effects the German entries.

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