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Off-Topic / Re: Picture of the Day
« Last post by nysä on Today at 05:40:58 »


Destroyed Grille Ausf. K. close to Gannep, 1945.
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Off-Topic / Re: Picture of the Day
« Last post by nysä on 06-12-2023, 11:12:27 »
Just excellent. Merci beaucoup!





Field overhaul at StuG.Brig. 177, the spring of 1944. Generous amounts of concrete with embedded track links, and beams are being added as an extra "protection".
Spoiler



The battalion received few used StuG IVs in March '44.
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Off-Topic / Re: Which kind of music are you listening to?
« Last post by nysä on 06-12-2023, 11:12:39 »
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Off-Topic / Re: Picture of the Day
« Last post by Seth_Soldier on 05-12-2023, 19:12:39 »
Hats off to Seth and to the research team for a complete overhaul of sighting/optics system on the AFVs. Truly impressive work there, never say never, huh.


And we hacked the bundlemesh to fix the remote german mg (because the export scene was lost)

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FRIDAY , December 8th, 19hUTC , the map MOERBRUGGE will be played in the Forgotten Hope 2 Campaign

History
"At 15:30 on 8 September 1944, the three assault companies moved to Oostkamp. Luckily, the "opportunity" to which Major Stockloser had alluded came about in the form of two civilian boats which were discovered by Major Mackenzie, Officer Commanding "D" Company. These boats would eventually ferry all three companies across the canal. Some boats sank during the crossing and heavily laden soldiers were drowned. At 17:30, "D" Company started to cross and soon the Germans responded with 88 mm and mortar fire. Casualties started to mount even before the companies reached the other side. In two hours, "C" Coy would drop in strength from 63 men to just 46. By midnight, all three companies were across and holding a narrow bridgehead on the far side.

Major Mackenzie was wounded and "D" Company was driven back to the canal by German counter-attacks. "C" Company was cut off from the "B" and "D" Companies by German infiltration. The day ended with 5 Argylls killed and 26 wounded.
The 9 September 1944 would see The Lincoln and Welland Regiment cross the canal and take up a position on the right flank of the Argylls. The situation would remain serious throughout the day, with several German counter-attacks launched against the bridgehead.

"C" Company was in a particularly difficult position being cut off from the other companies. In addition, their radios failed leaving them out of contact with all support. However, the company hung on and repulsed all counter-attacks. Company Sergeant Major George Mitchell deserves much credit for holding the defence together. He personally led a party that brought up much needed supplies and ammunition. After the battle, he would be awarded the Distinguished Conduct Medal."







Click on the image below to join the Campaign
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Off-Topic / Re: Which kind of music are you listening to?
« Last post by nysä on 05-12-2023, 11:12:57 »
https://www.youtube.com/watch?v=0ZqLOKCt8V4

Sorrowful Life - Abigail [Happy Days Cover]
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Off-Topic / Re: Picture of the Day
« Last post by nysä on 05-12-2023, 08:12:02 »
Hats off to Seth and to the research team for a complete overhaul of sighting/optics system on the AFVs. Truly impressive work there, never say never, huh.



8
Specifically to playing the French on the Flavion map in 2.63, but likely applies elsewhere. Using the alt firing mode on the Berthier Mle M34 rifle (right click/"iron sights"), every time I fire a shot I have to manually right-click again to return to iron sights after the reload animation completes. Is there a way to automatically return to the firing mode I was in after the reload animation completes?

I tried setting zoomOutAfterFire 0 in the tweak file, and that technically works, but then you stay 100% in iron sight mode, including all the while the reload animation plays out "behind the scenes". You can't fire again until that animation competes (which is OK), but since you no longer see it, you don't know when it's done and you're able to fire again. You either try to guess, or just keep pulling the trigger until another round eventually goes off. Not a good solution.

I don't want to get rid of the reload animation - I just want the game to return me to whatever firing mode I was in after it completes. Is there a way?

Thanks!

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you can set the player number in the server settings up top to 2, that allows you to freely switch to the team you like. Of course you first have to die when you switch teams and then spawn in to the other side though.
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Singleplayer and Coop / Re: No more "ticket" counters in 2.63?
« Last post by SadCamelion on 02-12-2023, 13:12:44 »
OK, after playing a while I noticed the thin blue & red bars shrink in length as the game plays on. So I'm assuming each bar's length is a general representation of the ticket count - like a reverse progress bar(?). I guess it's something, but I prefer to see the actual numbers - especially if it's a tight came going down to the wire.

Not sure what the logic was behind changing to this method....

you can easily get those back by going to the FH2 Launcher > settings > HUD, along with many other options to change the minimap and hud to your liking  ;)
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