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June 23rd, 2005, 02:48 PM
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Second Lieutenant
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Join Date: Jun 2005
Posts: 570
Thanks: 2
Thanked 30 Times in 28 Posts
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Any chance to get firing shown \"slower\"?
Well, I tried to change values in CamoGame.ini to get firing be bit "slower" but it seems to be too difficult to me ... At first I had to add speed because units moved too slowly. Ok I solved it but at same time firing seems to be similar like in Divided Ground/Western Front games ... Those who has played them know what I'm talking about ... So, is there any option to get firing (especially from tanks) to be shown "slower" without getting units to move slower?
I'm sorry but I can't describe my problem clearer. Hopefully you understand my point ok?
Warhero
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June 23rd, 2005, 03:01 PM
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Corporal
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Join Date: Jun 2005
Location: Ohio
Posts: 72
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Re: Any chance to get firing shown \"slower\"?
I have the same problem, but I'm trying to speed the firing up, mostly with atgm's and cannon fire, if I tweak it really fast it has destortion and you can't even see the animations of the rounds being fired, I don't know anymore than that though!
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We have enemy to our North,South,East and west, so we are surrounded, we are suppose to be, we are paratroopers!
Richard Winters 506th Easy Company
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June 23rd, 2005, 03:24 PM
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Second Lieutenant
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Join Date: Jan 2005
Location: Italy
Posts: 447
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Re: Any chance to get firing shown \"slower\"?
After you have installed the game without any change to any .ini you can set some parameters in the general preferences that may help you to tweak the speed. Animation level bar and message delay bar can do the trick. Also if you have hidden fire on you will not see the precise hex from where the enemy shot. Changing the .ini may help if you have very low speed machine.
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June 23rd, 2005, 04:19 PM
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Private
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Join Date: Jun 2005
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Re: Any chance to get firing shown \"slower\"?
i have the same problem with animation speeds and it has nothing to do with the in game options. it can be somewhat tweaked in the camo ini. but still have problems with the sound. i think there is some conflict going on under the hood. im guessing it is a sound card.. mp3..????
the camo guys will figure it out . my specs posted on "slow animation" thread.
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June 23rd, 2005, 05:21 PM
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Corporal
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Join Date: Jun 2005
Location: Atlanta, Ga. USA
Posts: 79
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Re: Any chance to get firing shown \"slower\"?
The interesting thing is, that the ATGM fire is slow. Nothing else (including sound). My computer is not slow. At least not that I am aware of...It is not a super computer, but it is a recent design. Is there a user-friendly cut/paste text for the '.ini'? I am not too sure how to tackle such things as programming. Thank you!
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June 23rd, 2005, 05:29 PM
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Second Lieutenant
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Join Date: Jan 2005
Location: Italy
Posts: 447
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Re: Any chance to get firing shown \"slower\"?
Mmmmhhh, anti-tank guided missiles are not as fast as standard ammunitions, you can "see" them, or better you are aware that they are travelling.
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June 23rd, 2005, 06:11 PM
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Corporal
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Join Date: Jun 2005
Location: Atlanta, Ga. USA
Posts: 79
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Re: Any chance to get firing shown \"slower\"?
I suppose that you are right. They still seem rather slow, especially when compared with SPMBT. Thanks!
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June 24th, 2005, 12:50 AM
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Private
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Join Date: Jun 2005
Posts: 15
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Re: Any chance to get firing shown \"slower\"?
Like everyone else, I am THIRILLED to have WinSPMBT! It is a great achievement. Still, I have had a few issues and would like to provide them since BETA never gets everything, especially when you have so many configurations.
Here is the hardware set-up (home built):
CPU: P4 3.0Ghz HT
Mobo: INTEL 865GBF mobo
RAM: 1GB PC3200 Dual Channel
Video: PNY FX 5700 ULTRA 128MB, DirectX 9.0c
Sound: Creative SB LIVE! 5.1
HDD: 1 x 200GB SATA
1 x 120GB SATA
1 x 20GB ATA
OPTICAL 1 x Samsung 52x CD-RW
1 x Pioneer A06 DVD-RW
MISC: Pinnacle AV/DV PCI Card
PCI USB 2.0 Card
I also have frustrations with the slowness of fires. Resolution in SPMBT was MUCH faster. I have had single-attack (1 shooter to 1 target w/ all available weapons) take 15-25 SECONDS to resolve. In a big battle, that is tedious.
Also, artillery fire, while OK in it's effects, seems to generate weird, crackling sounds, especially MLRS. This does NOT seem to be an imitation of the "popcorn effect" of a real MLRS strike, but it seems like the system is trying to compress a LOT of individual sounds into a VERY short period of time. Also, in SPMBT, if you had a cluster/sub-munition weapon strike a lot of targets, you only got a couple of "ker-brower-er-er" sounds regardless of how many units were hit. NOW, it seems like it has to cycle sounds for each weapon hitting each target.
SMOKE: Very frustrating. It goes by so fast that you wonder what just happened as the screen dances all over the flipping field. Can we slow this down a little without impacting other fires?
TEXT: Can you turn off the new, added text at the bottom that comes up telling you what weapon hit was armor at what angle, etc.? Maybe a VERBOSE and NON-VERBOSE setting? Or, speed it up a little?
SCREEN ISSUE: I know I'm just a klutz, but moving the EXIT button on the BATTLE GENERATION screens away from the bottom & dead center would be nice, and maybe putting the DONE button in that place? Small issue.
That's it. The fire resolution and arty sound and speed issues are all I've encountered (but, unlike others, I was unable to play hookey any this week <grin>).
Check Six, and THANKS AGAIN!!!
Buddy
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