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View Full Version : SNEAK PREVIEW: Release version AATF DEMO


Pat Proctor
08 Nov 06, 11:20
Wanted to give everyone here a little head start: the release version (vice BETA version) of the DEMO is now up at

http://www.prosimco.com/aatfdemo.zip

There is also a tactics article, using JRTC 01 from the demo, up at The Wargamer.

http://www.wargamer.com

JamesBailey
08 Nov 06, 20:01
Thanks Pat. Sounds like AATF is on schedule - that is great to hear! Also, nice air assault tactics primer.

Pat Proctor
08 Nov 06, 21:43
Thanks Pat. Sounds like AATF is on schedule - that is great to hear! Also, nice air assault tactics primer.

Actually, the news is a little better than that. Stand by...:laugh:

Hub
09 Nov 06, 10:22
I get a C++ error message after all the intros play. Didn't have any problems with the previous demo.

Pat Proctor
09 Nov 06, 10:34
I get a C++ error message after all the intros play. Didn't have any problems with the previous demo.

Uh oh...

When do you see the error: before seeing the mapconsole page, after the map console page, when the menu opens, or after pressing a button?

Also, what version of IE are you running? DirectX?

Hub
09 Nov 06, 12:06
It happens right after the Shrapnel Games/ProSimCo/AATF intro movie series ends. I'm using IE 6+ and DX 9

Pat Proctor
09 Nov 06, 12:21
There is something wrong with the initialization of DirectX. I would ensure that hardware acceleration is turned ON (use the DirectX item from the control panel).

Barring this, I would try downloading and reinstalling. I have downloaded and installed and the zip package and install seems to work fine on several different computers...

Pat Proctor
09 Nov 06, 12:22
Did you power down the machine after downloading and installing? It is worth a try if none of the above works.

JamesBailey
09 Nov 06, 12:30
It happens right after the Shrapnel Games/ProSimCo/AATF intro movie series ends. I'm using IE 6+ and DX 9

I'm using IE 6.x and DX 9 as well but new BETA demo works fine on my computer. One thing I did was uninstall the old BETA before installing the new BETA. Not sure if this is necessary or not, but the new BETA works fine for me (it appears more stable as well, as I have not had any crashes :cool:).

Hub
09 Nov 06, 14:38
OK- Will try again when I get home from work.

meade95
09 Nov 06, 16:54
What's different in this beta version then the earlier one?

JamesBailey
09 Nov 06, 19:33
What's different in this beta version then the earlier one?

On the small side, the MG teams have a new symbol.

On the big side, the BMP-3 vic SHURGART-GORDON are much more effective AAA platforms :dead:

That is what I have noticed different.

CPangracs
09 Nov 06, 20:05
On the small side, the MG teams have a new symbol.

On the big side, the BMP-3 vic SHURGART-GORDON are much more effective AAA platforms :dead:

That is what I have noticed different.

Remember, those are Longbows! Use your stand-off capabilities and live!

Believe it or not, there are about 10 engine changes/fixes and over 30 design/scenario changes!

Hub
09 Nov 06, 20:09
Tried again with a fresh d/l and everything seems to work fine. Chalk it up to a fubar first d/l I guess, since I didn't do anything different otherwise. Am /1 now...

Thanks for the extra MG icon and putting the elevation and UTM coords in the mouse-over.

JamesBailey
09 Nov 06, 20:45
Remember, those are Longbows! Use your stand-off capabilities and live!


Yeah, roger that but I can't seem to effectively spot those BMP's from stand-off range ... was there a spotting model change for the Longbow?

CPangracs
09 Nov 06, 23:20
Yeah, roger that but I can't seem to effectively spot those BMP's from stand-off range ... was there a spotting model change for the Longbow?

Nothing in particular - a little tip, you have the radars on for all of the Longbows, so now you need to use ALL of your longbows from different directions to ensure you have LOS to the vehicles because terrain DOES effect spotting and resolving positive idea, as it is in real life.

Also be aware that there are different battle plans, so you won't always see the same enemy in the same positions. You have to creep forward and from different directions to ID and destroy the BMPs, but it can be done - you have to be aggressive, but not overly so.

JRTC 2 is one of my favorite, and one of the toughest, scenarios in the whole game!

JamesBailey
10 Nov 06, 09:34
JRTC 2 is one of my favorite, and one of the toughest, scenarios in the whole game!

SHURGART-GORDON is certainly a tough nut to crack. OPFOR has got all the latest enemy kit and it is very tough to isolate individual enemy BPs given how tight they are deployed in the LZ.


You have to creep forward and from different directions to ID and destroy the BMPs, but it can be done - you have to be aggressive, but not overly so.


I have been attacking ALAMO by sending 2x longbows from the EAST, 2x from the WEST and 2x right up the gut from the SOUTH. I make sure the longbows attacking from EAST and WEST have LOS onto Artillery Road, so enemy can't reinforce ALAMO (which he tries to, repeatedly!). Nevertheless, it seems tougher to spot enemy BMPs in this version. Its probably just me ... :laugh:

and I agree with you on the need to be aggressive but not overly so. JRTC02 is a perfect example of this fine line... Its an outstanding scenario - kudos to its designer :salute:

Pat Proctor
10 Nov 06, 10:12
Big changes in the release DEMO are really too numerous to count. A LOT of work happened in the BETA test. The most dramatic thing is that it is a lot more stable. In windowed AND full screen, it plays nice with windows alt-tabbing and such.

Lots of small things have change. All of the weapons are listed for every unit in a scrollable window. Text looks much better at higher resolutions. Lots of small things that add up to a nicer gameplay experience.

JamesBailey
10 Nov 06, 13:48
The most dramatic thing is that it is a lot more stable. In windowed AND full screen, it plays nice with windows alt-tabbing and such.


Pat-
I have certainly noticed the improved stability. Not one crash for me in this AATF BETA version vs. perhaps half a dozen in the first one. Great work in a short time period!

So do you guys have an updated time-line to the retail version release?

Pat Proctor
10 Nov 06, 14:02
Funny you should ask that ;)

The game went gold today. It should ship before Christmas. Pre-orders are still 5 bucks off at

http://www.gamersfront.com

JamesBailey
10 Nov 06, 16:25
Funny you should ask that ;)

The game went gold today. It should ship before Christmas. Pre-orders are still 5 bucks off at

Welcome to the all new Gamers Front e-Store! (http://www.gamersfront.com)

sweet! That means I need to ask my wife for a new super computer for Xmas, so I can play AATF at real high speeds! Wonder if she will buy that :hmmm:

eds
10 Nov 06, 16:42
The M24s range seems a bit steep 8000m

Pat Proctor
10 Nov 06, 16:52
Uh oh. :(

We'll check it out.

eds
11 Nov 06, 15:52
Let me just see if i've got this straight. If i select one of my vehicles(as opposed to a hierarchy) and an enemy vehicle has the 2 red chevrons above it, then my vehicle has line of sight to the enemy vehicle( equivalent to the red line when selecting info under the old interface). If all this is true so far, then why does my vehicle not fire?

Pat Proctor
11 Nov 06, 18:45
I need to know what the friendly unit is. It may be that it is moving and can't fire with moving. It may be out of range. it may be that its weapons can't kill the sighted enemy.

Sometimes, there is a bit of lag, between the time you select a unit and the time the "viewed" chevrons update.

eds
11 Nov 06, 19:03
Pat the unit was the I-TOW vehicle. It was stationary and definately in range. I think I've seen the lag and it's minimal. The vehicle would have been firing through either the medium wood terrain or the wooded stream terrain. Eventually i managed to get it to fire at about a range of 300 to 700 metres.As i crept the vehicle forward from a range of about 2000m stopping every 250m or so the red cheverons were above the target vehicle each time i checked it. Very frustrating, either i'm not getting something or there's a problem.

eds
11 Nov 06, 19:05
The target vehicle was a T-90E

Binder
11 Nov 06, 19:32
Soory if I missed these elsewhere, but what are the system requirements for this? Thanks.

CPangracs
12 Nov 06, 01:16
The M24s range seems a bit steep 8000m

M24 is, in fact, at 8000 meters. I guess it's a good thing there aren't any in any scenarios using that particular database! ;)

CPangracs
12 Nov 06, 01:24
Pat the unit was the I-TOW vehicle. It was stationary and definately in range. I think I've seen the lag and it's minimal. The vehicle would have been firing through either the medium wood terrain or the wooded stream terrain. Eventually i managed to get it to fire at about a range of 300 to 700 metres.As i crept the vehicle forward from a range of about 2000m stopping every 250m or so the red cheverons were above the target vehicle each time i checked it. Very frustrating, either i'm not getting something or there's a problem.

There is also a "time to fire" attribute. Anyone who has fired a TOW knows that it takes time to stop the vehicle, prep the launcher, acquire the target, and fire. In the case of the I-TOW hummer, it takes 30 seconds from the time the vehicle is stopped to do all of this. If you aren't giving the vehicle that much time and you keep moving it, the 30 seconds starts all over again. I think this may be the problem, because when I play JRTC02, I ensure I get my I-TOWs on the ground and in overlapping coverage on the objective as soon as possible, and I slice those T-90s up like butter at room temperature...of course this can't be done until you get rid of all of the BMPs, or your I-TOWs are toast.

Welcome to combat! :D

The thing about the I-TOW, ground vehicles or dismounted systems, is to get them in place BEFORE the targets get into a kill area. They are NOT an "offensive" or "assaultive" type of weapon unless they are on helos.

Good luck.

CPangracs
12 Nov 06, 01:25
sorry - double posted due to slow-loading forum...

JamesBailey
12 Nov 06, 09:00
The thing about the I-TOW, ground vehicles or dismounted systems, is to get them in place BEFORE the targets get into a kill area. They are NOT an "offensive" or "assaultive" type of weapon unless they are on helos.

Good luck.


Good discussion on using the ITOW. Thanks Curt!

Pat Proctor
12 Nov 06, 14:29
Min system requirements:

1 gHz processor
Win ME or later
DirectX 8.1 or later
DX compatible video card with 64 MB of memory
256 MB of RAM

eds
12 Nov 06, 16:37
In the first demo of AATF, in the secure the capital scenario i managed to complete the objectives before the T-90Es showed up by using the main road to east of SG as an LZ. Not one of the designated sites i know but Sun Tzu did say ....... It is a feat that i have not managed on the new demo, if i were to do so would the victory conditions still be met or is it always necessary to destroy the T90s to gain the victory?

CPangracs
12 Nov 06, 17:11
In the first demo of AATF, in the secure the capital scenario i managed to complete the objectives before the T-90Es showed up by using the main road to east of SG as an LZ. Not one of the designated sites i know but Sun Tzu did say ....... It is a feat that i have not managed on the new demo, if i were to do so would the victory conditions still be met or is it always necessary to destroy the T90s to gain the victory?

If you fulfill the objectives at any time, you will complete the mission objectives. Intelligent audacity will be rewarded, but not so will foolish arrogance! :D