$4 At Office Max ?

starbage1

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Check what I picked up for $4 at Office Max. Who would have known they would have it?? I saw this pretty much brand new. Fed up with the fake problematic virus one, I had on my computer I bought the real thing and campaign is actually working now! Running it in windows 98 mode. It already came with 3.1 patch installed, I didn't have to install anything. I'm sure other stores have this for cheap in the valusoft / discount pc programs areas as well.
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Check what I picked up for $4 at Office Max. Who would have known they would have it?? I saw this pretty much brand new. Fed up with the fake problematic virus one, I had on my computer I bought the real thing and campaign is actually working now! Running it in windows 98 mode. It already came with 3.1 patch installed, I didn't have to install anything. I'm sure other stores have this for cheap in the valusoft / discount pc programs areas as well.

Hi starbage1,

I think you will still need to install the 3.1a patch, which is useful for multi engined planes IIRC. Glad to hear the stock campaign works better, that was a mystery to me. By the way, there is a typo in the stock fw190A5 aircraft xdp. It is a bit tricky because the xdp uses a 109 pylon, which is fine. However there is a typo in another pylon in the loadouts, which refers to (IIRC) 109_A5, whereas it should be 190_A5. I think it occurs twice. If you fix that I think the fw190 spawns more often in the stock campaign mode (bearing in mind it enters service one month after the campaign begins).
 
5 things:

Great info Daiwilletti, I will change that get the 3.1a patch and wondering if there are any more files Microsoft forgot to edit typos etc?

Had to install with AVG OFF. AVG would detect false positives in the appdata folder for the game some temp file for the cd check.

Windows 98 mode forces vsync on, its hard coded even with xp mode I believe. But if I uncheck compatibility mode worried campaign wont run right.

Also my JU-88s cant torpedo they get real low (feet above the sea) to target and get into a turn then crash into the sea, I'm thinking they should be starting higher or maybe there is missing info in the ai attack script or something for bombers using torpedoes, I don't know if the british and american bombers can torpedo ok..

Also noticed the game has a memory leak. After the 6th or so mission using tons for memory checked in task manager, game is playable but to fix I just save and restart the game every 5 missions. Does it in affinity mode as well. pressing z you can slowly see your fps drop. Compatibility mode doesn't fix it either.
 
Very interesting about the memory leak - I wonder if that explains the mysterious crashes in MAW as well?

AI torpedo runs are problematic. I've tried altering MinAlt in the aircraft xdp but that doesn't seem to do a thing. Don't know if there is a setting in the air or cfg file that would force the JU88's to make their final approach turn at a higher altitude. Could try raising the stall speed so they turn at a higher speed?

I try to manage the wingmen by bringing them in a big wide loop miles out from the target before releasing the Ju88 torpedo bombers in a fairly straight line towards their individually assigned (bracketed) ships. Even them, half the wingmen will cruise straight over the top, go on to another turning point beyond the ships! So wingman management only partially helps.
Changing the pilotattributes.xml so your wingmen have more skill may also help alleviate the situation a bit. Pilotattributes helps to set the skill, gtolerance etc that your campaign wingmen are given when you start a campaign.
 
I had a thought that Microsoft built it in to kick off people who spent too long playing the campaign.. You can try it open campaign in 9x/me/2000/xp don't know about 7 and watch your fps slowly drop after 5 consecutive campaign missions and keep an eye on task manager it gets to a whopping high memory usage number

the fighters do a good job with torpedos its just the bombers, tried split formation didnt work either they still crashed.
 
Does this CFS3 cd set still need a disk to operate ? Looking at getting the DVD version but the price is not cheep. Also found a site that i can download CFS3 for around $6.00. Nether require any disk to operate .
 
Be careful on sites that offer this game, they may be partial or incomplete installation (full is over 1GB) and even files that have been tampered with or virus laden. Had a terrible experience with it already, and the microsoft installer even looked authentic. Campaign wouldn't work right other files were tampered with.

Trust me, Buy the actual 2 disk CD. Ebay or Amazon has them or like a said stores may still have it hiding in the discount area of stores that offer a PC software area by all the other cheapos by valusoft

You need a CD to play it although there are workarounds, not sure how everyone else who owns it is playing without their cd, there are different ways.

If you are the rightful license owner and using it for personal use, you can make a backup, mount it in virtual drive etc.
 
My experience with AI torpedo bombers is as soon as you send the signal to attack, they head towards a waypoint parallel to the target's current course. Then they make a final turn on the torpedo run. The problem is the AI doesn't know a basic fact about flying, that pitching up is required when banking to maintain the same amount of lift and thus stay at the same altitude, and this is critical when at the very low altitude for a torpedo run (makes no difference for a bomb run from 4000 feet). The Ju-88 lacks sufficient power to pull up in time from a steep bank (other aircraft are more likely to have sufficient raw power to escape sometimes), so the solution is to lead your aircraft in at a correct angle and issue the attack order at the correct distance, so that a steep bank for the final torpedo run is not required. Since of course the AI's waypoints are not visible to you, it will take some experimentation. In my experience, being perpendicular to within 10 degrees, and about 4-6 miles out is the best time to issue the attack order, and it helps to already be at a lower altitude. Still, some aircraft may crash. Also, other approaches can work, so when you find an approach angle/distance that works for you, always come in from that angle in the future. The faster the target ship's speed, the more difficult it becomes, since the AI sets the initial waypoint based on where the target is at that moment, and the faster the ship, the farther away the airplane will be once it arrives at the waypoint.

A bigger problem for the Ju-88 is that the default XDP gives it two torpedoes for the anti-ship loadout, and after releasing the first torpedo, it circles around for a second run, and it will always crash trying to make that turn. The only solution is to use a different loadout, or remove one torpedo from the loadout XDP. The AI can fly with the unbalanced load no problem, but you will need to figure out the correct aileron-rudder trim. I've also experimented with altering the XDP and using one torpedo and a 1000 kg bomb on the other pylon, just for fun, since the torpedo weighs 812kg so it is more balanced, and the AI will circle around and try to bomb the ship after releasing the torpedo.
 
My experience with AI torpedo bombers is as soon as you send the signal to attack, they head towards a waypoint parallel to the target's current course. Then they make a final turn on the torpedo run. The problem is the AI doesn't know a basic fact about flying, that pitching up is required when banking to maintain the same amount of lift and thus stay at the same altitude, and this is critical when at the very low altitude for a torpedo run (makes no difference for a bomb run from 4000 feet). The Ju-88 lacks sufficient power to pull up in time from a steep bank (other aircraft are more likely to have sufficient raw power to escape sometimes), so the solution is to lead your aircraft in at a correct angle and issue the attack order at the correct distance, so that a steep bank for the final torpedo run is not required. Since of course the AI's waypoints are not visible to you, it will take some experimentation. In my experience, being perpendicular to within 10 degrees, and about 4-6 miles out is the best time to issue the attack order, and it helps to already be at a lower altitude. Still, some aircraft may crash. Also, other approaches can work, so when you find an approach angle/distance that works for you, always come in from that angle in the future. The faster the target ship's speed, the more difficult it becomes, since the AI sets the initial waypoint based on where the target is at that moment, and the faster the ship, the farther away the airplane will be once it arrives at the waypoint.

...like I said, only you explained it better :biggrin-new:
 
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