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About webs

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  1. Hi, folks. I'm back. My squad is moribund. I'm in the Eastern Time Zone. I like to play Allied and drive AFVs. Any suggestions?
  2. No Jumo 213. I am beginning to suspect that the additional blister was for the Jumo 211J, while the earlier S-199 had a Jumo 211F.
  3. I'm working on a book on the Avia S-199 and I have a question I hope someone can answer. The Avia S-199 (basically a devolution of the Bf 109G-14) had two kinds of blisters on the cowl. One kind of blister had a single forward extension: The other has an small extra blister extension above the longer standard extension: Now, I've read that the later type of Avia had the extra blister extension because the Czechs ran out of Bf 109-type MG 131s and had to install Focke-Wulf-style MG 131s. The 109 cowl could not contain the FW-style MG 131 without that little bit of extra room. Is that a valid thought? Did the Bf 109 and the FW 190 really use different variants of the MG 131? Any light you can shed would be most appreciated.
  4. 3.45" recoilless Burney gun? Just guessing.
  5. Is it worth it to upgrade the video card with a 4x AGP mobo, or shoud I throw those dollars in a fund for a newish Mac?
  6. I have atrociously bad frame rate, but I can deal with that. My problem is that the game crashes whenever I despawn. I hit Esc, the despawn/death spiral starts then freezes, then it crashes back to desktop. Date/Time: 2007-02-06 20:13:54.600 -0500 OS Version: 10.4.8 (Build 8L127) Report Version: 4 Command: World War ][ Online Path: /Volumes/Tyrannosaurus X/Applications/Games/Playnet/World War ][ Online.app/Contents/MacOS/World War ][ Online Parent: WindowServer [66] Version: ??? (1.25.5) PID: 494 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000008 Thread 0 Crashed: 0 com.apple.GeForce3GLDriver 0x086640d8 gldPageoffBuffer + 77516 1 com.apple.GeForce3GLDriver 0x086641dc gldPageoffBuffer + 77776 2 com.apple.GeForce3GLDriver 0x086935fc gldFreeVertexBuffer + 26908 3 com.apple.GeForce3GLDriver 0x08669ad4 gldUpdateDispatch + 452 4 GLEngine 0x08e7dc50 glBeginQuery_Exec + 568 5 com.playnet.ww2ol 0x0013cd10 cullObjects() + 932 6 com.playnet.ww2ol 0x0013ee78 trngrassDraw + 72 7 com.playnet.ww2ol 0x0003d420 PostExternalDrawFunc(unsigned) + 24 8 com.playnet.ww2ol 0x000952c4 obdrawObjects(int) + 424 9 com.playnet.ww2ol 0x0003d914 Render() + 128 10 com.playnet.ww2ol 0x0003da0c gmlpMainUpdate() + 132 11 com.playnet.ww2ol 0x00158888 ddpUpdate + 108 12 com.playnet.ww2ol 0x001589c8 ddpEngine + 20 13 com.playnet.ww2ol 0x0011ebe4 sysmain + 496 14 com.playnet.ww2ol 0x0015b86c -[WW2AppDelegate sysmain:] + 36 15 com.apple.Foundation 0x92961f5c __NSFireTimer + 116 16 com.apple.CoreFoundation 0x907f0550 __CFRunLoopDoTimer + 184 17 com.apple.CoreFoundation 0x907dcec8 __CFRunLoopRun + 1680 18 com.apple.CoreFoundation 0x907dc47c CFRunLoopRunSpecific + 268 19 com.apple.HIToolbox 0x93205740 RunCurrentEventLoopInMode + 264 20 com.apple.HIToolbox 0x93204dd4 ReceiveNextEventCommon + 380 21 com.apple.HIToolbox 0x93204c40 BlockUntilNextEventMatchingListInMode + 96 22 com.apple.AppKit 0x936e7ae4 _DPSNextEvent + 384 23 com.apple.AppKit 0x936e77a8 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116 24 com.apple.AppKit 0x936e3cec -[NSApplication run] + 472 25 com.apple.AppKit 0x937d487c NSApplicationMain + 452 26 com.playnet.ww2ol 0x00002f9c _start + 760 27 com.playnet.ww2ol 0x00002ca0 start + 48 Thread 1: 0 libSystem.B.dylib 0x9000ab48 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000aa9c mach_msg + 60 2 com.apple.CoreFoundation 0x907dcb78 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x907dc47c CFRunLoopRunSpecific + 268 4 com.apple.Foundation 0x9298669c +[NSURLConnection(NSURLConnectionInternal) _resourceLoadLoop:] + 264 5 com.apple.Foundation 0x9295f194 forkThreadForFunction + 108 6 libSystem.B.dylib 0x9002b508 _pthread_body + 96 Thread 2: 0 libSystem.B.dylib 0x9000ab48 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000aa9c mach_msg + 60 2 com.apple.CoreFoundation 0x907dcb78 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x907dc47c CFRunLoopRunSpecific + 268 4 com.apple.Foundation 0x929877dc +[NSURLCache _diskCacheSyncLoop:] + 152 5 com.apple.Foundation 0x9295f194 forkThreadForFunction + 108 6 libSystem.B.dylib 0x9002b508 _pthread_body + 96 Thread 3: 0 libSystem.B.dylib 0x9001f08c select + 12 1 com.apple.CoreFoundation 0x907ef40c __CFSocketManager + 472 2 libSystem.B.dylib 0x9002b508 _pthread_body + 96 Thread 4: 0 libSystem.B.dylib 0x9000ab48 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000aa9c mach_msg + 60 2 com.apple.CoreFoundation 0x907dcb78 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x907dc47c CFRunLoopRunSpecific + 268 4 com.apple.Foundation 0x9296e164 -[NSRunLoop runMode:beforeDate:] + 172 5 com.apple.Foundation 0x9296e09c -[NSRunLoop run] + 76 6 com.apple.WebKit 0x95688f70 +[WebFileDatabase _syncLoop:] + 176 7 com.apple.Foundation 0x9295f194 forkThreadForFunction + 108 8 libSystem.B.dylib 0x9002b508 _pthread_body + 96 Thread 5: 0 libSystem.B.dylib 0x9000ab48 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000aa9c mach_msg + 60 2 com.apple.CoreFoundation 0x907dcb78 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x907dc47c CFRunLoopRunSpecific + 268 4 com.apple.audio.CoreAudio 0x9145563c HALRunLoop::OwnThread(void*) + 264 5 com.apple.audio.CoreAudio 0x914553dc CAPThread::Entry(CAPThread*) + 96 6 libSystem.B.dylib 0x9002b508 _pthread_body + 96 Thread 6: 0 libSystem.B.dylib 0x90054ae8 semaphore_timedwait_signal_trap + 8 1 libSystem.B.dylib 0x90071168 pthread_cond_timedwait_relative_np + 556 2 com.apple.audio.CoreAudio 0x91466794 CAGuard::WaitFor(unsigned long long) + 204 3 com.apple.audio.CoreAudio 0x914666a4 CAGuard::WaitUntil(unsigned long long) + 304 4 com.apple.audio.CoreAudio 0x914648e8 HP_IOThread::WorkLoop() + 852 5 com.apple.audio.CoreAudio 0x91464580 HP_IOThread::ThreadEntry(HP_IOThread*) + 16 6 com.apple.audio.CoreAudio 0x914553dc CAPThread::Entry(CAPThread*) + 96 7 libSystem.B.dylib 0x9002b508 _pthread_body + 96 Thread 7: 0 libSystem.B.dylib 0x9002bbc8 semaphore_wait_signal_trap + 8 1 libSystem.B.dylib 0x900306ac pthread_cond_wait + 480 2 OpenThreads 0x1ff02920 OpenThreads::Condition::wait(OpenThreads::Mutex*) + 88 3 com.playnet.ww2ol 0x000eed98 SuperCellMapView::Renderer::LoadThread::run() + 44 4 OpenThreads 0x1ff03794 typeinfo name for OpenThreads::PThreadMutexPrivateData + 296 5 libSystem.B.dylib 0x9002b508 _pthread_body + 96 Thread 0 crashed with PPC Thread State 64: srr0: 0x00000000086640d8 srr1: 0x000000000200f030 vrsave: 0x0000000000000000 cr: 0x24028224 xer: 0x0000000000000000 lr: 0x00000000086641dc ctr: 0x000000000000000e r0: 0x0000000000000004 r1: 0x00000000bfffdeb0 r2: 0x000000000898e36c r3: 0x000000000001d2e0 r4: 0x00000000088d11a4 r5: 0x0000000000001768 r6: 0x00000000088d9587 r7: 0x0000000000000c32 r8: 0x0000000000000000 r9: 0x000000000004d768 r10: 0x000000000b062274 r11: 0x0000000000010000 r12: 0x0000000014000000 r13: 0x0000000000000000 r14: 0x0000000000010010 r15: 0x0000000000100002 r16: 0x0000000000000001 r17: 0x0000000000000001 r18: 0x0000000000000001 r19: 0x0000000000000001 r20: 0x0000000000000901 r21: 0x00000000004e0000 r22: 0x0000000000000001 r23: 0x0000000000000001 r24: 0x00000000088c8330 r25: 0x0000000000000000 r26: 0x000000000314abe0 r27: 0x0000000000010000 r28: 0x00000000088d1000 r29: 0x000000000898e368 r30: 0x0000000014000000 r31: 0x0000000008691910
  7. (Don't laugh, please.) G4 533 upgraded to G4 933 MHz CPU, Geforce 3 (64 MB), 1.25 GB RAM, OS 10.4.8 Driving around the countryside in a Churchill: 2-3 fps Flying: yeah, right
  8. From the wiki article on satchel charges ( http://wiki.wwiionline.com/index.php/Satchel_Charge ): Satchel charges were not the only improvised anti-tank weapons. Molotov cocktails, which contained petrol, a thickener, and a fuse, and other fire-based weapons could succeed if they set the vehicle’s engine afire or somehow found their way into the fighting compartment. “Military Training Pamphlet No. 42: Tank Hunting and Destruction”, a British Army publication produced in August 1940, included even more desperate measures. It suggests that a team of four can take out tanks with a length of railway track, a blanket, a bucket of petrol, and matches. The team was to hide in an alleyway or alongside a house where the tank is expected to pass. Two men hold the railway track with the blanket draped over it. As the tank passes the hiding place, these two run out and jam the railway track into the tank’s suspension. The third man throws the bucket of petrol over the blanket, now entangled in the track, and the fourth sets it on fire. Another plan from that booklet is for a single man with a hammer and hand grenade to station himself near the expected route of a tank. When the tank passes, the man is to jump onto the passing tank and pound on the turret hatch with the hammer. When the tank commander opens the hatch to find out what is going on, the attacker is to drop the hand grenade inside. There is no record of these tactics ever being attempted.
  9. I was the gunner on the 6 pdr. Viff was commander. At the beginning of the event, Viff couldn't hook up to the Bedford, so the truck took the infantry to set up a defence and came back for us later. Our OC told us to wait in the golfball forest W of the objective bridge, so we did. I advised Viff to deploy so he could use his binoculars, but he preferred to stay hooked to the Bedford for quick movement. We stayed and listened/read reports of the infantry. The Germans advanced to the Chauny bridge and crossed the river. At that point, our gun was unprotected. We had no infantry support and no vision other than standard. Finally, we received orders to move east to the objective. Our Bedford driver didn't respond so Viff pushed the gun east along the road for five minutes. Finally, the Bedford showed up, and we hooked on. We drove down the road for about 30 seconds before we were ambushed by what we assume was German infantry with grenades. Neither Viff, the Bedford driver, nor I saw who took us down.
  10. No. The team that developed WB sold out to iMagic/IEN and split. One half became Playnet and the other half started Aces High. These are the guys who put WB in the pit, although it was their baby.
  11. It works for me on 10.3.9. I think I know your problem. It's not your game ID/PW that you use to access Allied TS at endround.com. You have to register at the AHC forum and log in to TS with that username/PW.
  12. That won't solve my problem, though. The games does see the rudder pedals. I just can't get the game to adjust the sensitivity of them like WB can. I can move the fullband down low, but that just makes the rudders ultra-sensitive and as useless as they are without registering fully. Maybe I have to play with sensitivity curves.... P.S. The 101 is in WW2OL now, bear. We're in the BEF 2nd Armoured as the Jewish Brigade. Viffie's in charge.
  13. Abear, cfml files only appear to hold keymapper data for buttons. global.calib has response curves and deadband/fullband, but it can't change the sensitivity of my rudder pedals. Another problem I found is that WW2OL is treating one of my sliders as the Z axis along with the throttle. I have to adjust the slider and the throttle to get full power, or reduce power. No flying for me here, looks like....
  14. It still needs voice-activated chat....
  15. More trouble shooting: The rudder pedals work in WW2OL, but they don't calibrate correctly. The actual range of the pot is very limited. HID Explorer and WarBirds can extrapolate that limited swing to the full response range, but WW2OL only takes the raw data. Any solutions?