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Everything posted by Intruder_360
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deactivating/activate problem
Intruder_360 replied to Intruder_360's topic in Payment and Activation
Any News Tez?? Regards Intruder -
deactivating/activate problem
Intruder_360 replied to Intruder_360's topic in Payment and Activation
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deactivating/activate problem
Intruder_360 replied to Intruder_360's topic in Payment and Activation
No, no input field, only the three selectbuttons and a lot of question marks. I get also this window, when i start with the MP.exe Sorry i have no webspace, i will ask a friend for uploading tomorrow. Regards Intruder -
deactivating/activate problem
Intruder_360 replied to Intruder_360's topic in Payment and Activation
there is no dialog, only a lot of question marks ?????????? ????????? ?????????? ? ????? ? ????????????????? ??????? ????????? ? ????????? ???????. ???????? ??????????? ?????????????? ?????. ??????? ???? ?????? ??? ????????? ?????????. ???? ?????? ??????????, ??????? ?? ?????? "????? ?? ??????" ? ??????? ????? ? ?????? ??????????? ????????? ????????. and three pressable buttons When i press button one (BbIXOA) then the window is closing when i press button two, then he checking When i press button three, then he switch back to the first window Regards Intruder -
Hi I have changed my mainboard and unfortunalety forgotten to deactivate BS first. Now i can not playing, because the game is not starting with the serialnumber. On the Proactive Site i can enter my serialnumber and can show my hardwarecode, but when i select "Get Deactivationcode" then i get this Ok, so i found this http://forums.eagle.ru/showpost.php?p=584058&postcount=14 Thread , and can select the first window but after select Point 2, i dont get the second window like in this tread. What can i do now? Sorry for bad english Regards Intruder
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Notes regarding airbase and FARP ground vehicle support equipment At Forward Arming and Refueling Points (FARP)s, ground equipment resources are tracked to determine the level of support that can be provided to the player. This can include electrical power, radio communications, fuel, and weapons for both AI helicopters and the player. The ground equipment units must be placed within a 150 meters radius from the center of the FARP. The units required vary between eastern and western Eastern forces: CP SKP-11 command post, FARP command post for radio communications GPU APA-50 or GPU APA-80 for electrical power ATMZ-5, ATZ-10, Transport URAL-375 or FARP Fuel Depot for refueling URAL-375 transport or FARP Ammo Dump for rearming UAZ-469, URAL-4320-31, URAL-4320T, ZIL-131 KUNG, KAMAZ, and FARP TENT for aircraft repair. Repairs take 3 minutes after rotors stop. Western forces: M1025 HMMWV APC for radio communications M818 transport for electrical power M978 HEMTT tanker for refueling M818 transport for rearming M818 and FARP TENT for aircraft repair. Repairs take 3 minutes after rotors stop. If any of the above units are absent or destroyed, the assigned resource will be unavailable. Note: In case a FARP is attacked and all units are destroyed, you may wish to set up a trigger to move new units within 150 meters of the destroyed base to provide support functions. For airfields, the above vehicles are not required, but if the control tower is destroyed, radio communications will not resume until a M1025 or CP SKP-11 command vehicle is brought into the area. The rearm, refuel, and electric power at the airfields do not depend on vehicles. Again though, the radio communications to request these depend on the tower (the tower must not be destroyed). If the tower is destroyed, the communications can be restored with either the SKP-11 for the red side or the HMMVW M1025 for the blue side. To prepare for such an event, you can set the mission up so that if the tower is destroyed a mobile command vehicle will be dispatched to the airbase. Source: GUI-Manual Regards Intruder
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No, the throttle was set to idle during the dive, after 14 seconds you can hear it also. During the turn back to the Base i set the throttle back to auto. Regards Intruder
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Regards Intruder
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Nothing special, just for fun http://de.youtube.com/watch?v=JPATQDFu9rI And some turns in cockpitview http://de.youtube.com/watch?v=yxMQ5Tc3PXY Regards Intruder
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Same here, no problems after reload. Regards Intruder
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Nice vid Shrubbo :thumbup: Regards Intruder
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just for fun http://de.youtube.com/watch?v=y86UGvBf56k next time i deactivate intercom and warnings :smilewink: Regards Intruder
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The name of the tune is "Pjanoo" from Eric Pridz Regards Intruder
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http://de.youtube.com/watch?v=7CjyEV2gIGs Regards Intruder
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My wish for MP is a limited respawn, like the grouprespawn in Armed Assault. The Game lose the tactical element with multiple respawns. When i known, i have only 4 Helicopters for my mission to success, so i flying more carefully. And its also one more step to simulation than to arcade. :smilewink: The second wish is maybe not possible. When i activated some Flightgroups via trigger, then the game freezes for a second or two. Is it possible to preload this flightgroups for to activate without the freezes? :helpsmilie: The third wish is the option to secure(password) own missions in the editor. This makes impossible to show downloaded missions in the editor first.:smartass: ok enough so far, oh and sorry for my bad english. :music_whistling: Regards Intruder
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http://de.youtube.com/watch?v=8CcbnEn1Fro Regards Intruder
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Sounds like the first Module will released with International Version of BlackShark. :music_whistling: Regards Intruder
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Another Strike against SA-19 Tunguska, but this time only with Guns :joystick: http://de.youtube.com/watch?v=9ScuMP2oriA Regards Intruder
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http://de.youtube.com/watch?v=Uzu-xJRL5K8 Regards Intruder
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Try trim reset after landing and then set parking brake. hope that helps. Regards Intruder
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Thanks :smartass: The Ship is the Oliver Hazzard Perry. You can select them under Turkey Navals. Its easy to land on this ship, you need not much practise for this. Regards Intruder
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http://de.youtube.com/watch?v=lbAeRgrs08g Regards Intruder
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yep, this can be my problem. I dont hit the nav button after all input. I will trying this later and report. Edit: Nope, didnt work for me. Further route end after each waypoint. :dunno: Regards Intruder
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yep, i did exactly doing this in this sequence. After input the coordinates, they show all in nav-panel. But after reach waypoint one, the navpanel switch not to the next waypoint and when press button 2, the display is empty. When reselect the navbutton and then press the button 2, the wayponit shows correct and route mode is flying to waypoint 2. Regards Intruder
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yes