Appendix I: Technical Support
Any account, billing, password reset, and other game or subscription related issues for Battleground Europe are supported through the help links found on the Battleground Europe website. Here a relational database/FAQ system, community resource links, the latest tech tips, and a lot of information on not only the game but on accounts, billing, Player Services, and more can be found. The FAQ system lets you submit a customer support ticket, which is then managed by a customer support representative.
You can also contact us at our physical mail address, which is:
Playnet, Inc.
1901 Central Drive, Suite 400
Bedford, TX 76021
TROUBLESHOOTING
BATTLEGROUND EUROPE enjoys a vibrant community that is eager to help out. The fastest way to get relevant info to a problem you may be having is through the Technical Support relational database mentioned above, but you stand a good chance of getting fast and cheerful help from the soldier right next to you as well.
Visit the Community Support Forums for both PC and Macintosh users found in the HELP links at the Battleground Europe website.
Appendix II: The Keymapper
The Keymapper is a powerful function in Battleground Europe, you can map practically any key, axis movement, mouse function, or slider to a key command. You can map keys to axis of movement in the game. You can also use a generic XML editor to map the game commands outside of the game.
You can access the Keymapper from anywhere in the game, both in the UI and when in the game world as well. Either way you access it, the functionality is the same. The Keymapper is arranged under two tabs, “Keymapper” and “Sensitivity.”
KEYMAPPER
Creating and editing keyboard and axis bindings happens here. Select a category, then a function from the Keymap Categories pane then create or edit the binding in the Modify pane. Binding is as simple as selecting the Primary or Secondary Keymap that corresponds to the function you are binding, double click and enter the key or axis to bind to. Its that simple. You can also bind multiple key presses or axis to a single function.
KEYMAPPER CONTROLS
There are five buttons along the bottom of the Keymapper that allow you to manage your bindings and categories very simply.
Default Category: This button returns the selected Category to its default bindings. Use this button when wishing to “start from scratch” or reclaim the defaults for any reason.
Default Keymap: This button returns the selected keymap to its default binding. Use this button if you want to return a single keymap to its original binding.
Restore Category: This button will return the current selected category to your last save. Use this button if you are editing keymaps within a custom category (already edited) and want to return the entire category to your last save.
Clear Keymap: This button will clear any primary or secondary binding that is selected. Use this button to clear the specific binding.
Save Changes: This button will apply all your changes so far. Note that you can still set any binding or category back to its defaults even after you save if needed.
SENSITIVITY
This section of the keymapper is where axis controllers can be calibrated. Simply select a device who’s sensitivity you would like to edit from the list of detected devices. The mouse has a single sensitivity control, while other devices may have multiple axis to edit, like a joystick for example. Simply select the axis to edit, and then use your mouse to adjust its scale, deadband and fullband sensitivities
Appendix III: Settings Application in detail
CONFIGURATION AND SETTINGS
The Battleground Europe Settings application will run automatically during the initial installation process and than again whenever the game is patched.
The Settings tool is comprised of six individual Tabbed pages. The functions available for each Tab are outlined below:
Info Tab
This first settings tab is for the quickest possible setup. The three buttons are preprogrammed to manage all your settings and configure your system with a single click. Highest visual quality is only recommended for faster machines with lots of RAM as the performance hit is significant, but you will experience the best-looking version of Battleground Europe available. Highest Performance is for machines near the minimum-end of the spectrum or for gamers who prefer the maximum frames-per-second in their games. It won’t look as good as possible, but all non-essential graphics and sound functions will be disabled. (If you are tweaking your system setting manually on the other tabs to find the best compromise, its sometimes useful to use these two ‘extreme’ buttons to identify which settings on the subsequent tabs are “better” for what you’re trying to accomplish.) The middle (Visual And Performance) button is a compromise between the two extremes.
You also set your in-game language localization on this tab (English, Italian, French, German, or Spanish). Generally, if you are not well-versed in the various niceties of system resolution and graphics loading, its recommended that you use the compromise setting until you are more familiar with the various settings and their impact on your computer.
Video Tab
Select the video card driver you want your system to use (generally you can leave this as auto detected) then set the game’s play resolution. Battleground Europe supports all video settings from 800x600x16 up to 1600x1200x32.
- No Lock to Refresh: Typically this is checked to let your video card run as fast as possible. Uncheck this to limit your frame rate to your monitor’s refresh rate.
- Sounds Tab
- Here you select your preferred sound card (generally best to let it auto select). Likewise you can set the master volume and the (UI) background music volumes.
- Sound Options allows you to select 2D or 3D sounds. Battleground Europe's sound system supports a fully realized 3D environment no matter which setting you use, however some machines may experience better overall game performance when selecting 2D sounds.
- Maximum sounds may be set for 16, 32, 64, or 128. Lower numbers will improve performance on marginal systems.
- Music Volume: set the level at which the UI music is played. Move the slider far left to disable.
- Ambient Sounds has no impact on performance but makes the audio environment far more ‘real’ with birds chirping, crickets, dogs barking, etc.
Special F/X tab
- Clear Viewport: Clearing the viewport (backbuffer) before each frame can reduce small visual anomalies. When this is box can is unchecked it can yield a small performance increase.
- Show game info: enables a small window showing packet transmission rate, fps, and other game engine measurements. This only determines if its on your screen at spawn-in: you can always toggle it in-game with the NUMLOCK key.
- Shadow size: this can have a big impact on performance. 0 = no shadows. 8= maximum sized shadows. This is one of the first settings you should reduce to try to improve FPS.
- Visual distance: This controls the maximum viewing distance in-game from your viewpoint by adjusting the fog distance. This is another setting you can change in-game, use the F10 key to cycle the visual ranges.
- HUD visibility: the HUD on your screen presents important information, but if you find it too obtrusive, you can change this setting. You can also cycle the HUD display settings ingame with the Y key.
- Bullet Holes: this will yield no performance impact, but controls how many simultaneous bullet hole decals your system will show.
- Lighting Correction: this is where you can tweak the color settings. Leaving these centered will deliver the game visuals as they were designed.
- Suppress Muzzle smoke/light/tracers: These items have a smaller impact on performance, but can deepen the visual ‘feel’ of combat – leave these unchecked unless your system is near the minimum required specification.
- LOD Field of View: When changing from normal vision to enhanced vision (binoculars or weapon aiming devices) the Level of Detail (LOD) changes on objects at a ****her distance to you to insure they look just like they would when viewed up close. The amount of work performed by the 3D engine on this is reduced by only changing the LOD of objects you actually see currently. The down side is that as you rotate your field of view, new objects are evaluated and their LOD are changed as they come into view. This can help the performance when in sights on lower end computers.
- LOD limit per Frame: Tied to the LOD Field Of View option above, this will cap the number of objects effected by this option per frame. This may cause some short lived visual anomalies in your gun sight but the performance gain on slower machines can be worth the effect.
Visual / Visual Limits Tab
- Dithering: If a player is using 32 bit color mode, there may be a performance savings associated with turning off this option. If 16 bit color modes are being used, the visual impact of having dithering turned off may be distracting.
- Texture Reduction: Older video cards that support only 64 megs of video memory may not be able to support the large number of high resolution textures displayed. Selecting this combo box will reduce most of the game textures by 1/2. You should set this option if you are using older or low memory video cards or, in some cases, when attempting to use higher color modes (32 bits as opposed to 16 bits).
- Anti Aliasing: Setting this combo box may improve visual quality, however using tools provided by your video card manufacturer may offer more options and easier control of Anti Aliasing features.
- Enable Specular: Selecting this option will place specular highlights on objects.
- Shade Mode: You should, under most circumstances, have this option set to Gouraud.
- Water: Two effects for the water are used, one using shader technologies and one not. Some supported video cards may not be able to display the shader routines on the advanced water effects. Shader implemented water effects, even when supported can be a hit on frame rates. Disable shaders here for more performance when playing on or near water.
- Visible Player Limit: This sets how many players you can see in the game at one time. While tactically it is critical to see as many as possible, showing many players also has an adverse effect on performance due to the amount of visual info being rendered. Set this as high as you can while still getting good performance in areas of heavy fighting.
Miscellaneous Tab
- Map alpha: This controls the “see through” of your in-game map display.
- Icon Colors: This allows you to customize the colors of the ID icons in-game.
- Radial Clutter: This allows you to turn on or off, and set the level of density and range for the display of the smaller grass, rocks and flowers in the game.
Trees Tab
These controls allow for configuring the tree detail and range in-game. While only High and Low detail controls are provided the system morphs tree detail throughout the full range. These two settings control the extremes.
- Tree Vertex Shaders: Select whether hardware vertex shaders are used to display wind and lighting effects. Its recommended that you use vertex shaders unless you encounter problems. Older video cards might not support shaders as effectively as newer cards. Also, driver versions may cause problems with shader support.
- Render Options: When this is set to video ram graphic information is stored on the video card to free up system resources. Most modern video cards support this option. Some users with older cards will want to set this to system ram.
Appendix IV: CREDITS
The creation and execution of a massive project such as "Battleground Europe" required the blood, sweat and tears of many dedicated people, past and present.
PLAYNET INC & CORNERED RAT SOFTWARE
Jim “Maypol” Mesteller, President and CEO
John “Killer” MacQueen, Executive VP and COO
Al “Rafter” Corey, Marketing Manager & Executive Producer
Chris “Mo” Sherland, Executive Producer
Dana “Gophur” Baldwin, Lead Producer
Sebastien "Lindir" Pacetti, International Product Manager
Russell Bowman, Accounting
Geof Rey “DocDoom” Evans, Producer and Terrain Lead
Rodney “Hatch” Hodge, Producer and Flight Model Lead
Kevin “Squirm” Rivas, Artist
Bruce “Toto” Patnaude, Artist
Rafael “Animal” Harris, Artist
Roger "Frytiger" Long, Artist
Rick “Granik” Ashby, Artist
D. Christopher “Martini” Fennell, Programmer
Rick “Damper” Burgess, Programmer
Oliver "Kfsone" Smith, Programmer
David "Codec" Glenn, Programmer
Sebastian “Jaeger55” Till
Troy “Ramp” Lowe, Lead Systems Administrator
Mike "Krieger" Daniels, Support
Scott “Badger” Hinds, Community Management
Scott "Bable" Babb, Community Management
Mike "Mike" Patti, Sound
Christopher "Snoop" Onchs, Video
Iñigo "Wingmann" Zapata Mutilva , Music
Bobby "Tenpin" Tenpin, Web Design
Steve "Styopa" Lieb, Documentation
Tim “TGPO” Waite, Maps
In addition to staff and contractors a huge number of players and friends have made huge contributions to this project. These include investors, beta testers, researchers, community trainers, community moderators, community High Command staff, community webmasters, community support team, members of the builders program and the community special event staff. We'd like to extend our heartiest and sincerest of thanks to each and every one of you- we couldn't have gotten here without you.
Appendix V: Rank Level Quick Guides
United Kingdom
Rank Army Air Navy
Designation “B.E.F” “Royal Air Force” “Royal Navy”
Enlisted
E-1 Recruit Aircraftsman Recruit
E-2 Private Aircraftsman, 1C Ordinary Seaman
E-3 Lance Corporal L. Aircraftsman Able Seaman
E-4 Corporal Corporal Leading Seaman
E-5 Sergeant Sergeant Petty Officer
Non Commissioned Officers (NCO)
E-6 Colour Sergeant Flight Sergeant Chief Petty Ofc.
E-7 QM Sergeant Warrant Officer Warrant Officer
E-8 Sgt. Major Act. Pilot Officer Midshipman
Officers
O-1 2nd Lieutenant Pilot Officer Sublieutenant
O-2 Lieutenant Flying Officer Lieutenant (Jr.)
O-3 Captain Flight Lieutenant Lieutenant
O-4 Major Squadron Leader Lt. Commander
O-5 Lt. Colonel Wing Commander Commander
High Command
C-1 Colonel Group Captain Captain
C-2 Brigadier Gen. Air Commodore Commodore
C-3 Major General Air Vice Marshall Rear Admiral
C-4 Lt. General Air Marshall Vice Admiral
C-5 General Air Chief Marshall Admiral
C-6 Fieldmarshall Marshall of RAF Fleet Admiral
C-7 Country Leader Country Leader Country Leader
C-8 Theater Leader Theater Leader Theater Leader
C-9 Side Command Side Command Side Command
France
Rank Army Air Navy
Designation “Armée de Terre” “Armée de l’Air”
“Marine Nationale”
Enlisted
E-1 Recrue Aviateur Matelot
E-2 Soldat Aviateur, 1C Quartier Maître
E-3 Caporal Caporal Quartier Maître 1C
E-4 Caporal-Chef Caporal-Chef Caporal-Chef
E-5 Sergent Sergent Second Maître
Non Commissionsed Officers (NCO)
E-6 Sergent-Chef Adjutant Maître
E-7 Adjudant Major Premier Maître
E-8 Adjudant-Chef Aspirant Maître Principal
Officers
O-1 Sous-Lieutenant Sous-Lieutenant Enseigne
O-2 Lieutenant Lieutenant Lieutenant
O-3 Capitaine Capitaine Cpt. De Corvette
O-4 Commandant Commandant Cpt. De Frégate
O-5 Lt. Colonel Lt. Colonel Cpt. De Vaisseau
High Command
C-1 Colonel Colonel Colonel
C-2 Gén. De Brigade Gén. De Brigade Contre-Amiral
C-3 Gén. De Division Gén. De Division Vice-Amiral
C-4 Général de Corps Général de Corps
Amiral d’Escadre
C-5 Général d’Armée Général Aerienne Amiral
C-6 Chef d’Etat Major Général, C.S.A. Fleet Amiral
C-7 Country Leader Country Leader Country Leader
C-8 Theater Leader Theater Leader Theater Leader
C-9 Side Command Side Command Side Command
Germany
Rank Army Air Navy
Designation “Heer” “Luftwaffe” “Kriegsmarine”
Enlisted
E-1 Rekrut Flieger Matrose
E-2 Grenadier Gefreiter M-Gefreiter
E-3 Gefreiter Obergefreiter M-Obergefreiter
E-4 Obergefreiter Unteroffizier Maat
E-5 Unteroffizier Feldwebel Obermaat
Non Commissioned Officers (NCO)
E-6 Unterfeldwebel Oberfeldwebel Bootsmann
E-7 Feldwebel Stabsfeldwebel Oberbootsmann
E-8 Oberfeldwebel Oberfähnrich Oberfähnrich
Officers
O-1 Leutnant Leutnant Leutnant
O-2 Oberleutnant Oberleutnant Oberleutnant
O-3 Hauptmann Hauptmann Kapitänleutnant
O-4 Major Major Korvettenkapitän
O-5 Oberstleutnant Oberstleutnant Fregattenkapitän
High Command
C-1 Oberst Oberst Kapitän zur See
C-2 Generalmajor Generalmajor Kommodore
C-3 Generalleutnant Generalleutnant Konteradmiral
C-4 General Gen. Der Flieger Vizeadmiral
C-5 Generaloberst Generaloberst Admiral
C-6 Feldmarschall Feldmarschall Großadmiral
C-7 Country Leader Country Leader Country Leader
C-8 Theater Leader Theater Leader Theater Leader
C-9 Side Command Side Command Side Command
Appendix VI: PC Keymap Quick Guides
Infantry Controls
Movement
forward w
backward s
strafe left a
strafe right d
mouse look mouse
lean z / c
crouch f
prone v
sprint left shift
auto run g
walk t
ride vehicle j
Views
look left q
look right e
toggle free look n
Weapons
use weapon mouse btn 1
aim weapon mouse btn 2
cycle next / previous mouse wheel
select weapon 1 thru 10 1 thru 0
gun sight range increase page up
gun sight range decrease page down
reload r
deploy d
lower weapon l
Combat Emotes
“double time!” emote left ctrl + 1
“get down!” emote left ctrl + 2
“halt!” emote left ctrl + 3
“move out!” emote left ctrl + 4
“need ammo!” emote left ctrl + 5
“jump! jump! jump!” emote left ctrl + 6
Land and Sea Vehicle Controls
Movement
gas up arrow *
brake down arrow *
turn left left arrow *
turn right right arrow *
shift up / down ] [
reverse toggle r
engine start / stop e
Weapons and Crew
select crew member 1 thru 0
deploy weapon d
turret elevate up / down arrow *
turret traverse left / right arrow *
fire primary weapon f *
fire secondary weapon b *
cycle ammo backspace
gun sight view numpad delete
gun sight range increase page down
gun sight range decrease page up
determine range r
****pit controls
instrument view num0
canopy o
hatch h
deploy mobile spawn d
ride transport j
hitch gun to vehicle h
operate winch up / down arrow
Torpedo Launcher
torpedo run depth numpad - / +
target angle on bow insert / delete
target speed home / end
target range page down/up
mark target bearing t
calculate target solution u
*Joystick recommended
Aircraft Controls
Movement
pitch up / down arrow *
roll left / right arrow *
yaw [ / ] *
throttle - / + *
flaps down / up q / w
elevator trim I / k
aileron trim < / >
rudder trim j / l
adjust prop ; / '
toggle WEP (power boost) F8
brakes z / x
toggle tail wheel lock /
engine start / stop E
Weapons and Crew
select crew member 1 thru 0
deploy weapon (bomb bay/gunner) d
turret elevate up/down arrow *
turret traverse left/right arrow *
fire primary weapon f *
fire secondary (drop bomb) b *
cycle ammo backspace
gunsight view numpad delete
jettison left ctrl + j
****pit Controls
instrument view numpad 0
canopy control o
raise / lower gear g
autopilot a
stuka siren right shift
deploy dive brakes s
Bombsight
set bomber speed home / end
set bomber altitude page up / down
*Joystick recommended
General Controls
Chat
default chat enter
broadcast on radio F1 thru F6
In Game H.U.D.
exit game world escape
cursor toggle left alt
map m
hide / show H.U.D. y
cycle icon mode tab
show status tilde
show info num lock
screen shot F9
Offline External Views
external locked left ctrl + F9
toggle internal external views left ctrl + v
external rubber band left ctrl + F10
External Fixed left ctrl + F11
Set fixed camera left ctrl + F12
change field of view F10
slew view left delete
slew view right page down
slew view up home
slew view down end
Vehicle Crew Views
look forward numpad 8
look left numpad 4
look right numpad 6
look forward + right numpad 9
look forward + left numpad 7
look back+ right numpad 3
look back + left numpad 1
look up numpad 5
look down numpad 2
toggle free look mouse btn 2
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Playnet, Inc.
(Cornered Rat Software and Playnet.Com)
1901 Central Drive
Suite 400
Bedford, Texas USA 76021