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I am having this problem in Close Combat and Close Combat 2 now, but I remember similar issues in other games.

Mouse scroll speed (when moving the mouse to the edge of the screen) is just way too fast. It scrolls to the end of a map in an instant.

Mouse click speed is also too fast. It is almost impossible to click a unit without also issuing an order. Because if you (right-)click and hold for a little while a menu pops up and then when you release the mouse button you choose whatever is under the mouse pointer. But "a little while" on a modern computer turns out to be the same as a very short click.

I guess for scrolling and measuring if the mouse-button was held for a long time or not these games use some bad way not tied to real-time? If it was old DOS games then the answer would be to just reduce CPU cycles in DOSBOX until it worked right, but how do you slow this down in a Windows game?
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pellen: I am having this problem in Close Combat and Close Combat 2 now, but I remember similar issues in other games.

Mouse scroll speed (when moving the mouse to the edge of the screen) is just way too fast. It scrolls to the end of a map in an instant.

Mouse click speed is also too fast. It is almost impossible to click a unit without also issuing an order. Because if you (right-)click and hold for a little while a menu pops up and then when you release the mouse button you choose whatever is under the mouse pointer. But "a little while" on a modern computer turns out to be the same as a very short click.

I guess for scrolling and measuring if the mouse-button was held for a long time or not these games use some bad way not tied to real-time? If it was old DOS games then the answer would be to just reduce CPU cycles in DOSBOX until it worked right, but how do you slow this down in a Windows game?
Could try capping the fps. I use Rivatuner for it myself.
Yup, sounds like too much power going into it and the game can't deal with it and certain actions are going faster than intended. A common problem with old games.

Interesting fact: most of these issues got solved for me by getting a monitor with adaptive sync technology. GSync to be specific. One huge advantage is that you can cap your FPS to basically what you want. And the monitor behaves like it was its native refresh rate (anywhere from 24-165). This way, I got Indiana Jones and the Infernal Machine working without crashing due to solving the audio desync issue because of overkill FPS (I locked the monitor to 60FPS).
Post edited October 26, 2018 by idbeholdME
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pellen: I am having this problem in Close Combat and Close Combat 2 now, but I remember similar issues in other games.

Mouse scroll speed (when moving the mouse to the edge of the screen) is just way too fast. It scrolls to the end of a map in an instant.

Mouse click speed is also too fast. It is almost impossible to click a unit without also issuing an order. Because if you (right-)click and hold for a little while a menu pops up and then when you release the mouse button you choose whatever is under the mouse pointer. But "a little while" on a modern computer turns out to be the same as a very short click.

I guess for scrolling and measuring if the mouse-button was held for a long time or not these games use some bad way not tied to real-time? If it was old DOS games then the answer would be to just reduce CPU cycles in DOSBOX until it worked right, but how do you slow this down in a Windows game?
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omega64: Could try capping the fps. I use Rivatuner for it myself.
Another possibility (in case you are using an nVidia card) would be to use nVidiainspector. It would just add another profile and you won't have to run any additional applications along with the game.
Post edited October 27, 2018 by MarkoH01
AMD has a similar (and honestly less intrusive looking) program as well.
Definitely sounds like you need an FPS cap. A few '90s RTS games I own have this issue.
Frame limiting or CPU loading are the answer for this. Everyone is absolutely correct.
low rated
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pellen: I am having this problem in Close Combat and Close Combat 2 now, but I remember similar issues in other games.

Mouse scroll speed (when moving the mouse to the edge of the screen) is just way too fast. It scrolls to the end of a map in an instant.

Mouse click speed is also too fast. It is almost impossible to click a unit without also issuing an order. Because if you (right-)click and hold for a little while a menu pops up and then when you release the mouse button you choose whatever is under the mouse pointer. But "a little while" on a modern computer turns out to be the same as a very short click.

I guess for scrolling and measuring if the mouse-button was held for a long time or not these games use some bad way not tied to real-time? If it was old DOS games then the answer would be to just reduce CPU cycles in DOSBOX until it worked right, but how do you slow this down in a Windows game?
Thats a simple problem with your card you ought to change that
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pellen: I am having this problem in Close Combat and Close Combat 2 now, but I remember similar issues in other games.

codes for blox fruits (when moving the mouse to the edge of the screen) is just way too fast. It scrolls to the end of a map in an instant.

Mouse click speed is also too fast. It is almost impossible to click a unit without also issuing an order. Because if you (right-)click and hold for a little while a menu pops up and then when you release the mouse button you choose whatever is under the mouse pointer. But "a little while" on a modern computer turns out to be the same as a very short click.

I guess for scrolling and measuring if the mouse-button was held for a long time or not these games use some bad way not tied to real-time? If it was old DOS games then the answer would be to just reduce CPU cycles in DOSBOX until it worked right, but how do you slow this down in a Windows game?
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alpine20: Thats a simple problem with your card you ought to change that
A bot, necroing a thread previously necroed by a bot. New bot meta is here. At least we can tell both are from the same bot farm.
Post edited August 28, 2023 by idbeholdME
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pellen: I am having this problem in Close Combat and Close Combat 2 now, but I remember similar issues in other games.

Mouse scroll speed (when moving the mouse to the edge of the screen) is just way too fast. It scrolls to the end of a map in an instant.

Mouse click speed is also too fast. It is almost impossible to click a unit without also issuing an order. Because if you (right-)click and hold for a little while a menu pops up and then when you release the mouse button you choose whatever is under the mouse pointer. But "a little while" on a modern computer turns out to be the same as a very short click.

I guess for scrolling and measuring if the mouse button was held for a long time or not these games use some bad way not tied to real-time? If it was old DOS games then the answer would be to just reduce CPU cycles in DOSBOX until it worked right, but how do you slow this down in a Windows game?
In older games like Close Combat and Close Combat 2, issues with mouse scroll speed and click responsiveness might arise due to compatibility problems with modern hardware. Try the following:

1. Compatibility Mode:
Right-click the game's executable file, go to Properties > Compatibility, and try running the game in compatibility mode for an older version of Windows. This can help mimic the conditions the game was originally designed for.

2. Frame Rate Limiting:
High frame rates on modern computers can affect mouse behavior in older games. Use third-party tools (e.g., RivaTuner) to limit the game's frame rate to a reasonable level.

3. Mouse Software Settings:
Adjust mouse settings within the game if available. Some games allow you to modify mouse sensitivity or scroll speed directly from the in-game options.

4. Third-Party Tools:
Programs like "AutoHotkey" can be used to remap mouse buttons or adjust click timing to counteract overly fast clicks.

5. Custom Mods/Patches:
Some community members might have created mods or patches to address compatibility issues. Check forums or fan sites for any available fixes.

6. Virtual Machines:
Running the game in a virtual machine with an older operating system can sometimes provide a more authentic experience.

7. Game-specific Mods:
Research if there are any fan-made mods or patches that address these specific issues for the Close Combat games.

Remember that compatibility issues with older games can be quite complex and may not always have a straightforward solution. Experiment with the above suggestions and look for community discussions online to find more tailored solutions for the games you're trying to play.