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  1. Past hour
  2. I think you're speaking for yourself here. There are plenty of guys, including myself, who are comfortable using infantry and bang our heads against the wall on a regular basis. @Kingtiger@Wiglif That's interesting to hear. Have not had any issues with pathfinding, only engaging. We already have the ability to fire MG's in game, but thats great news about RPGs. 1. It is greatly appreciated. 2. It is kind of hard to ignore the presence of dismounted combat on the modern battlefield. You have to adapt your product to stay relevant.
  3. Today
  4. The road Z-fighting will be addressed in version 4.1 For the rest, we'd need a logarithmic z buffer. Doable, but not trivial to change.
  5. A lot of the infantry issues are rooted in fundamental issues with pathfinding. We're going to address that first. Once that they can reliably negotiate the environment we'll make the behavior less erratic, which will increase the "playability". Along with that we may also address the firing of MGs and RPGs. I would however like to point out the difference in development paths between SB Pro prior to version 3.0, and after. Up until 2.6 there were infantry sprites and not much of a user interface. Now we have infantry with a meaningful UI that is modeled in much more detail (training levels, stamina, "shoot here"/"suppress"/etc. commands, the overhead view). So, I think that friends of the infantry can see a somewhat encouraging deviation of course since I took over management. That not all change is coming as fast as you'd like it to see, check. There are limits to how fast a team can make non-destructive changes to a legacy code base. Given our means, I think the result is awesome. Of course, seeing this from a customer's point of view who doesn't care how the sausage is made, as long as it tastes good, it may still appear as a slow pace. Both perspectives are valid. Naturally I only have ma own perspective, but I try to see the situation from your end as well. All I'm asking for is that you try the same.
  6. Regrettably not this week - have fun!
  7. I don't get hull invisibility in thermals but I do get terrain features, roads, and vehicle parts shimmering heavily when looking through missile sights.
  8. Version 1.0.0

    2 downloads

    The stock M60A3 skin repainted in NATO 3-color camouflage.
  9. Options->Display-> Z-Buffer Size: 24 Bit
  10. I believe some of our Inf issues is due to not playing them enough. If we played them as we do AFV's with manning each then I think our results could/would be different. The fact is we don't. There are few missions that are based around Inf operations that we play them as individual players. I think we need to play them, as we play the AFV's to better understand their do's and can not do's. Until then it's just speculation I think. Each Inf , with a real player in control will lay this to rest.
  11. Hoping that in the future, we can get some combined disembark/join in formation options. I already know how to get the vehicles to arrive at a waypoint, drop their troops, defend the waypoint, and have the troops spread out and converge on an objective. That's great. What would be better still are the options to get infantry to dismount and then move together with the APCs as a cohesive unit... For example... "Dismount Defensive if..." - Used to allow APCs/IFVs to react to an attack while moving along a route. Troops dismount, find cover within 100 meters of the vehicle they dismounted from, set up crew served, anti-tank, and mortar weapons, and get in the prone, and open fire. Any mortar team that is part of this action will, autonomously, without human orders, fire it's mortar at targets that it has a direct line of sight to. The vehicles will move no further than 200 meters away from their infantry squad. When the condition (for example "Unit this is under direct fire") is no longer true, the infantry re mount and the vehicles continue on route. "Dismount Scout" Route - Creates a "Scout" tactics route. RIFLE teams dismount, and move to a position about 500 meters ahead of their vehicles. All other infantry teams remain mounted. If the retreat condition is met, the infantry pop smoke, run back to their PC, mount, and the unit retreats. "Dismount Engage" Route - Creates an "Engage" tactics route. Rifle and support teams (but not mortars) dismount, and move ahead of their PCs along the same route. Support teams set up and engage when they ID a target. Any mortar teams dismount, but stay at the way point where the route was created. They fire, autonomously, without player orders, at targets identified by the members of their platoon only. "Dismount Assault" Route - Creates an "Assault" tactics route. As above, but only the rifle teams and LMG teams dismount. Teams with weapons that need to be set up (HMG, AGL, ATGM, etc) remain on board their PC and only dismount when they locate a target to engage.
  12. When I look at a vehicle with FLIR, they often have graphical distortions such as the hulls becoming invisible. These distortions get worse the farther you get from the vehicle. It's hard to explain, but the videos and photos below should demonstrate the bug in action. The same issue occurs with the Spike's missile camera, so it may manifest with normal daylight optics as well. Here's a video of the bug Release 10.22.2017 - 18.19.57.05.mp4
  13. Agreed, the inability to rely on the inf to do anything really hampers mission design as well. I can't trust the inf to fight effectively enough to be reliable. I'll never build a mission involving urban areas because I've seen time and time again entire squads wiped out by a two riflemen in a building, or sending inf to clear a wood line and watch an entire platoon struggle to clear one section sized position.
  14. I do but it's not mine to distribute.
  15. Sorry could not resist. LoL A fix Bayonet and charge command.
  16. Yesterday
  17. None of those are in the game, and nobody is asking for them. I can't speak for anyone else, but I would just like to see the same capability for all small arms that we currently have for ATGM, LMG, HMG, AGL.
  18. Right so: Fire pistol Throw grenade Fix Bayonet Unfix Bayonet Change magazine ... The basic "wish" being to merge SB Pro PE and VBS/ARMA.
  19. At this point, I'm not sure if you'll ever understand it. The best way I can articulate this to you is that the AI isn't effective and players want to fire the wonderful weapons of SB. I know, right? What an INSANE concept; players who want a playable combined arms battlefield instead of a turret simulator. :-)
  20. Who is BG ANZAC? https://www.bganzac.org Described here: http://www.steelbeasts.com/sbforums/showthread.php?t=21753 A couple of examples of the BattleGroup at work: Multi Player session: Training session: So if you are interested, visit our web site https://www.bganzac.org and sign up. Timings: Thursday evenings, Australian East Coast time. Through a combination of democracy, state's rights and bl**dy mindedness, the country is now fractured into numerous time zones (three wasn't enough) for the next six months and we need to adjust the start time. Next meeting: 0830 GMT on Thursday, October 26th. 0930 in London (I think you are now on BST?) 1630 in Perth 1800 in Darwin 1900 in Adelaide 1830 in Brisbane 1930 in Sydney, Melbourne, Canberra 2130 NZST in Auckland Your Local time: Local time for your part of the world Count down: Time remaining until Meeting start Mission will start promptly at 0830 GMT. If you want a pre game "chat" then by all means come on line at say 0800 GMT, but so that the Kiwi's aren't after Midnight the Mission will commence promptly at 0830 GMT. In game chat / Communications: You'll need access to "Teamspeak" to communicate with us. This is detailed here: http://www.steelbeasts.com/sbwiki/index.php?title=Starter_Pack We continue the use of TeamViewer so people without the Steel Beasts software can connect and see and hear what we see and hear (looking over our shoulder if you like). http://www.teamviewer.com/en/index.aspx?pid=google.tv.s.au&gclid=CPLOveOGlcECFVgkvQodqk0A4g This maybe a suitable vehicle for people to see what the software is all about, without having to invest in even a short time limited copy. Anyway we'll see how it goes. Agenda: Depends on sign ups but: 1. Perhaps another crack at the previous Fulda Gap mission? 2. Possible update on new map project. 3. Do some "Brilliant at the Basics" work? 4. New and improved Chong Ju issued a little while ago now. Please Note: A plan file that you have built for the original will not work with either of the newer ones, so if you want to use your plan file, we must use the original scenario. Or you can get one of the newer ones and "update" your plan to suit. 5. Something completely different. As always, visitors / first timers / spectators are welcome. Current Standard: 4.019 Please use the new Calendar RSVP function or post here to facilitate planning.
  21. I still don't understand why you just don't let the AI handle it - you see a AFV, you select "Engage here" , mark the target, and move on. The AI then works out to use the "rocket". I agree that sometimes the rocket operator takes a while, but then again so does yelling to the guy 20m way in RL who is carrying the AT system and giving them a fire order. What next, an option for every weapon system?
  22. until
  23. Tuesday 24th of October "Kanium Tuesday Ad-Hoc Session 5: Mechanized Infantry" When: Tuesday 24th of October at 20:00 CEST (UTC Offset: UTC +2) Where: Kanium TS ( teamspeak3.i3d.net:10077 ) World Clock: https://www.timeanddate.com/worldclock/fixedtime.html?msg=Tuesday+24th+of+October+"Kanium+Tuesday+Ad-Hoc+Session+5%3A+Mechanized+Infantry"&iso=20171024T20&p1=69&ah=2 We will meet in Kanium TS at the designated time (around 15 minutes before kickoff) and take it from there Setup guide for Kanium TS: https://docs.google.com/document/d/16welDGmJbTUN8zMI7w1a2CJwFqmCMfF0dKDmVFS-ik4/edit IP Adress for Network session is in Kanium TS, under Steel Beasts After a summerbreak, we return with a another session about Mechanized Infantry in Steel Beasts. This remains a challenge for many, particularly so as there are no intros to Mech. Inf. in SB. So to work with that, we have convinced Kingtiger to take us through some training again. It will be in 2 parts, like so: 1) Basic infantry control in SB, duration about 60 minutes. 2) IF time permits: A scenario with Mech. inf, duration around 60 minutes It would be nice to have a general idea of how many we will be for the sake of the scenario, so feel free to sign up below if you already know you want to participate. Otherwise show up on time (around 15 minutes before kickoff), and we will sort that out as well. All request and wishes to future games are as usual welcome. The theme in general is that this will be a training game, so training SOP´s, tactics, gunnery or what the people want. Small unit stuff in other words. Games will be open to anyone regardless of nationality, affiliation and level of skill. Only requirement is that you can speak and understand a comprehensible english, and can get along with others to the degree that you can interact with them.
  24. Yeah, but a "shoot rocket here" is still missing. (one that works like with the HE grenades...not the current: AT-gunner pops-ups, deliberates, but does not fire)
  25. Played the mission Area Reconnaissance at Neustadt am Rübenberge 1989 by @Panzer_Leader as part of Kanium. Lots of fun, and plenty of deadly Mi-24s.
  26. In all fairness, not everything is as well documented as one would wish it to be. Steel Beasts is pretty feature rich; I suppose a sufficiently malicious character could call it a sprawling mess. (At least, when trying to catch up with the user manual, it feels like it at times.)
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