Jump to content


  • Content count

  • Joined

  • Last visited

Everything posted by dejawolf

  1. Ammo change

    sounds like the OP ran out of ammo and all that was left was smoke.
  2. Everything Leclerc

    he's probably talking about the front hull thickness. as for traverse motor, it's located behind the gunner. the blue thing.
  3. History of US Tanks.

    for the M1 abrams values in SB, after the cold war ended, USA and russia exchanged information about frontal armour values on their tanks. side armour was not given. for the M1 the values were: 350mm vs KE, 700mm vs HEAT for the M1A1 HA the values are. 600mm vs KE, 1300 mm vs HEAT. the values are available in the Osprey new vanguard books by steven j zaloga. note that these values are over the entire frontal arc, so from LOS front, protection will be higher on the left and right front turret faces. the values given on the LOS diagrams, are naturally LOS values, so they are higher than frontal arc values. as for M1A2, well, it's anyones guess. there are several versions of the M1A2 however. the original M1A2 released in the mid 90s has a different armour package than the later M1A2 SEP from the early 2000s. and the M1A1 received the SEP armour package in the early 2000s as well.
  4. Spintires Tank mods.

    well, you could divide the map into a "physics octree", where only the immediate areas around vehicles gets a physics update, while the rest remains static. that way the amount of terrain which gets a physics update is kept to an absolute minimum.
  5. Virtual Reality support?

    yes, VR is pretty damn poor resolution wise currently. made a small uzi shooting game, and you can barely even make out targets at 50 meters.
  6. can we output the F5 map to a different monitor?

    i'm sure your local printshop can help with that alternately, run SB in windowed mode, take screenshots of the map, open any image editor, and splice it together in that, and move it to second screen. then you can scribble all you want on there. if you got a wacom cintiq, you can even scribble with your pen on it. ultra-realism!
  7. can we output the F5 map to a different monitor?

    you can print the map for the authentic pre-2000s map feeling.
  8. Steel Beasts: Content Wish List

    no, that wouldn't work. for the tanks you would HAVE to add blankframes since they are not present on those models, otherwise the crew would spawn at the center of the vehicle and likely get stuck.
  9. Steel Beasts: Content Wish List

    from what i know, kornet was available to ISIS, and it specifically has penetration in the 1000mm-1300mm range. which can at specific angles penetrate a leopard 2A4 turret frontally, and even earlier M1A1.
  10. Steel Beasts: Content Wish List

    well sure, bailing crew would also add a visual cue to a tank being dead, similar to smoke and fire, at least on AFVs without a belly escape hatch. there would be quite some work involved though. first and foremost for the most barebones bailing crew, we'd need special blank frames added to each vehicle. these would be the exit frames where the crew are spawned when they "bail". given there is 200+ vehicles in SB, that'd be quite a gargantuan job in itself. then we'd need to add a damage condition when crew would bail. this would have to be tied to our existing "mesh" damage, since we have maxed out our number of damages, and changing the number of damages is a nightmare. (redoing damage model for 200+ vehicles, and cracking open 10 year old code) then there's the case of animation if we chose to do that. for vehicles with accessible belly escape hatches, IFVs and APCs, not that much of an issue, crew escapes with troops through troop hatches. usually. but for the remaining tanks like M1 series, T-72, T-80 etc. individual escape animations for each crewmember would have to be made, which is quite time consuming. and then again this would have to be individually linked in code. and the timing tweaked so the crew doesn't spawn before the exit animation is done. things get even more complex if you don't want to simply have the crew climb out of the hatch, down the side of the turret wall, and then magically spawn on the ground. then you have to take into consideration the rotation of the turret, and create separate exit animations for the turret being 12 o clock, 3 o clock, 6 o clock and 9 o clock, with extra added blankframes on hull rear and hull front, with extra exit animation. if you want to further complicate things, you could add a tweened animation from the crew jumping down on hull to crew jumping down from hull, with separate exit locations depending on turret rotation. but realistically, this would never ever be done in SB, and even a bailing animation from the turret would be quite a stretch.
  11. Real Life M1A1 TC, how do they do ?

    To be fair, you shouldn't be able to traverse the turret when fully unbuttoned, even in the M1 series. when fully unbuttoned your arms are above the external periscopes, and the control stick is on the inside.
  12. History of Soviet Tanks.

    well, maybe the newer gun is more balanced. but original 2A46 was horribly imbalanced. you could feel the imbalance when elevating/depressing the gun. it resisted a lot more when elevating than when depressing. breech end is also much shorter on russian tanks than on western tanks, to fit inside the small turret.
  13. History of Soviet Tanks.

    if the stab motors are more powerful, it will help. otherwise, it won't help much since T-72 gun is imbalanced.(gun tip heavy)
  14. M1A2 SEP V3

    less parts means less parts that can break, which means less parts that needs to be kept in stock by maintenance personell, which means increased strategic reliability, because the parts are more likely to be kept in stock even if they break more often. less parts also means lower cost per part to manufacture, which means the army can buy more spare parts, which again means that the parts are more likely to be available when they break.
  15. M1A2 SEP V3

    could be it has less parts which usually = more reliability.
  16. Your favourite three SB vehicles of all time.

    1: T-72M1: nothing like doing a massed soviet assault on an unsuspecting enemy position. mowing down infantry from behind a berm with the NSV-T, the sound of the autoloader, and the fact the damn TC has no control over what you load into the cannon. want me to load HEAT? НЕТ, ИДИ НА ХУЙ! 2: M2A2 bradley with TOW-2B. it's just fun popping arian uberpanzers and sepjuices with this thing, while all they can do is sit back and curse. 3:VBIED. there's just something about successfully mission killing a tank using a skoda favorit.
  17. armor charts graphic meanings and blowing the ammo

    that's not a damage model, that's visual modeling of damage. steel beasts isn't big on visually modeling damage, but we do have 64 different states of damage affecting the performance of the vehicle in all sorts of ways. for tanks anyways, there isn't much you can damage. in some cases in real life a dead tank might look like a live tank, save for a tiny 2cm hole somewhere in the armour.
  18. BMPT to enter Russian service.

    it's a dedicated-anti-infantry city fighting vehicle. heavy allround protection makes it immune to RPGs from front and well-protected from the sides, and twin 30mm autocannons loaded with HE in a fast-spinning turret, without the limitations of turret traverse a tank would suffer makes it effective fighting threats in the city. high elevation also means it can pick off targets on rooftops. vs IFV it obviously is superior in protection, as heavy MG fire and event the most primitive RPGs can easily take them out.
  19. Leclerc XXI side turret ERA/NERA exposed

    yeah those pics are a security breach.
  20. angling the hull will increase LOS thickness, but you will be exposing your far weaker hull sides. as an example, side hull of the T-72M1 is 90mm in sb. (80mm RHA steel +25mm lead/kevlar liner) angling your hull just 12 degrees side hull from the front will be equal to front hull LOS or 432mm. angle it 15 degrees, and your side hull thickness drops to 347mm. meanwhile front hull thickness at 12 degrees increase from 430 to 439mm vs KE. quite negligible. not to mention you now provide a target 3.3m wide instead of 2.2m so exposing yourself and angling the hull is just a bad idea in general. it only really works in vehicles with fairly uniform armour thickness, like IFVs. and really old tanks. against other IFVs and old tanks with shitty ammo. for modern warfare, your best bet is to stay hull or turret down.
  21. War thunder has slightly more advanced post-penetration damage calculation, because they simulate actual spall fragments. as such it's less dice throwing than SB. steel beasts mostly simulate spall fragments by dice throws. however, war thunder does not take spall liners into consideration, which considerably reduces spall cones. steel beasts take this into consideration with less secondary damage dice throws. armour for leopard 2a5 in WT is way too low though. 600mm? what a joke. leopard 2A4 armour is in that range. then there's of course the hitpoint system in WT, where rounds reduce hitpoints by XX amount. it's also hard to say whether WT takes armour compartmentalization into account. thickness on modern armour is quite significant. other issues specifically with leopard 2A5 i can see, is that ammo rack in the back of the turret is not compartmentalized as it should be.
  22. Pictures ITEC 2017

    ok. and what locaton is it at on the scale when the turret is at 12 o clock?
  23. Pictures ITEC 2017

    well sure, but how does it work? is it somehow attached to the turret ring? or is it attached to the hull?
  24. i dunno if calling them pennywise is appropriate. the gun on the challenger 2 is a new one, with higher chamber pressure. challenger 1 has the L11A5, challenger 2 has the L30.
  25. T-62 and T-55 have the same level of armour.