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Werewolf

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About Werewolf

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    Senior Member

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  • Location
    Oklahoma, USA
  • Interests
    Guns, Motorcycles, History, Photography, Gaming
  • Occupation
    Financial Analyst
  1. That's a very interesting question - especially when you mentioned no IR on 70's NATO armor. My take on your question is that - as you alluded to - when operations take place and in what kind of weather is entirely dependent on the equipment available. In the early 70's I served in a US Tank Battalion on M60A1's. On our vehicles we had a rather large search light that could switch between white light and IR use. We also had a primitive IR GPS sight for the gunner. We also had IR headlights for use at night but the driver's IR periscope, much like the gunners sight sucked. Neither the gunner nor the driver's sights worked very well and when they did it sucked so bad that it might as well not have worked at all. I don't ever remember firing the main gun on a range at night using the IR searchlight (another tank always illuminated your target) though we did practice with the white light a couple of times a year. That said: In 3 years I can remember only one of many training operations that we participated in where we fought at night. We moved at night a lot but we didn't train to fight at night during any training exercise except the one time. So the answer to your question is - based on how the unit I served in trained - US Armor in the early 70's would have maneuvered at night and regularly planned for it regardless of the weather but not planned at all to fight at night unless absolutely forced to. Battles would be fought at dawn or later assuming forecasted visibilty at fighting ranges was going to be available and a lot of effort would have been put into that. Here's something else that you might find interesting. We were all in agreement that if the balloon ever did go up that our searchlights would probably fail quite a bit and not work. You see when you lit one up at night it could be seen from miles around. If bullets and sabot were flying and you lit your searchlight up at night you might as well just bend over and kiss your - well you know - goodbye 'cuz all you would be doin' would be announcing to every enemy tank around that you were available to be shot and were happy to point your self out so they could do it.
  2. Ummmmm... Isn't that the whole point?
  3. Whoa! I ended up switching the music to Braveheart's "Attack on Muron". I'm hear (pun intended) to tell you that it changes the whole experience watching the slide show. Gave me chills. Amazing ambiance. Amazing how just changing the music makes that slide show so much better.
  4. Thanks... I'll do that... I tried that prior to asking but replaced it with an mp3 which didn't work. Will try a wav. I think probably "Ride of the Valkyries" would go nice with the end game pics.
  5. Is there any way to replace the credits music with something else when SB shuts down. I really enjoy the pictures but after - what - 11 or 12 years that music is finally getting on my nerves. Gettin' old I guess.
  6. I've read a lot of military history. A lot! My perception/opinion based on that (and historians tend to write to their perceptions) is that when a unit in battle takes 25% or more casualties (wounded and killed) it's ability to continue to fight effectively starts to become impaired not only due to losses but also due to the morale impact of men seeing their friends killed, maimed and wounded. At 50% they are next to useless (all they want to do by they point is GET THE HELL OUT OF DODGE!). My perception is that the 25% varies depending on the training and experience of the unit. There are many historically documented exceptions - key word exceptions! The spartans (those guys were just plain unreal) and the Iron Brigade of the US Army in the American Civil War come immediately to mind. Take this post with a grain of salt - I'm a bit buzzed right now.
  7. To whomever thought of us C drive SSD users and making it possible to put the maps else where (my E drive comes to mind for me - fastest - almost empty and a full terrabyte)... Thankyou! THANKYOU! THANKYOU!
  8. Thanks for the heads up on shift-J. I still can't find it in the list of controls though - maybe just mind blocking it. I can see me fat fingering and setting shift J - probably did that somehow and inverted the darn thing.
  9. Pull back on the stick and the reticle goes down. That was wierd and NOT right. Pull back and it should go up. Works right on all three of my flight sims and the cal routines show pulling back is up and pushing forward is down. Searched a bit but couldn't find an invert Y axis button (which shouldn't have to use anyway - fwd is down and back is up - normally). So somehow some thing got switched in SB. Any ideas how to get it to work right? Using Saitek X-52 PRO.
  10. I am aware of that. Except when I select the unit options optional weapon doesn't seem to be one of the options. I'll look again - maybe I've still got my head up where the sun don't shine. EDIT to ADD: I think I'll just rent an apartment up there. Found optional weapons (all the way at the bottom of the list) - that worked.
  11. They were LEO 1A5's. Didn't know about the perceived armor thing. Makes sense - why waste a missile if it isn't even gonna scratch the paint. That said: I found the HTML logs for the scenarios (that's a cool feature I had no idea about). Turns out it was me with his head up his rear. Teams all had Dragon 2's assigned with max range of 1500m. Tanks stopped at 1838m so out of range. For some reason I assumed the missile teams for blue had TOW's (they used to - probably a long time ago - not now it seems). What's worse I can't seem to find any man packed TOW's - that system existed when I was in the US Army - 71 to 74 - is it gone now?) Anyway I'm going to reload the test scenario up and see if I can find a man pack ATM with a bit more punch than a dragon and a lot more range. Don't really want to use a vehicle in this setup as I'm basing the battle on one in the Larry Bond book Cauldron.
  12. See subject. WTF. I set up both dragon and TOW missile teams on a hill overlooking a valley up which were coming tanks. Just 4 tanks - in line. Each Inf missile team was set to defend and the search area arc dot was an open circle and stayed open all the way back to each of the missile teams. The tanks passed right thru the open dots. NADA. Those guys just sat there with their thumbs up where the sun don't shine and let them selves be blown away with tank HE and Coax fire. I could take control and fire but as soon as I went to map they lost their brains - almost like they went to sleep. I thought maybe my taking control turned 'em off so I reloaded the test scenario and stayed on map. Set fire lines to show but still nada. No fire. Mucho frustration ensued. No matter what I tinkered with the dang missile teams wouldn't fire. I had to have set something up wrong. I'm thinking at 1800m maybe the tanks were out of range of the super dragon team had but they definitely weren't out of range of the TOW's. Then when all but one squad armed with just AT-4 RPG's was all of the grunts left I backed 'em off so the tanks couldn't see them. Since I was in test mode I assumed command of the RED force and plotted the tanks right into the woods which they happily plowed right into (stupid fuckers thought I). Then I plotted the RPG totin' grunts on an assault path straight to the tanks and not a single RPG was fired - not one - and those stupid grunts got exactly what they deserved while the tankers <snarky comment about SB Inf AI follows> laughed, patted each other on the backs and said, "lucky for us we're in the Steel Beasts parallel universe or we'd be baked meat in these steel coffins by now"). What the heck does one have to do to get grunts to engage tanks with their AT weapons? What? I must be missing something or doing somethin' wrong but I'll be darned if I know what. Ideas? Anyone??
  13. Thanks, Guys. I'll give those ideas a try.
  14. I'd like to be able to setup a scenario where the player is a company commander - of a tank company. His company needs to be human not PC controlled so the player can give the platoons orders. But here's the kicker: I don't want the player to be able to flit about from vehicle to vehicle. I want him to stay in the Commander's tank and stay in the commanders position and not hop into the gunner or driver's position. I can make it so that only the commander's slot is available but that doesn't prevent the player from hopping about from vehicle to vehicle as he wishes. I'm not having a lot of luck setting this up. Hoping one of you guys with a lot more experience with scenario design than I know whether or not this is even possible and if it is would describe the process. Thanks....
  15. I always thought the Merkava looked pretty cool... But as a tanker that dates back to '71 to '74 there's just something about the space age look of the modern tanks that just doesn't seem right. Yes it does look cool and yes they are much more survivable based on their space age shapes. But... The M-48, M60-A1, T-55, T-62 - now those look likes tanks should. Then again for some wierd reason I always thought the Swedish S Tank was fairly aesthetic.