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About Werewolf

  • Rank
    Senior Member

Personal Information

  • Location
    Oklahoma, USA
  • Interests
    Guns, Motorcycles, History, Photography, Gaming
  • Occupation
    Financial Analyst
  1. 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.
  2. 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!
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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??
  8. Thanks, Guys. I'll give those ideas a try.
  9. 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....
  10. 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.
  11. And that's pretty much what I do. With some experimentation I've found that set back about 50 yards or so in column, close gives the minimum amount of time for each vehicle to locate it's pit and move there directly by just turning right or left and heading in. If you start out with the unit in line then the individual tanks tend to back up, and for what ever reason the one's on the right think the pits on the left are theirs and vice versa and it turns into a cluster fuck until everything is sorted out. The 1st way takes about 20 seconds or so the 2nd way can take over a minute to get every one in position. Sure would be nice if there was an editor command or tool that would set this up with units in place though.
  12. Snake hit the nail on the head...
  13. Or... I won't - try that that is.
  14. Now that's thinking outside the box! I'll give that a shot.
  15. I'm finding it impossible to get a tank platoon to start a scenario already in tank emplacements. Getting them to move into the emplacement is easy but it usually takes at least 20 seconds. Might not seem like a lot but while they're moving they're vulnerable which means there are limits on positioning of the enemy units which one may not want depending on the scenario situation. So is it possible to have a tank platoon start the game with each individual tank already in its emplacement and if so how? (no... I'm not going to divide the units up and place individual tanks - defeats the whole purpose and is definitely a no go for AI units).