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Trackpin

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  1. Not too off topic, but I hope acceptable. Based on what is being show by MSN, what new/updated platforms would users like to see in SB Pro? For example there seems to be quite a few newer MT-LB variants used by both sides. Perhaps the Gucci gear is being kept back for the second phase, or perhaps it does not exist. Given the huge size of Ukraine, 1200km East/West and 600km North/South, the vulnerability of MSR's and logistical challenges are already evident, and informative. At the moment the tempo of airstrikes/CAS seems low, or just not being reported. That does at least feel like a SB scenario.
  2. Mark. Thanks for the clarification. So taking the AI script from another units sensors, eg an attack helo, and repurposing the kinetic response, eg an off-map arty call to bring down fire on the target, is getting too creative with the current SP tools? Looks like this is a hot topic on a slow news day! CNN today:
  3. Mark, as always, on target. The systems are not yet fully autonomous. But that is just a firmware update, right? Because deploying munitions that will indiscriminately attack ANY vehicular target would be in breach of the Oslo/Wellington declarations, yes? Oops! The major players ( US, China, Russia) never signed up that piece of paper. The UK did. So having, or claiming to have a man in the loop, is enough to sidestep this legal impediment anyway. This problem is not going to be wished away. Cheap, semi-autonomous, or fully-autonomous, loitering munitions will require a great deal of detection, identification and suppression. They are cheap, already available and proven. Picture a minefield floating 500m over your head, like little Red Bull cans. Except each can is a shaped charge ( OK Skeet warhead proportions are more accurate), looking for anything rectangular, warm, and moving to kill. So now looking UP as well as OUT, is essential. Or monitoring some spanky new counter-measure system that cost considerably more than your CR-3 tank to develop. However, as your personal well-being depends on SA, you stay un-buttoned, just to be sure. Because that area-jamming "system (of systems)" operated by some whiskerless youth 100km to your rear, has proved patchy at best in urban settings. Didn't the devs get the memo about retaking the town? SNAFU Grenny, when confronted by a barrage of inaccurate claims (this forum is not Twitter), mis-quotes ( I wrote "probably rendered obsolete") , and endless typos (Christ! I have not got time to list them), I will do what most sensible folk do and button up. And wait. I defer to Nils, diplomatically brief, and to the point, "Future versions of Steel Beasts will reflect these emerging threats". Thank you, Sir Trackpin, out.
  4. Ouch Grenny! I had hoped to stimulate some polite discussion about the tactics required to negate the now ubiquitous use of UAVs in undermining the value of local air-supremacy. The conflicts in Syria and Nagorno-Karabakh appear to have become a proving ground for persistent UAV ISR, Stand-Off Attack, and BDA. This not a "meme" about obsolete tanks, it is a fact. Hiding behind "system of systems" '90s sales waffle is unhelpful. Certainly it is beyond the scope of current SB Pro to model this threat. However the timing of the announcement, when all eyes are looking at the UK's first CVG deployment for many years, slightly smacks of throwing the the Generals a bone from the Admirals' lunch. I stand by my CR-3 prediction: Too few. Too late. Too expensive. Hence cannon-fodder for the next Strategic Review. Very happy to take this Off-Topic, if anyone wants to suggest ways of modelling the UAV threat in SB, either by scripting unlimited automatic airstrikes on UAV detected armour, or by arming the UAVs themselves. Countermeasures might include AAA, ManPAD, or ? jamming/directed energy systems. An Israeli helicopter last week shot down an ? Iranian UAV. Entirely kinetic, no black magic. How about scripting that as a starting point? cheers Trackpin
  5. Just the one, then. No doubt to be delivered late, and over budget, AND probably rendered obsolete by roaming swarms of anti-tank UAVs. Hopefully the UAVs are ours, not OPFOR. 🙃
  6. Good news indeed! Would be better if path over walled bridges was put on centerline. This would make bridgelaying over blown spans more accurate and prevent those unexpected "swerves" happening both to AI and players own vehicles. Also, it would look nicer to not have crossing vehicles ploughing through the breastwork of the bridges by default. Lastly has anyone else had the issue of saving a game with vehicles on a bridge, subsequently reloading the game and finding the vehicles have dropped through the bridge and drowned? Or should I console myself by putting this in the wishlist thread? cheers Trackpin
  7. Hi All, Have not played a huge amount of Arma 3 in the past as default maps not really geared to tank warfare. However while we are waiting for the new SBpro terrain engine, go and have a peek at the new Rosche, Germany map mod on Steam. Of course the command and control is far removed from SBpro, but the map feels very realistic and might appeal to trackheads. cheers Trackpin
  8. Yes, I can see where you are coming from with the displaced vegetation idea, but I was trying to move the conversation on from effects that Nils views as impracticable with current computing power, to a smaller specific visual cue based on what is already in the game. Perhaps this belongs in the the "wishlist" thread as it is now more about SB than Spintires anyway. Appreciate your comments. Trackpin
  9. Colossus, The softness of the ground (wet or dry) forms part of the underlying definition created in the Map Editor, so I don't see a connection with the "ground clutter" settings. In addition, the dust trail modelling can be seen well beyond the cut-off distances of ground clutter. I do not know to what extent areas of boggy ground have been manually placed, randomly generated or derived from geographical data sets. If this feature is the result of hours of pixel pushing by eSim's map-makers, then my sincerest thanks goes out to them. The fact that any section of the opposite bank of a river may be too soft to climb out of makes a detailed recce of crossing points worth carrying out. Even amphibious assets in the game can be defeated by combinations of bank inclination and softness. This is just one of the little details that makes SB such an interesting simulation. The suggestion of mud spray would provide a visual cue to something that is already built in to the product. Trackpin
  10. Fair enough. Would anyone else like to see clods (lumps) of mud thrown up by tracked vehicles in SB when on muddy terrain? Currently the dust trails look accurate over dry ground, but the only way to see if vehicles are straying into boggy ground is to jump to them and examine their flotation performance from the outside view. Not always possible. If the particle system code for dust generation could be extended to mud spray I for one would be very happy. This effect is present in the Spintires clip and in DCS Combined Arms, and probably others. if implemented in SB, it would have value as realtime feedback as to field conditions and suitability of wheeled versus tracked AI assets to push in a given direction. Becoming something more than just 'eye candy'. Looking forward to the new terrain engine, along with everyone else! Trackpin
  11. "Mouton aux Trois Rois" or ISIS EOD team? Trackpin
  12. Many thanks to Red, Grenny and others for putting Cold Waters on my radar (sonar?). I have been playing it for few weeks now, and exploring the very good range of mods and DLC that have been created but the community. Very enjoyable game, with a very different pace to SB. No option for any kind of MP play at the moment, but it would be interesting to split the various tasks eg: Nav/Helm, Command/Sonar, Weapons/Decoys. Something along the lines of driver, TC and gunner in SB. Some would be happy with head to head attack-sub duels too. Currently the latest beta is proving a tad tricky, but the previous release is solid. Definately one to watch as the AI and DLC develops. cheers Trackpin
  13. Dune field visuals remind me of the Novalogic Games "voxel" technology of 20 years ago. In its day a great leap forward over contemporary polygon-based terrain graphics. For now, it would be great to lose the rectilinear high colour contrast (almost Minecraft..) look of the near field terrain textures in 4.019. The mid to distant field pallete of subdued colours looks more realistic, certainly for temperate latitudes. Ground detail, especially roads, also seems to pop in and out a lot more in 4.019 when in observer mode on UAVs/Helos. Anyone else noticed this? There was a Norwegian co, Blom ASA, doing a lot of Lidar surveys in Scandinavia a couple of years ago. Eventually all this data will percolate down to the public domain, once the cost has been amortised by various agencies. Trackpin
  14. Marko, Doing a UK skin for the Ulan would therefore create a workable stand-in for both Improved Warrior and Ajax. As, for the player, the turret "office" would look the same. Doing the Barracuda texture would be a challenge, but I recall seeing some great skins for Leos with this feature. The netting would save on a lot of fiddly Photoshop detailing though... Am I right in thinking the Ulan/Ajax carries fewer troops than the Warrior? Can that capacity be set in the mission editor or is it buried in the core code description of the 3d model? Trackpin
  15. Hi Marko Thanks for vote and link. I hope someone will do an OD paint job to match the Chally2. Wardog? Trackpin
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