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Ssnake

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Everything posted by Ssnake

  1. Not an option in V4. V5 will use a different approach for a number of reasons, this being one of them.
  2. I'd like to see you handle, with extended arms, 10...15 rounds of 18...23kg each, ready to deflagrate in your hands if you build up enough static electricity rummaging around in the dark under gun cradle and coax MG with brass bag. It's not just a matter of comfort. Comfort enables fast and safe ammunition handling.
  3. It's sorta-kinda semi-accessible, but rotating the turret makes everything so much more convenient and faster that you'd have to come up with a very particular scenario to justify why one wouldn't want to take the turret to the six.
  4. No. There will be a final 4.3 update this year (summer...autumn-ish), and, probably, a major upgrade next year. Whether that will bear the number 4.4 or something else, I don't know yet. We try to maintain the established three-year cycle 2013 (3.0) 2016 (4.0) 2019 (4.1) 2022 (4.3)
  5. Note that with crew timings, we usually err on the optimistic side (e.g. repair times, the emptying of brass bags, reload times ... these are usually the shortest justifiable amount of time that is still realistic).
  6. Time acceleration can indeed cause trouble if the frame rate isn't high enough - which depends on the computer, and the scenario, of course. While forests do help with reducing the likelihood of getting spotted (by a lot), once that a unit is spotted, it will get immediately identified and from that moment on has very little chance of escaping observation again. This is less than ideal, but to change this mechanism we need a new software architecture (which is in development). The good news, version 4.4+ will do something about infantry getting spotted at longer ranges.
  7. Actually, the repair condition must be put on the vehicles, if I am not mistaken.
  8. Yeah, the ANNA videos were also a great source.
  9. In Steel Beasts - if a damage has a time counter next to it, it can be repaired in principle. If the time doesn't count down, the conditions for repair aren't met, as a minimum - vehicle must be stationary - vehicle must not be under fire Further reason for a not-counting-down timer - a dedicated repair vehicle may be required Repair vehicle presence usually speeds up repairs that can be done, in principle, by the crew (e.g. track repairs - a tank crew can do this all by themselves within 30 minutes (or much longer, depending on the situation) - but if you have a repair crew with hydraulic tools etc. assisting the crew, this can be done much quicker. If the time counter reads XXX - the damage was scripted or set in the Mission Editor, therefore it requires repair conditions to be fixed (if they exist, they should be mentioned in the mission briefing, e.g. the location of a dedicated repair zone; eSim Games assumes no responsibility for user-created scenarios that fail to mention such options in the briefing). If no time counter is shown (e.g. if damage "Destroyed" has occurred), no ARV or crew can fix it. (An Instructor Host of the classroom version still could.) You can still tow the vehicle. And maybe, I don't remember this anymore, maybe it can still be revived (if, I assume, it was not on fire/didn't explode) in a repair zone.
  10. Thank you for your alert, we'll get right to it. In future release notes, look for bug no. 12242. IFVs not firing on bunkers is "sort of normal" in the sense that they won't fire if they can't see the center of a unit, or if their ammunition is insufficient to shoot through the walls. That being said, we aren't happy with those bunkers, and will replace them with something better.
  11. ...repaired by whom, the crew, or a maintenance asset (e.g. recovery vehicle)? Some things the crews will do by themselves. Others will be done by AFVs, and certain damages can't be tactically repaired and would require towing a unit into a Repair Zone, or Instructor Host intervention (not possible in the Personal Edition). So, ARVs will swap powerpacks (we're generous here and assume that ARVs always have a spare engine with them). Punctured radiators, fuel lines and fuel tanks - these may require a more dedicated effort, possibly involving welding equipment, blowtorches, or other ways to seal the leaks.
  12. FEX, the "Kiev is burning" thread is close to 90,000 posts. There's a lot of garbage in there, but occasional nuggets. I just couldn't say whether I read something good on page 2216, or was it 2861, or...? So, what I wrote above is what I took away from reading all this and the quoted Telegram and Twitter posts, and the critique of them, plus my own experience and knowledge accumulated since the late 1980s, and how that shapes how I rate the plausibility of arguments and interpretations of observations. I'm not trying to write a scientific psper where I document evere, source of every bit of info thst I come across. Which makes my musings just another opinion, obviously --- maybe slightly more informed opinion than your average internet dude or TV pundit. I claim not special authority.
  13. It's the gist of what I've seen from reading a wide range of internet discussions, acknowledging that you'd get only partial truth from any of them individually. Some Tanknet(.org) threads are ... well, acceptable aggregators, if with elevated noise-to-signal ratio, once that you get a feel for which user is good (=knowlegeable and reasonably critical of sources) in what area. So, I couldn't and wouldn't name "a" source.
  14. What kind of outcome would you expect?
  15. Per regulations, only one ammo bunker door may be opened at a time. The sitting commander must reach behind him, slide open his door (if I remember it correctly, they are hand-operated), pull out a 25kg cartridge from the rack, then hand it across the gun breech to the loader, then close his door. Loader opens his door, slides in the cartridge, locks door again. Repeat cycle. The cartridges are heavy, the process happens in cramped spaces, in rather uncomfortable body positions. So, that's why it takes so long. Leopards are faster to reload because there's an open ammo rack in the hull. So, the fast reload comes at the price of reduced on-board safety. Conversely, the M1 is safer, but reload is slower.
  16. Someone else reported trouble starting a scenario from within the Mission Editor in Test mode. Does that work for you?
  17. If it is of any consolation, we're working on all those aspects, or have certain ideas how to tackle them. In V5.
  18. No, but www.afvsim.com should.
  19. Ssnake

    Install Issues

    How did it not work?
  20. Everybody should. It's the centerpiece of all tactical behavior of units in SB Pro.
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