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Volcano

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  1. 19 JAN scenario: Mech Company MTC (1978)-4023 SPECIAL CONSIDERATIONS: Draft? No. NOTES: Avoid studying the enemy's side; only gather intel from the briefing and exposed enemy unit icons (enemy intel), and briefly looking over both sides to figure out which one you want to CO. Anything beyond that ruins the fog of war element. To avoid passwords, open the scenario in Network Session as HOST and choose the side you want to play and go to planning phase. You may briefly look at both sides like this to see which side you want to play or CO on. As CO, once you choose a side, go to that side and create your plan. Remember to play within the TGIF House Rules and SB.com community rules. Mech Company MTC (1978)-4023.zip
  2. INTENT: We are trying something new this year and we put all the "battle tested" scenarios into a list, and then randomly shuffled that list to create a TGIF play list. We are going down that list in order, choosing the next scenario to play from it rather than picking on a whim. Rather than post the list here (because the list can/will change throughout the year), a post will be created here before each Friday mentioning the scenario that will be played. You can then download the scenario and decide if you want to CO (post here if you want to take it), otherwise whoever volunteers on Friday will be the CO. CO GUIDELINES: Basic guidelines as to who can volunteer as CO from week to week. The intent is solely to afford everyone the opportunity to CO: No one may volunteer to be a CO back-to-back TGIFs. That is, if Mr. X volunteers to CO this week, he cannot volunteer to CO next week, but he can volunteer the week after that (every other TGIF). EXCEPTION: if a scenario requires more than two COs (i.e. because it has more than two sides) then there is no restriction on volunteering back-to-back with the previous TGIF. If no one volunteers to be the CO, then anyone can CO at the time of the event. So, in the example above, Mr. X can CO again that next TGIF if no one volunteers during the week. TGIF HOUSE RULES: There will always be bugs in software and Steel Beasts is no exception. More-so, functionality that exists in the Pro version which has carried over into Pro PE often creates unforeseen situations which allow for abuse and unrealistic behavior. To counter this, there are "TGIF HOUSE RULES" which are basically a set of ethical rules to allow "fair and realistic play" to keep scenarios from bogging down into the morass of shame. The House Rules are as follows (and the list may grow over time): DO NOT adjust the number of rounds per tube when calling off-map artillery strikes, because they currently have unlimited ammunition so it creates ridiculous situations. (Using number of rounds per tube with on-map artillery is fine because they are delivered differently and have finite ammunition.) If you want a long off-map artillery strike, just keep repeating it. //no longer necessary, now all off-map artillery barrages are capped at a 2 minute max duration. DO NOT adjust the duration when calling off-map artillery strikes -- for the same reason as rule #1. Also, like rule #1, setting the duration for on-map artillery strikes is OK. If you want a long off-map artillery strike, just keep repeating it. //no longer necessary, now all off-map artillery barrages are capped at a 2 minute max duration. DO NOT use support vehicles (supply vehicles, bridge layers, maintenance vehicles) for reconnaissance. DO NOT study the enemy's side in the scenario in the Mission Editor AT ALL. You can open it and look at both sides, but do not touch anything or evaluate the reinforcement criteria, events, conditions, routes and waypoints. Looking at the enemy side to get an idea of what they have is acceptable, especially since you have to do this to figure out which side to CO anyway. DO NOT use helicopters with the intent of causing a distraction for the AI. Everyone knows when this is happening, like when empty transport helicopters repeatedly return to "buzz" (fly over) enemy units at top speed again and again. Flying in on troop insertions and back out again is acceptable, as is engaging targets from a battleposition. DO NOT hover helicopters at maximum ("Normal") height in battle positions, to use as an ATGM platform or to act as a recon satellite or an AI distraction. This is unrealistic at the moment since the Scenario Designer currently has no way to restrict/limit/cap flight height because he may want to represent certain types of conflicts where long range air defense and air superiority fighters exist. At such time, if ever, that the Scenario Designer can specify a maximum flight height, then we can remove this house rule. NOTE: Failure to abide by the house rules will result in drastic measures by the TGIF coordinators, such as not posting the scenarios in advance, removing features from scenarios (like artillery and aircraft), or in the case of repeated violations, banning certain users from CO'ing, or from participating in TGIF. Also, the CO should strive to have all users on his side play within the guidelines of the house rules - since bad behavior of the side reflects badly on the CO. DISCUSSION: *AFTER* the scenario is played, feel free to post constructive criticism about the scenario here, so that it can be improved. All constructive criticism will be taken into account, but pissing and moaning will be ignored. Constructive criticism = complaints with specific suggestions Pissing and moaning = complaints with no specific suggestions DISCLAIMER: Keep in mind that: The scenario may change at the last minute depending on TGIF turnout. Any plan file that you may create may be rendered invalid by last minute adjustments to the scenario (if you are going to CO, it is better to save a plan AND take a screen shot of the plan as backup). Sometimes the TGIF scenario listing may not get updated due to real world situations. This TGIF scenario listing will continue until we point in time that it is deemed "too much trouble", which is the moment in which we determine that no one new is CO'ing, or the situation is no different than before, or that the matches are becoming unfair (due to both sides studying the enemy situation in advance). If this TGIF scenario listing turns into a mud flinging contest, because someone was sour about losing or in order to insult a scenario designer then posting the scenario early will end. The scenarios that appear in this listing are either new, classics, or at least played frequently and deemed "balanced". If you have a scenario that you think should be added to the play list then PM or create a post here about it.
  3. Africa Rebel Infantry Platoon Cloaking

    Well, Dark showed me the error of my investigation. The added information helped.
  4. Africa Rebel Infantry Platoon Cloaking

    OK, thanks, we see it happen that way. I was placing the unit, then going to execution phase (and they show up). This seems easily reproducible. However there seems to be two separate issues here: there is another incident of this where it happens in the execution phase, at least during a network session, but maybe not network related. Some clients said they saw this weeks ago during a multiplayer session, execution phase. So, if anyone can provide a test scenario where that happens in the EXE phase then we would be very interested in seeing it.
  5. Africa Rebel Infantry Platoon Cloaking

    Yes, so far we haven't been able to reproduce it from the templates we looked at. So either we are not doing the same thing, or maybe it is template or scenario specific.
  6. Africa Rebel Infantry Platoon Cloaking

    Did you not save the file? The problem here is that we have tried to reproduce it using the recent scenario from TGIF, and by tinkering in the editor and we have not been able to reliably do so. If you or anyone can provide a scenario file that shows this, with simple instructions of how to see it (ie. go to this unit, unload troops), then that would be very helpful. Are you in single player? Network session? Mission editor test mode? Also there are EIGHT African templates - help us out here. Otherwise, images and videos of the issue doesn't exactly help in this case (other than to show that the problem actually does exist).
  7. Africa Rebel Infantry Platoon Cloaking

    What I meant was, in the original post it sounded like dpabrams made a small, simple scenario where he saw it. We would like to have that scenario if possible, not the massive three sided one from TGIF.
  8. [Sound] KPVT 14.5mm playing two sounds

    Yes, this is known, since Steel Beasts 1 actually. Nothing can be done about it anytime soon. The issue has to do with the fact that this is considered a looping "machinegun" weapon, and how sound gets delayed over distance. For technical reasons, a loop cannot be delayed over distance, so the sound has be in a one-off burst. At some point we want to redo the sound engine, at which point machine gun fire could be single shot samples, but there hasn't been time to rip the whole thing out and start over.
  9. Africa Rebel Infantry Platoon Cloaking

    OK, if you can put a scenario in here that reliably shows this, then we would like to see it.
  10. ERA Bricks Super-Glue? [FIXED]

    OK, it should be fixed now in the next patch.
  11. 12 JAN scenario: TGIF_Valley of Tears_OMU_4023 RC3b SPECIAL CONSIDERATIONS: Draft? Yes. NOTES: Avoid studying the enemy's side; only gather intel from the briefing and exposed enemy unit icons (enemy intel), and briefly looking over both sides to figure out which one you want to CO. Anything beyond that ruins the fog of war element. To avoid passwords, open the scenario in Network Session as HOST and choose the side you want to play and go to planning phase. You may briefly look at both sides like this to see which side you want to play or CO on. As CO, once you choose a side, go to that side and create your plan. Remember to play within the TGIF House Rules and SB.com community rules.
  12. BMP-2 BOOMS!!!

    The long answer: It was a new feature to allow non-turret popping vehicles to be able to explode "like a T-72" (but without the flying turret) when hit in certain areas (like fuel tanks on trucks, or ammo container MAN 10t supply truck), but it seems that some unintended side effects have come with it. The unintended side effect is that all vehicles will now "cook off", either roman candle or explosion type while burning, which is NOT intentional. (I misunderstood the question when asked last Friday during a game). Anyway, we are looking into the issue...
  13. ERA Bricks Super-Glue? [FIXED]

    Its tricky though, we can't have individual bricks get removed, as this is too resource extensive to track that amount of bricks, so we do it in clusters. For that to happen, we require an explosion, or a low % probability on a high powered KE impact. Of course if they aren't coming off at all then that would be a bug, and we will look into that.
  14. 4.023 hind helos wont engage

    OK, try remove the gun ammo and see if that improves the situation. An old issue was noticed before where the AI would try to use the gun too much. Maybe that is what is happening here. Either way, a simple test scenario (if possible) would be most helpful.
  15. Transparent grass do not work in thermal for infantry

    Thanks. Yes, this is a known issue (for a while now), its an issue with the DOF and transparencies.
  16. We love videos

    Actually, besides infantry issues relating to scenarios being very large, I did see an oddity tonight in a smaller scenario where one soldier was running in place next to the vehicle it was supposed to mount. We will keep an eye out for these things for sure - I wasn't trying to minimize it, just saying that scenario size does play a huge factor. (Also, it is better to report this kind of stuff in the Support Forum from now on though.)
  17. 5 JAN scenario: TGIF Watan Saraf Ekhlas V5UFM2 SPECIAL CONSIDERATIONS: Draft? No. Blue & Green vs. Red. NOTES: Avoid studying the enemy's side; only gather intel from the briefing and exposed enemy unit icons (enemy intel), and briefly looking over both sides to figure out which one you want to CO. Anything beyond that ruins the fog of war element. To avoid passwords, open the scenario in Network Session as HOST and choose the side you want to play and go to planning phase. You may briefly look at both sides like this to see which side you want to play or CO on. As CO, once you choose a side, go to that side and create your plan. Remember to play within the TGIF House Rules and SB.com community rules.
  18. We love videos

    I have to ask, how large was the scenario? How many vehicles on both sides, and how many troops? From what I heard, the scenario is just too large. A single regiment on Red (90 vehicles, ~150 troops) is a practical limit for WAN setup. Anything larger than that is LAN material. It has been mentioned many times: troops are the lowest priority on the network messages, given their numbers (vehicles and projectiles being the highest), so if the network becomes overloaded in a huge scenario WAN session, then it is perfectly logical that the infantry will become desyncrhonized like that.
  19. We love videos

    Hmm, well, the bug has been around for years. We have been improving the situation from time to time, but it is taking time to get completely to the bottom of it (whether it is a desync issue or just a matter of soldiers getting stuck in places). It should hopefully be improved in future versions (4.1x). As for how to avoid it, it usually involves giving the unit to someone else when it is having the problem (like the host, if possible), and then giving it back. If someone has a reliable test case where this happens (a test scenario where it can happen quickly), then we would certainly like to see it.
  20. We love videos

    Infantry mount/dismount issues in Network Sessions are known (if you mean that they sometimes sit and wait to mount, with door open, and seemingly no troops are left to mount).
  21. INTENT: We are trying something new this year and we put all the "battle tested" scenarios into a list, and then randomly shuffled that list to create a TGIF play list. We are going down that list in order, choosing the next scenario to play from it rather than picking on a whim. Rather than post the list here (because the list can/will change throughout the year), a post will be created here before each Friday mentioning the scenario that will be played. You can then download the scenario and decide if you want to CO (post here if you want to take it), otherwise whoever volunteers on Friday will be the CO. CO GUIDELINES: Basic guidelines as to who can volunteer as CO from week to week. The intent is solely to afford everyone the opportunity to CO: No one may volunteer to be a CO back-to-back TGIFs. That is, if Mr. X volunteers to CO this week, he cannot volunteer to CO next week, but he can volunteer the week after that (every other TGIF). EXCEPTION: if a scenario requires more than two COs (i.e. because it has more than two sides) then there is no restriction on volunteering back-to-back with the previous TGIF. If no one volunteers to be the CO, then anyone can CO at the time of the event. So, in the example above, Mr. X can CO again that next TGIF if no one volunteers during the week. TGIF HOUSE RULES: There will always be bugs in software and Steel Beasts is no exception. More-so, functionality that exists in the Pro version which has carried over into Pro PE often creates unforeseen situations which allow for abuse and unrealistic behavior. To counter this, there are "TGIF HOUSE RULES" which are basically a set of ethical rules to allow "fair and realistic play" to keep scenarios from bogging down into the morass of shame. The House Rules are as follows (and the list may grow over time): DO NOT adjust the number of rounds per tube when calling off-map artillery strikes, because they currently have unlimited ammunition so it creates ridiculous situations. (Using number of rounds per tube with on-map artillery is fine because they are delivered differently and have finite ammunition.) If you want a long off-map artillery strike, just keep repeating it. //no longer necessary, now all off-map artillery barrages are capped at a 2 minute max duration. DO NOT adjust the duration when calling off-map artillery strikes -- for the same reason as rule #1. Also, like rule #1, setting the duration for on-map artillery strikes is OK. If you want a long off-map artillery strike, just keep repeating it. //no longer necessary, now all off-map artillery barrages are capped at a 2 minute max duration. DO NOT use support vehicles (supply vehicles, bridge layers, maintenance vehicles) for reconnaissance. DO NOT intensely study the enemy's side in the scenario in the Mission Editor. You can open it and look at both sides, but do not touch anything or evaluate the reinforcement criteria, events, conditions, routes and waypoints. Looking at the enemy side to get an idea of what they have is acceptable, especially since you have to do this to figure out which side to CO anyway. DO NOT use helicopters with the intent of causing a distraction for the AI. Everyone knows when this is happening, like when empty transport helicopters repeatedly return to "buzz" (fly over) enemy units at top speed again and again. Flying in on troop insertions and back out again is acceptable, as is engaging targets from a battleposition. DO NOT hover helicopters at maximum ("Normal") height in battle positions, to use as an ATGM platform or to act as a recon satellite or an AI distraction. This is unrealistic at the moment since the Scenario Designer currently has no way to restrict/limit/cap flight height because he may want to represent certain types of conflicts where long range air defense and air superiority fighters exist. At such time, if ever, that the Scenario Designer can specify a maximum flight height, then we can remove this house rule. NOTE: Failure to abide by the house rules will result in drastic measures by the TGIF coordinators, such as not posting the scenarios in advance, removing features from scenarios (like artillery and aircraft), or in the case of repeated violations, banning certain users from CO'ing, or from participating in TGIF. Also, the CO should strive to have all users on his side play within the guidelines of the house rules - since bad behavior of the side reflects badly on the CO. DISCUSSION: *AFTER* the scenario is played, feel free to post constructive criticism about the scenario here, so that it can be improved. All constructive criticism will be taken into account, but pissing and moaning will be ignored. Constructive criticism = complaints with specific suggestions Pissing and moaning = complaints with no specific suggestions DISCLAIMER: Keep in mind that: The scenario may change at the last minute depending on TGIF turnout. Any plan file that you may create may be rendered invalid by last minute adjustments to the scenario (if you are going to CO, it is better to save a plan AND take a screen shot of the plan as backup). Sometimes the TGIF scenario listing may not get updated due to real world situations. This TGIF scenario listing will continue until we point in time that it is deemed "too much trouble", which is the moment in which we determine that no one new is CO'ing, or the situation is no different than before, or that the matches are becoming unfair (due to both sides studying the enemy situation in advance). If this TGIF scenario listing turns into a mud flinging contest, because someone was sour about losing or in order to insult a scenario designer then posting the scenario early will end. The scenarios that appear in this listing are either new, classics, or at least played frequently and deemed "balanced". If you have a scenario that you think should be added to the play list then PM or create a post here about it.
  22. Hmm, no idea really, but typically we don't do TGIF only if Christmas, Christmas Eve, New Years, or Thanksgiving falls on Friday.
  23. 4.023 hind helos wont engage

    OK thanks for the info, still Leo 2A4s are on the edge of what the missile is capable of destroying, from the front. Anyone can feel free to try the Hind against another target in clear weather, flat map.
  24. 4.023 hind helos wont engage

    Yes, they engage fine from what I can see. There are several factors here, they won't engage the target from the front if they know the missile won't penetrate (hard to tell the target in the image, but it looks like a newer Leo2, and the ATGM is is not sufficient -- it is an old missile made for Cold War targets like M60 and Leo1). In the other screen shot, it looks like weather/visibility would be the issue. I suggest that you put in a different target on a flat map to observe if the Hind actually does engage or not (which it does, AFAICT).
  25. SB 4.023 TGIF feedback

    Yes, good point, very true. In real life, and in just about every situation, trained infantry are practically invisible to vehicle crews - the "invisible battlefield". We do not currently model concealment in SB where infantry would fade from view in certain situations, even when LOS can be achieved on their vicinity (actually, no game does this, except for Combat Mission AFAIK), so infantry lose this huge real world advantage. In real life infantry can lay in relative open and still be unseen, depending on the height of the vegetation - but in SB infantry stick out at 4000m regardless of the situation. Infantry should have all the advantages they can get in a simulation like this, and anyone playing SB since SB1 knows that this has been a pendulum that goes back and forth from time to time. On the other hand, the user CAN plainly see the target, and so he can engage it while the AI does not. Concealment does need to be modeled properly, and the AI needs to engage targets it can see, if the ammo's range allows it, so really these are two important aspects of a broader and very complicated issue. Still, perhaps some improvements can be made to the old SB1 behavior. I mean we have to keep in mind that AI gunners have only just started using HE against troops about a year ago. There is so much to do, that AI behavior often goes neglected.
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