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Volcano

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  1. 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.
  2. Yes, its been updated quite a bit since then - lot's of oldies still in circulation.
  3. 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.
  4. 13 APR scenario: Where the Victoria Crosses Grow 2013-4023 SPECIAL CONSIDERATIONS: Draft? No. Random CO selection? 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. Where the Victoria Crosses Grow 2013-4023.zip
  5. Open play-test prior to TGIF

    Indeed, that is a good use of AT ditches and other obstacles; known distance to obstacle belt, enemy at the obstacle, engage with HESH at known range.
  6. Open play-test prior to TGIF

    Yes indeed, unless I am remembering incorrectly, the HESH was the IL's go-to round for long range killing, because the KE of the period had insufficient penetration at longer range. Of course the target had to be stationary though, little chance to hit a moving target with HESH at range...
  7. 30 MAR scenario: !Battle for Schwaben Creek Valley T72 v10-4010-OMU SPECIAL CONSIDERATIONS: Draft? No. Random CO selection? 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.
  8. Glad you had fun. Come back every Friday.
  9. Hello all, Until further notice, we are going to adopt the randomized CO method (aka. 'the die roll') for TGIF, but excluding the newest members. This seems to be a good way to quickly determine a CO, and a lot of people seem to like the 'chance' element to it, and it spreads around the experience and responsibility, and it is a good way to "change up the experience" to keep TGIF fresh (which we try to do from time to time). So basically, there won't be any CO volunteers accepted for now, until we decide to change it up again, and this also avoids the issue that some have that the same handful of people CO all the time (myself included). EDIT: Those who CO'd the previous week are exempt from the CO draft roll.
  10. 23 MAR scenario: Border Dispute 2013-4010-MAD 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.
  11. 16 MAR scenario: !Zollerheim 2012-4010-OMU 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. 09 MAR scenario: Civil War Mykonos-4010a 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.
  13. SB 4.023 - Marder gun sound loop problem

    The sound file is fine, what is happening is that the number of samples is exceeding the limit (due to rate of fire), which causes previous sounds to be terminated, so you get the pop. This is something that a new audio engine would have to address (or maybe in the mean time the buffer can be increased on that one particular sound, we'll see).
  14. No Sound ( getting these errors) [solved]

    OK, glad you found the cause. BTW, in my previous post I meant to say to temporarily "disable it" (Nahmic), not "change it" (typo). Oh well, you figured it out.
  15. No Sound ( getting these errors) [solved]

    OK, but is it possible to temporarily change it as part of troubleshooting? Was it all working before recently on the same setup? If so, what changed recently in your configuration? By just guessing, I would say the problem is with the Realtek onboard chip. Have you tried updating the drivers?
  16. 02 MAR scenario: Relief to Defense 01-multiparty-4019bx-OMU SPECIAL CONSIDERATIONS: Draft? No. Four COs needed: Blue (US) (overall CO for allied side), Grey (DE), Green (UK) 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. Relief to Defense 01-multiparty-4019bx-OMU.zip
  17. I think I put this in the wrong thread just now (actually, I think it applies to both). '...the commander being able to move the turret in NORMAL mode with stabilization damage has now been fixed.'
  18. Just an update... So basically a couple of things here - 1. "The CITV will not move towards the gun as long as the 'Stabilization countdown damage' (which is actually GYRO damage) is active, because the GYRO damage is applied both to the GPS and the CITV. In other words, the CITV is considered damaged, so it doesn't move back to the gun. Once this damage has been repaired (takes 60 seconds), the CITV will move towards the gun." So that part is a feature. (I should say that IRL the CITV and turret might have a separate gyro for stabilization, but in SB the temporary stab loss applies to all gyros). 2. The part about the commander being able to move the turret in NORMAL mode with stabilization damage has now been fixed.
  19. BTW, the only real thing that will keep you from firing on the Ulan are... End of Belt, at 24 rds, which can be overridden by the GURT ENDE button on Weapon Control Panel. If you override the EOB, then if you toggle to the other ammo type and back again, you will have to override the EOB again. Basically, any time an ammo type is at or below EOB level (24 rounds) then you have to press it again when that type is selected again. There could be other reasons, but those are the main frustrations...
  20. OK, I can try that if the vehicles are not standard types. Lately I haven't been able to even check in advance what the scenario is until just before TGIF time, so we'll see...
  21. No Sound ( getting these errors) [solved]

    Yes, in order to have an idea of what the issue might be then we would need to know your sound card (or chip), and driver info for it.
  22. Actually, I take that back. I recall now that the intent was the that the IFVs are superior here, so only they have the thermal. So, instead of adding thermal to VEC, removed the BMP-2 from Red recon, made them BRDM-2 instead (so a downgrade). Also, a VEC advantage is that its default recon infantry has 2x M136/AT-4 RPG by default, where BRDM-2 recon has none. So, VEC already has more RPGs in the recon infantry than Red (6x teams vs. 3x teams on BTR). That should be a sufficient pro/con between the recon.
  23. FWIW, I gave the thermals back to the VEC. They used to have them, but its probably better to give them the benefit of sight, versus Red's benefit of a lot of recon infantry. Besides that, the tanks remain the same. They are supposed to be 2nd rate to the IFVs. Neither tank has thermals. T-72 has ERA and better speed, but M60 has 2x the rate of fire and dynamic lead. Pro and con. Red had 1x tank and 1x CV90 operational at the end (the rest of the vehicles were disabled), so it was very close...
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