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  2. I have a large scenario that to date has been running OK (some glitches to resolve). Until recently all the units have been player owned. I have yesterday started to make the ownership of some units "Player if ..." in order to break it down into bite sized pieces, so the player can play just part if they want and the rest will run on scripts. These "Player if ..." statements are Trigger based. e.g. A Trigger is "Player controls Combat Team X" If that Trigger is selected then the elements of Combat Team X are controlled by the player, while the others are scripted (AI controlled). Most units have at most three Triggers (Player controls everything, Player controls Cbt Team X, Player controls X Platoon within Cbt Team X) with "OR" conditions. The issue is that now, even if I select "Player controls everything" scripting that worked fine previously is now going off the rails. Units not moving forward from battle positions, even if the "embark if ..." statement is satisfied. Units moving forward (or back) off routes (there is no square displayed showing the formation, etc.) so the subsequent routes are not used. ... I'm assuming this ownership choice should make no difference, esp. if I select "all" but just seeking confirmation that this is not a known issue, before I audit all 1500+ waypoints to try and find out what has gone wrong.
  3. Today
  4. I'd be happy to but would need to ask for no streaming / recording or isolating it so my voice isn't heard. The German speakers would have to put up with an Australian accent and English. I also appreciate that this would limit your marketing approach, so I understand.
  5. Juno: New Origins, released and on sale... Steam: https://store.steampowered.com/app/870200/Juno_New_Origins/
  6. Version 1.0.0

    10 downloads

    CYPRUS: THE REUNIFICATION By Connaugh On 15 July 1974, the Greek military junta carried out a coup d'état in Cyprus, to unite the island with Greece with the result that Turkey invaded the island, citing a right to intervene to restore the constitutional order from the 1960 Treaty of Guarantee. After a ceasefire, Turkey landed more troops and occupied over a third of the island, resulting in a UN Buffer Zone dividing Greek-controlled Cyprus from the newly created Turkish REPUBLIC OF NORTHERN CYPRUS. SITUATION: Turkey has now ordered its Armored Forces to be carried by heavy transport to Cyprus to occupy the entire island. EXECUTION: The 2nd Armored, 3rd Armored, and 66th Mechanized Brigades are to advance to the capital, NICOSIA, which is divided by the UN Buffer Zone, and capture the southern half of the city under Greek control. After capturing Nicosia, the towns of PAPHOS, LIMASSOL, AND LARNACA are to be captured. FORCES: 2nd Armored Brigade 1 x Leopard 2A4 Tank Platoon 3rd Armored Brigade 1 x Leopard 2A4 Tank Platoon 66th Mechanized Brigade 2 x M113A1 Platoons (Infantry, LMG, ATGM team) CSS of Repair, Medical, and Supply Greek National Guard forces are comprised of Leopard 1A5 and M60A3 tanks and Infantry with anti-tank weapons. Greece is expected to respond to any invasion with a rapid-response force. NOTES: Heavy Transport will land the Turkish Armored Force at Kyrenia and the CO can assign vehicles to players. Once the UN Buffer Zone is crossed, UK Forces in Cyprus will become a belligerent. Scoring based on capturing Nicosia, Paphos, Limassol, Larnaca and destroying all enemy Tanks. Mech Infantry must be in objective to capture. Greek Forces vary in location and reaction depending on Turkish Player selection of advance routes to add to replay value of scenario. Scenario takes 60+ minutes to play. Map embedded in Scenario.
  7. SHP data can't be imported into a terrain profile; the data would have to come in ASCIGrid or DTED (as described in the User's Manual, in the Map Editor chapter).
  8. Hi again. OK then. I have a shape (.shp) file with the elevation data. As seen on the screenshot file attached. Any advise on how to export it to some SBpro recognizable format?
  9. ...and the next update, coming February, will bring a revision.
    Really enjoyed this one. As a newer guy to not just SB but tank sims in general, and on the hunt for some T-72 content, this was great! Really enjoyed working alongside the BMP's in a fun little Defend/Assault. Not too complex, and plenty of action.
  10. In our impromptu sessions, we will repeat already performed scenarios. Of course, this depends on the number of participants! Wishes can be expressed in this regard. If someone also wants to lead the scenario as CO, he is free to do so. So see you on our virtual battlefield! Best regards Abraxas
  11. Yesterday
  12. It may be "technically possible" (e.g. by creating spiralling roads and turning them into ramps), but I would still agree with the intent of the statement that it's simply not practical. As far as the addition of new tanks is concerned - I'm all for it. It needs to be understood however that much of our development - not all of it - is driven, and enabled, by the demands of our military customers. They decide if they need a simulation for their training, they decide if they disclose a tank to eSim Games, and which parts of it. The more access we're granted, the easier it is to create a faithful simulation. Conversely, without access we have to cobble together what we can find in open sources which is often not enough, or at least doesn't allow for a very detailed simulation. I'd love to have a playable Merkava, but will we ever see one? Unlikely. The other aspect is available time. Creating a playable tank for which there is no demand outside the Personal Edition invokes not only the costs of researching the vehicle, creating the 3D model, the programming, the testing. It also creates opportunity costs - that we could have worked on something for which we would have been paid, but didn't. That's not to say that we'd never do such a thing - we have a playable BMP-2, T-72M1, Challenger 2, Scimitar, T-55, T-62, BTR-60/70/80/82, BRDM, M1, M1IP, M1A2SEP, the Technical with the recoilless rifle, and more - and for none of these we had a military contract. Still, we need both - a pause in contractual work and the opportunity to investigate a vehicle in order to create a suitable model for you. Should the Polish or the Korean army decide that they need the help of eSim Games to create a K2 MBT crew simulator, we would of course render assistance. I suspect however that this is something for which an American-German company like eSim Games is only third tier, with preference for a Polish or Korean domestic solution.
  13. There are two steps to building a map. 1. Importing the underlying terrain using the relevant data set. This gives you the undulations (hills, valleys, etc.). 2. Adding features to that terrain (vegetation, waterways, roads, buildings, etc.). You can use the Map Editor to make adjustments to the underlying terrain (level the roads, level the ground near a building so it doesn't seem buried, etc.). I'm almost certain that adding or removing an entire hill is not possible within the Map Editor. You need to use some type if GIS editor prior to the importation process.
  14. Thank you for your reply. I'm doing my best with the map, but I noticed another problem. How do I actually do some hills and valleys in it? The only elevation option I have there, is to set flat elevation. I mean, when I do the piece of land, let's say, 10 meters higher than rest of a ground, then I get a kind of plateau with straight up vertical sides. There's no way to do an elevation profile of certain angle. Can you advise on this, please? Finally, let me do a little off topic here. Are you planning to add some new tanks into SBpro? Like korean K2?
  15. 27 JAN 2023: Brush Fire-Town Dispute-UN-4363-MAD SPECIAL CONSIDERATIONS: Draft? Yes. Random CO selection? Yes. Minimum # players: 9-12 NOTES: Remember to play within the TGIF House Rules and SB.com Community Rules.
  16. Last week
  17. That's fine and all I was after (as per the first line of this post). Now that I know, if the vehicles wander further than 200m, due to a crest or some other terrain feature, I know where to look.
  18. Actually, I figured it out. Looking at the image, and measuring myself in that test scenario, the distance is about 210m. This is actually a feature - the distance a vehicle is allowed to pick up troops from a waypoint is 200m, so its just barely on the edge of this threshold. The solution (here) would be to move waypoint 201 forward to the top of the hill, or move it backwards about 50 to 100m on the back side of the hill. I know this is probably annoying, and we can increase this distance to 250m, but there has to be some kind of limit, and the distance cannot be so far way that an AI unit moves far out of the way to pick up troops (so the idea being, if they are so out of position then the AI will just leave them there instead). I will spare all the other rationale behind it, but it is intentional behavior, it's just that the waypoint's location and enemy presence put the vehicles just barely out of range of that radius to go back and pick up the troops, and so they leave them behind. Still, I'd say its probably safe (in and update) if we increase this radius to 250m to catch this case though, so I will suggest that change. In the mean time, knowing that, you can hopefully easily adjust the situation easily to work around it.
  19. I'll see if I can find an earlier version from back on Monday.
  20. Yes but trimming it down broke the condition causing the unit to not mount again (which I thought was the original complaint in the first place), so when I looked at it I was thinking quite literally. OK, can you estimate (as accurately as possible, ideally using the measurement tool) how far away the PCs are from the troops after they move forward (ie. how far do the PCs move from the troops in that image)?
  21. Red2112

    Wargames

    Battle Brothers, Is a turn based tactical RPG with deep combat mechanics. Not for the faint hearted as you will lose a lot of men In all you´re playthroughs, but really worth the time Invested. I am sure a lot of you already know about BB, a bit like X-Com but historical and deeper. BTW, It´s still being updated although It came out In 2017, and has three available DLC´s. It´s on sale at GOG and Humble Bundle at 50% off. A very helpful series If you want to learn BB...
  22. Daylight Saving now in effect and AS time zones have fractured. By now most readers will already know who BG ANZAC is, so I'll put the information relevant to this week in first, then background, etc. If you are new to the Forum, feel free to read the entire post. IMPORTANT: As a serving Officer, I am not allowed to make "public comment" about topics without clearance. This is why my signature block says what it says to cover written comment. Recorded audio on YouTube = "Public Comment", especially if I were to express a personal opinion (without knowing someone was recording). In addition recording people's voices in Australia is illegal without their permission or a Warrant. If you want to record a session, ASK! We maybe about fit you in (I maybe able to play the OPFOR, etc.). If you don't ask: a. Expect me to ask you to remove the YouTube (or other media). b. Don't be too surprised if you aren't welcomed back. BLUF (Bottom Line Up Front): Your Local time: Click on this link for Local time in your part of the world Count down: Time remaining until Meeting start Mission will start promptly at 0830 GMT. If you want a pre game "chat" then by all means come on line at say 0800 GMT, but so that the Kiwi's aren't after Midnight, the Mission will commence promptly at 0830 GMT. Agenda: Based on the recent sustained good attendance, we are embarking on a more structured approach (only sustainable if the attendance is maintained). Planned Agenda: 1st meeting: Teach / Discuss a topic (Attack, Defence, Convoy Escort, Reserve Demolition, OPs, ...) using a scenario / map as the basis for discussion. As to what we cover, that will be will be determined by the response to the related email "newsletter" for this Wednesday sent to regular attendees. 2nd meeting: First volunteer develops a plan for the tactical problem and we see how they go. There will be a brief debrief at the end looking at strengths / weaknesses of their solution, which the person COing the next week is free to incorporate into their solution. 3rd meeting: We play the same scenario with a different CO (each able to improve / adjust their plan based on their predecessor). 4th meeting: We play the same scenario with a different CO (each able to improve / adjust their plan based on their predecessor). 5th meeting (if there is one in a given month): Q & A - You need to supply the questions or a "player's choice" determined by responses here / to email. As always, visitors (apart from one individual) / first timers / spectators are welcome. Current Standard: 4.363 Refer here: Please use the new Calendar RSVP function or post here to facilitate planning. Background: Who is BG ANZAC? https://www.bganzac.org Described here: http://www.steelbeasts.com/sbforums/showthread.php?t=21753 A couple of examples of the BattleGroup at work: Multi Player session: Training session: Timings: Thursday evenings, Australian East Coast time. Daylight Saving has started and the number of time zones has increased. Next meeting: 0830 GMT on Thursday, January 26th. 0830 in London (GMT / Zulu) 1630 in Perth 1800 in Darwin 1900 in Adelaide 1830 in Brisbane 1930 in Sydney, Melbourne, Canberra 2130 NZST in Auckland In game chat / Communications: You'll need access to "Teamspeak" to communicate with us. The Teamspeak software is available here: Download Teamspeak client software How to connect and use it is detailed here: Steel Beasts Wiki Entry - Starter Pack Remote Access / Screen Sharing / Whiteboard Sessions: We continue the use of TeamViewer so people without the Steel Beasts software can connect and see and hear what we see and hear (looking over our shoulder if you like). Team Viewer available here This maybe a suitable vehicle for people to see what the software is all about (you can even use it on a Mac), without having to invest in even a short time limited copy. Anyway we'll see how it goes. So if you are interested, visit our web site https://www.bganzac.org and sign up.
  23. I've worked around it and moved on. What seems to work: 1. Only one BP per unit (in the picture above 4D and 2D used the same BP). 2. Brought the BP for the Mech well back (150m or so from the crest), gave them "Stay" and ensured the focus point was not filled in. Thankfully I didn't need to resort to the damage engine / repair engine if ... combination to get them to actually not move.
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