Tutorials
48 files
-
Primer - TOW Team 2.640
By Gibsonm
Guide on the employment of the TOW team. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479344 downloads
0 comments
Updated
-
Primer - AGL Team 2.640
By Gibsonm
Guide on the employment of the AGL team. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479390 downloads
0 comments
Updated
-
Primer - UAV 2.640
By Gibsonm
Guide on the employment of the UAV. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479319 downloads
0 comments
Updated
-
Primer - Changing Passengers 2.654
By Gibsonm
A brief two page guide on how to add specialists to a troop carrying unit. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212829#post212829387 downloads
0 comments
Updated
-
Primer - Heterogeneous Group 2.654
By Gibsonm
How to create a single icon comprising various vehicle types. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479361 downloads
0 comments
Updated
-
Primer - ASLAV PC 2.654
By Gibsonm
Brief guide on its employment. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479345 downloads
0 comments
Updated
-
Primer - AVLB 2.654
By Gibsonm
Armoured Vehicle Launched Bridge - a brief guide on its employment.
Part of a series as described here:
http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479365 downloads
0 comments
Submitted
-
Primer – M88A1 MRV 2.654
By Gibsonm
Brief guide on its employment.
As described here:
http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479349 downloads
0 comments
Submitted
-
Primer – ASLAV-25 2.654
By Gibsonm
Brief guide on its employment. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479354 downloads
0 comments
Updated
-
Primer - Breaching 2.654
By Gibsonm
Brief guide on general principles and SB specific assets. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479 Updated to rectify some typos.431 downloads
0 comments
Updated
-
Primer - Bushmaster PMV 2.654
By Gibsonm
Brief guide on the Bushmaster PMV.
As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479388 downloads
0 comments
Updated
-
Primer - Heliborne Insertion 2.654
By Gibsonm
Brief guide on scripting a Heliborne insertion. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479 Updated to clarify one Section/Squad/Team per non CH-47 helo.575 downloads
0 comments
Updated
-
Primer - M113AS4 APC 2.654
By Gibsonm
Brief guide on the M113AS4.
As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479297 downloads
0 comments
Submitted
-
Primer - Offensive Operations 2.654
By Gibsonm
Brief guide on the guiding principles and considerations. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479616 downloads
0 comments
Updated
-
Primer - Defensive Operations 2.654
By Gibsonm
Brief guide on guiding principles and considerations. As described here: http://www.steelbeasts.com/sbforums/showthread.php?p=212479#post212479679 downloads
0 comments
Updated
-
Unit classifications - Updated from 2.654 to 4.379
By Gibsonm
This is an update to an earlier file I created some 11 years ago (a lot has changed in that time).
Steel Beasts' logic criteria (Conditions, Events, embark if ...) have several rules available to them.
If you look at the screenshot below there are blue circles around the word "Forces". This can be cycled through "Forces", "Truck", "Helo", "AFV", "PC", "Tank" and "Personnel".
For example you can create an event, "If friendly tanks are greater than 6" generate message "We Won!" and apply this to a region on the map called "Objective".
The problem is there was no public list to tell me what Steel Beasts considered to be what.
Based on my professional judgement / experience, to achieve the above I would have assumed the need to put "Tanks" (M1, T-72, Leo, Challenger ...) on the objective.
Now I know that Steel Beasts considers:
2S1, Centauro, M88A1, M-109, Wisent and other vehicles as "Tanks" for these conditions / events, etc.v
To use the table, look down to find the unit you want to check on (I've used the built in Steel Beasts unit categories), then look across and if a box says "Yes" then that is the condition it will satisfy.
A Jaguar will satisfy the "Forces", "AFV" and "PC" conditions but not "Truck", "Helo" or "Tank".
An Ambulance (any type) wont satisfy any of the conditions.
If your force (or other party) has a 1.2t Truck-T and it just drives around it wont satisfy any "unit type". If however it stops and the passengers dismount, then you will satisfy the conditions for both "Forces" and "Personnel". No passengers, and the vehicle is a phantom.
A motorcycle will trigger "Forces" and "Truck" but if the passenger gets off the back, they will satisfy "Personnel".
Accordingly, if you want to script an event based on a load of civilians / soldiers loaded into a civilian vehicle (all the ones labelled orange in the spreadsheet that are capable of carrying passengers), then you need to stop in the region and dismount for a few seconds to satisfy the criteria.
397 downloads
0 comments
Updated
-
Primer - Bridging Info 2.654
By Gibsonm
A guide to bridges and weight classifications Typos and compressed the PDF320 downloads
0 comments
Updated
-
Primer - Arty Template 2.654
By Gibsonm
A guide to "Width", "Length" and "Attitude". Some typos fixed450 downloads
0 comments
Updated
-
Infantry mount/dismount DEMO (3.002)
By Volcano
This scenario demonstrates the new mount/dismount behavior of infantry, and how to get infantry to do just about anything you want them to do in regards to mounting, dismounting, and moving along routes with and without their parent PCs.
All you need to do is run the demo and watch in test mode (time acceleration is probably good), then if you see them do some behavior you like just evaluate the condition and settings on their routes and duplicate that in your scenario.302 downloads
0 comments
Submitted
-
Mechanized infantry platoon template (ATGM teams) (3.002)
By Volcano
This scenario is a template designed to how to change the mounted infantry composition so that, for example, you can equip mechanized infantry with ATGM teams that they should correctly have.
Also, this template incorporates extensive research and shows how several major nationality mechanized infantry should be equipped in certain time periods. The intent is to help scenario designers create realistic mechanized infantry forces, rather than keeping them equipped only with the default rifle/LMG team combination.
Directions:
To use this template, just open it in one instance of Steel Beasts and open your scenario in another instance. Find the infantry platoon organization you want to copy, then in your scenario follow the direction at the top of the template scenario and replace yours to match the organization of the platoon in the template.244 downloads
0 comments
Submitted
-
ORBAT template, 1985, US Task Force vs. RU Regiment (3.002)
By Volcano
This scenario file is intended to be use as a force template so that most of the work is already done for scenario designers who want to make a mission based on the featured force structure. Simply load this scenario and pick a map, then scale down the scenario by removing what you want from both sides and go from there.
Featured force structure:
[US Task Force]
M1(IP)
M113 and M2
vs.
[RU Regiment]
T-72M1
BMP-1258 downloads
0 comments
Updated
-
How to get the AI to cross a Bridge 3.028
By Gibsonm
A common issue seems to be the inability to get the AI to happily cross a bridge.
Often this is a case of:
1. Asking it to cross the wrong bridge type. Asking the AI to cross a wooden bridge that can take 10t with a 60t MBT is going to be problematic. Even if the AI does cross the bridge will collapse under the weight.
2. Not changing the route to reflect the need to cross a bridge - so just assuming that the AI will "sort it out".a common issue seems to be the inability to get the AI to happily cross a bridge.
3. Not changing the route type / formation to reflect the need to cross a bridge - or doing it too close to the bridge, so asking a unit in "line" to change to "column" whilst very close to the bridge and not allowing enough room for the AI to rearrange the vehicles into the right sequence for column formation. Refer the Note about "Call signs make a difference".
Anyway I hope this helps.
151 downloads
0 comments
Updated
-
IED test range
By JUST
This is a little tool to test the effect of all IED's in game.
A quick and fast way to decide what IED to add to scenarios in game.
Good luck
27 downloads
0 comments
Submitted