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  2. I guess it's similar with Commander then? As driver - that it's never auto replaced?
  3. Today
  4. This traffic sign is currently missing. It would be nice if this sign could be included in the next update/upgrade.
  5. Update... Both sides have downsized their forces (between winter and spring, forces were sent to other sectors of the front) as follows... 1 x Strv 122 [MRAP L0], 754, 754, 1 x *APS [1x veh, new], 150, 150, 1 x Leopard 1A5-DK, 418, 418, 2 x BTR-82A [MRAP L0], 133, 266, 1 x BM-21 Grad, 115, 115, 4 x 2S3 Akatsiya, 215, 860, Total= 2563 1 x T-72B3 (no TIS); T-80U m.1992, 485, 485, 1 x BM-27 Uragan-1M w/DPICM, 620, 620, 1 x TOS-1A, 490, 490, 6 x BM-21 Grad, 115, 690, 1 x 2S3 Akatsiya, 215, 215, Total= 2500
  6. Unfortunately for me, the package downloaded from the link shared by Gibsonm will crash the game on my PC, so I've been trying to convert the old files into a map package. However, even after reading the game manual, I still don't understand how to do the conversion. Am I supposed to open these two legacy map files in the map editor? How do I do it?
  7. Of course if you find out differently, then by all means post it here. If in a Network Session, the driver is kicked out to external view, then we can have something to point to and say "do this when the human gunner dies". But I think I recall a detail here, though, where I am misremembering something - the gunner is considered vital, always occupied, and we replace him (instantly) with another member of the turret. The driver on the other hand, is considered its own entity (its like "turret crew" and "driver"), and now I remember that he is never replaced. When the driver is dead, it requires that the driver gets healed by the medic. So there is a difference here, in the sense that the driver is never auto-replaced, while the gunner is always considered to be manned. In other words, I am likely wrong about what happens to the user, in a Network Session, when in the driver position, and the driver is killed. 😐 The old complaint here being that you should be able to replace the driver (permanently) with another member of the crew, which would require some kind of basic crew management system. I completely agree, it is one of the oldest "bugs" reported, but isn't easy to do without significantly reworking the behavior.
  8. Yeah I meant that if I am in position other than gunner and I am killed there. I haven't had it happening that id stay there. Not at least that I'd remember. There is not much point to discuss this without proof. So I'll keep my eyes open. Thank you for taking this seriously. Much appreciated.
  9. I had to clarify (I will edit the post), that I was referring to Network Sessions in all of the description above regarding the damaged crew behavior. The is certainly one of those subjects that the more it is discussed, the more it is likely to get mentally tied up and confused, and of course the possibility of being incorrect altogether. This might be a subject to re-evaluate at some point, but I guess the core answer here is that it behaves the way that it does because of all the particular situations in Network Session, where certain past annoyances were voiced, are intentionally being avoided. It basically organically grew into how it behaves, because of past complaints into a "lesser of two evils". That is not to say it wouldn't be worth re-evaluating the behavior at some point, though, of course.
  10. Absolutely not (at least literally). The code does NOT think the T-72 has a human loader. The loader "system" (which is the internal name for a component that is present) is literally missing. You can see this by the fact that when you place a T-72 tank in the mission editor, and then go to apply damages, the Loader is not present. If that assumption were true, then there would be cases where the commander, gunner, and driver are killed in a T-72, and yet the vehicle is still alive. And the fact that you can remain present in the tank turret, once all turret crew are dead (and the driver is alive) happens in all vehicles -- certainly in M1s and Leo2s, it is not unique to the T-72s. We might be talking about two different things now. I was referring to the fact that (in a Network Session) if the driver dies, and you are in the driver position, and crew members remain alive in the vehicle, then you will continue to remain in the driver position. If you doubt that it happens with the driver, you can certainly test this out yourself if you really wanted to find out. Sit in the driver position in a tank (that isn't a T-72 that will explode) and have someone else fire at the driver's position. It could be I am remembering that exact aspect incorrectly. Internally, what is happening (in a Network Session) is very simple : a check is made, are there any remaining crew members that aren't damaged (dead)? If so, the vehicle remains alive. At no point, ever, is the user kicked somewhere involuntarily, until the vehicle is destroyed. That is the core of how I recall it works. On the other hand... If we are referring to the fact that when all the turret crew dies, then you are not allowed to jump back into the turret as the commander and gunner, then yes. This is however a *different issue*. This is because the idea here is simple: if the driver is the only crew member alive, then you shouldn't be allowed to jump to the turret, operate the gun (and the vehicle cannot be driven), then jump to the driver position and drive around manually (and the turret doesn't move). You would single handedly be able to fully operate the tank by yourself, like Rambo III. So, when all the turret crew is dead, the driver is present, you are restricted to the driver because the idea is that he is the most essential crew member in the degree that the vehicle must be able to drive to evacuate itself to a medic, or repair area. Ideally, one day, there should be some kind of 'crew management' dialog where you move the crewmember between positions, with some kind of time delay. his is a well known issue, that has been reported back in SB1. The driver will die, and the user will remain in the position - as long as the other crew is present. Like I said, it is complicated, and I could be misremembering some details.
  11. Well, that's a question of user account migration, and would apply to documents, music and video collection, etc.; in any case, the User's Manual of Steel Beasts has, in Chapter 2, a boring but essential section about Steel Beasts's file structure.
  12. I play a lot in other positions and it has never happened to me in other positions. Only in gunner.
  13. I suspect that, as far as the crew replacement scheme is concerned, that bit of the code thinks that the T-72 has a human loader.
  14. this is a deep subject. it is difficult to conceptualize what the player is at that point or where the player should be
  15. I think under Windows 10, its "ProgramData". Microsoft "helpfully" hides it, so you need to select "see hidden folders" (or similar) under the file view options.
  16. Of course it applies to everyone. If you are in the driver position, and the driver dies, then you remain in that position as long as there is another crew member remaining in the vehicle (otherwise the vehicle is considered destroyed). The same is true for the commander. It is just because people spend most of their time in the gunner position, that they notice it most in that position.
  17. old pc has windows 10 new one has windows 11
  18. Why does this only apply to gunner btw? Why not driver or commander?
  19. I think the rule is: if you made the scenario yourself, you are not allowed to claim it is the most fun SB scenario you ever played. (I am kidding, BTW) 🤣
  20. Well, not all scenarios would have logistics vehicles but if they did, that would be a perfect place to send them (the logistics-hell, channel). 😆
  21. Depending the version of Windows on your old PC "AppData" might be called "ProgramData".
  22. 26 APR 2024: Future Wars-Viper-2024-1B-4379x (This is round 2, scenario 1 of 5 of the resumed, ongoing campaign) SPECIAL CONSIDERATIONS: Draft? No (unless the teams are not balanced) Random CO selection? No Minimum # players: 8 NOTES: Remember to play within the TGIF House Rules and SB.com Community Rules.
  23. Yeah maybe in 5.0, one day, we just create some all new purgatory type position for people to be ejected to. They don't have access to 3D view, they aren't technically anywhere, but they are sent to the map view.
  24. i do not know what others are doing, but i have created scenarios for myself with the F8 view disabled. for what it is worth, i noticed that my behavior is much different with the external view turned off. maybe there are lessons to learn there
  25. Looks like I was typing that answer at the same time as the previous posts. What I mean is, not that this restriction was selected in the scenario -- I am saying that because this option is available at all (that the external view can be disabled), it prevents us from coming up with an easy solution here, because you can't kick the user out of the vehicle if there are situations where they user cannot have access to the external view. You can say, well, kick them to another random unit instead. Actually, this is how it *used to work* in SB1, and it aggravated people to no end. Think about it this way: the external view acts as a sort of container for non-vehicle/infantry-crew-position occupying players (observers), to sit in. If that view is disabled, then there is no such container for them to go in, so then any time they are in a unit, they would be forced to occupy a position. Therefore, in the SB1 situation, when someone died they would be kicked from the unit, and forced into another unit, occupying an open crew slot. You ended up with people entering your gunner or driver position because they were randomly ejected to your vehicle for example, and they wouldn't know what was going on and commander would yell at them to jump to another unit. The vehicle would essentially be disabled for a moment as the turret stopped traversing as the ejected player got their bearings, if at all. This is where the 'allow other players into the unit' (I can't remember exact wording) question, in the Network Session, came from. In the end we just disabled the ability to disable the external view in Network Sessions entirely (it ignores this setting), and that still doesn't answer a good solution of what to do when the user's currently occupied crewmember dies (because you still have that option to disable the external view in offline sessions, so like I said, you can have a solution that doesn't work in all situations). Maybe, as the years pass, the solution here might be to just remove the "Disable external view" option at all, because it doesn't work in Network Session anyway, and how many scenarios have this enabled anymore? Probably just the Gunnery Range and possibly Instant Action. So yeah, it is a complicated situation, with no easy answer.
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