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Showing content with the highest reputation since 12/18/2021 in all areas

  1. So I've been working on this map for…I can hardly remember now, about 2 years on and off. It's not complete, might never be. However, I’m going to push this out there shortly as is. This was an attempt at a North Taiwan map, way too ambitious, naturally, as I wanted to get the feel right. It's a very complex close terrain, difficult for large maneuver units. This was made with PLA invasions in mind. This is why I wanted the northwest coastal region, just north of Taipei. These are possible landing beaches closest to Taipei, including the Taipei Port and Tamsui Estuary. I'm using the Granada height map for the high-ground around Taipei as I don’t have any height map info for Taiwan. The rest of the high-ground and coast west was built using the editor. Everything else was guided by Google Earth. As such it's an approximation of North Taiwan. The distances are roughly correct between major features. Currently, these include the Port of Taipei and Bali, Taoyuan International airport, Zhuwei Fishing Harbor, the northern sections of Luzhu District, Dayuan District. Recognizable major industry, power plants, fuel storage, Golf courses, rivers, etc, and of cause all the regional roads. The road systems in Taiwan are really challenging to recreate in SB. I've done the best I can to replicate the kind of obstacles these complex road systems would represent. I've built-in from the coast as this is really about whether or not the PLA can establish a beachhead to allow for follow-on forces. If they cannot it's doubtful they will accomplish the mission. If they can it's pretty much end-game for Taiwan. So it's primarily a fight for control of the coastal areas. I will continue to add to the map over time. However, I think it's good enough to publish at this point or it never will. So a little more work to polish up and it should be done shortly.
    8 points
  2. And an option to turn it off.
    6 points
  3. The main holiday is coming soon. I have prepared a short video, I hope it will cheer you up :)
    6 points
  4. Request: Artillery - more detailed status information! For example: Waiting For Approval (No tubes in range) Waiting For Approval (No smoke ammo remaining) Waiting For Approval (off map battery repositioning -03:56) This could reduce a lot of frustration! Also be good for troubleshooting when mortars refuse to fire etc.
    5 points
  5. time for some delayed action... enjoy... hope its oki.. danish leopard section doing delayed action against the polish invaders thats, coming from the south of blåvand across kallesmærsk heath...
    5 points
  6. Wish: Playable Rifle Infantry (I haven't asked all year!)
    5 points
  7. Another one! Wish: a CH-47 "Supply" variant to provide a Western version of the Mi-8 "Supply." Can function exactly the same as the base model, just with a supply radius.
    4 points
  8. The artillery system is scheduled for major changes. They won't make it into version 4.3 - too much needs to be changed to make that a "safe" feature addition at this point - but for whatever it's worth, we're working on it. It touches internal messages and processes in the code, the user interface, network messages ... in short, it's pretty "hairy code" with connections going to many places, all of which need to be redesigned. But, in the end we'll have artillery that's going to work well even in mountaineous terrain, when firing from uneven ground, possibly with ordered high/low trajectories, and all from a standardized user interface with dialogs closer to real life call for fire procedures (that can then be tailored to the specific national demands of the different customers that we have).
    4 points
  9. This is in the process of being uploaded but a series of five files enables you to conduct a static gunnery practice using Triggers to select one vehicle from 51 available platforms and alternatively increase the difficulty (TI and or GPS damaged). Covers all playable tanks and most AFVs as of version 4.268: Challenger 2 Leopard AS1 Leopard 1A5 Leopard 1A5-DK Leopard 2A4 Leopard 2A5 Leopard 2A5-DK Leopard 2A5A1-DK Leopard 2A5A2-DK Leopard 2A6 Leopard 2E Strv 122 M1 M1(IP) M1A1 M1A1(HA) M1A2(SEP) M60A3(TTS) Sho't Kal T-55 m.1970 T-62 m.1972 T-72M m.1980 T-72A/M m.1982 T-72B1 m.1984 T-72B1 m.1985 ASLAV-25 BRDM-2 CVRT - Scimitar HMMWV - 0.50" M2HB HMMWV - Mk.19 SpPz Luchs A2 M113A1 RCL M113A2 ATGM M901 ITV Piranha DF30 Piranha DF90 BTR-80 BMP-2 CV90/30-FI CV90/35-DK CV90/35-NL CV90/40-B CV90/40-C M2A2(ODS) Marder 1A3 NZLAV-IMV Warrior(ODS) Ulan Pizarro F1 Centauro B1 M113AS4 The series of files cover: Clear, Winter, Rain, Mist and Dusty weather conditions. Just the thing to get you out of the post Christmas diabetic coma.
    4 points
  10. There will be map layers, in version 5.
    4 points
  11. The simple solution is not to pay for early access unless you really, really want a game project to succeed, and even then keep in mind that it's just a game.
    3 points
  12. Yes, I've been working on this. Thanks!
    3 points
  13. Speak for yourself. For me there's no immersion by smashing keys repeatedly. Yes, and I refuse to include any of these vehicles in my scenarios. It's not fun, realistic, or immersive. I really wish the developers would reconsider, just letting players use the mouse (like a normal vehicle) with a slower traverse speed.
    3 points
  14. We still move the turret using the arrow keys. And it is still as not fun as it was 11 months ago.
    3 points
  15. Year and have separation between WP (Quick smoke and Burning, Year and i do know that some countries consider this a war crime if fired at certain targets but it hasn't always been so) and HC (Slow smoke but long lasting) Give ENG Smoke boxes (Very long lasting smoke that only smokes from where it is deployed and in the wind direction) Give us compass (with the inaccuracy) so INF can take direction to target even if they aren't FOs and so we can put in their positions so the correction is handled as seen from their position. Let the FO have an app/Screen where he setup in a BP with his own pos etc... so all calls from him gets the correction from his view Give us a range and direction setting/Finding tool (like kortmål M/70 see below) but so it works in the F5/BMS system Put in the right ranges depending on Ammo type. Have fires show up in F5/BMS and AAR Make the arty setup so different units can be controlled by 1 or more specific persons/roles If a CAV/Recon unit have their own Mortars then its only their CO/FO that can shoot with it but request for all firing units get sent in as a priority target from another CO/FO. Get better communication why (Not just waiting for approval) so the Fire Direction officer/FO/CO can cancel those that don't make sense maybe even show each tube (Mortar/Gun/MLRS) how much of each ammo type they have Have a window that show status of each BTY/Gun Give the scenario designer the possibility to change the time it takes to fire (Load time, communication, Laying , ammo prep time , exhaustion /Get the Battery ready and in that include the time to target Make it possible to fire 3 rounds that all land at the same time so we can shoot with only a Battery instead of a whole Battalion Kortmål M/70
    3 points
  16. The SB artillery system is to confusing and frustrating even for experienced users. Just suggesting some small improvments. Why not have fire control centre report that back to the commander? Just leave the fire mission "Wating for aproval" for ever and screw up all other calls for fire? Not if theyre computer controlled. Not correct when HE, Smoke or PGM have different max range, for example 30km, 17km, 40km. Only shows last round type used. Some vehicles dont show this when idle eg the new wheeled mortars.
    3 points
  17. That isn't quite right (as per most public reporting). The Dept of Defence has announced that LAND 907 Ph2 and LAND 8160 Ph1 were proceeding. That is basically upgrading the current M1A1 AIM SAs to M1A3 (i.e. better than M1A2 SEP), improved recovery vehicles and the return of armoured breaching / gap crossing (that didn't make the budget cut off when we first bought the M1s). Trying to put 65T M1s over bridges designed for 42T Leo 1s wasn't really viable. The plan is to upgrade the current M1A1 AIM SA to M1A3 - NOT add to the existing stock of M1A1 AIM SA. There are no plans to change current RAAC force structure / create new units.
    3 points
  18. Updated the Rebel Attack to be less predictable for added replay value, good luck and enjoy.
    3 points
  19. 🤣 Even though i know he prolly anoys you a bit i am afraid that i agree with him respectfully , it's about time that our Mech boys can control all their weapons. MD
    3 points
  20. ...you kinda get careful with experience...
    3 points
  21. Found that this phenomena is related to terrain draw distance, specifically extremes on the low end. When joining an MP server with different settings, the terrain draw distance will use those settings, but will not reset to prior user specifications. Temporary fix is to just reset these each and every time to default, or whatever your preferred specifications are. Having the ability to save a "preset" that automatically reverts between game sessions might be a nice patch. Resetting them to default seems to have fixed this particular issue as a whole. Again, not sure why they are radically different based on the platform being used with the same settings applied. 🤷‍♂️
    3 points
  22. Just a few screenshots from the map and scenario I'm working on... the terrain tools are awesome, thanks for all the hard work on that front, it's paying off big time. Having a ton of fun with it.
    3 points
  23. I have no Idea! I though about the same thing with regards to the Panther. @Apocalypse 31 Maybe to play the campaign, or for a change, or for what they can offer later? Besides, people play War Thunder why not play this Instead. We have what we have In tank sims. If there a slight chance of anything getting better, why not take it. Heck there trying to mod M1TP2 so why not give the IW T-72 mod a chance too. Some people still play the moded version of Panzer Elite (I did at a time), there´s people for everything and like I said, we don´t have a ton to choose from either. 😁
    2 points
  24. Version 1.0.0

    24 downloads

    Operation Charger by Apocalypse and @ben This is a 3-scenario operation where you take the role of an Combat Team Commander that is responsible for spearheading an attack against an enemy Motor Rifle Regiment. Forces Available: 3x Platoon of M1A2 2x Platoon of DF30 1x Battery of Mortars 2x Bridge Layers Resupply & Medical Assets The Brigade Reserve is available on-call (1x Tank PLT / 1x DF30 PLT) Credits to the playtesters from TankSim: Mizayev Figmo Hedgehog Nike Ajax T237
    2 points
    Fun set of challenging missions that require use of all of your assets to accomplish your mission. OPFOR is realistic in how they fight, and has modern equipment. Don't underestimate the infantry in this one, as the NLAW will do a lot of work against enemy armored vehicles in both the defense, and the offense. Definitely worth a download and a play.
    2 points
  25. If you get really short of tank commanders which is very unusual I can switch
    2 points
  26. Yeah...there's definitely no problem from any developers that has caused a mistrust with consumers /s I really hope that Steam starts banning developers who fail to release a game in entirety. Too many games sitting in Early Access for years.
    2 points
  27. For years, Steel Beasts was a one-man game too. And big games can just as well disappear at the whim of corporate top management decisions, see the case of Hasbro and Microprose. What counts is the deeper motivation/dedication of the individual/the team and its financial (in)dependence, and these are factors that you usually don't know.
    2 points
  28. I can understand that.. As I’ve said before, I advocate keeping everything working as it does, AND adding slow mouse traversing as well, so you can use whichever you prefer.
    2 points
  29. Hi, @SeanI just received this: I suspect because for me its already the 15th?
    2 points
  30. Version 1.0.0

    34 downloads

    The Attack on OBJ BEAR (Stryker) by Apocalypse Forces Available 3x Mobile Guns (Centauro, AVEPs) 3x ATGM Vehicles (VAMTAC, AVEPs) 4x Infantry Carriers (Piranha V, AVEPS) 2x Engineer Vehicles (Piranha V EN, AVEPS) 1x Command Vehicle (Piranha V, AVEPS) 1x Supply Vehicle (VAMTAC) 1x Ambulance (VAMTAC) 2x 120mm Mortar (Piranha V) I. Situation - An enemy mechanized infantry company (BTR-82A) is defending OBJ BEAR. They are composed of 3x MECH INF Platoons and 1x BMP-3 Platoon in support. They are also supported by a Brigade T-72 platoon in reserve, and can call on a battery of 3x 152mm artillery tubes to support their defense. We expect to see a layered defense with one platoon defending forward, ahead of their main defense of two integrated platoons. We expect them to use BMP-3's to support their defense by counter-attacking against us, and calling on the tank reserve to protect our advance on OBJ BEAR. We have also detected a Company Command node located on OBJ BEAR that is providing command and control for all forces. II. Mission - Your Company attacks to seize OBJ BEAR III. Execution - Player Driven Fires: 2x 120mm Organic Mortars IV. Service & Support Organic Medical and Resupply V. Command & Signal Friendly ID: On Map Contacts: Enabled
    2 points
  31. So just for kicks and giggles I pushed the visibility under options way out to 15000 meters. The results were amazing! At first there were some anomalies, but once all the textures got loaded I had two of the most believable tank battles I've ever had with this sim! The desert battle was my battalion vs a Russian T-90 Brigade. Wow. The immersion seeing out that far just made the action all that more believable. Spotting enemy scouts 9 km out and being able to reposition to counter their flank probe ... I could never do that before. I'm going back and fixing the visibility in all my missions. Except the poor weather ones, of course. Steel Beasts Pro Team you did it again!
    2 points
  32. If implemented, an option to leave it like it is in real life.
    2 points
  33. So I think I'll keep upload ing shooting range vids for the next weeks. Main Idea is to show the different languages available for SB. Hmm, for spanish-...PIZAARO or LEOPARDO?
    2 points
  34. And better stamina modeling. Current one is horrible. That our infantry cannot move on jogging more than 500 meter is... Cruelty for mech infantry users. In army my platoon was said to be out of shape.. and we were out to do cooper test every Monday on full gear! We didn't get 3km... But we got around 1.5km - 2km in time given... But we had to do full 3km anyways... Just went that last bit.. on what kind of is bit between current jogging and crawling. And i was in heavy reqoilles riffle platoon. Not light infantry. So.... Please. *kitty eyes*
    2 points
  35. Welllll... I still think we should adjust the default size.
    2 points
  36. Simple bit of Marder Gunnery:
    2 points
  37. FEUERÜBERFALL Leopard2A6
    2 points
  38. Of course. Everything else would be lunacy.
    2 points
  39. You should, however, add a one minute delay before checking to give them time spotting potentially lurking enemy before deciding to move on.
    2 points
  40. More shameless self promotion.
    2 points
  41. from what i see in regiments and many other similar RTS games is there is a lot of resources put into the graphics so they look great up close from ground level- the problem is that RTS games are not playable at that scale. this is why you mostly see gameplay videos scaled out to a larger map view where the 3D models are represented as 2-D icons and the fighting happens at a distance; i think it is just a fact of reality that human being cannot coordinate that many units zoomed in up close to admire the graphics while actually playing the game. the graphics are an improvement over the first type of RTS games such as dune and command and conquer represented- but the gameplay is still going to be much the same and detailed views at the ground level of the units fighting and interacting with the environment simply doesn't allow the player to play the game at the same time, the irony is the graphics have improved, but it's not practical to admire them if you actually desire to play the game. the first combat mission's we go turn based system at least allowed the player up close views because the results of the way they system resolved combat could be replayed like a movie- which was inherent to the gameplay that turns were cut into time slices rather than a game engine continuously running
    2 points
  42. It's scheduled for a facelift, but "facelifting" actually means to develop the model completely anew. For that we need an opening in the regular artwork development pipeline. So, not in 4.3 ... but it will be done.
    2 points
  43. Absolutely love it! 😃 Thank you for the early Christmas gift. Wax
    2 points
  44. Warbox Steam (50% off, 4€) https://store.steampowered.com/app/1550710/Warbox/ Red
    2 points
  45. To answer @Apocalypse 31's specific question, the 2S9 Nona is a self propelled Mortar. Same as the M1064A3 & Piranha Mortar carriers. (well, sort of, the does Nona have a turret) To elaborate on that answer: The AI in the action phase will only use "tube artillery" (I.E. Howitzers and SPGs) in the "action phase" Both off map "orbital support platform" and on map. The Support menu needs to be set for Allow AI to call for fire, in the mission editor. Rockets and Mortars are human use only. (Either by call for fire in the "action phase" or Mission editor scripted) "action phase" = the dynamic 3D (shoot things) environment where sounds play, vehicles move around and things blow up.
    2 points
  46. I agree. I really tried to like the Wargame franchise but It just doesn't click for me. Strangely I like the Steel Division series better. Never been a fan of fast paced (unit spam) RTS games TBH.
    2 points
  47. Here's a zoom-around the map video to give you an idea of how it looks at this time.
    2 points
  48. my new toy from santank claus
    2 points
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