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  1. I've figured out the 3d commands that were always on the bottom right of the screen. They're so cool I've put a guidish thing together. I've so far only used it so far to make my tank platoon reload and was surprised how much functionality actually is there.
    4 points
  2. Ah. Referring to party colors by one letter may not be the most reliable identifier, I'm afraid. Space constraints being the next impediment. Localization may eliminate the difference in first letter between (E)vent, (C)ondition, (T)rigger, etc. Rather, I'd like to have something more luxurious in the future (=V5), e.g. you click on any such entry and it'll pop up a window with the option to directly inspect the condition, possibly marking it for change after the end of the test mode. Or have a mouse-over to create a help bubble that describes what it is/shows the name. Or something else entirely. This will be part of our user interface redevelopment project.
    4 points
  3. "Wolfsrudel 89" / Wolf Pack With only 9 brave participants, this battle was still very successful! It was exhausting and despite some damage we had no losses. Thanks to all participants! Special thanks to Gladiator, who confidently led the 4th Coy and his leadership of the A PzGrenPlt! Here is his video:
    3 points
  4. During track repair in game, there should be audible grunting and swearing from whoever's working on it. Should be authentic grunts and swears from the field.
    3 points
  5. The map is available (UID bb104aa2-be76-4587-87ed-2c4cd3bca5a9), here's reading material for inspiration: https://issuu.com/chacr_camberley/docs/wip_-_bar_special?fr=xKAE9_zU1NQ
    3 points
  6. It's been probably like 10+ years since I have started working on a map for Basrah - the second biggest city of Iraq in order to re-create some of the events from Operation Telic... I have been working on and off on this project & having not touched it in the last couple of years I thought it's time to bring it our from the shed & show it around... Still not sure whether I'm eventually going to finish this at all, but having worked on it for so long it kinda feels like no turning back. Anyway - here is a quick look of some sections of the map - unfortunately I forgot to record this in proper HD so the picture might be a bit blurred at time... but you'll get the overall idea anyway.
    2 points
  7. it would be useful to create a 'evacuate crew if' condition in the mission editor in order to approximate somewhat ambiguous conditions that are not currently modeled- i.e,, a slow fire spreading throughout the vehicle threatening the safety or the operational ability of the vehicle during combat, or sufficiently damaged components which in their context might cause the crew to bail out. there is no way to train a crew, which are sensitive organisms evolved to remove themselves from the searing sensation of fire to stay with a burning vehicle- there are horrendous examples of victims choosing to throw themselves out of high rises rather than accepting the choice of burning alive- or from burning vehicles. even in the examples of M1A1 tanks knocked out in ukraine with compartmentalized ammunition storage the crews are bailing as the ammunition cooks off and the smoke and fire spreads into the fighting compartment and into the engine. with a user defined conditioned as to when this happens there would not be some arbitrary sense of it happening and elicit user complaints, and it would probably stave off many of the situations where you see that 'immortal' BMP-1 or something which is hit repeatedly but will not die
    2 points
  8. Ja, mein Leutnant, sofort, mein Leutnant, ich werde da sein, mein Leutnant!
    2 points
  9. Technically as your platoon leader, I am not asking you to come. I am ordering you. 😉
    2 points
  10. A please. And since last time I was judged as forgetful, A1 for Badger and A3 for Cavgunner please.
    2 points
  11. It doesn't work like that. The US government holds the position that leaked information that is classified stays classified. Therefore, passing on such information, even the mere possession of it, constitutes a federal felony. If you didn't know that from reading up Julian Assange's case and everything related to it, now you do. You may want to brief your son about this as well. Stay the hell away from it, is my advice.
    2 points
  12. Sure ... - but why? Your old CM stick will do just fine. Ordering a new copy is just wasteful, and will cost you $20 more, plus shipping (so, more like $30.- in total, if you're in the US). Please contact me by email, I'll walk you through the upgrade process.
    2 points
  13. Ooooo... I want one! This is even better than the "Wedelfahrt" concept of the VT-2 Doppelkasemattpanzer (yes, we Germans have an awesome word for everything). Kudos to American ingenuity!
    2 points
  14. Definitely "or not". Battlefield Management Systems are classified. We offer solutions to our military customers to integrate those BMSs with Steel Beasts so that the students can practice using these devices. But integrating classified information into a codebase contaminates it with "forbidden knowledge", whether exposed to the public or not, at which point we could simply no longer sell SB Pro PE. Instead, you have the Steel Beasts map screen with command interface, which for all intents and purposes is functionally very similar - but unclassified.
    2 points
  15. You can do this via a work around: - Place IEDs. - Set to detonate at H>0. - Run the Mission. - Wait for explosions. - Do a "In progress save". Use that In progress save file as you new scenario baseline. Using that approach you can drop bridges, demolish / damage buildings, etc. The bigger the IED, the bigger the crater / damage:
    2 points
  16. It would be madness if it didn't receive further upgrades. But then again, this is the confluence of military-industrial complex and military bureaucracy, so counterintuitive results will occasionally occur. IOW, I don't know. 😕
    2 points
  17. Western tanks are no miracle machines. But disputing that is refuting a claim that very few people (and certainly no experts) ever made. To make a true difference we'd have to send them in the hundreds, not by the dozen - along with a sufficient allocation of (primarily) HE rounds. We'd need to send 2.5 million 155mm rounds every year, minimum, and the means to cut the flow of supplies to Crimea. But that's the operational picture; these clips are always tactical incidents that get dispersed to the public to influence public perception of the war.
    2 points
  18. I just bought SBPro. Not regretting that purchase! Phenomenal tank sim!
    2 points
  19. You sold me! Loving it!
    2 points
  20. Computer-owned units cannot be player-controlled, not even if you're in test mode. Computer-controlled is any unit not under the direct command of a human player. E.g. from the external observer's position, the unit would be in a hybrid state of being computer-controlled while the player gives no commands, but (partially) human-controlled while the user gives direct commands to this unit.
    2 points
  21. I second Gibsonm's traverse wish I'd recommend a flag/setting like the Smoke Generator tick HMI/GUI feature Specific to the retreat & march tactics? Seems the simplest way to me, the "hardware" is there already
    2 points
  22. This one got somewhat famous when it was first released, but you can't see the BTR. This one fits the description more closely, but doesn't take place in a city/suburb.
    2 points
  23. This current map is now available as a base map "Wasserkuppe 2-24" in folder Downloads under 4.1+ Map Packages!
    2 points
  24. ... and it's going on! I'm now done up to UTM-grid line 31 North. Here are an overview and some screens: 1. Overview: Schenklengsfeld: Wüstfeld: Oberhaun: I hope you enjoy it!
    2 points
  25. There'll be a patch/minor update later this year, maybe late spring. There'll be at least one major V4 upgrade, probably 2025-ish.
    2 points
  26. Version 1.0.0

    75 downloads

    Defense at Vollsjo by Apocalypse Based on the 2024 LHI Scania Campaign - developed by Los The silence of the commanders tank was suddenly interrupted by the cackling of the radio. The entire crew could hear the unmistakable voice: the Battalion commander of the 228th Mech Battalion was speaking loudly and rapidly firing instructions to his subordinate commander like a machine gun. "Yes sir, immediate Torrike attack against Vollsjo", "yes sir. immediate evacuation of government personnel from Vollsjo" repeated the company commander, vocalizing it loud enough so that he could confirm his tasks and prepare to pass them to his subordinates. After a short exchange and confirmation of his new mission, the captain jumped from his turret to the side of his tank where his First Sergeant and XO were waiting. The captain, who hadn't slept in 72 hours was pushing himself beyond his physical limits. His home was near the Torrike border and rumors were circulating that his wife and two children were missing and presumed dead. Some of the men in the company were from the area and were quite literally fighting in their own back yards "Sir, does he know that we only have a handful of tanks and a few civilians defending?" quipped the First Sergeant. "Of course he does" the Captain quickly responded then turned to the XO, "bring the platoon leaders to my vehicle immediately". Moments later the XO returned with two lieutenants and a staff sergeant. "Gentlemen, we've received word from the Battalion Commander and here's the situation: 2nd Company will attack in our north, towards Frannigen. They are stepping off in approximately 30 minutes and we've been ordered to HOLD Vollsjo. A Torrike Mechanized Infantry Battalion is mounting a counter-attack against Vollsjo to seize the bridges. We suspect that they will attack along two axis - to the north and from the east. They will attack with three companies spread between each axis, each supported with a platoon of tanks. We expect that their Battalion scout platoon is already observing us and will initiate movement shortly. We expect the enemy to employ their organic mortars and also artillery to suppress our forces. It is also possible that the Torrike's will reinforce their MIBN with a second tank company that will attack with their recon element. And if that wasn't enough - we're also hearing that the enemy will be supported by helicopter gunships. We expect civilians to flee there village but there are also 20 civilian government employees in Vollsjo that we MUST evacuate. They have made a valiant effort in keeping the essential services of Vollsjo functioning so that the Home Guard could survive, but the governor has issued the order for their immediate evacuation and we will need to evacuate them to prevent their deaths or capture - the Battalion commander has sent a mounted element to assist us with that task, but they are coming from the north, through disputed area. We are expecting enemy scouts to make contact with us in approximately 8 minutes, and with their main body in 20 minutes. We must hold the bridges. Are there any questions?"
    2 points
  27. Version 1.0.0

    28 downloads

    This mod upgrades the interior control panels in the crewable Leopard 1 series of tanks in SBProPE version 4.379. Resolution of the texture has been increased from 1024 to 2048 px, and all text and some of the graphics have been reworked. The gunner station in the SBProPE Leopard 1 shares some of the same control panels with the Leopard 2. So, to complete the upgrade, I highly recommend my earlier texture mod "Leopard Interior Panels 1.0.0", available here:
    2 points
  28. Just because Ellsberg got away with it, and then only barely so, is no guarantee that you will. Ellsberg leaked information about the war was going, in general. In this thread, we're discussing tactical and technical information. That's an entirely different matter where judges would very probably assume a less forgiving position.
    1 point
  29. Well summed up. I too am fond of using these.
    1 point
  30. It's in the wiki https://www.steelbeasts.com/sbwiki/index.php?title=M1A1_(HA)
    1 point
  31. In RL sure, but this isn't intended to be a "tank driving sim". I'm not aware of any "first parade" or "halt parade" mod or similar (in part because this would vary between vehicles).
    1 point
  32. Inter-Vehicular Information System, one of the oldest battlefield management systems on the market.
    1 point
  33. CIV and IVIS, just like the M-1A2. I believe new engine, transmission and suspension too. Basically, that big blank space in front of the Brad TC is now full of 2 (or 1?) screens and a slide out keyboard. Scout/Squad compartment in back also has an IVIS screen.
    1 point
  34. Oh no it's Fritz with another pesky annoying post.... So my Bradley got smote. A T-72 started shooting at me on a bridge and my driver backed us up over the edge into the river. I don't have a problem with that- that's realism. That's really happened numerous times. My infantry dismounted and swam to shore. Six brave men trapped behind enemy lines. Surrounded on all sides. Would they make it out alive? COULD THEY? My six man squad slowly dwindled. 5... 4... 3 was run over by a cold-blooded T-72... An hour later I joined the lone survivor of the missile team (who had dispatched 2 BMP-2s by himself) and the rifle team leader (who had gunned down a platoon of evil communist troopers by himself. 'MURICAAAA!) into one team (which was cool. Two units now showing as one on the map). And I began running these guys around manually. Now, I did discover something peculiar at this point: The last survivors of their respective teams.... were invincible. Is this a feature (one lone survivor to tell the tale of horror to strike fear into the hearts of the force) or a bug? (I am still on ver. 4.265)
    1 point
  35. 1 point
  36. The former OPFOR commander wants to point out to the former BLUEFOR commander (COs have to be swapped out after each round) that OPFOR's combat strength (point value) is higher than BLUEFORs at the end of round one, and OPFOR also holds more objectives. Any other metric used to determine victory is propaganda. 📺 😛
    1 point
  37. 1 point
  38. you are publishing this in an open forum for the community. you have my attention. consider a press statement from either side in this thread. either one of which not only gives not per se an AAR but a narrative sometimes provided as fact. consider bluffing your hand. and we will watch it here. the rest of the community will try to figure out who has the upper hand based on what is posted. maybe it will not quite translate though
    1 point
  39. 1 point
  40. Manning: OBSERVE: The CO have chosen the German sector. Hence the units have been changed in accordance with that. TF Command 66A (M113-G4DK OPMV): SwissAdmiral (?,?) 54A (VAMTAC CMD): 1Co 01 (Leopard 2A4) 1Co-011 Higgs (Kanium,CH) 1Co-012 Badger (Kanium,CAN) 1Co-013 WarRoom80 (?,?) 1Co-014 Cavgunner (Kanium,US) 1Co 02 (Leopard 1A5) 1Co-021 Essah (Kanium,DK) 1Co-022 Johnnycat (?,?) 1Co-023 Connaugh (Kanium,US) 1Co-024 Staneth (?,?) 1Co 03 (Leopard 1A5) 1Co-031 1Co-032 1Co-033 1Co-034 2Co 01 (MARDER 1A3) 2Co-011 Kingtiger (Kanium,SE) 2Co-012 Snoggy (Kanium,CAN) 2Co-013 Wiglif (Kanium,US) 2Co 02 (MARDER 1A3) 2Co-021 Grenny (Kanium,DE) 2Co-022 2Co-023 ChrisReb (Kanium,UK) HQ02 ENGINEERS (M113G3/DK) HQ021 HQ022 HQ023 HQ024 3Co 01 RECON (SP LUCHS) 3Co-011 3Co-012 3Co 01 RECON (SP LUCHS) 3Co-021 3Co-022 HQ01 (SP ARTY): 6 X M109 HQ03 (CSS): 4 X supply OPFOR: Nike-Ajax, no more needed Where needed: Cant make it: Sioctan (Kanium,NL) Hosting: Badger (15/15)
    1 point
  41. That was an Asov Btr 4 in Mariupol, iirc.
    1 point
  42. I'd love to add the Wisel 20mm MK; sadly, we never found the time for it. Also, doctrinally it was a bit harder to justify as long as SB Pro was a vehicle-centric ground simulation since the Wisel platform is designated as a "weapons carrier" to provide mobile fire support for light infantry (paratroopers, mostly). So, you wouldn't normally see it fighting other IFVs, but rather in the fire support role for a type of combat that Steel Beasts currently does not simulate in an optimal way. The Milan on Marder ... it's complicated. I decided that we'd postpone that development until we have a code base that's more flexible. The SB V1 ...V4 code architecture was devised when we had little idea in which direction Steel Beasts would develop, and for how long. After we made the decision to enter the military training market (2002) I had always hoped for a 25+ year future, but it was very uncertain. Now that we can be relatively certain about the market in which we're operating, we are developing a new code architecture that will ensure that this software can be developed for decades to come, giving us more flexibility and ease of code maintenance at the same time, and certain performance bonuses. Hopefully, that will then also free up the time for small side jobs such as adding a dismountable missile launcher half of the vehicles in a platoon - which currently would be a big side job.
    1 point
  43. Version 1.0.0

    66 downloads

    This is part of an ongoing Steel Beasts campaign with Loscon Heavy Industries Recon at Vollsjo by Apocalypse Situation Torrike forces have continued their attack into the area and it must be stopped! Torrike forces have moved an advanced guard force into the area which consists of a mechanized infantry company (3x Platoons of BMP-2) an understrength Tank Company (6x T72B3), and a recon platoon (3x BMP2/Infantry). We expect their tank company to be set somewhere west of Vollsjo with supporting mechanized infantry platoons defending the area, and reconnaissance vehicles forward of the river. We expect mounted observation posts with 3-man recon patrols west of the river. Your scout platoon is on point for the 28th Brigade- we have a friendly tank company nearby ready to strike against the Torrike advanced guard but you must provide a recommendation for which axis our tankers can advance across. You have 90 minutes to conduct a reconnaissance of the area - determine the BEST approach for our tanks so that they can destroy the enemy tank company and force a withdrawal of the advanced guard - this may halt the entire Torrike offensive in the area! We have 90 minutes to force the Torrike Advanced Guard from the area before they reinforce with the intent to continue their attack. Our artillery batteries are falling back and you have no support for this mission. You have 4x 2-man recon teams within the platoon that are equipped with 1x Spike SR, 1x Quadcopter, and JIM thermal imagers. Your vehicles are equipped with medium-range radios - if the vehicles are destroyed then you will be unable to communicate your recommendation to our friendly tanks. Use Triggers 1, 2, and 3 to recommend a route to the tanks. Mission Failure If: a. Loss of Scout Vehicles before you make the radio call to D-1 (no radios = no call) b. No decision in 90 minutes c. D-1 becomes inop and cannot destroy the enemy tanks (pick the best route!) The enemy forces array in this scenario is randomized for re-playability
    1 point
  44. Stumbled upon this while browsing the web ... Jens
    1 point
  45. The T-14 Armata burns so nicely!
    1 point
  46. Killed by Sabot petal from nearby friendy shooting at eny ahead
    1 point
  47. "Shoot and move, baby. Shoot, and move" - Infantry adage. I'm not sure if this should go here, or in the "Content Wish List." I apologize if it's in the wrong spot. I'd like to preface this by stating that I really love this game, more so than even the Silent Hunter series - which is saying quite a bit! I am not intending this to come across as a rant, or badmouthing Esim/SB in any way. These are just my thoughts as a former grunt. The infantry in SB suck so badly, it makes me want to cry! There, I said it. I was messing around with the M2A2 troops tutorial last night; the tutorial wasn't really working, so I whipped up a quick infantry-only scenario with two opposing rifle platoons (for simplicity sake: 4 squads of 9 men). The map was just a generally flat field, no forests, buildings, etc. From there, I set about trying to run through some basic battle drills - FM 7-8 stuff. What shocked me during these scenarios is that the infantry has two *major* problems. The first is their ability to engage consistently (shooting), the second problem is mobility (moving). Regarding shooting, for example, in one iteration, the red squads were more or less on-line, firing, but not all of them, and not at the same time. Meanwhile, blue's 2nd squad was returning fire, while 3rd squad (which was approximately 100m closer than 2nd) was not firing at all (despite having a clear line of sight); neither were the remaining blue squads firing, despite being no further away from enemy troops than second squad. In the next iteration, (with similar positioning) all blue squads were firing, except 2nd. Yet, only one red squad was firing. The other three were high-crawling about, seemingly in circles. And on and on it went. Now, I understand that in a tank simulator we're lucky to have infantry. I also understand that they are not the 'stars' of Steel Beasts, and therefore cannot/should not receive as much attention as the tracks. However, it would be nice if the grunts got some work done on them. Their ability to fire seems terribly bugged - sometimes they'll engage, sometimes they'll just lay there, and other times they'll opt instead of crawl around until they're all KIA. "A single rifle can turn the tide of battle" is an old adage used by grunts, and to a large extent, is completely true as numerous historical accounts bear witness. Therefore, when it's time to shoot, we need every trigger being squeezed. Also, it would make them more lethal if players had more control over their fires: i.e. the ability to 'point' at a target (enemy, building, etc.) and, with the press of a button, order the men to open fire, or cease fire, shift fire, etc. An FPS, or 3rd person shooter-style system is unnecessary, and I think would detract from SB. However, as it stands, the player has too little control over his men's fires. The second major issue is mobility. The success or failure of infantry operations is largely predicated upon rapid movement, especially once contact has been made. When I was enlisted, a 'standard' ruck march for training was with full personal kit, and a *minimal* pack weight of 35 lbs.; the distance was 12 miles, and it had to be completed in under 3 hours. The speed required for such a march is comparable to a brisk jog/slow run. Unfortunately in SB, the infantry is horribly, lethally non-mobile. If I or anyone else needed to stop and rest every couple minutes, we'd find ourselves kicked out of the 82nd, and probably out of the Army itself. Therefore, I have a couple suggestions in pursuit of this issue. I think that the stamina system should be adjusted to better reflect the basic standards an infantryman (and any attachments, such as: combat medics, FSTers, etc.) must maintain. There are a couple ways that I can think-of which may help fix the movement issue. I will try to keep game balance in mind with these suggestions. First, the ability to 'sprint' (in regards to stamina) seems quite nerfed, though the speed seems about right. To sprint 300m, with full kit, wouldn't be a stretch - especially under combat conditions (adrenaline's quite a substance! :bigsmile:). To 'jog,' with full kit, for at least a click (though up to 2 would be better), without needing to stop and rest would greatly enhance the infantry's mobility without 'breaking' the balance. Of course, this excludes steep inclines, water obstacles, etc. Also, it might be beneficial to add a 'walk' speed. What I mean is, keep the high-crawl as the movement for prone troops, but have walk as their slowest standing speed; I reckon a decent stamina distance for walking might be at least double that of jogging distance. There's more stuff I can think of (formations, hasty fighting positions, etc.), but I think shooting and moving are the two biggest issues. I hope this didn't come across as mean-spirited, as my intention is only to provide constructive criticism on this issue. You may begin flaming me... time, now!
    1 point
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