Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 09/20/2021 in all areas

  1. Since @Red2112 thinks I hate everything...I just had to comment. I picked up Hell Let Loose this week and I'm really enjoying it. 1. It has a nice slow tempo, unlike most shooters on the market. Spawn timers are reasonable and the overall in game movement speeds also seem realistic and reasonable. 2. The scale is good. The maps aren't massive like Squad but just the right size so that you can practice smart maneuver but still find contact very easily. 3. This game looks and sounds AMAZING! The graphical details are stunning and this has to be the best sounding game that I've ever played. that is all. I said something positive.
    2 points
  2. So going through archives I found two interesting publications. First is Ballisticians in War and Peace vol.3 where I found description of Ballistic Research Laboratory work on M1A2 (variant fielded in 1992) hull front armor, that had 35% increased protection vs KE and 25% increased protection vs SC threats compared to basic M1A1. I also found another publication, The US Army Laboratories at Watertown that provides description of work that Watertown and BRL done in 1988-1991 timeframe on Tandem Ceramic Armor, which provided 33% increase in KE protection. This is very interesting co-relation and both are in timeframe of M1A2 development. So perhaps hull front of the M1A2 used some sort of armor based on ceramics? Also Ballisticians in War and Peace vol.3 mentions something called KE Backpacks as improvement used in M1IP and M1A1 armor, to increase their KE protection. Perhaps these KE Backpacks were also some sort of steel/ceramic/steel armor, combined with existing NERA arrays? Food for thoughts. Links to sources: https://apps.dtic.mil/sti/pdfs/ADA300522.pdf https://apps.dtic.mil/sti/pdfs/ADA305301.pdf
    2 points
  3. @Bond_Villian this is your fault that I'm posting this up. On a related note, if there are any ads blame Hans Zimmer, he is now making money off me.
    2 points
  4. I'd love to see basic infantry slit trenches and foxholes. In the case of foxholes, it would be interesting to have squads build them real time, also.
    2 points
  5. In the next few hours the new installer files should become available, the gods of the internet permitting. Here are the release notes; it's largely about fixing a few annoying bugs, but there's now also a number of munitions to be used against infantry targets, be it from helicopters or RPGs, which might bring an interesting dynamic to some infantry-heavy scenarios. SBProPE_4-267_RN.pdf
    1 point
  6. I think we had to revert the replacement of the joystick input software library because it caused a problem that we haven't yet properly identified. We didn't want to delay the release of this patch, so we decided to hold back the change that I mentioned before until the upgrade 4.3 next year, so we have enough time to iron out whatever kink may still be there. I'm sorry that I created false hopes with my premature report of triumph above, but I hope that you can still live with either no joystick, or joystick swapping for a few more months.
    1 point
  7. I only have a few. I'm also REALLY enjoying the SOG Prairie Fire DLC for ARMA. Their custom game mode, Mike Force is awesome... unfortunately the ARMA engine just performs so poorly that even my new gaming rig only hovers between 30-50 solid FPS when playing online
    1 point
  8. Yes, I'm comfortable with that process. The gotcha for the wider audience, I think, is that it appears that post the Windows update this week, the Windows firewall maybe activated without the user knowing. Certainly pre this week (both pre 4.267 and pre the Windows update) @BadgerDog did not need to add the new .exe to the exceptions list because he wasn't running the Windows Firewall. Now in order to get it running, he did need to add it (even though he did not consciously choose to activate the Windows Firewall).
    1 point
  9. The M901s were E company, while companies A thru D were the M2s. If my ancient memory serves, the scout platoon in a HHC had the TOWS mounted on Hummers along with M2 mounts at the time, but the cavalry had M3s, M1A1s, and Hummers. Not sure when the M901s were phased out in the line companies, but ANGs had them for a lot longer.
    1 point
  10. Much much much needed!!
    1 point
  11. Rott Nest, is that the name of the local strip club? 🤡
    1 point
  12. Also drivers hatch is on the left. And gunners old optic tube housing is visible on the left of the gun barrel. Also loaders cupola is rather distinctive too.
    1 point
  13. Its a T-55 (perhaps with an improved sighting system based on the box above the gun). 1. The fume extractor / bore evacuator near the muzzle. 2. The horizontal splash guard on the glacis plate (with the light mount). On a T-72 the fume extractor / bore evacuator mid-barrel and the splash plate is "V" shaped. A similar vehicle in better condition: SB Pro PE models such an improved vehicle: https://www.steelbeasts.com/sbwiki/index.php?title=T-55AM/AM2
    1 point
  14. Having been a TC, PL, XO on the Leo2A4 and A5 for 15 years - after comming to SB - even so keyboard and mouse are completely fine I still miss the rotation and tilt when it comes to gunners input. Beeing a Software Dev by profession now and a tinkerer by passion I started to play around with different input methods and devices. After the obvious mouse keyboard, started to setup my xbox360 controller with shifted layer so using one ministick as X and Y axis and remapping everything else through JoystickGremlin with a shifted layer so all in all 36 keyboard commands. The downside the Ministicks even with response curves need some severe practice to get used to. Same went with my second try my flight sim joystick which is a X65F (ForceSensing) so the stick doesn't move but reacts to pressure. Perfect for my FlyByWire flightsim but nothing for handling a tank turret. Next a convetional (moving) joystick closer but not yet. Racing steering wheel I had laying around perfet for rotation but elevation felt akward with either mapped the pedal axis. Already started to prototype to convert the Racing wheel into a gunner handle. I remembered having used to play a racing game on my phone where steering was done by rotating the phone and acceleration deceleration by tilting the phone. That said started with a POC to convert a phone,tablet into a input device for SB using Opentrack with FreePie as input receiver for the gyro and magnetometer sensor data from the phone and Joystick emulation as output. Even without having done any tuning on the input output axis mapping it feels completely natural to me and works pretty well. Combining that with using the phone as a secondary monitor and Helios to build button/keyboard touch inputs that might become my goto in the future. So instead of designing a full gunners handle I might go for only a self centering 3d printed gimbal system that would take the phone and can be attached to my desk
    1 point
  15. 1 point
  16. Basically you have co-op and single player (conquest mode), and multiplayer. Conquest mode is similar to CC2 were you capture and hold Islands. By the way, SWSD is on sale (20% off): https://store.steampowered.com/app/573090/Stormworks_Build_and_Rescue/ Weapons DLC: https://store.steampowered.com/app/1542360/Stormworks_Search_and_Destroy/ and all the content of Steams workshop. Downloading now. Personally I think this is more elaborated then CC2. That´s if you can get over the voxel graphics style. It gets to a point were gameplay weights over good looks. Will see... Red
    1 point
  17. I don't think so. My impression is that you're one-man army playing a meta RTS game.
    1 point
  18. There won't be an uncut version due to issues with OBS. Hopefully I figured out where the gremlin was and murdered it sufficiently.
    1 point
  19. No he can't because its wrong from his point of view. He wants the platoon commander's vehicle to be "6", not "1". I've already sent him a PDF and a reference to the place in the Manual, but he asked me to build him one and I've done it. @delta6 I've attached a template and a sample scenario. Please download these and; 1. Place the scenario is whatever folder you use to store your scenario files (its likely to look something similar to "C:\Users\XXXX\Documents\eSim Games\Steel Beasts\My Scenarios". The part in red will be something unique to your machine. 2. Place the "Delta6.cst" in something similar to "C:\Users\XXXX\Documents\eSim Games\Steel Beasts\My Callsign Templates". That way the template is available for future use or modification. Assumptions: 1. I've assumed you are happy with a "-" between the Platoon number and the vehicle number? 2. I've assumed you are happy with the letter "A" as the Company designator? If you want "A Co", or "A Coy", or A Company" it is straight forward to edit it. 3. I've assumed that the 5 vehicle platoon splits into a 3 vehicle section commanded by the PL commander and a 2 vehicle section commanded by the SGT), as shown below with the vehicles listed in call sign seniority? If you need to change this you need to: 1. Open the file "211003 Callsigns for Delta6" in the Mission Editor (which you should be able to see on the initial Steel Beasts Pro PE menu screen). 2. Select the "Delta 6" choice from within the Unit call signs options: 3. You should now see something like this: This, like many other features of Steel Beasts Pro PE, is powerful yet not incredibly intuitive. What I'd like to do is work my way down the sections, one at a time, to give you an overview ("teach a guy to fish" if you like as opposed to just giving you the fish) and address the three assumptions I made earlier as we go through. Top section: Apart from the the five buttons on the top area that should be pretty straight forward, the "Apply if " box allows you to use different templates for different units / nationalities. SB Pro PE lets you have 16 Companies on the Blue side. Using this section you could have 4 countries say: US = Companies 1 to 4 UK = Companies 5 to 8 Germany = Companies 9 to 12 Australia = Companies 13 to 16 All using a different template. You'd have four templates loaded but with the "Apply if" section adjusted along national lines. The US template would have "Apply if 1 <= Company <= 4" The UK template would have "Apply if 5 <= Company <= 8" The German template would have "Apply if 9 <= Company <= 12" and The Australian template would have "Apply if 13 <= Company <= 16" Usually though you only have one template included as all of Blue is from the one organisation. Second Section: This section determines the display of information in the scrolling text box at the bottom of the screen. This values for these boxes is provided by the information in the last section (this is part of the counter intuitive bit, in that it is not a simple case of work your way down the screen, its "bottom up"). Using the "pull down boxes" (downward facing triangles) you can change the order: Here clicking on the first pull down box lets me choose nothing / blank, Platoon, Company or Battalion as the first character in the text label. You can also replace the "/" with anything you want ("-", ".", nothing) as the separator. Using the default, a message relating to 1 Platoon, A Company will be displayed as: "1/A" Assumption 1. I've assumed you are happy with a "-" between the Platoon number and the vehicle number? If you don't want the dash "-", change / remove it from the small box between Platoon and Section. Make sure you do this in the Map callsign section as well. Ideally this is consistent with the information in the third section or you'll see something like "1/2/A" in the text versus "2/1/A" on the map because the ordering is not the same in both sections. Third Section: This is where the you determine what the map icons look like and works just like the second section above, with the added option as to where you display the map icon / Mil Symbol. Here the default is: But you can change it to: Just by rearranging "Platoon Map Icon Company" to "Map Icon Platoon Company" Fourth Section: This drives the rest of the template by providing the raw information. By default the Company label is "A". Assumption 2. I've assumed you are happy with the letter "A" as the Company designator? If you want "A Co", or "A Coy", or A Company" it is straight forward to edit it. If you want the map and text information to display say "A Company" then click in the box that currently displays "A" and add the additional information. If A Company is known in your old unit as say "Apache" then replace "A" with "Apache". Make sure you make this change in both the "text callsign" section and the "map callsign" section. You wanted the Platoon Commander's vehicle to be identified as "6" (16, 26, 36, etc.). To achieve this we put a "6" in the top box of the Section column (SB Pro PE identifies a single vehicle as a Section). The second in charge of the Platoon in US circles is identified as "4" (no idea why it isn't two but that's not important now) so in the 2nd highest box in the Section column put in "4". This is important when you spilt Platoons up so the correct information is displayed. You need to click on "OK" for your changes to take effect. Hopefully that is a bit clearer than the manual. 211003 Callsigns for Delta6.sce Delta6.cst
    1 point
  20. Version 1.0.0

    7 downloads

    A repaint of one of eSim's textures for the Unimog 1300L truck in Danish army colors, to replace the stock German camo and markings you get when selecting "dk" camouflage. Ambulance and decals included.
    1 point
  21. Right? Maybe if we start programming gratitude into AI systems they'll be less likely to take over the World.
    1 point
  22. New ARMA III mission that I threw together using the Prairie Fire DLC https://steamcommunity.com/sharedfiles/filedetails/?id=2614157056
    1 point
  23. Hi people, i would like to participate, since i'm still learning the M1A2 i choose A1/A2 or A5, put me where there is a need to complete ( also far from any medics if possible). Thank you : )
    1 point
  24. Let me go with Roerbaek again please, he is always very kind to me.
    1 point
  25. 1 point
  26. Hey unfortunately I have private that just came up so I won't be able to make it. But I wish everyone a good time, have fun shooting stuff.
    1 point
  27. Footage taken in the summer of 1972, showing IDF Shot Cals training with the Cylinder Bridge in the lake created by the Ruaf'a Dam in the Sinai Peninsula. When the IDF had to cross the Suez Canal in the 1973 war, none of the two tank companies trained to tow the Cylinder Bridge was available: M company of the 9th armored battalion (Magach 3 - M48A3, 105 mm) was wiped-out on the first day of the war near Mifreqet stronghold, A company of the 82nd armored battalion (Shot Cal - Centurion, 105 mm, Diesel) was defending Mazra'at Beit Jinn in the Israeli bulge in Syria under the 1st infantry brigade. Instead, the Cylinder Bridge was towed by reserve tankers from the 257th (Magach 3) and 410th (Magach 6A - M60A1) armored battalions, who hastily trained with it during the war. The Ruaf'a Dam was built in Wadi Al-Arish, which drains the rain water from the mountains of the central Sinai into the Mediterranean. The area was captured by the IDF 3 times, in 1948, 1956 and 1967. The October 29th 1956 battle of the Ruaf'a Dam, during which A company of the 82nd battalion captured a heavily-defended Egyptian compound (Archer tank destroyers, 17 pound and 57 mm AT guns) despite suffering heavy losses, is considered the foundation stone of the Israeli Armor Corps. In the 1956 war, A/82 was the only company equipped with the most advanced IDF tank, the M50 Sherman (French 75 mm), which was designed to counter the Soviet T-34/85 supplied to Egypt. The company CO was Moshe Bar-Kokhva, who became famous for his stirring leadership and later served as the 45th mechanized infantry brigade CO in 1967 and as the 210th armored division XO in 1973. A reenactment of the battle, probably from 1968: After 1967, the lake created by the dam was one of the sites used by the IDF for water obstacle crossing training. The last training exercise there took place in 1981, shortly before the area was returned back to Egypt. Some of the reserve tankers who took part in the last training at the Ruaf'a Dam were veterans of the 1973 crossing. The background picture on pages 136-137 in this Israeli Armor bulletin was probably taken during that training (note the crossing M60s have ERA).
    1 point
  28. Didn't know that the mil version has it as I only worked with the German AGPT / ASPT. But still a basic API for the PE would be on my personal whishlist
    1 point
  29. I would really like for it to be able to dismount any crew from a Tank or vehicle , so they could do recon on foot and so that i could switch people around, i have never been in a unit where we diddent switch people around as needed and we could almost always find people that where cross trained or where plain extras or as happens a lot you lose a driver in 1 vehicle and loader in another fx and you are more or less down 2 vehicles whereas if you could switch people around you would only be down 1 . Also be able to redistribute ammo from vehicles to vehicles so instead of having fx 1 with no rounds and another full i could have 2 with ½ ammo each. I know its prolly not the first time but since its a Wishlist i still wish it 😉 MD
    1 point
  30. Well, we have "superfast" and "ridiculously superfast" options as scenario settings for building vehicle emplacements. If we keep that logic, it might make certain trench building efforts viable even in a 90 min scenario (acknowledging that it would be unrealistic). Sometimes, higher degrees of realism are detrimental to having fun, or to teaching a principle. And sometimes you need the full pain in order to teach other aspects.
    1 point
  31. Really unimpressed with their Carrier Command 2 release. Not so eager to buy anything else from them
    1 point
  32. Not gameplay videos, but very cool videos I found on YouTube today. These did not come up from a search; they were tank videos recommended by tank videos recommended by tank videos. Okay, first one is pretty 70s funny with the 70s scifi touch they try to add. Enjoy...
    1 point
  33. Build a tank, with Sprocket Tank Design... Steam: https://store.steampowered.com/app/1674170/Sprocket/ Red
    1 point
  34. You´re welcome, glad it´s of some use. I just red on one of you´re post that you enjoyed Eve online, do you know about Infinite Lagrange? If not see below... Home site and download: https://www.infinitelagrange.com/?shortlink=1393a39b&pid=Marketing&c=KOL&af_adset=MP-Ant Red <S>
    1 point
  35. ...and when I'm pressing "Q" as the TC I want the Vision Blocks to be one of the levels I stop and can look around.
    1 point
  36. You'd have to ask @DarkAngel he made the model.
    1 point
  37. Wish: 1. A small map preview is displayed when selecting a new map in the Mission editor. 2. A small preview is displayed when opening a scenario in the Mission editor.
    1 point
  38. Who has the faster "fire control system": Answer:
    1 point
  39. I like the looks of it. Its very low silhouette makes it looks so cool. And I like its simplicity compared to newer 21st century tanks like the M1A2 or the Leclerc. It's cheap too. A cheap tank which performs what it was designed for adequately. Besides it's a piece of history much like the P-51 being the symbol of WWII airpower, T-72 is the symbol of Soviet cold war era. Everybody has seen it somewhere in the tv, magazine, internet, anywhere. You just can't help thinking Soviet or communism when you see one of these tanks.
    1 point
×
×
  • Create New...