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  1. All the installers are posted in the downloads area at esimgames.com. The bundle installer will patch the previous version (4.357). Thanks to the programmers and testers for their hard work! Be sure to read the release notes for all the details.
    8 points
  2. I made 3 new Skins for the old Jaguar 1A3 2x for the german Bundeswehr ("de" & "de1980" ) and 1 for the austrian Bundesheer ("at"). Available for Woodland/Autumn & Winter. you can download them here on our 911-Forum. https://forum.steelbeasts.org/downloads/file/130-jaguar-1a3-pack/
    8 points
  3. OPERATION LUMINARY - The Single Player / Cooperative Hybrid Campaign hosted by TankSim. Day 3 - The first tactical engagement between NATO and Donovians forces. Units from Task Force Black Knight made contact with MIBN 8023 near Hameln. NATO forces were able to seize a foothold across the Weser and destroy the 8023 Donovian Battalion. TSN and Donovia Today are both providing media coverage of the events from the first day of combat. Atropian Supreme High Command rallying their defeated units to re-form combat units and continue to fight alongside NATO forces. And of course, there are divergent opinions.
    6 points
  4. @Volcano Thank you Edit - some really great bug fixes in this one. Appreciate the speed in which this was rolled out. and.....LETS GO 5.0!
    5 points
  5. My apologies, iv been away a good while and did not get around to posting this map. However, its up now in the downloads. I used it in 4.3 after a few tweaks, looks ok. I don't really have time to work more on this but I hope you guys find it useful and run with it.
    5 points
  6. War is chaotic. Some armies are more chaotic than others. Professionalism and morale also play a role. For the Bundeswehr, a strict protocol was to be followed - Remove the crypto module from the radio. Dismount MGs. Dismount tank with personal gear. Maps and a timed thermite charge into the breach. This served several purposes, - the tank is reliably out of action - as little intelligence into the enemy's hands as possible - all captured tanks have the same problem, so you can't repair with parts from the other - there's a standard repair method, if you re-capture a lost tank; Breech and gun tube need to be replaced, everything else might still be intact I know that the US Army has a similar protocol (even though more often than not they seem to simply blow their lost tanks with one or several Mavericks or Hellfire missiles, which is much less of a "strict protocol"). I would suspect that even the Russian Army has such regulations. But then the questions is, are the crews issued thermite charges? Are they trained in standardized demolition? Are they rewarded for such action, or do they face penalty for damaging their own equipment? Much also seems to hinge on the officers, there is no meaningful NCO corps in the Russian Army. Well, then you only have one platoon leader to ensure that standards are being followed. And that one lieutenant is probably in over his head and has a gazillion other problems to deal with. Fixing such cultural issues during a shooting war is, if not impossible, at least very very difficult.
    4 points
  7. The Oryx missions are really good. On mission 3 now. I get this Combat Mission vibe from these missions. They feel more detailed somehow, gritty, than the usual SB missions. The limited unit count is part of the experience I think. And the terrain of course, very good looking with lots of bumps and variation and towns that look like inhabited towns. Thanks, guys @ben
    3 points
  8. Regarding the M1A2, the SHIFT+N to zoom out of thermal sight is do-able, as well as the 5000m extension of M829A3 engagement range. It's a known issue that we just haven't got around to, but the former issue might be more do-able now that the T-72B3 behaves that way (and the latter might be very easy to do, actually, but an investigation is required to what approach to take). The stuff about 'fixing all the other M1A2 bugs', well, not likely to happen given that we have over 3000+ known bugs and enhancements. From time to time something might be do-able, but every single vehicle has "bugs" in regards to the cut off of where we choose to stop simulating. The MRS update missing from the M1A1 for example -- is that a bug or an enhancement? Non functional driver's position (no gauges) or non-functional switches in other positions? Bug or enhancement? Challenger 2's non-functional HESH ballistic computer behavior? Bug or enhancement? Who knows what will happen going forward, but the point is (as mentioned before) it's not like things are being intentionally overlooked. Regarding the AI shooting the ground, yes of course -- the best thing to do here is to provide a test scenario in the Support Forum that reproduces the situation (that isn't a full blown scenario) and we can very easily do something about it. It's not one thing that causes it, its a multitude of conditions that occur (which are usually vehicle specific), so its not like we can just change one thing to fix it in every case. A particular case has to be observed, then dissected. The "AI" consists of a ton of conditions and variables colliding with each other chaotically and then "something happens" (that is basically the AI in any game, in summary). 😳 But at least internally when this is observed, we are usually able to make a new empty scenario, go to the same spot on the map, and place the same firing vehicle and same target vehicle in the same positions (some screwing around with it required) to reproduce the situation and have addressed them as we become aware of them. Regarding the AI being able to spot things by seeing a singular pixel through the trees, or whatever, again if a test scenario can be provided then we can evaluate it. This is one of those areas that AI is particularly good at. We don't want them completely brain dead at spotting heat signatures or back illuminated (skyline) silhouettes through woods for example, but we also don't want them seeing something the user would never ever see. This is nearly impossible to balance.
    3 points
  9. Great to see that a LOT of community feedback in the support sub-forum was incorporated into this new patch. A few that I recognized: Fixed bug #11180; you may now delete Record entries from within the Main Menu @Mirzayev Fixed bug #11212; Leopard 2 family: Thermal imagers no longer out of focus @Mirzayev Fixed bug #11173; M1A2 SEP: LED lights are no longer missing from ICDU, so you identify your FCS mode @Assassin 7 Fixed bug #11196; BMP-2: NVG option for driver @Vikingo o Improved the behavior of the turret ring area, to make it less likely to absorb extreme angle impacts on its upper "lip" @Assassin 7 o Set the default carried RPG and LMG type to Soviet equipment (MT-LB and Ural 4320) @Apocalypse 31 Fixed bug #11207; Scorpion: main gun sound FX is missing during gameplay" @BlackDeath Let me know if I missed any so I can add it here.
    3 points
  10. Here is a unified drone's page, in its infancy. This will hopefully be the place that you will get information about how to use them, once I can get some assistance with putting the page together - this is just a starting point (I don't have as much time as I used to to work in the SBwiki and will need help there). 😩 https://www.steelbeasts.com/sbwiki/index.php?title=Drones
    3 points
  11. The short answer is "no". The longer answer is that Combat Engineers tend not to have the equipment or the time ("there are never enough engineers") to fix bridges. What tends to happen in RL (and modeled in the Sim) is that the combat units make a hasty crossing where possible (using the Biber or MT-55 AVLB) and then continue the advance. Eventually Engineers allocated to a higher HQ fix these "Lines of Communications" issues and repair the bridge (pour concrete, replace steel, resurface, etc.). Also the average timeframe for a scenario is way too short for an Engineer unit to repair cratering, apart from say laying steel plates over the holes, or rebuild spans.
    3 points
  12. There's already a media player in the Mission Editor that lets you embed/play .wav files during missions.
    3 points
  13. Hey Thorn, Yeah, I actually took the time to go over the manual (I owned the console and the original game) from the Genesis game and tried to use terrains that reflected the map areas as best as possible. I also recreated the original M1 bases and modeled the repair/refuel ability along with tow vehicles so you can bring back damaged tanks to repair them. It's not perfect by any means but it should give you at least as close to the same experience. I was planning on putting them together in campaign format but kind of dropped the ball while I was working on the Hannover map. When the new version comes out I might go back and do some minor changes and then do the campaign. They should work fine but feel free to send me a message if you find issues or your feedback on the missions after you try them out.
    3 points
  14. Yes, that's why we're working on version 5 with the new user interface middleware, so we can do things like that.
    3 points
  15. PNG Importable Height Maps to build terrain. A very indie game called Easy Red 2 (WW2 FPS, Combined Arms) allows users to import .png height maps for instant map creation. This is absolutely amazing..... 1. Find a source that will let you download height maps 2. Get PNG 3. Import in-game 4. Profit - a map that would've taken me WEEKS (years in SB! [fact]) took me 2 minutes to import. I still need to add buildings, roads, and trees, but having the height map makes it super easy. Keep in mind, the map is zoomed all the way out and not representing all of the details. Up close it looks really good.
    3 points
  16. Good news (hopefully): So we dug down further into the comments with the T-72B3 possibly being more sensitive to joystick/mouse input while looking at the thermal sight view and... It seems that there may have been something going on which caused some additional oddities that might have contributed to this behavior. At least on the surface this should not be true, but a fixes to the T-72B3 FCS seems like it may have also taken care of this as well. Kudos to those who spotted it (Badger and others). Take a look at it in the patch and see if things have improved. 👍
    3 points
  17. Operation Luminary TF Black Knight Engagement Results
    3 points
  18. Well, judging from one year of tutorial video production ... - Creating a concise and accurate tutorial is (really) hard work - We manage to create about two per month - It's a full-time job for Valleyboy, who gets paid more per year than we make in PE sales - Most of the time is spent researching the topic, writing the script, and checking it for errors - There's always the danger that a video will become obsolete with a change in the software - people are four times more likely to watch superficial videos about a new tank than important but unexciting topics I would posit that it's not so much the question whether people are willing to read - but the topic itself. Whether you write a chapter in the user's manual or you make a really good video about, say, the command line options or how pathfinding works in Steel Beasts, it is evident that the important stuff gets skipped by many as long as it doesn't promise entertainment value. People read, or watch the important things only if they have to. It's part of human nature, I guess. Fortunately our Youtube channel doesn't depend on high viewer numbers. We'll keep building up a library of useful reference videos rather than chase high view numbers. The goal isn't popularity, but a useful go-to place if you need how-to instructions.
    3 points
  19. Rest in Peace Your Majesty, your work is done. God save the King! New crowns on the rank slides.
    3 points
  20. No no.. Those things are of the making of dejawolf. I only did the Eagle IV and some wheel updates for some cars. In regards what comes I have no idea what is in the pipeline. But hopefuly
    3 points
  21. You don't have to "bump" the topic, and the problem here is that its entirely subjective. Some like it, some don't. This probably means that something in between needs to happen. But the problem here is you have to think about when YOU as a player can spot and ID enemy troops. Often before, you could clearly see the enemy troops and your AI troops could not see them. Now that is no longer the case. Can they see troops above what you can see now, yes it seems to be the case, but vehicles do this too. Either way, its a bit tricky and we can't just take a hammer to it. But we are keeping an eye on it. Yes, they are getting "suppressed". This will improve a bit in the future though - right now if one soldier is shot at then the entire team is suppressed, but in the next patch we will hopefully get it working where they get suppressed individually, per soldier.
    3 points
  22. I would even say : recrew and switch side to use as a capture vehicle by opposite side
    3 points
  23. Maybe he was the black knight in Monty Pythons quest for the holy grail
    3 points
  24. Updated this one for 4.357. including a New Custom Map, map embedded into the .sce file. enjoy
    3 points
  25. New sound mod in the making. Please give me some feedback or tell me if you have interest 😙 +Subscribe on YT if you are interested in new implementations. I add in new additions in the first post as well as a new post. My mod attempt to compliment/replace most original sounds and try to give an overall "round" and consistent experience without loosing the original feel. But be aware, there are technical limitations, which cannot be avoided. There is no download right now. I will publish it when it is ready. Artillery HE Impacts (Close impacts has alternative, see "Artillery HE Impacts Close 1.1": Artillery ICMs: Cook Off: MG3 Coax: PKT Coax: Artillery HE Impacts Close 1.1: M240 Coax: Leopard 2 Engine: Generic Coax MG External (be aware that most tanks share the same sound in that case, that is why, I kept it as generic as possible): Infrantry Walk/Run/MG3(74): Small Arms Fire/ RPG Showcase: .50 cal "Ma Deuce": BMP/APC Engine: Bullet Cracks: 30mm Autocannon: KPV 14.5mm Close/Far: KPV 14.5mm Interior: 30mm V2 / Improved HE Tail/Echo: ICM v2: 20mm MK20 Rh202: 120mm Showcase: 105mm L7 Showcase: Frontline Showcase: Frontline Showcase + Arty: ATGM Flyby: MILAN ATGM Flyby: HE Spash Far/Mid/Close/ICM: Milan 1st Person: Milan ATGM Flyby v2:
    2 points
  26. 2 points
  27. 2 points
    Great mission and lots of enemy to shoot at
    2 points
  28. Version 1.0.0

    11 downloads

    BMP-3 IFV in green, as an alternative to the stock three-tone Russian camo. Created by editing one of eSim's textures. Winter version included.
    2 points
  29. Something I've struggled with is how to setup a continuous patrol in the mission editor, defined as a series of waypoints that the AI will progress through and upon reaching the final waypoint will return to the beginning and repeat the operation. I've wanted to do this to setup moving targets, foot patrols and generally just add more 'life' to AI-controlled units in single player missions. Tonight I found a simple way to do it, and I wanted to share in case anyone else was wanting to do something similar. The simplest approach is simply to create a movement order from one waypoint to another, and add an embark-if statement. Set something like mission time > 0 secs, or whatever else you'd like if you want something more complex. Then, add another movement order back to the starting waypoint with another embark mission time > 0 secs once again. the units will move back and forth until they're disturbed (or run out of gas I assume). This is a super simple example, but hopefully helpful for those wanting an option similar to "go back to waypoint 1" that you could set at the last waypoint. Hope this helps!
    2 points
  30. I would like to be able to place a group of APC's . Highlight them and "set quality" without having to dismount all the troops and set their quality individually and then mount them again. Even though vehicles cannot be set a quality level themselves, it would be nice if we could set quality of the units inside them. The only way we can set quality as a group is to select "just infantry units". It would be nice to be able to set quality for tanks as well for that matter. You can lower the difficulty but then if you have more than two sides all the other sides will have their skills lowered or raised to the same level. Thanks
    2 points
  31. After a 70 year Reign, HM Queen Elizabeth the 2nd (aka The Boss in serviceman parlance) passed peacefully this afternoon. Long Live the King!
    2 points
  32. Operation Luminary is a hybrid single player and multiplayer campaign being hosted on the TankSim Discord. The campaign is played by two human opponents using a Campaign Map via Google Draw, with two Game Masters. Each opposing commander has a pool of subordinate units and resources, and has been given objectives by HICON (higher control) / Game Masters. In addition to an overall Commander, BLUEFOR also has human subordinate 'Task Force Commanders' who command Battalion-sized task forces which fight tactical engagements via Steel Beasts. When opposing units collide on the Campaign Map it generates a 'tactical engagement' which is played/resolved via Steel Beasts. Game Masters assess the relative combat power of the engagement and generate a Steel Beasts scenario based on where the units collided on the Campaign Map. The scenario is then distributed to the TF CDRs to play in SP (or coop, if they choose) Each 'Task Force Commander' selected their nationality and task organization, but is under command by a human Brigade Commander for BLUEFOR and receives orders and resources from the Brigade Commander. These resources include tactical enablers which appear within Steel Beasts tactical engagements (Attack Aviation, Drones, Reserves, Field Artillery, Engineers, etc) but also resources that assist the Brigade commander execute his plan such as FARPs (to control distance of Attack Aviation), Emergency Resupply (to re-generate combat power faster), and reconnaissance assets. There is no PVP at the tactical level. All tactical engagements are played via Singleplayer (but can also be played cooperatively). The results of those engagements are sent to the Game Master as proof of playing - and so GM's can record losses for both sides (losses are not notional in the campaign - but take time to regenerate) A human OPFOR is controlling an entire Division of Combat Power and has aligned his forces, by Battalion, against his assigned objectives. The OPFOR commander is also aligning resources (under the same rules as BLUE), has no visibility on BLUEFOR movements/plans, and also aligns his Company's for each tactical engagement by MIBN using a micro-map of the engagement. Each Task Force Commander has been given approximately a Battalion of combat power which includes between 2 and 4 companies. During Tactical Engagements, the TF CDR may deploy all of their combat power but suffers a 1-turn 'refit' period after companies are deployed. This is our first campaign using this hybrid - so far, its been really fun and not too taxing for backside requirements. It helps that we have 2x Game Masters that can keep an eye on the situation and generate scenarios very quickly. We have plans for a follow-on campaign in a different theater/setting. We're building this mid-air, and need to hash out a few things first. Would also love to expand this to a larger echelon, say a BLUEFOR that its roughly a Division of combat power, spanning across 9x Battalions. Our current setup: Game Master: Apocalypse Game Master: Ben OPFOR: Nike-Ajax BLUE BDE CDR: Figmo42 TF 1: Revenant TF 2: Ronin TF 3: Los TF 4: Rooks & Kings Method
    2 points
  33. Version 1.0.1

    84 downloads

    Command a 2020 US Tank Battalion in an attack to destroy a Donovian T72B3 Battalion. Your equipment: M1A2, M2A2. Enemy equipment: T72B3, BTR82A, Tigr. Time limit 2hrs. Custom map embedded in scenario.
    2 points
  34. The sensibility being that you can't separate the Wehrmacht from the political goals to which it was subordinate, so each and every victory enabled the Einsatzgruppen to round up more jews and whomever else the Nazis deemed undesirable, to work them to death as slave laborers. WW2 games are "fun" to play from both sides only if you ignore the political context, which in itself is a gross distortion of the historical truth and thus effectively helping Nazi propaganda after they are supposedly thoroughly defeated. I'm not going to lend my hands to such an endeavor. Personally, I think there's way too many WW2 tank games, particularly without the political context, and too few tank games that focus on a rich and varied historical context after WW2. So I'm focusing, as far as we're adding historical tanks to Steel Beasts, on recent history; but of course we need to focus in most of our work on the present, and the near future.
    2 points
  35. I like this idea. I have always said -- playing SB as a one-off scenario is one thing (which can be fun enough, sure) but where it really shines is as a means to run campaigns that you just can't pull off in most games, where your imagination (as game master) is usually the limit, and that is the main reason behind the evolution of the report file feature to help manage resources. Always good to see someone think outside of the box, and this is hybrid campaign seems like a great idea. I would like to participate at some point, next time, if I can be let out of the cave.... 🦇 (You might also want to consider putting it into the SB Wiki too - I have several campaigns I wrote up in there for historical purposes, and for inspiration for others to take ideas from).
    2 points
  36. Rest in peace.
    2 points
    Another great mission. Excellent balance in terms of available support and enemy composition. Can easily get complacent. I got hit hard and managed to barely scrape a minor victory.
    2 points
  37. I've been playing SB for a very long time, but just now finding out how amazing the Report outputs can be. I'm especially thankful that I can import it into Excel and sort data easily.
    2 points
  38. Long live the King!
    2 points
  39. I'd say it's a pretty good effort. The visuals look nice, and it does give ideas on what we could do with some improvements if we have time. Nothing wrong with a bit of friendly competition in that regard, but of course its two different audiences as well. Seems like its probably a "fun quick action" type game where-as SB is more of a tool box.
    2 points
  40. I posted this on Reddit, but I think it serves as a good summary as to my thoughts: I’ve played GHPC in some capacity since their very early builds in July of 2020 (video is here for the nostalgia trip:) This video is my opinion, based on the current state that GHPC is in as of launch. Steam defines an Early Access title as being “worth the current value of the playable build." As a result of that, I cannot in good faith tell people that I believe that spending $26.99, not including tax, is worth it for access to the latest Patreon build. My advice: put this on your wish list, and give the project a few months to mature.
    2 points
  41. Because we need a better GUI framework/middleware for that. We're working on that, but replacing the entire GUI of a 25+ year-old software is no easy task.
    2 points
  42. Yes, so the issue here is that the Ural truck is very old, and never had its default LMG and RPG type defined (for its carried troops). So, it falls back to something defined in the code, ages ago, which is likely the very first RPG type that existed (M136) and very first LMG type that existed (MG3). I will try to script that to the PKM and RPG-7, or some such, for a future patch.
    2 points
  43. I'm unsure about "how it used to be", but Instant Action scenarios aren't meant to be "winnable", unless your definition of winning is lasting longer than last time you played in the same vehicle.
    2 points
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