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  1. I always wanted to have a more gunner controller like input device. Having spend some time on the "real" simulator again over the past 2 years, I now decided it's time to something done. For the moment I have finished my POC phase and am on the way of building the first prototype. So from the Hardware side im using: torsion spring loaded mechanism that I ripped out of a sim racing steering wheel for X rotation (left right) torsion or dual spring mechanim on a shaft for Y rotation (up down) for a maybe future V2 version already sourcing parts to replace the spring mechanism DC motors, basically a constant force feedback version Android 10" tablet gyrosensor for the positioning, and touchscreen for button and keyboard inputs Not decided yet might add some real physical buttons to the handles, but would require the device to be wired On the software side: Freepie apk for Android to send gyro sensor data to the PC (the way any racing game on a mobile works, rotate device for steering, tilt for acceleration) Opentrack with freepie input and vjoy output to receive the sensor data and translate to axis movement of the vJoy virtual device SpaceDesk Server Client to convert the Android device into a secondary PC monitor Helios (mainly used in flight sim to build virtual cockpits on touch devices) to be run on the tablet and providing virtual buttons and switches. Physical buttons might be added during prototyping Joystick Gremlin to map everything together onto a single virtual HID device that is then used in SB as controller The POC testing with my phone as gyro sensor went better as expected. It feels just more natural and even without dialing in response curves fits my liking more than the joystick and/or gamepads that I have tested/used so far. Will post more progress once mor of the 3D printing is done
    5 points
  2. As some players reported, T-80U and T-64B have UNLIMITED and extremely fast reload. We would very grateful if you people could fix this problem. Thank you. 466f66d4ae676a8f.mp4
    4 points
  3. No. There will be a final 4.3 update this year (summer...autumn-ish), and, probably, a major upgrade next year. Whether that will bear the number 4.4 or something else, I don't know yet. We try to maintain the established three-year cycle 2013 (3.0) 2016 (4.0) 2019 (4.1) 2022 (4.3)
    3 points
  4. Gunner Sabot Tank!
    3 points
  5. 105 downloads

    I based this map on the period around 1990. I used the UTM maps of the Bundeswehr and the NVA (GDR), which differ somewhat in the level of detail, as well as Google Earth. Current status of the map: expanded to UTM grid line 31 North as well as revised roads, areas, high-voltage lines and other elements. Download -> unzip -> Installation path: ProgramData > eSim Games > Steel Beasts > maps > packages UID: 82259189-3eb7-4bd3-be0b-ca3dfd99c689
    3 points
  6. APFSDS rounds in SB Pro have a cut-off range of maybe 10, 15km or so. We track only rounds with explosive content to their impact point since it's far more likely that they will cause noticeable damage. An APFSDS rounds, after dozens of kilometers in the air, would still be quite dangerous to un- or lightly armored units. But it endangers only things that are directly in the way of the trajectory. The chance of damage is not zero, which is why we still have range safety regulations in actual army life - but it requires computational resources that we'd rather spend on other simulation tasks.
    3 points
  7. Yes I am, it happens on many scenarios (including distributed scenarios on here) then we tested what was going on. I`m suspecing that some specific tank such asT-80U fires unlimited amount of missiles if it loaded and fired once. Here is improvised testing scenario for the issue we talk about. T1.sce
    2 points
  8. Version 1.0.0

    47 downloads

    It's a attack mission. 2 reinforced Inf Companies (GE & NL) will attack to EIMKE & ELLERNDORF. It's random where each company will spawn. The northern company has to the attack along "ARROW", the southern company will attack along "SPEAR". At the beginning each company will send forward a reinforced Inf Plt till PL BULLFINCH. After the companies arrived also the PL BULLFINCH, they'll get the order to attack the OBJ. After the companies have taken their areas of the OBJ, the Btn Co will order another task for each company. Each company has to move forward with a reinforced Plt till to the COP 1 & 2. Means: the northern company will move with a reinforced Inf Plt till COP 1 and the southern company will also move with a reinforced Inf Plt till COP 2. The mission ends earlier, when at least one company arrived their COP. And it ends even more earlier, when both companies arrived their COP. The entire mission is written in english. Playable units: 1 Inf Plt (3x Marder) 1 Tank Plt (4x Leopard 2A5) Map: the NEW "Germany_Munster_2024" Duration: max. 110min Should be an easy level mission: Enjoy.
    2 points
  9. Here ya go, Bradley fans:
    2 points
  10. Pretty much a trade off. M1 family, turret remains facing the frontal arc (mostly) but not fast. Leo 2s, turret traverses off but faster. Ideally for both you pull back into dead ground if you can, before you start the process.
    2 points
  11. Version 2

    141 downloads

    A reinf TankPlt (4x Leopard 2A5, 2x Marder) as demolition guard and in delay against a reinf MechInfBn (BMP, T-80). Orders and triggers in German & English; radio messages in German. Duration: 80 minutes It's a cold winter morning, but you will get very warm!
    2 points
  12. Time acceleration can indeed cause trouble if the frame rate isn't high enough - which depends on the computer, and the scenario, of course. While forests do help with reducing the likelihood of getting spotted (by a lot), once that a unit is spotted, it will get immediately identified and from that moment on has very little chance of escaping observation again. This is less than ideal, but to change this mechanism we need a new software architecture (which is in development). The good news, version 4.4+ will do something about infantry getting spotted at longer ranges.
    2 points
  13. Just FYI... The question was asked, when does "round 2" (spring) part of the campaign start? It will begin on the April 26th TGIF (four TGIF's from now). So prepare yourself. If you didn't participate last time and want to, then you can - although the teams might need to be balanced. If you participated last time and don't want to this time, that is fine too. The only rule is that if you started on one side they you must remain on that side, unless we have to re-balance the numbers on each side. More info will follow as we get closer.
    2 points
  14. It's not so much about regulation having one ammo door open at one time, its that you physically cannot have both ammo doors open at the same time. When one door opens, it slides over and covers the opening of the other side. First, you have to prepare the TC's stored ammo, which is only a manually opened door -- its not opened by hydraulic power nor electrical motor. This full process is (from memory)... a. Remove the TC's "curtain" which is a curtain behind him that is in front of that door, which has pockets and pouches, that you use to store "stuff" like maps and manuals. The curtain clips off but then has to be moved out of the way, covering up other things (like the TC's control panel) in the process. b. Then you have to un-stow a prybar-like handle that is used to manually pry open the TC's ammo door. This handle is attached to the wall, between both ammo doors. It slides and then swivels out, like some kind of crowbar that is attached to the wall. c. Then you have to pry open the door with this handle, which isn't the easiest thing to do - it can take a minute or so. d. Then you have to use your fingers to grip a detent on the door, and manually slide the TC's blast-door (which is pretty thick and heavy, maybe ~ 1" thick) over to block the ready side. e. Then you have to extract ONE round into the crew compartment from the TC's stored ammo side. f. Then you have to manually slide the TC's ammo door back shut, all the way shut, so that the ready ammo door can open. g. Then you have to hydraulically open the ready ammo door (as you normally would). h. Then you have to store the round that you currently have in the crew compartment, and let the ready door close. ...all the while you have to try to avoid chopping off anyone's fingers in the process. Then you repeat the process back at "d" above, for each and EVERY single round. (There is probably some YouTube video showing the process, maybe.) So why not just pull out more than one round at a time? No. The rounds are bulky, and it is dangerous to be handing more than one round in the turret while everyone is opening and closing doors manually, and so on. Plus, yes, regulations are in place for this part of the process, and for good reason, for the same reason that you do not "lap load". The process wasn't designed to be quick, but then again, that is the trade-off of having the ready AND stowed ammo protected in the ammo bunkers. Rest assured, if the time was wrong it would have been changed in 25 years -- it's realistic. It was timed a long time ago, to be an average crew.
    2 points
  15. Me and Wiggie for C1. But im a "maybe" as we are getting close to birth for my kid.
    2 points
  16. a particular angle might create the impression of a net draped over the vehicle say when viewed more or less perpendicular from the side or the top aspect, but the illusion becomes apparent when joining surfaces are viewed say from a shallow 20 degree angle- eg. the net doesnt appear to hang from the gun tube viewed from a side angle, or in a similar way if both the turret side and turret top are viewable at the same and the net is supposed to continue from one to the other- then it looks painted on, it creates a very 2D effect painted on 2D surfaces where it joins and transitions, it tends to look like a painted camo pattern baked into the skin rather than a net draped over it; it is relatively simple to photoshop a net mapped onto the skin, but in my experience, even photorealistic details of a net does not escape the problem that it looks unnatural viewed from certain perspectives. you may have seen very convincing urban street art painted into sidewalks or onto walls by graffiti artists giving the impression of depth when viewed straight on, such as a realistic looking swimming pool painted onto the pavement, but the illusion collapses once you begin to view it at acute angles ( in a similar way older graphics rendering techniques which mapped satellite images of cities and towns and installations onto the terrain produced a nice effect with distance and altitude, less so closer to ground level)
    2 points
  17. I've spent some time on this with him. 1. He initially installed it on the wrong drive so instead of "uninstalling" he deleted the folders (this is when I became involved). 2. Attempting to uninstall via the "Settings" failed, as it was no longer listed. 3. When he subsequently attempts to "install", we now get a message about a copy of Steel Beasts already being installed. 4. If you hit "OK", it goes and installs map packages, Codemeter, etc. but not the central software. That's when I suggested posting here as I didn't want to start trashing his Registry.
    2 points
  18. 2 points
  19. You know that you can get a kit with all switches & electronics plus 3D print files for the handles from AFV Sim, right?
    2 points
  20. Unfortunately the internet is a poor medium for communicating a joke.
    2 points
  21. You forgot step 6, a slab of C4.
    2 points
  22. Yes and I kicked it and I put new batteries in it.
    2 points
  23. I do not understand this fixation. NZ in 1940 had a population of what about 1.5 million people. It had no automotive industry. Almost all of its motor vehicles and defence equipment came from the UK - on the other side of the planet. The UK wasn't in a position to gift NZ anything either given most of their AFVs were on the other side of the channel from their crews. Someone in NZ gave it a go to build something that might help defend their country and all people do is put sh*t on them.
    2 points
  24. I'm sorry ... dry humor ... I was TOTALLY kidding! Total joke.
    2 points
  25. Best bet: release it to the world and people can have fun with it while you work with it. The maps I have released clearly have room for improvement - but better a good map today than perfect map years from now ... maybe.
    2 points
  26. I suspect that this is a case where we "invent" a dismount unit that's actually the vehicle commander, so in that sense we're technically not dealing with a duplicate ID. That said, V5 is all about getting rid of these hacks and organize things properly rather than squeezing functions from the last bit available in unit status bytes.
    2 points
  27. Please send an email to @Ssnake. This situation cannot be handled here, on web board, as I suspect. Mail address is his user name here @ avatar picture .com
    1 point
  28. Hm. It's not supposed to do this anymore, but it's hard to argue against empirical evidence. As I'm on the phone right now: please search this forum for "mutex", and you should find advice.
    1 point
  29. Gibsonm, The SWMBO, has decreed that the basement will be effectively referred to as the mancave and is now my domain. My wife has also stopped tracking my kit collection, so I am way past having to justify a new kit or sneaking it into the door. You can't go wrong with those Tamiya kits, static or rc. Andy Scrapper_511, My collection was built over a few years, especially during the time I was deployed to Iraq and other exotic destinations. Andy
    1 point
  30. and so i think it all comes together as a whole. if you are not interested in the subject matter, the graphics will not really matter either. this video popped in my news feed of some new helicopter combat simulator using the older representation of late 1980s c:\ prompt technology when we might mess with autoexec.bat and config.sys files. i do not really understand why anyone would go back to this except out of a sense of nostalgia, since the environments are so artificial. you might get away with this with a flight simulator depicting operations in a desert environment, which is still a major concession to reality, but it works even less with ground based representations of anything. ground combat / tactical FPS ego shooters always trailed their flight sim peers in terms in results, since the technology was primitive but at least facilitated generating environments from empty sky more plausible than the information content necessary from a ground level perspective. i can find no examples prior to the late 1990s where this started coming together to produce more natural looking, functional environments. sometimes the original m1 tank platoon is held up as some kind of gold standard, but again, this was always a very primitive representation of armored combat with modern forces in europe in the 1980s because the technology was so bare. but it is all there was. cutting edge for its time, but i would never go back to that.
    1 point
  31. 1 point
  32. Prototype works, but resolution with the way to map gyro data to vjoy axis is nah ... at best 6 bit is usable with some curve fine tunings but not to my liking. Back to drawing board now I think I go the full way with DC motors and constant force feedback and use the wireless screen only for Helios and create input profiles https://youtu.be/apYyVN_W9Ro?si=wMGdNNaS5EDkKVtB
    1 point
  33. Thank you for your alert, we'll get right to it. In future release notes, look for bug no. 12242. IFVs not firing on bunkers is "sort of normal" in the sense that they won't fire if they can't see the center of a unit, or if their ammunition is insufficient to shoot through the walls. That being said, we aren't happy with those bunkers, and will replace them with something better.
    1 point
  34. What kind of outcome would you expect?
    1 point
  35. 1 point
  36. And the long version:
    1 point
  37. While the internet does what the internet does, using the Bulgarian military website as a single source seems very sketchy. Thats even by internet standards, if there are any. edit: found a second source...https://armedassault.fandom.com/wiki/T-100_Varsuk
    1 point
  38. I guess you arent very familiar with my posting history on tanknet are you? The day I swim in the same direction as everyone else will be a cold day in hell. Its profile was a little higher in the earlier builds. Like the T34, I think you could even drive it briefly. It was certainly no worse than some of the stuff we were kitbashing in 1940, and it was if anything more mobile and better armed than our general solution, the Beaverette.
    1 point
  39. Also , artillery making craters in mission. Though I think that's out till v5.
    1 point
  40. I love them, Id have an RC one of one if I could. Yes, it ticks the box for comedy value, but as a mobile pillbox, it was arguably not any worse than a Vickers light tank or some of the tankettes we were building in the 1930's. Even the Panzer 1 was little more than a mobile machine gun post. Besides, the developers of Gunner Heat PC have already put one in as an easter egg, so there is no reason to be shy anymore.
    1 point
  41. Sir, have you tried switching it off and on again? 😉
    1 point
  42. I leave that call to others. All I know is that I need to report security breaches that I see for "friendly nations" (e.g. M1 armour layout, CR2 Dorchester details, ....) , otherwise I'm in breach myself. This reporting involves a multi page PDF to complete and then a nice chat with our ICT security team. So speaking personally, I'd be very happy if people stopped.
    1 point
  43. 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
    1 point
  44. Just finished reading this one. Despite being written in 88 the debrief points probably read the same for many exercises happening today!! A really good read for anyone wanting an insight to Battle Group (uk term) or Task Force planning tactics and execution. i would make it compulsory reading for Pl (Tp), Coy (Sqn) leaders and HQ staffs! And all the support arms!! The importance of a strong and capable XO (BG 2IC / COS) comes through really strong emphasising the importance of G4 logistics, medical and maintenance. thoroughly recommended. A series of missions. Depends if the ground is accurate to the NTC maps? Someone more familiar with that terrain and terrain file will know better! what to read next?
    1 point
  45. Anyone interested in the M47 manual?
    1 point
  46. In the M1A1, this does not appear to be the case. I'll verify tonight, but I recall trying this from the gunner's position and Backspace not switching to battlesight range.
    1 point
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