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Showing content with the highest reputation since 09/02/2022 in Posts

  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. 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
  3. @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
  4. 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
  5. 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
  6. 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.
    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. Rest in Peace Your Majesty, your work is done. God save the King! New crowns on the rank slides.
    3 points
  19. 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
  20. 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
  21. I would even say : recrew and switch side to use as a capture vehicle by opposite side
    3 points
  22. 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: APC Engine v2: Bomb Run:
    2 points
  23. May have some Casual multicrew today: If there is interest, let me know.
    2 points
  24. The ability to "spawn if ..." AVLB spans (and perhaps other items). My specific case is a scenario that shares a map with series of others (I want to avoid creating a "delta" just for this one bridge). The bridge is blown at the end of the earlier scenario. At the start of the current scenario some time has passed so while the bridge was blown, an AVLB has bridged the gap. Currently I can blow the bridge at mission start (courtesy of some scripted IEDs.). I can also place the AVLB segment in the Mission Editor. However if the AVLB is placed on the intact bridge and then the bridge is blown, the AVLB segment is destroyed too. This change would allow me (when supported by suitable notes in the briefing) to: 1. Blow the bridge at say mission time > 0:00 2. Spawn the AVLB at say mission time > 1:00 3. The player could then proceed.
    2 points
  25. 2022 Ultimate Tank Crew Challenge You might be pretty good, but are you the best? The 2022 Ultimate Tank Crew Challenge is meant to answer that question. Teams of three (3x) (Tank Commander, Gunner, and Driver) will compete in five (5x) events designed to push both crews and tanks to the limit. Since we, as a community, haven't run one of these for a while, I wanted to gauge if there is sufficient interest. To continue forward, I would like at least three (3x) teams to express interest. If you want to know more, read on! Basic Concept Note: as this is an initial concept, events are subject to changes based on feedback from participants and in the interest of fun and competition. I. Team Rules. a. All teams will be comprised of three (3x) players who will be identified as occupying the Tank Commander, Gunner, or Driver position. Players will remain in the position they have signed up for during the duration of the event. One (1x) additional player may be designated as a reserve crew member and may fill in if a member of the primary crew cannot attend an event. The reserve crew member will not compete unless a primary crew player cannot participate in the event. Example: Team TankSim enters with Apocalypse (TC), ben (Gunner), Revenant (driver), and Assassin (reserve). During event #1, Revenant is unable to attend. Team TankSim can use Assassin to take his place as the driver. If during event #2, Apocalypse is unable to participate, Assassin can take his place during that event. IF A TEAM IS UNABLE TO FIELD THREE CREW MEMBERS FOR AN EVENT, THEY WILL FORFEIT THAT EVENT. b. Each team will choose a playable tank with a thermal imager and the ability for the TC to engage targets in the event of gunner incapacitation. More than one team may choose to operate the same model of tank. A list of tanks fitting this description is below: Challenger 2 Leopard 1A5 series Leopard 2A4+ series M1 Series M60A3 TTS T-72B3 c. Each team will choose a camouflage scheme available in the mission editor. More than one team may choose the same camouflage scheme. A reference of available schemes is available here. II. Team Entry. a. TEAMS WILL SIGNUP FOR THE EVENT USING THE FORMAT BELOW: Team Name: Tank: Camouflage Scheme: Tank Commander: Gunner: Driver: Reserve (optional): b. Example: Team Name: Team TankSim Tank: M1A2 (SEP) Camouflage Scheme: US 2010 Tank Commander: Apocalypse Gunner: ben Driver: Revenant Reserve (optional): Assassin III. Events. a. Teams will compete in five (5x) events. Events 1 through 4 will have known tasks and standards on which the team can train. Events 1 thru 4 will each be conducted by a single team during a defined one-week window. The 5th Event's tasks and standards will be revealed upon the event’s start. Event 5 will use some of the tasks conducted during Events 1 thru 4; no additional tasks not present during Events 1 thru 4 will be added. b. Each event will conclude upon one of the following conditions: i. The Team completes all assigned tasks. The score attained at the end of the event will be used for ranking. ii. The Team elects to end the event. The score attained at the time of termination will be used for ranking. iii. The Team's tank can no longer continue the event (i.e., destroying the engine or main gun, the driver is incapacitated, etc.) Conditions that preclude the Team's tank from continuing will be briefed before the execution of the event. Meeting these conditions will terminate the event. The score attained at the time of termination will be used for ranking. iv. The Team reaches the time limit for the event. The event will auto-terminate at this time. The score attained at the end of the event will be used for ranking. c. The five (5x) planned events are listed below with a brief description. 1. Mounted Land Navigation. Teams will be given a list of points via 10 digit grid. Crews must plot all points on the map using checkpoints before initiating movement from their assembly area. Teams will have up to five minutes to plot points and build a plan. Upon expiration of the five minutes, Teams will have a set time limit to find as many points as possible. The ranking is determined by the number of points found, with time used as a tie-breaker. 2. Gunnery. Teams will conduct offensive and defensive engagements against Warsaw Pact-style targets, including trucks, tanks, PCs, and choppers. Offensive engagements will begin on the move. Defensive engagements will involve both hasty and deliberate fighting positions. There will be at least two Tank Commander engagements. Friendly Western-style targets will be included during engagements; shooting them will result in a penalty for the Team. 3. Degraded Gunnery. Conditions as listed above will apply. The event will automatically apply degradation to systems during engagements. Teams must train to conduct gunnery in emergency and manual modes to be successful during this event. 4. Situational Training Exercise. Teams will conduct offensive maneuver to reach a designated end point while facing a Warsaw Pact-style threat. 5. Secret Event. Teams will compete against each other to accomplish assigned tasks. Tasks will be selected from the four (4x) previous events; no new tasks will be introduced. This event's score will count twice (2x) for scoring purposes. IV. Scoring. a. Specific scoring per event will be posted during the event's execution window. b. Overall scoring will be a cumulative number of each Team's ranking for each event. A lower score is better. 1st place in an event will yield a score of 1, 2nd place a score of 2, 3rd place a score of 3, etc. The Secret Event's score will be doubled. 1st place will yield a score of 2, 2nd place a score of 4, etc. c. The Team with the lowest cumulative score at the conclusion of the 2022 Ultimate Tank Crew Challenge event will be declared the 2022 Ultimate Tank Crew. Interested? If so, let me know by filling out a Team Application. I plan to run this if we can assemble three (3x) or more Teams. I am open to questions. Team Name: Tank: Camouflage Scheme: Tank Commander: Gunner: Driver: Reserve (optional):
    2 points
  26. KPV 14.5mm Interior:
    2 points
  27. That's why I'm posting these otherwise meaningless bug numbers, so you know when something that "you" discovered/reported has been fixed.
    2 points
  28. 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
  29. 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
  30. Dumb question: Is there a list of all existing package unique ID (UID)?
    2 points
  31. Thanks for the review, although I watched it after the fact of getting the early-release of GHPC a couple of days ago (the 1980's time-period, theatre, and tech was too irresistible). The models and terrain look great, and the sound effects are nice for the most part, but playing it will take some practice and patience so hopefully this title continues to be polished.
    2 points
  32. 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
  33. Rest in peace.
    2 points
  34. There will never be another like her.
    2 points
  35. Truly the end of an era.
    2 points
  36. 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
  37. Long live the King!
    2 points
  38. 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
  39. 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
  40. Results from the first engagement in the TankSim campaign, Operation Luminary.
    2 points
  41. For the nth time, western tanks have reactive armor on them, just not the explosive kind. Armor strength alone is however not the sole determinant of battlefield survivability. It should also surprise nobody that the latest generation of anti-tank missiles will defeat the passive armor protection of pretty much any tank, at least up to the point of a mission kill. It may not always be a guaranteed kill, but the general overmatch of attacking missiles can hardly be disputed. Battlefield survivability is the outcome of numerous factors, among them - crew situational awareness - superiority in duel situation - signature management to reduce detection - softkill defensive mechanisms, to avoid getting hit in the first place - hardkill active defense systems to intercept attacking projectiles (can't replace what's next, though:) - passive armor arrays with multi-hit resistance - post-penetration damage reduction (spall liners, non-flammable materials, ...) Whether or not a certain armor array is sufficient to protect the crew depends, obviously, on the attacking projectile. What's good enough for one type of missile may be insufficient against another. Armor protection, even if nominally sufficient, is never absolute. If you play Steel Beasts long and often enough you will experience that; just as you will experience the shift of balance by changing the ammunition loadout of a party, or the introduction of active protection systems. Finally, the strategic, operational, and tactical disposition of forces will have a major influence on combat results. Yes, you can nerd out about armor and ammunition values, and yes, obviously we'd want these values to be correct (to the extent that these factors are knowable, and there is a degree of uncertainty at play). You should however not take this specific detail as a substitute for the bigger picture.
    2 points
  42. Okay bumping this again. You really need to adjust that infantry AI spotting. Right now its close to unplayable with infantry vs infantry, as soon as you get in contact you die as they spot you so much faster then you can spot them. I have played SB since 2002 era and right now you are basicly back to how we used infantry in SB1, let them go first and get shot up and reveal the enemy and let vehicles shoot the dismounts, so useless they are right now. /KT
    2 points
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