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Showing content with the highest reputation since 12/03/2021 in Posts

  1. Posting a consolidated list of all of my uploaded scenarios. Will continue to update as I upload new content. Operation Talon Strike: A five-mission single player operation (LEO2A4, Pizzaro). Operation Golden Eagle: A small SP/COOP scenario with British forces fighting in desert terrain. (Shotkal) Clearing Kandahar: A company from a US Stryker Brigade clears the Taliban from Kandahar. (Piranha V, Centauro) Clearing Kandahar: CANFOR: A Canadian forces adaption of the same mission (LAV III, Leo1A5) Operation Cold Call: A Heavy US Company/Team attacks to seize an enemy airfield in a European setting (M1A2, M2 ODS) Operation Dragon Hunter: A Belgian mixed combat team fights African rebels being supported by foreign combat advisors (LEO2A4, DF30, DF90) The Attack on OBJ Bear: A company from a US Stryker Brigade attacks elements of an enemy mechanized brigade in a European setting. (Piranha V, Centuro) Operation Charger: A 3-mission series where you take command of an armored Company/Team fighting against an enemy mechanized brigade in a European setting. (M1A2, DF30) Baghlan Blues: A Finnish combat-team clears insurgents from a village-stronghold. (T-72, BMP-2, Patria AMV) Predator Strike: A Danish Combat Team is called to seize a critical river crossing in a daring spoiling attack (LEO2A6, CV9030DK) A Time to Fight: A Swedish Combat Team leads an attack against a Mechanized Infantry Battalion to seize a river crossing (STRV-122, CV9040, AMV-360) Dragoon Blaze. A Stryker Reconnaissance Troop attacks a mechanized infantry company to support an attack on a logistics node (DF30, Centauro, M1A2) Clash At Amallah: A phased operation where the player must delicately dismantle enemy assets before launching an armored attack on an enemy held town (ASLAV, Centauro, M1A2, UAV) Opening The Gate: A German COY attacks to clear an enemy mechanized force from key terrain along Highway 65. (LEO2A4, MARDER 1A3) Guardian Angels: A British Tank Squadron attacks to seize the flanks to protect their parent brigade in the attack. (Challenger 2, Ulan) Plug the Gap: A CANFOR air reaction force holds the line until armored reinforcements arrive (LEO1A5, LAV, Infantry) Operation Pathfinder: UK forces attack to seize a road junction from an enemy MECH Company. (Challenger 2, Pizzaro) Ice Burn: A US Stryker Recon Troop takes on an enemy mechanized company in winter conditions (DF30, Centauro, M1A2) Day of Decision: An Atropian Tank Company holds the line against the Donovian onslaught! Operation Bronze Hammer: A US Armored Battalion lands a shore and expands the beachhead. Cooperative, Large. (M1A2, CV9030, Centauro, LAV) Operation Behemoth: A single player scenario where the player takes the role of a M1A2 tank platoon leader conducing a company operation. (M1A2) Welcome to the Jungle: A mixed Company attacks to seize a jungle clearing as part of a Division clearing operation. (M60A3TTS, M113, M113 RCL) Desert Strike Utilize a small combined arms team to defend against insurgent forces then counter-attack. (M1A2, NZLAV, AH64) Movement to Contact A small cooperative scenario where US forces conduct a movement to regain contact with an enemy force, then seize a river crossing (M1A2, M2) Stryker Ambush [REDUX] A remake of the original mission - now with 100% more Strykers. (Piranha V, Centauro) Counterattack At Al Miram US Forces defend against an insurgent attack and then counterattack into a defended village (M1A2, Eagle IV, NZLAV)
    15 points
  2. White smoke, August 5 it shall be.
    15 points
  3. enjoy PS. before I forget This map will be released for 4.3 as a Alpha/beta depending on how you see it, and this does include custom built stuff for this specific map.. and please do not work on it once released.. Cause I'd like to do that my self. which
    12 points
  4. We have a Release Candidate. It's being tested as I'm writing this.
    11 points
  5. So I've been working on this map for…I can hardly remember now, about 2 years on and off. It's not complete, might never be. However, I’m going to push this out there shortly as is. This was an attempt at a North Taiwan map, way too ambitious, naturally, as I wanted to get the feel right. It's a very complex close terrain, difficult for large maneuver units. This was made with PLA invasions in mind. This is why I wanted the northwest coastal region, just north of Taipei. These are possible landing beaches closest to Taipei, including the Taipei Port and Tamsui Estuary. I'm using the Granada height map for the high-ground around Taipei as I don’t have any height map info for Taiwan. The rest of the high-ground and coast west was built using the editor. Everything else was guided by Google Earth. As such it's an approximation of North Taiwan. The distances are roughly correct between major features. Currently, these include the Port of Taipei and Bali, Taoyuan International airport, Zhuwei Fishing Harbor, the northern sections of Luzhu District, Dayuan District. Recognizable major industry, power plants, fuel storage, Golf courses, rivers, etc, and of cause all the regional roads. The road systems in Taiwan are really challenging to recreate in SB. I've done the best I can to replicate the kind of obstacles these complex road systems would represent. I've built-in from the coast as this is really about whether or not the PLA can establish a beachhead to allow for follow-on forces. If they cannot it's doubtful they will accomplish the mission. If they can it's pretty much end-game for Taiwan. So it's primarily a fight for control of the coastal areas. I will continue to add to the map over time. However, I think it's good enough to publish at this point or it never will. So a little more work to polish up and it should be done shortly.
    10 points
  6. The quiet before the storm.
    10 points
  7. So here we go... Part 2.. hope not too boring
    10 points
  8. Three years later and I'm nowhere near releasing this project. 2022 - I've hand-placed every object on this map. I've also done a TON of height management work (thanks to the latest tools) - things like creating actual streams with height depictions and ditches. And hand placement of Custom Line Objects to add the finer details of foliage and trees.
    10 points
  9. Realistically, first week of July. We'll start offering 4.3 licenses next week in the web shop, so that you can start immediately after downloading. Also, first official videos next week.
    9 points
  10. 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
  11. 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
  12. Still not quite safe for a final verdict, but so far no blocker-type bug has been reported.
    8 points
  13. Wishes Get rid of Port Forwarding Add an actual in-progress join that doesn't require pause and total disruption of the game.
    8 points
  14. Here is a little fun picture from the integration phase... Such a cute little car right there... wish we could keep one like this. Was a perfect recce car..
    8 points
  15. I just wanted to say thanks to everyone in the SB community. It's been a month and a half since I bought the sim and joined. Since then I have switched my licensing check over to my Codemeter stick for permanent SB goodness. I've learned the ins and outs of both the M1A1 and M1A2 and am relatively comfortable in most versions of the Leopard. It's funny that I am now seeing features on one tank that I wish was in another model. I have played four multiplayer Sunday Kanium battles and a couple different multicrew missions with other SB enthusiasts and community members. I am truly awed at how welcoming and helpful everyone in this community has been and how easy it is for new players (that are willing to learn and take the time to get into the game and work with others) to be a part of the bigger picture. I am so impressed by the knowledge and experience all of you have and bring to the table. And I am blown away at how incredible and realistic these battles are in progress. I feel like I am really in a Steel Beast and part of something bigger. I love watching the pieces and parts come together in the overall battle plan. It really changes your perspective on what actual tankers experience in the field and gives you a hit of what they actually experience. There is no equal to that, imho. SB has become an immediate favorite and a new addiction and I don't see myself ever getting tired of it. Very few games have that kind of draw and longevity for me. So thanks! SB is awesome!! Truly, there is nothing like it.
    8 points
  16. Submitting it to the downloads section just now.
    8 points
  17. I dont think anyone has wished for a crewable Chieftain in a while, so.... i wish we had a crewable Chieftain Also PT76 & BMP1 & Scorpion A man can wish.
    7 points
  18. I decided to create a series of scenarios designed to familiarize new Steel Beasts players with basic Offense and Defense tasks executed by a Tank Platoon. This series will use US Army Doctrine as a basis, and aims to present the Tank Platoon's role when operating as part of an Armor Company. This series will also has a focus on introducing concepts within the game to the player, while maintaining a low level of difficulty to reduce frustration during the learning process. The following tasks are planned to be covered. Offense: - Movement to Contact - Attack - Pursuit - Exploitation Defense: - Area Defense - Mobile Defense - Retrograde Feel free to provide feedback or requests for future missions below.
    7 points
  19. Next week, sorry. Last minute blocker bug. Terrible fix. Unfixed. Fixed differently, needs more testing, some new network issues - in short, no dice.
    7 points
  20. Soooo... there's one last bug that seems to be blocking a release. Assuming that it can be addressed today or tomorrow, then verified by the day after, we'd have a candidate release for 4.3 Not a perfect candidate maybe, but a decent one that's going to give you something new to explore and tinker with, the one or other visual improvement we haven't even mentioned yet. Failing a release by Friday might still allow for a release on August 5th (Plan F, or something), but I'd rather avoid that delay.
    7 points
  21. Nike will love this one:
    7 points
  22. Expect a video every Tuesday, Wednesday, Thursday from now on, and then some extras in between. I'm going to try out the Youtube "#shorts" format which dictates vertical video. Please bear with me - but maybe it's going to attract a few new players, who knows. At least, those videos will be short. Also, some content simply clashes with our inner verticality, so don't abandon all hope, yet.
    7 points
  23. Hi Gladiator, As Gibsonm pointed out, the map is being worked on. It's actually a massive update that includes adding roads and buildings to Hannover Mitte and the surrounding areas. I'm trying to make it as close to realistic as possible within the constraints of the limited building models but it will look a lot more like the actual cities. I've also been connecting roads, adding some cities to the Northwest and East, fixing railroads, moving buildings off of roads, fixing bridges, cleaning up strange artifacts, and so on. I'm trying to get it done by the end of this month or middle of June at the latest, but it's been a huge amount of work. I've been spending about 4 hours a day of and on working on it since the beginning of December. It's just a lot of picky tedious work so hang in there as it is coming. By the way, there will still be some areas of the map that will be incomplete. There are just way too many actual map object and areas in real life and it would take a lifetime to fill all that in. I'm focusing on the most important populated areas and some of the smaller towns. The map can always be added to in the future but it will be a much better starting point. The reason the map is so goofed up currently is that it's been converted many times and some of the original objects were substituted in those conversions. So I've had to splice roads in a lot of cases and then use the bridge tool to make the proper one. There are many rivers so it's time consuming. I'm about 80% to 90% done I think. Here are some shots of the work in progress. (notes on the map are for my reference only)
    7 points
  24. Unless this has been implemented whilst I was away, I would like artillery fire to leave some trace on the ground where it impacts that stays there for the rest of the game. This would better allow fire correction as well as help with immersion.
    7 points
  25. Here's a zoom-around the map video to give you an idea of how it looks at this time.
    7 points
  26. 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
  27. So when I get obsessed with something, sometimes it's hard to put it down.
    6 points
  28. I wouldn't have chosen such a thread title to begin with. But I'm not actively trying to dissuade anyone that the release of a new SB Pro PE version is reason for excitement. 😃 It's just that it's been like this for most releases. We aim for a date, and are late by a month or so by the time that the pieces fall into place. You never know if you find something until you start looking, and you can't start looking before a feature isn't "mostly complete".
    6 points
  29. *Prepares Small rodent for sacrifice* Recite my brothers and sisters! The prayer of monopatchism! Our List, Who art in implementation, Hallowed be thye contents, Thye contents be stored, On mass storage, As it is on eSim servers, Forgive us our daily patches, as we forgive those bugs which trespass into features. And crashes to desktop. Update. ***All hail the_List*** (Probably jinxed it now, haven't I?)
    6 points
  30. This is the first in a series of scenarios designed to familiarize new Steel Beasts players with basic Offense and Defense tasks executed by a Tank Platoon. This series uses US Army Doctrine as a basis, and aims to present the Tank Platoon's role when operating as part of an Armor Company. This series also has a focus on introducing concepts within the game to the player, while maintaining a low level of difficulty to reduce frustration during the learning process. Movement to contact is an offensive task designed to develop the situation and to establish or regain contact. It creates favorable conditions for subsequent tactical actions. The platoon leader conducts a movement to contact when the enemy situation is vague or not specific enough to conduct an attack. Forces executing this task seek to make contact using the smallest friendly force possible. A movement to contact may result in a meeting engagement, which is a combat action occurring when a moving force engages an enemy at an unexpected time and place. Once making contact with an enemy force, the leader has five options: attack, defend, bypass, delay, or withdraw. (ATP 3-20.15, Tank Platoon) This scenario has been designed to allow the practice of the following eight (8x) concepts: i. Conduct maneuver as a platoon. ii. Conduct a movement to contact as part of a tank company. iii. Conduct an attack by fire to destroy an inferior force. iv. Employ mortars to destroy an inferior force. v. React to enemy rotary wing assets as a platoon. vi. Conduct a reload as a platoon. vii. Break contact with a superior enemy force. viii. Conduct a hasty attack as part of a tank company. This scenario is rated by the author as very easy, and will likely take approximately thirty (30x) minutes to complete. This scenario heavily favors friendly forces for the purpose of facilitating a learning environment where tactical mistakes do not mean instant death. AVEPs have been included as a method for identifying tactical errors made by the player(s) by sorting through events during the AAR. Special thanks to ben, Apocalypse, and Rooks and Kings for testing and providing feedback.
    6 points
  31. Trying to create maps with a more detailed and textured feel. Playing around, there is lots that can be done with the map editor that gives a very earthy gritty feel to the maps. The feeling of immersion jumps by an order of magnitude.
    6 points
  32. This video would be more interesting if it was called "If you don't use combined arms tactics then your tanks will die" No single vehicle is invulnerable but tanks will never go away and the need for armored vehicles that can deliver speed, protection, and firepower will always be in high demand. Also - Recon is a thing.
    6 points
  33. Request: Artillery - more detailed status information! For example: Waiting For Approval (No tubes in range) Waiting For Approval (No smoke ammo remaining) Waiting For Approval (off map battery repositioning -03:56) This could reduce a lot of frustration! Also be good for troubleshooting when mortars refuse to fire etc.
    6 points
  34. And an option to turn it off.
    6 points
  35. time for some delayed action... enjoy... hope its oki.. danish leopard section doing delayed action against the polish invaders thats, coming from the south of blåvand across kallesmærsk heath...
    6 points
  36. The main holiday is coming soon. I have prepared a short video, I hope it will cheer you up :)
    6 points
  37. Enjoy! Can't wait for the next update. If possible, more wrecked buildings would be nice. Rubble and rebar for the win.
    5 points
  38. Another thing for "the List:" The ability to have multiple overlays that can be turned on or off during the planning phase of any operation. The ability to have a GTAO (or MCOO depending on who makes it), an enemy SITTEMP, and operational graphics split by warfighting function (Maneuver, Fires, Sustainment, etc.) and the ability to hide or display each of them at any point would be a welcome addition.
    5 points
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