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Showing content with the highest reputation on 04/25/2024 in all areas

  1. Yeah I meant that if I am in position other than gunner and I am killed there. I haven't had it happening that id stay there. Not at least that I'd remember. There is not much point to discuss this without proof. So I'll keep my eyes open. Thank you for taking this seriously. Much appreciated.
    1 point
  2. Well, that's a question of user account migration, and would apply to documents, music and video collection, etc.; in any case, the User's Manual of Steel Beasts has, in Chapter 2, a boring but essential section about Steel Beasts's file structure.
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  3. I suspect that, as far as the crew replacement scheme is concerned, that bit of the code thinks that the T-72 has a human loader.
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  4. I think the rule is: if you made the scenario yourself, you are not allowed to claim it is the most fun SB scenario you ever played. (I am kidding, BTW) 🤣
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  5. Well, not all scenarios would have logistics vehicles but if they did, that would be a perfect place to send them (the logistics-hell, channel). 😆
    1 point
  6. Offsider for the ammo truck?
    1 point
  7. But that won't bring over his "personal" stuff from the old PC, assuming he wants to.
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  8. First, download and install the latest version of the CodeMeter runtime software, 8.0a: https://www.wibu.com/us/support/user/downloads-user-software.html You can then either run the installer for version 4.268, it's still available on the eSim Games Downloads page (https://www.esimgames.com/downloads/ (scroll down a bit)). Or, you install version 4.3 (same page, just further up), but then you'd need to visit the web shop for the "4.3 Upgrade from 4.1" option: https://www.esimgames.com/3165-2/ In any case, after the installation, just plug in the CodeMeter stick and you're basically good to go.
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  9. I'd suggest you do a clean install of 4.268 on the new machine, then: 1. Copy over any map packages you have downloaded (from memory 4.268 is after the map packages came in). 2. Copy over the contents of "C:\Users\username\Documents\eSim Games" to get your mods, AARs, downloaded scenarios, etc. 3. Copy over the contents of "C:\Users\username\AppData\Roaming\eSim Games\Steel Beasts" to get your options, player records, etc.
    1 point
  10. It doesn't work like that. The US government holds the position that leaked information that is classified stays classified. Therefore, passing on such information, even the mere possession of it, constitutes a federal felony. If you didn't know that from reading up Julian Assange's case and everything related to it, now you do. You may want to brief your son about this as well. Stay the hell away from it, is my advice.
    1 point
  11. The SEP1 Abrams we have isn't complete. Lots of the CITV/IVIS buttons don't work because they probably are classified. I think 98% of us are fine with that. We're playing a game as armchair sergeants, lieutenants and captains. We don't care if it's all there, even if we carry on as if we did. We just want to play tanker either 1) because we used to and miss the life 2) because we wanted to but life got in the way and 3) because our cool stuff meter involves loud noises, bright flashes and lots of dirt but only virtually. I cry about the M-2A3 because it's weird running a company with M-1A2s from 2010 and M-2A2s from 1995. Be neat to have a full CITV/CIV/IVIS force. Everyone who agrees say, "Best job I never/ever had!"
    1 point
  12. We're up to M-2A4, which from what I've read is the M-2A3 PLUS. I think the gunner just locks the sight onto a target and the turret turns and tracks it without his assistance. Just trigger boom boom boom. Probably more improvements on engine, suspension, armor, IVIS, etc. I'd be happy with M-2A3 nonetheless. I mean, as well as SEPv2 or v3 Abrams with CROWS II system.
    1 point
  13. 2024 is still young, I got some time....so lets write down my personal wishlist of things I'd like to see in the next update(s), and give the reason why I want them. Priority from highest to lowest.... 1. Player control of rifle team weapons especially the AT Weapons ->It is a part still lacking to make SB closer to a combined arms game ->more obvious now with trenches, as an effective way to clear those is missing ->will easy A LOT of player frustation becasue of the uncontrolable and sometimes wonky behaviour of rifle team -> will make use of terrain much more interessting for players -> much more fun for the mechinf players 2. Trenches useable for Crew served weapons -> these currently need to be places "outside", wich frankly riddicules the purpose of that trench....simples 3. Ability to select firing unit or at least caliber when calling Arty fire mission -> currently when calling a FM, the "AI" picks and available firing unit of the same "class" (mortars, howitzer or MRLS) so for Mortars you have no way to select between 60mm or 120mm rounds...which might have a notable difference in the effect the FM has -> this option enable the players to put different fire support units of the same type in the game and use them sensably and not kind of "random" as it is now 4. A playble Helicopter...at least some sights and trigger -> same as with 1. // gets SB closer to a combined arms game....and enables LOTS of interessting missions and playstyles 5. Yeah, of course, if we have 4., we need acountermeasure! A playable AD vehicle -> Yeah we have the RBS70, but we need something that can manouvre with the mechanized units... Even some technical where we can stick the RBS70 to...would be a starter 6. Camoflage netting on BPs/vehicle dugouts -> UAS become a more important factor on the field, so do countermeasures vs them. some (fixed) camoflage net "garages" to hide you vehicles below would be a great addition in that sense. As part of a vehicle dugout/battle position or as simple hiding spot. 7. Lowerst prio but my pet feature: Useable ATGM(MILAN and SPIKE) of the Marder -> the old iron-pig is just not complete without it, and lack an important tactical option it would have IRL Like if you agree ;-)....or comment where I'm wrong
    1 point
  14. As the commander of a T-72, you usually look through one of the two large prisms to the right and left of the TKN-3. To do this, the cupola must be constantly moved manually horizontally. Not very ergonomic! The TKA-3 can be tilted vertically by approximately +-15 degrees. It is actually unsuitable for observation while driving off-road. I locked it vertically many times. So that the vibrations are not transmitted to the optics. Then the image fluctuates, but it doesn't vibrate. The 'biological' stabilization through the eyes works quite well. But of course you can't see distant targets this way (more than ~1600 m). Ok, that doesn't help in the simulation either. 😑
    1 point
  15. Version 2.1

    400 downloads

    This is an update to an earlier file I created some 11 years ago (a lot has changed in that time). Steel Beasts' logic criteria (Conditions, Events, embark if ...) have several rules available to them. If you look at the screenshot below there are blue circles around the word "Forces". This can be cycled through "Forces", "Truck", "Helo", "AFV", "PC", "Tank" and "Personnel". For example you can create an event, "If friendly tanks are greater than 6" generate message "We Won!" and apply this to a region on the map called "Objective". The problem is there was no public list to tell me what Steel Beasts considered to be what. Based on my professional judgement / experience, to achieve the above I would have assumed the need to put "Tanks" (M1, T-72, Leo, Challenger ...) on the objective. Now I know that Steel Beasts considers: 2S1, Centauro, M88A1, M-109, Wisent and other vehicles as "Tanks" for these conditions / events, etc.v To use the table, look down to find the unit you want to check on (I've used the built in Steel Beasts unit categories), then look across and if a box says "Yes" then that is the condition it will satisfy. A Jaguar will satisfy the "Forces", "AFV" and "PC" conditions but not "Truck", "Helo" or "Tank". An Ambulance (any type) wont satisfy any of the conditions. If your force (or other party) has a 1.2t Truck-T and it just drives around it wont satisfy any "unit type". If however it stops and the passengers dismount, then you will satisfy the conditions for both "Forces" and "Personnel". No passengers, and the vehicle is a phantom. A motorcycle will trigger "Forces" and "Truck" but if the passenger gets off the back, they will satisfy "Personnel". Accordingly, if you want to script an event based on a load of civilians / soldiers loaded into a civilian vehicle (all the ones labelled orange in the spreadsheet that are capable of carrying passengers), then you need to stop in the region and dismount for a few seconds to satisfy the criteria.
    1 point
  16. When you die you know there are enemy around.
    1 point
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