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Showing content with the highest reputation since 09/30/2022 in all areas

  1. I would be surprised if this hasn't been reported before, but I couldn't find mention of it so ... The gunner in Leopard 2A5-DK and 2A5A1-DK cannot reach the Normal/Emergency/Manual switch by looking to rear-right using Mouse View. (Screenshot below; crosshair showing extent of movement). The switch can be reached in the other Leopard 2's (including the 2A5A2-DK) using mouse view. It also can be reached using Track-IR in all Leopards, because the mouse isn't locked to the view. Worth noting is that in the affected tanks, you can reach the switch if you first pan to your LEFT, ZOOM (N), then pan back to the rear-right. Starting head position just a wee bit too far forward in those two tanks, maybe? I don't know if this existed pre-4.3xx, since I normally use Track-IR, but I assume it did. I suspect most just use the hot keys, anyway.
    2 points
  2. May have some Casual multicrew today: If there is interest, let me know.
    2 points
  3. 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
  4. Version 1.0.0

    147 downloads

    Movement to Contact By Apocalypse I. Situation: A reinforced enemy mechanized infantry company has established a defense-in-depth along the river. They are composed of 3x PLT of BMP2's and infantry, with tank support consisting of 2x Platoons of T-72B3 tanks. II. MISSION: Attack to seize OBJ BEAR so that friendly forces can continue offensive operations to the north III. EXECUTION: Tasks 1. Seize OBJ Bear Fires 2x 120mm Mortars 4x 155mm Guns Aviation: None IV. Sustainment -1x Medical Track 1x Resupply Truck V Signals a. Friendly ID: On b. Map Contacts: Friendly Only c. Overhead View: On
    1 point
    Fantastic mission. Loved the terrain on this one in particular.
    1 point
  5. 1 point
  6. Thanks for the welcome Gibsonm, I'm not entirely new as I had SB Pro PE in about 2004 (still have the old dongle), but a lot in the game has changed and I can't remember must from my game time way back then. The Wiki pointed me to Camp Hornfelt scenarios, thanks. Suggestion for the Wiki (if your responsible) or maybe a sticky on support forms, it might be helpful to inform Windows 10 users to set their display scaling to any value less than 150 if you want to see your mouse cursor (at least for me). Mirzayev, your video's are one of the reasons I was enticed back to the game. Also I just finished your missions, very helpful. In the attack version I was down to my last operative unit with no laser sight. Thanks for not limiting artillery calls as it allowed me to get a mission success.
    1 point
  7. Currently investigating myself, so I can update the manual. The orbat exporter shouldn't have made it into the Personal Edition (looks like it didn't (since it doesn't do anything), except that the menu entry wasn't removed).
    1 point
  8. From what I can tell, it just changes the language in the editor itself. Before (with US): After (with French):
    1 point
  9. Whole problem seems to be a collision between TC override and gunner's routines; hopefully programmers would be able to address it.
    1 point
  10. If LRF receives multiple returns not meeting automatic feed requirements(yellow 'SEL' light is lit on LRF face plate), user at TC's position should evaluate them and feed proper one (1st, 2nd or LAST) manually. So if you hear AI gunner announcing 'We got problem!', go to eye view, check measured range values, and index one which looks appropriate.
    1 point
  11. That would be the "TIM" (might, ingeniously, stand for Thermal Image Monitor...) That would actually be the "Commander's Display Unit" (Kommandantenanzeigegerät - German worde are awesome) But, back to your real questions: I suspect it's the marking of a service date. I found the original photo, so it was sequentially numbered 00 01 02 03 04, 05 marked in blue, then 06 07 08 09 to indicate in which year the next inspection might be due. Completely inconsequential. The font type is some form of Helvetica. It's a sticker (black background, light grey or silver text), not part of the instrument itself. VKPZ (with KPZ half a notch lower to indicate it's an index): Velocity (tank). The photos aren't mine, so I can't share them.
    1 point
  12. Ah OK. What I'll try is: 1. Run the mission for 60 sec. 2. Save as ... 3. Edit the saved mission to add the bridge in the editor to the now dropped bridge. 4. Use that going forward as "the" mission. This approach may have applications going forward with other missions where IEDs create fires, demolish buildings, bridges etc. and the Player doesn't need to be confronted by 20+ IEDs going off nearby / behind them and risking damage to units just to "set the scene". I look forward to #11290 being resolved though in due course.
    1 point
  13. The map pack was linked on the thread of the 18th September Kalinum Sunday. It worked for me last sunday. https://drive.google.com/drive/folders/1s2iHFb5AYOjFgDFQL0cuBGq7C_pDHV_I?usp=sharing
    1 point
  14. SSnake, You should try the spring mod for the Warthog show in this video: It costs nothing and doesn't damage any parts. (You can also "customize" the tension with some small washers if desired?)
    1 point
    Played it tonight with the TANKSIM crew. 10/10 mission. Was able to bring along some relatively new people and it was well within their skill range.
    1 point
  15. Well done, it’s a really large scale scenario for a new player to manage! You are absolutely right about infantry. That’s what it’s like fighting tanks against dug in troops.. Artillery is the answer, especially mortars as they have a short call in delay 👍🏻 (A Tip for Steel Beasts is use 100Mx100M and increase the number of rounds per gun to 12 or something. Much better lethal effect on a known location of troops) Thanks for the feedback!
    1 point
  16. Version 1.0.0

    10 downloads

    This are spanish voices to substitute the original one. Como las voces por defecto son iguales para todo, me provocan una confusión brutal, sobre quien lo está diciendo. Por ello las he rehecho con mi voz modificando el tono para asemejar otras personas hablando. No es lo mejor, y todavía quedan coincidencias de tono entre artillero y comandante, pero el resto se diferencian bien ahora. Además he incrementado el número de voces asemejándose a las inglesas que son unas 300 voces (100 más que las españolas) Para instalar, irse a documentos/eSim Games/Steel Beasts/mods/sounds/voices y descomprimir la carpeta Espanol ahí.
    1 point
  17. Looking forward to this...
    1 point
  18. An update on the Firefight 79 campaign plan: I'll start it in two weeks from now, 14 OCT. This may be best anyway since I might not be available on 7 OCT anyway. So, if anyone wants to participate, then it will get going around that date. 👍
    1 point
  19. HE Spash Far/Mid/Close/ICM:
    1 point
  20. FYI for all: So we played Future Wars Tenrec, and will likely play the other one (Oncilla) next week. But for that, be sure you check to see if you have the map. You can download it with the Map Transfer Manager by querying this UID: 7e0e7e2e-27c9-4aad-9a85-8974d8496cd5
    1 point
  21. 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.
    1 point
  22. 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.
    1 point
  23. Version 1.0.2

    205 downloads

    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 focuses 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 to facilitate 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.
    1 point
  24. If possible can someone take CO? I'm going to sit out the next couple of weeks but don't want to leave you hanging. @Figmo42 has volunteered
    0 points
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