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Showing content with the highest reputation since 05/22/2022 in all areas

  1. 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
  2. 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)
    5 points
  3. I feel obliged to play this one since Poland is involved. I'd like to take one of the SEPs, either A22 or A24, but if if we are short on crewed NAZLAW's I can also take on of the vehicles in B1.
    3 points
  4. Based on this confusing a few new members already within the past month, I recommend changing the name of "Singleplayer Scenarios" under the downloads section to somehow mark them as legacy. "Legacy Singleplayer Scenarios" etc might work. It might also be a good idea to change the order it appears in so that new users are naturally drawn to click on 4.1+ Single Player Scenarios first. IE, put it after Multiplayer Scenarios, etc.
    3 points
  5. I messaged you on Discord so I'm not clogging up the thread. Thank you for your help.
    2 points
  6. Sounds like a bug to me. Won't make promises to fix this with the next release; focus at this stage is to get the new features to work right (yes, yes, yes... where are the new videos? - June 4th we'll start). But since the save in progress function is the only way at this point to create some form of rubble in built-up area, I'd rather have this work as you describe your expectation than to declare it as a non-feature and to prevent the destruction in the preview.
    1 point
  7. in the following scenario, i created a condition where units would surrender if taking direct fire. as far as the mission editor condition boxes are concerned, indirect artillery fire is treated as direct fire since it appears that the artillery rounds and/or fragments are technically the same as direct fire. in these screenshots, there is only off map artillery dropping on the infantry squads, which is causing them to surrender
    1 point
  8. Well, this sunday would be a good time to start...;-)
    1 point
  9. I've been playing for about two or three years now. Haven't tried online yet though. I'll have to get a headset and try it out. I was a tanker little over a decade ago, would be fun to experience some of that again.
    1 point
  10. I've finagled my way into being able to attend, B12 please.
    1 point
  11. 1 point
  12. My bad. I have to put more effort into vehicle recognition.
    1 point
  13. I was in a game with you two weeks ago so I've got everything set up.
    1 point
  14. Ah, one of those orbital artillery batteries. Yes, they come down vertically at a standard 230m/s impact velocity. First time a direct hit has been shown here in the forum, as far as I can remember,
    1 point
  15. Absolutely 100% true. @Simcoe We are always in need of those and have plenty of people who can give you input and hints, including some of the world class people above ! As for Soviet/Russian kit, then they are not for everyone. I do them most Sundays, to the best of my lacking abilities and limited intellect and skills. But I try to make everyone happy, and we can if nothing else always make a scenario for you and find a group of people that wants to do the other side.
    1 point
  16. Definitely recommend a wingman as being pretty good for first time. Get a feel for things.
    1 point
  17. Thank you, Hedgehog. To be fair, what you can buy at your local techie shop or online gets ever more amazing. This morning I had a neighbour come over to ask me how I knew my cat had visited his workshop over at the old watermill on the other side of the meadow as its out of line of sight. Sparky is fitted with a near real-time GPS and radio frequency tracker.
    1 point
  18. I personally don't think it will have that much of an impact overall. There are plenty of areas that actually have a lot more density than East Hannover and Hildesheim. If you look at the areas around Garbsen and Seelze they're close in density and Hamlen is even more so. I'm actually being pretty conservative with the number of buildings in comparison. I've been monitoring the performance as I go along and I haven't noticed any difference compared to those areas. I'll also adjust as necessary. A great example is when I worked on the Saisbury map for my campaign. The city was densely packed with the same models all jammed together and when I tried to drive through it I had terrible stuttering. When I spread them out and used varying models the problem went away or was reduced to a non-problematic state anyhow. So having reasonable gaps between models appears to reduce the frame rate issues. A good example of this issue is when you're map editing. If you start stacking a lot of building models in one place so a lot of them are overlapping each other, the engine slows down badly. If you go to the F1 3D view and try to fly around them you can see the problem. Spread them out and it smooths out significantly. Frankly, I don't see people using the entire area as an ops area anyhow, so it will be more for visual reference hopefully. So someone making a scenario might use a section of the city as a reference point but would not put units inside the dense part of the city. It makes navigation too difficult anyhow and you're more likely to get bogged down with just doing that rather than actual fighting. But it will be nice for setting up defensive positions in reference to the location and having it reflect the actual location on the map rather than a blank area. I'll make sure that I monitor any comments that people have about it after I get it done and I'll be able to adjust as necessary. This will just be an initial version but hopefully there won't be too many of them. I'm trying my best to nail it on the first iteration.
    1 point
  19. From v3 release notes: again from v3 release notes: Mission briefing was not updated and does not reflect those changes
    1 point
  20. Cool!! People willing to step up for the command team are always most welcome...
    1 point
  21. ...which could be you, Simcoe. Try out the Mission Editor. It's very easy to do the first steps (certain things can get time-consuming and complex, though; start with a couple of platoon level scenarios to stave off the phase where you want to go big and then run into the complexity trap). For some, developing and testing scenarios are the heart of the product. And if experimentation is your thing, they are probably right.
    1 point
  22. 1- I have had some problems with it too. Sometimes it works and other times it doesnt. To get to KW mode however it is Shift + numpad * Maybe that helps? 2 - umm 🤔 That sounds weird since it works just fine to me. Have you done any changes to your keybindings? Maybe try saving your current keybindings and try using default keybindings?
    1 point
  23. Hit the general Discord up. We'll all respond.
    1 point
  24. Thank you for your kind words, I'll be passing them on to the team.
    1 point
  25. I'm here since the first SB. Never got bored, always excited for the next patch. The only thing that comes close was the Harpoon series and the current command:modern operations. Welcome!
    1 point
  26. 2S7M-Malka https://rumble.com/v15nicj-russian-and-ukrainian-troops-have-used-the-worlds-deadliest-weapon-2s7m-mal.html?mref=6zof&mrefc=40
    1 point
  27. Wish: Surrendered troops no longer show an icon on the map.
    1 point
  28. Figured I'd spare everyone from requesting satellite-based lasers, modeling of ICBMs, or <Insert Random Low-Production Prototype Here> and focus instead on asking for some more quality of life/planning phase improvements. 1. Having a number of participants counter be displayed for all players during a Network Session. Yes, the host can see this on their end somehow; I'm not a host with a server key. The issue is that the host is sometimes not the "leader" of the session, who needs to know if they are up on the proper number of players (or if the new guy is still in TeamSpeak and doesn't have the IP address), how to adjust the manning roster, etc. Something like this would be great, with the "# Of Participants Here" saying 15 in this case. 2. Having a "flip text" option associated with graphics, where it turns the text 180 degrees but still locks it in to rotate with the graphic control measure. Sometimes you just want the text to be the other way, and don't wanna have to start moving text while changing from 22 to 45 degrees until it finally fits on the map overlay while still being legible. 3. Being able to hold down the SHIFT key while placing a custom line to lock it onto a road. This would make creating route graphic control measures a LOT quicker. This is my second most common use for custom lines (phase lines are the first). 4. Having the Axis of Attack being "drawable" similar to the Direction of Attack, where the graphic control measure shapes itself to your desired direction as opposed to being a rigid "arrow." This is doctrinally appropriate (US, ADP 3-90): An axis of advance ((name change; same method of marking)) November 2020) provides a general area through which the bulk of a unit’s combat power must move. A direction of attack (November 2020) a specific direction or assigned route a force uses and does not deviate from when attacking. Sometimes I want assigned combat power to move anywhere within a larger area to get into an advantageous position, versus moving along an assigned route and not deviating from it.
    1 point
  29. 1 point
  30. 1 point
  31. Time to move the Single Player Scenarios into Legacy. It is oddly, the first thing someone sees in the downloads section.
    1 point
  32. Might also be worth mentioning that all *new* scenarios are posted here: https://www.steelbeasts.com/files/category/140-41-single-player-scenarios/ Sort them by echelon for Platoon, Company, etc. under subcategories for additional options. If you aren't playing some of the amazing scenarios by guys like @ben and @Apocalypse 31 you are seriously missing out.
    1 point
  33. Poland just signed contract with MBDA for license production of Brimstone ATGM for new 4x4 tank destroyer. https://newsroom.mbda-systems.com/pgz-mbda-uk-agreement-for-tank-destroyers/ Vehicle configuration will probably look like this graphic: However it will use new chassis codeveloped by HSW and Tatra. Here some graphics of Tatra/HSW 4x4. Ex-Polish T-72M1R's upgraded with ERA. in Ukrainian service.
    1 point
  34. Wow - THE Haiduk here: About a year too late: welcome ! Your music makes sense
    1 point
  35. They are calling that the future of simulation? graphics look more like history than the future
    1 point
  36. If you have a brand new "Base" map, or a "Delta" map based on an existing base map, read below on how public distribution of your 4.1+ map submission will be handled. Submitting Maps: 1. Zip or RAR the folder containing your map package. If it is a delta map, then Zip/RAR the appropriate delta map folder inside the base map's "deltas" folder. If it is a new base map (ie. if its a completely new height map), then Zip/RAR the base map folder. The path will be different based on where you chose to put the maps when you ran the maps installer. 2. Submit the file to the "maps" area in downloads. Please provide a description and a few screenshots of your map. 3. We will prepare your maps for distribution, this will create a package unique ID (UID) for the map. We will upload the file to a public maps repository that the Steel Beasts Maps Download Manager service and Steel Beasts know how to use. At that point we will delete the Zip/RAR file from steelbeasts.com, and update the text of your description to include the UID of the map package for manual downloading (see below). Downloading Maps: (manually) [see image above] To get the map package manually, users will open the Steel Beasts Maps Download Manager, left click on "Add download" (pink circle), and paste in the UID provided in the map's info on SB.com and press OK. If connected (green circle) the download manager will then search the servers for the map, and if found it will download and automatically extract it to the path where you maps are installed. Also, if you are downloading a DELTA map, and your are also missing the BASE map, and if the base map is also present on the servers, then it will automatically get that as well. (automatically) Alternatively, you can get the map package automatically by simply loading a scenario in Steel Beasts that uses the map. If connected to the servers, and the map is present on the servers, then it will ask you if you want to download it while inside Steel Beasts.
    1 point
  37. 0 points
  38. Yes... the problem with export law as it applies to simulations like Steel Beasts, there is not that sharp dividing line that says, "if this of that feature is in it, it's export controlled". Effectively it's the sum of features that make the difference. Also nobody will give you a clear answer when you ask for advice, including the same authorities that are supposed to control your exports. Instead, it's the vendor's duty to self-assess and act accordingly, and export control authorities (US or Germany, no difference) reserve the right settle in court if your assessment was wrong. And that works like this: Someone decides that you are in violation of the law, then alers the state attorney across the street who then mobilizes the police, they raid your office and seize everything of potential utility value, including all backups that they can find. Then they start a forensic process that can take years, then the court proceedings which will take years, and finally the court might rule that eSim Games was innocent after all, or more likely, that the case is moot because eSim Games filed for bankruptcy right after the raid simply because: With computers and backups gone, you can't continue your business, without business you can't pay programmers and 3D artists, so everybody went for a new job the day after the raid, and their passion of working for future eSim Games has been substituted by passion for the reliable paychecks they get from Ordinary, Inc. This in turn curbs my enthusiasm today to see how far I can go teetering the edge of the grey zone. Sure, if I were a shady arms dealer supplying an army of aggression I would probably deserve to go to jail for it. But the practical reality is that the office raid is the punishment, and the office can't be unraided, the business cannot be restored.
    0 points
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